___ ---- ---- |--------| --------- / _ \ |-| | |\ \ / | | | -------| |__ __| / / \ \ | | | | \ \ / /| | | |------| | | / /__ \ \ | | | | \ \ / / | | | |------| | | / ______ \ | | | | \ \/ / | | | -------| | | / / \ \ | |___ -- ---- -- |--------| |-| /_/ \_\ |_____| __ ______________ --------| |--------| / \ | __________ | | ------| | -------| / /\ \ | | | | | | | |------| / /__\ \ | |________| | | ------| | |------| / _____\ \ | _____ ____| | |----|| | | / / \ \ | | \ \ | |----|| | -------| / / \ \ | | \ \ --------| |--------| /-- -- |_| \_\ _________ ________ __ __ _________ | _______| | ____ | | | | | | ______ \ | | | | | | | | | | | | \ \ | |______ | | | | | | | | | | \ \ |______ | | | | | | | | | | | \ \ | | | | | | | | | | | | / / | | | | | | | | | | | | / / ------- | | |__ | | | |________ | | | |____/ / |________| |_______| |__________| |_| |_______/ ASCII Art by Dezoo. Metal Gear Solid 2: Sons Of Liberty Walkthrough. Written by Dezoo. You may copy any of this for your own personal uses because I don't care. This is my first detailed walkthrough, my one on SOCOM: U.S Navy SEALs was my first and only had the walkthrough and not the other stuff. All my future walkthroughs will be set out like this one. What's With This Walkthrough: *ASCII maps for some of the areas on the game. *Making of this walkthrough section, just so you know how long it took me to complete this *Detailed weapons and enemies section, unlike that of my SOCOM: U.S Navy SEALs walkthrough. I've actually spent time doing that. *The story of Metal Gear Solid 2: Sons Of Liberty retold by me in my own words. Also, I was planning on a html version of this guide with pictures and some of that awesome music from vgmusic.com (a website where you can download music and remakes of music from games!) but I don't know what to do, so I scrapped that idea. But wouldn't it be good reading my walkthrough with some brilliant Metal Gear Solid music playing... pity it didn't turn out that way. Contents: 01. Making Of This Walkthrough 02. Introduction- Tanker Chapter 03. Introduction- Plant Chapter 04. Walkthrough- Tanker Chapter 05. ASCII maps- Tanker Chapter (no ASCII maps for Plant Chapter) 06. Walkthrough- Plant Chapter 07. Characters Section 08. Weapons Section 09. Items Section 10. Enemies Section 11. Some cool stuff 12. Questions And Answers Making Of This Walkthrough: DD/MM/YY: 02/06/07: Started making this walkthrough, by putting together the remains of a previous attempt that I'd messed up on. Finished editing the Tanker Chapter walkthrough and the weapons, enemies and cool stuff sections. Just started making the Plant Chapter walkthrough. Finished ASCII map for the first part of the Tanker Chapter. Introduction and main ASCII art made and finished on this day. 03/06/07: Second day, and I have completed the enemies section. I have added more to the enemies section but it is not finished yet. Erased the normal Weapons heading and the Enemies heading and wrote it in ASCII. 04/06/07: Third day. Decided to edit the Weapons Section into what it is now. I have also started on the Characters Section. Been working on all the ASCII maps for the Tanker Chapter, and there won't be maps for the Plant Chapter. I've also finished the Tanker Chapter walkthrough completely and almost all of the ASCII maps. 05/06/07: Completed the Tanker Chapter walkthrough. Restarted the Plant Chapter walkthrough and began adding to it. 06/06/07: Up to the boss battle with Fatman in the Plant Chapter walkthrough. Been doing lots of research on other FAQ's for certain things I may have missed when I played the game through. 08/06/07: Added the Items section, although it is not finished. Been working on the Plant Chapter walkthrough heaps. Introduction: Metal Gear Solid 2: Sons Of Liberty, made by Konami. The game is 100% unravelled in my ultimate walkthrough. Better start reading... but first let me get you into the story of Metal Gear Solid 2: Sons Of Liberty. Tanker Chapter: Solid Snake, the hero of Shadow Moses walks along the George Washington bridge. He is on a mission, an important mission. He is the man for the job. It is at night and he casually walks over the bridge puffing on one of his cigarettes. Little does he know that Revolver Ocelot is expecting his arrival. Yes, Revolver Ocelot. One of the members of FOXHOUND. Apparently he is here too, and he is waiting for the arrival of our hero. And then as unexpectedly as he had appeared, Solid Snake takes off his raincoat and spits out his cigarette. He is running now, for he doesn't want to miss the ship. Gracefully, he jumps off with Stealth Camouflage activated. It is time for him to get his past out of his face... and be the hero once again. He feels sudden shock as he lands, for his Stealth Camouflage is broken. But now he is on the ship, too late to turn back. It is all as it was expected to be. Revolver Ocelot is preparing the men. They are members of Colonel Sergei Gurlokovich's renegade army of professional soldiers, veterans of many battles, skilled in their work. These men are not the usual men Solid Snake is up against... these are the men of the army with no nation! The marines, as foolish as usual are not suspecting the attack and neither is Solid Snake. He chats peacefully to his faithful friend Otacon over the Codec, an advanced communications device. And then it happens, and the men of the U.S Marine unit assigned to that part of the ship are slaughtered. Solid Snake is fearless yet again and without showing any signs of shock he watches as these strange men are attacking the ship. They could be Russians, judging by their equipment but Solid Snake thinks not. He talks to Otacon yet again, and a picture of their commander is taken. Colonel Sergei Gurlokovich, close friend of Revolver Ocelot. Now this means trouble. The attackers are now in the ship, and the marines are not the slightest bit alert. A Marine is shot and is stuffed into a locker near the Engine Room, for Solid Snake to find later on. Another is in the corridors leading to the hold, this time left on the ground. The Dining Hall in Deck D is littered with the bodies of hapless Marines enjoying meals, dying without putting up resistance. The control room has some more unexpecting Marines, one lays slumped over his equipment. Another lies on the floor. These soldiers, armed with silenced AKS-74u's, Russian equipment adding to Snake's suspicion that they are Russians. And he is right, they are Russians but strangely they are not military forces. After all, they are Colonel Sergei Gurlokovich's private army. And their leader, the founder of this awesome army stands proudly on the deck of his ship for all his men to see. Solid Snake watches alarmed. Time for him to take action! Plant Chapter: A Navy officer briefs a SEAL Team on their mission. They are the men of SEAL Team 10, all setup and sent into a situation where they are meant to die. They were set up, set up by the Patriots. And the Patriots are the secret commanders of the United States, in charge of even the President himself. The SEALs are in their helicopters now, on their way to the Big Shell. A few hours ago, the Big Shell was attacked the Dead Cell, reinforced by the remnants of Colonel Gurlokovich's private army. But the proud Colonel is dead now, no match for his double-crossing old friend Revolver Ocelot. His men are now under the command of his daughter, Olga and she has sold her services to Dead Cell. A young man, a fresh member of FOXHOUND has been unofficially sent into the situation, probably set up to fail like the SEALs. He infiltrates through the docks, like Metal Gear Solid 1 all over again. The ultimate simulation is underway... is this all a game? The SEALs come out of their helicopters, they will be dead within minutes. Iroquois Pliskin, or is that Solid Snake is pretending to be among them. Yes, he is Solid Snake and he did not go with the SEALs, he has been here for a while actually. But is he on Raiden's side or not. The FOXHOUND man codenamed Raiden is actually the Solid and Liquid Snake's nephew, and Solidus Snake's son. Solidus taught him everything he knew. Father and Son, fighting against each other. The SEALs are greeted by the fact that the enemy soldiers are nowhere to be found, but Dead Cell is waiting for them, waiting to spill their blood on the walls and create one of the most violent scenes ever created on a game. Walkthrough: So here it is, the Walkthrough to Metal Gear Solid 2: Sons Of Liberty, the ultimate walkthrough for the game begins. It is time, to reveal the game completely! Tanker Chapter: ------------------------------------------------------------------------------------------------ Aft Deck: After all the cut-scenes you will find yourself outside the ship. There is bad weather and it is pelting rain. Run forward, and avoid the sentry who is walking around above. He will rarely ever see you on Very Easy difficulty. Otherwise, you must wait for him to leave or tranquillise him. Now go to the left and around here you will find a door. There is one sentry around here who must be eliminated first. Now hold down the Action Button, whatever it may be. Default: Triangle and Snake will open the door and run in. Alternatively, you can go right from where you start instead of left and evade the sentry. Quickly open the door while he is not looking or just tranquillise him. This will take you to Deck B immediately and will get you to Deck E quicker. It's your choice. If you chose the later, skip along to Deck E Crew's Quarters. ------------------------------------------------------------------------------------------------ After each stage, you might want to look at the ASCII maps in the next section before continuing reading my walkthrough. ------------------------------------------------------------------------------------------------ Deck A Crew's Quarters: Now you are in a corridor. Turn right and follow it along. Use Corner View to check for guards. When you pass the locker room, there will be a sentry around the corner from that. You can either M9 (Default Tranquillizer Gun) him when he is not facing you, or distract him by going into corner view and pressing the attack button when he is close and then running into the locker room and leave your footprints around and then run through the other door and pass him. There is some interesting stuff in the lockers though, so you should check them first (Approach the locker and press the Action Button). Once the guard has been passed, proceed along the corridor he was patrolling and in to the next room. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck A Crew's Quarters: Now, there will be some sentries. The amount will change depending on the difficulty level. There will almost always be a guard to your left, near the stairs. If you are on Very Easy he will be sitting on the stairs listening to some music. M9 him and anyone on patrol. Check in the eating area for M9 ammo and a ration. Go down the stairs to find USP Bullets x15 and one guard. Just break his neck and don't worry. He isn't facing you. There are some Stun Grenades downstairs to the left but you can access that when you come back and the boxes here are missing leaving the stairs clear. Go up the big stairs and to the door on the right (the one of the left is jammed). ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck B Crew's Quarters: Now, run forwards and use Corner View to verify the guard's position. Practice CQC on him (Close Quarters Combat). I tapped circle three times to execute a combo. When he was knocked over, I ran behind him and when he stood up, I strangled him by repeatedly tapping the Choke Button. Default: Square, just as he was standing up. You can also run around to the corridors on the other side of this room to find Rations and ammo in lockers and dark places that are also good for hiding. Anyway, head to the far side of the room and go up the stairs. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck C Crew's Quarters: Head right and check on your radar to pinpoint the camera's position. Depending on the difficulty, the camera will do different things. You can throw Chaff Grenades to get it disabled easily for a little while, so just run till you get to some stairs. The other end of the room is blocked. There shouldn't be any sentries around here, but on higher difficulties there is one when you come back through here. Just M9 him when the camera is not facing him and then USP the camera to permanently destroy it. Look in the locker to it's left for some Chaff Grenades and then go up the stairs. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck D Crew's Quarters: Now you will be on a rather heavily guarded area depending on the difficulty. There is always at least one sentry here. Head left and practice your strangle move on him until he is dead. Look underneath the tables for M9 ammo and USP ammo. (The USP Handgun must be found first). Beware of the camera. Practice your roll move on this well-positioned sentry if you want. (Press X while running). Beware of the other guard and the laser tripwire though. If anything solid touches this Semtex will go off, and all your enemies will die but so will Snake so there's no point in doing this. Use your throw move on the final sentry and go into the storeroom on his right and look around for a cardboard box for hiding in and M9 ammo. Now take out the sentry that comes with the M9 before he finds any bodies. Now go upstairs near where the second sentry was. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck E The Bridge After the cut scenes, pick up the Ration and open the door on your left. There is also a USP Bullet x15 but you can't pick it up until you get the USP. There are three dead sailors or marines in this room that I feel sorry for... they are all dead now. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Navigational Deck: This is the area marked W on the ASCII map for the Aft Deck. You will be able to see some of the upper Aft Deck if you look down. After the spectacular cutscenes you will be faced with a boss. The boss will be Olga. She has the USP Handgun that you've been looking for. ------------------------------------------------------------------------------------------------ Boss: Olga Gurlokovich Description: The Colonel's daughter who is currently arguing with him. She is an officer in her father's private army, I think. Colonel Gurlokovich wants her to leave for it is too dangerous for her to stay. She appears to be determined and loyal to the enemy's cause. If you have any Stun Grenades, save them up for later. Shoot out the light on the left that is off because she will try to use it on you. Try and make her think you are somewhere else and when she fires over there, shoot her in the head with the M9. You could also try to hide behind the crates and shoot her through the gaps. When she takes cover behind some material, use Stun Grenades and shoot the straps of fabric that is connected to so that it will go flying off the ship. When she aims the light at you, go to the far left and you will be able to shoot her. Do this before she turns the light towards you though. Of course, if you shoot out this light. As soon as you have defeated her you will get a cutscene (like at the end of every boss battle). ------------------------------------------------------------------------------------------------ Navigational Deck: When she is asleep, watch the cut scene and you will get the USP, although it has no ammo. Check her body for some items, by standing over her and Pressing Square. Go right and climb up the tower for the useful USP Suppressor (silencer) and up higher will be the Thermal Goggles that will be useful for spotting lasers. Now go right even more once you are off the tower and eliminate the sentry that comes and pick up the Wet box. Now leave here by opening the door on the right. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck E The Bridge: Nothing has changed here, so pick up the USP Bullet x15 and if the Ration is back then pick that up to. Olga's body has disappeared, she must have been woken up by one of Gurlokovich's soldiers so you can't back to the Navigational Deck and shoot her. Just go back downstairs. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck D Crew's Quarters: The sentry that was here before is now on patrol on the other side of the area. Avoid using the USP, even with the silencer because it effects the score. I know it sounds weird, but never use lethal attacks or weapons. Do not kill anyone! Use tranquillisers even when you are in Arsenal Gear at the end of the Plant Chapter. It affects your score badly. You are probably thinking why you get a multitude of lethal weapons and several unarmed moves to kill people. Well it is all a lure. This game is violent, it is already MA15+ because of these weapons. It is all a trick, do not be tempted to kill people at any stage. Okay, I talk to much. Back to the walkthrough. Head back to Deck C, but put a USP Bullet in the camera to keep it offline. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck C Crew's Quarters: As I said before, there is a sentry that is assigned here now on higher difficulties. If you have a silencer on your USP shoot out the camera and then equip your M9 and take out the sentry. Otherwise you will have to wait for the camera to turn away from the sentry and then M9 him. Now you are free to fire an unsilenced gun on the camera without being spotted. Go back down the stairs to Deck B. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck B Crew's Quarters: Nothing has changed here really either, just take the short way and M9 the soldier. Now you can run all the way to the door into Deck A without being spotted. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck A Crew's Quarters: The final stage you have to backtrack through on this chapter. M9 the sentry that you see immediately upon entering the level. There is never a sentry sitting down listening to music when you come in from this way though. There is another sentry walking around to the right in cafeteria. Tranquillise him. Now you will come across that idiot soldier who is asleep before if you go into that room on the left again unless he killed him like I told you to. I said, don't kill anyone so I hope you didn't take my advice on that one. No need to tranquillise this fellow since he is already asleep. Pick up the USP Bullet x15 here and head down the previously blocked stairs. Pick up the Stun Grenades and go through the door on the left. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Engine Room: You will be in a corridor on the right side of the Engine Room, and you must make it across to the left side. Go up ahead and pick up the USP Bullet x15. Look in the locker on the left to find a dead sailor or marine that actually scares Snake for once. Anyway, the strange action figure of Vulcan Raven on the ground should be ignored. Go out the door on the left. There will be a soldier stretching. Do not beat him up or tranquillise him yet otherwise he will fall off the railing to his death. Drag him back, let him go and then M9 him. Now go south down these stairs and you will find another guard. Drag him to where he won't fall off here and then tranquillise him. Now go to the next lot of stairs and go down. Around the corner there is usually another sentry. He is safe to M9 without killing him. Now cross the ramp thing and go up for a ration. Now go back down, then left and up these stairs. Ignore the sentry and keep running forwards. M9 the sentry high up to your left if you can see him. He won't fall off. Now go to where he is, but fetch the Chaff Grenades by going down the stairs instead of up the stairs to reach his position. Now go to the door on the left of where the soldier was and go forward. M9 the soldier who fixes the door before he reports in. If he is already reporting do not shoot him, though or Team Leader will notice his speech get cut off. Pick up the USP Bullet x15 and begin shooting out the laser power box things after Otacon calls you. The first one is above you to the right. The second is below you to the right and the third one is below you to the left. On Very Easy there is only one laser tripwire to make unoperational. Shoot the sack of flour at the end with you M9 or USP to see the laser beams or use your Cigarettes or Thermal Goggles. Once all laser beams are out of action open the door at the end. ------------------------------------------------------------------------------------------------ Note: The demo version of the game ends here. ------------------------------------------------------------------------------------------------ Deck 2 Port: Now you will find yourself in a dark corridor. Thermal Goggles are useful here. Check on all dead bodies of sailors for items and if you are caught you can hide behind the pipes in the rooms on the side. There is one sentry ahead who you can easily M9 from a distance. You will see another sentry up ahead who is listening to music but is also on patrol, so he won't here you to well but he only only appears on higher difficulties as well as the soldier hiding around the corner who is suspicious and appears to be waiting in ambush. On higher difficulties, you almost always get an alert on you here. If you do then just run forward with your M9 aimed (Default: Hold Square and run with the Left Analog Stick at the same time. Hold down L1 to auto aim and now just put M9 darts in anyone who is in front of Snake. Open the door at the end quickly as soldiers will come at you from behind as well. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Deck 2 Starboard: Keep going forward, their are no enemy soldiers until the game's first compulsory battle. Compulsory battles do exist, meaning that you do have to fight in them, but they are very rare. In the cutscene Snake will be spotted attempting to hide by an enemy soldier. Strangely no soldiers with armour are sent up during this battle. There is a maximum of 9 soldiers to take out I believe on the highest difficulty. After the cutscene... Action! Equip your USP and stand behind the crate. Shoot any soldiers you can see and then duck when you can't see any or you know they are about to shoot. Go back to pick up some Grenades! These aren't all that useful though. Don't stay in one place for too long as the enemy soldiers have grenades and know how to use them. Their attack formation goes something like this: Three soldiers come forward and immediately find cover, rolling out from behind the corners to fire a burst and then roll back. Depending on the difficulty more will come like this. Once they are eliminated then a line of three soldiers will move in for the classic frontal assault, once again eliminate them with the M9. Do not use your USP although it is tempting to. No killing! Occasionally enemies will throw grenades at you, so just run backward and then come back after the explosion. When the battle is finished Snake will automatically go into the hold. One of the enemy soldiers will be killed by Revolver Ocelot, who is becoming Liquid Snake from the arm somehow. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Hold 1: This is a stealth bit and you have a time limit. Climb down the two ladders. If you have unlocked Stealth Camouflage you can just run around the marines. If not, crawl over any noisy surfaces, don't try anything stupid, and do not run in front of projectors and hide when everyone is looking your way and make a dash for it near the end. I've also heard of a shortcut between holds through a hatch in the ground but I haven't verified this. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Hold 2: This is almost identical to Hold 1 except the marines turn to watch the projection meaning that places that were unable to be seen before are now sometimes in the marines line-of-sight. The entrance to Hold 3 is hidden behind the crates to the right. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Hold 3: This is it, the final stage of the Tanker Chapter. Equip your Camera and move to the two back corners of the room. Aim at the Metal Gear Ray and take photos. Now move to a position so you can take a photo of the front of Metal Gear Ray. Now go to the left and sneak past all the marines. Take a picture of the MARINES insignia. In any case does Commander Scott Dolph say "Intruder to whatever" do not panic, it is only a practice. Also once you are here the time limit does continue but if it runs out then Commander Dolph will continue talking. Now you have your evidence. Go to the computer thing and watch the strange scenes. The photos will be uploaded to Otacon. Watch the awesome cutscenes... and the Tanker will be destroyed. Seriously though, Solid Snake isn't dead, he is rescued by Otacon. Our hero can't die a crappy death like that can he. Congratulations! Now can you finish the Plant chapter as Raiden? ASCII Maps: Note: Depending on the difficulty means there are more soldiers to deal with. Note: Multiple G-whatevers mean that the soldier patrols to that point. Example: ________________________ |G4 G4 | |_______________________ | This means that a soldier patrols back and forth from these two points marked G4. G4 is the example. Each soldier I have designated a different number. Aft Deck: Key: E: Entrance To The Next Stage T: Some sort of Tower thing C: Chaff Grenades W: The area marked W are the ship's upper levels. These areas are inaccessible from where you start. You must get inside the ship and then go upstairs to access this area. S: Snake's position at the start of this stage. 1: Areas marked 1 are good for hiding at, as the enemy soldiers go right past. 2: Areas marked 2 have spaces underneath them that aren't mapped because the areas on top have been. These places usually contain Bandages, Rations and to the right (of this map) there is some Pentazemin (not sure how to spell it). 3: Areas marked 3 can also be used for cover, they are solid and bullets do not penetrate them. 4: Stairs G1: An enemy soldier. G2: An enemy soldier. G3: An enemy soldier. _______________________________________________ / |-------------\ /________ | __|G1 \ / | 2 |__ | |__| \ / | ____ | W |-------| |__| \ / | |--| | |G2 ____ |4_| \ / | |--| | | | | | 2 \ / | |-4| | | | T |G1||-- \ /| |__|--| | | |____| ||E \ / | | | | _______||-- \ / | | ||--| | ||--|___| |----------------\ | | _____ ___ | ||E |_ | ||E ||_|4|_| | | 2|___4___| | | | | | | |-- | | | | | | | G3 | 2| | | | | | ______ | | | | | ______ | | | C | | | | | || C | | | G3|___ | | |____|___________| || ___| _ | | __ |4-| |G2|_|1|_|1|_|1 |_| ||-4| /3/ | \ \3\ |--| |______________________||--| /_/ / \ \_\ / \ |----3----| |----3----| / \ |---------| |---------| / \ S / \ |--3--| |--3--| / \ |-----| |-----| / \___________________________________________________/ Deck A: Key: L: Locker G1: An enemy soldier. Note: If you are going backwards through this area then the soldier will be appear on the other side of the area. B: Blocked Door E: Entrance To The Next Stage P: Entrance To The Previous Stage D: Door S: Snake's position at the start of this stage. |--| |--| |B | | E| ---- ---- | | --------| | | |---------| |G1 | | S | | --------| |---|P |--| | | | |B | |--| | | --------------------------| | |--| | | |--| |--||--| |--|| | | | |L | |L ||L | |L || | | | |--| |--||--| |--|| | | | |L | |L ||L | |L || | | | |--| |--||--| |--|| | | | | | | | | ||--| |--|| | | |--|D |-----------------|D ||G1| | | |--------------------------------- Deck A (second area): Key: B: Blocked door (the one to the far left is fixed later on) 4: Stairs G1: An enemy soldier G2: An enemy soldier (sometimes sitting on the big set of stairs in the centre of the map listening to music) 2: Area marked 2 cannot be mapped because there is an area above it that is mapped. In the area marked 2 there is only Stun Grenades to be found. ______ __________________________________ _____ | | | | _ _ __ __ | | | __| | | | | |_| | | | | | | |________| | |__| | | |_|____ |_| |__| |__| | | |__| |__ |_______| ---------------- _______|_____| |__| |_4| |__| |__|______________ G1 _______________ | |__| |_______________| | 2 | __|__| |______4________| |____ | | |___ __|_______________| __ || P|| |G1 | B | |B || || E| ||__|| |____|___| |__||_____________||__| Deck B: Key: E: Entrance To The Next Stage B: Blocked Door L: Locker 4: Stairs P: Entrance To The Previous Stage G1: An enemy soldier H: A spot that is good for hiding in if you are spotted. S: Snake's position at the start of this stage. Note: On higher difficulties, there is a soldier in the southern corridors. Note: The door that is blocked on the right of map is blocked unless you have just come in through there directly from the Aft Deck. -------------------------------------| | G1 G1 | | -----------------------------| | _________ ______ | | | | | | | |_E| |____| | | |_____| |__| |_4| | | |4_| |__| ____ | | _____ |__| | | | | | | | |__| |B-| | | | | | | S B-| |--| | | |--| | | -----------| |_____| | |-B| | | | | | | | | | | | | | | --------------| | | | | | |--| | | --------------| |P-| S| | | | | | | _________| | | | |--| | H | | |---------| H|- |___ _____| | | | | |-------------| | _____ | | | | | | | | | | | |L| | | | | -----------|_| |------| | | | |-------------------------------| Deck C: Key: 4: Stairs C: Camera P: Entrance To The Previous Stage S: Snake's position at the start of this stage. (No soldiers on this stage) L: Locker E: Entrance To The Next Stage BC: Crates are blocking the stairs leading back to Deck B on the right. ________ |_L_|_E| ________ ________ | |__| | | BC| | | | |4_| | | | | S | | |__| | | __| |__ |_______________C______________| |__|______________| |__| |4_ |__| |P_ |_4| |__-_____________________________________________________________|__| Deck D: Key: S: Snake's position at the start of this stage. R: Ration 1: Areas marked 1 are tables. Look under these for items (M9 Bullet x15 and USP Bullet x15). 2: Areas marked 2 can be crawled under to hide in. 4: Stairs C: Camera -L--: A laser tripwire. Run into this and the Semtex that is strapped to it will explode destroying the entire ship as well as Snake. Avoid these but once you get the USP you can shoot out the glowing box on the floor next to it to permanently disable it. Use Thermal Goggles to see these easily, although Cigarettes and shooting sacks of flour or fire extinguishers is also handy. E: Entrance To The Next Stage P: Entrance To the Next Stage G1: An enemy soldier Note: A soldier appears on the higher difficulties and goes into the dining area to the left. A soldier will also come up from Deck C when you enter the pantry on the right and sometimes a soldier will some in there for a snooze. When you are coming back through Deck D to get back to Deck A the soldier marked G1 will be on the other side of the area. _______ __________________ | S __| | | D| | | ______| |4_| | |__| |__| -----------| _|_ |P_|_____________| |------| | |R | |D| | | _| | |------ - ___|___________________ | |_| | | __ __ |_C_| __ | | | __ | | |1 | |1 | | |E_| | | | | | | | | | | | | |_4| |-L--| | | 2| | | |__| |__| |_____|__|__________| | |__ |__| | | -|- G1 G1| | |_ | |_______________|D|_______________________| |____|____| These are all the maps I am doing. Sorry, this ASCII mapping just got too hard. Plant Chapter: ------------------------------------------------------------------------------------------------ Strut A Deep Sea Dock: You will start off in the dock. Pick up the M9 from under the stuff to your left (you will have crawl for it). This is only for Very Easy mode, though. Dive in the water and look around for the Thermal Goggles (gees, you are already getting some weapons and equipment) and if that wasn't enough get out and climb up the diving suits to find a Shaver. A Shaver? Yes, you will give it to Snake later on and then when you next see him he will have shaved himself. Go up the stairs and look in the lockers for a Ration. Go back and crawl around near where the M9 should be and look around for yet another Ration. Now go to the door to the right side of the room and you will see your first enemy, a soldier of Gurlokovich's private army. Except that he is in gray instead of green and has an AN94 Automatic Rifle. Go along the corridor and turn right. The two soldiers will be knocked out. On European Extreme there will be more soldiers in the room that have not been knocked out and the Team Leader (the soldier that talks over the radio to the men) will say something like "Wake up! Wake up!. Anyway, in the cutscene... that was Solid Snake going up the elevator. Access the node now which is the computer that is next to the elevator. Now hide from the two soldiers that were knocked out. Hide behind the boxes and when the elevator comes back down cartwheel (Raiden's version of the Horizontal Roll) one of the soldier's before he can do anything and run for the elevator. Once you are in it is too late for them to get you. Once at the top of the elevator you will be on the roof of Strut A. ------------------------------------------------------------------------------------------------ There aren't any ASCII maps for the Plant Chapter. Too much hard work. ------------------------------------------------------------------------------------------------ Strut A Roof: "Colonel Campbell" will call you here (he is not the real Colonel Campbell, remember) and inform you that SEAL Team 10 have just came into Strut B, the Transformer Room. I suppose the few sentries have been disposed of by the SEALs or evacuated to the Shell 1 Core over the A-B connecting bridge, because you never see or hear about the SEAL encounters with Gurlokovich's forces. Anyway, later on there will be one soldier on patrol here, like when you have to find the bombs. Lots of bird waste is around here if you know what I mean, and Raiden will trip over it if you run over it. I think there is a Ration and M9 Bullet x15 up here as well. Anyway, ignore the birds (tempting to shoot them, isn't it) and crawl under the broken wire fence. Later on there will be two Claymores here. Just run for the door and go downstairs. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut A Pump Room: Two soldiers will be talking in the cutscene and one will go up to the roof (where you just were). Evade the remaining sentry when he is not looking (do not kill people whenever possible) and check the lockers to the right of the room. You have the choice. Do you go to Strut F first or do you go to Strut B? I always choose Strut F first. But you will have to come back here, because you can't access the E-F Connecting Bridge without a security card. So if you go my way you will be on the F-A Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ F-A Connecting Bridge: There is one of those bloody Cyphers here. Cyphers are to make up for the lack of manpower that the Gurlokovich forces have, because Dead Cell certainly cannot cover the Big Shell alone and not even the few hundred Gurlokovich troops that are hired by Dead Cell can cover it effectively. The Russians have deployed Cyphers that were probably on the Big Shell for defence at the time of the attack. So, you can't hurt the Cypher yet because you don't have the SOCOM yet. Watch your radar and when the Cypher's cone of vision is not aimed at the bridge peg across. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut F Warehouse: Hopefully you did not get spotted by the Cypher. Now, Raiden will see a sentry having finished his rounds and is reporting back to Team Leader. Run across and pick up the Ration that is hidden here. Pick up the M9 that is in one of the rooms and the two M9 Bullet x15s here (see it was worth coming here!) You can't really access a lot from here without getting the security cards so don't go exploring. Head back to the F-A Connecting Bridge through one of the two doors, doesn't matter which one. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ F-A Connecting Bridge: That damned Cypher is still there, nothing has changed. Just do what you did before and get back to Strut A safely. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut A Pump Room: Basically the same as before. Just sneak past the sentry or M9 him if you have the M9. You can't access any new areas or anything so just head to the A-B Connecting Bridge through the door. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ A-B Connecting Bridge: There are two sentries here. This bridge is different from the others, because it has two bits to it. However, one sentry is on the left side and one sentry is on the right side. Just M9 one of them if you have the M9 otherwise you will have to hang off the side and shimmy past a guard. If you intend on killing then, get back up as soon as a sentry passes to knock him off and he will obviously drown... poor fellow so don't do that. Just shimmy past him. Also don't try to rush the guard, because the floor makes noise when you walk on it. You don't want to get an alert and possibly get killed so soon. Once past him get up and start crawling. The other sentry can spot you if you run, so don't run. Just crawl till you get to the Strut B door. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut B Transformer Room: This is where the SEALs are supposed to be at. Look out, one is coming right at you! Not really. Actually, the SEALs haven't got through Strut B... because they died in there. Reminiscent of Metal Gear Solid 1, huh? In the cutscenes you will meet a Dead Cell member, named Vamp. This here is by far the game's most violent scene. Anyway, you will be introduced to good old Solid Snake (disguised as Lieutenant Junior Grade Iroquois Pliskin) and he gives you a SOCOM (the pistol from Metal Gear Solid 1, probably the exact same one). If you picked up the Shaver at the start you will give it to him. The next time you see him he will actually have shaved (gees Solid Snake must feel he is at home, shaving during a mission!). Anyway, on Very Easy mode go the stairs you came down and the SOCOM Suppressor (silencer) will be here. Oh! and you will also have Snake's cigarettes as well (don't smoke them, you idiot! Your health will gradually go down). Also there is a node near the dead Navy officer you found that was with the SEALs during the cutscene. Take a glimpse of the carnage caused here and pick up the SOCOM Bullet x15 that are in this room. One of the bombs that you need to find later on is in here, except that you can't interact with it yet, strangely. Sort of as if it never existed. Now take the Ration and SOCOM Bullets x12. Head to the B-C Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ B-C Connecting Bridge: In the cutscenes Raiden will find the remaining SEALs being killed by another Dead Cell member, a female named Fortune. The SEALs are shooting at her madly but nothing will hit her. The final group of SEALs come up from Strut C to join in the fight. But these professional Navy troops don't stand a chance. The part of the B-C Connecting Bridge leading to the Shell 1 Core is blown up by Fortune, so you can't access it from here. Once the SEALs are dead they have failed to rescue the president obviously although one man who came along with them, a certain Peter Stillman is alive in Strut C Dining Hall. Just run along to Strut C but pick up the Chaff Grenades one of the SEALs must have left behind (you are already tooled up heaps already) on the way. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut C Dining Hall: Later on, there will be one or two sentries around here. No one here right now, the SEALs must have killed them as they came through. Anyway, the men's room is on the left contains SOCOM Bullets x12. The women's room holds M9 Bullets x15 and Pentazemin. Now run up the corridor and enter the door on the left. Here you will Stillman, the good bomb expert. In the cutscenes Raiden has one of his guns (M9 or SOCOM) aimed at Stillman. Snake, still dressed up in the SEAL uniform has awoken and has come here all the way from Strut B. I'm not sure if this is the first time that Stillman and Solid Snake meet, because Snake came through Strut C. Although you saw him at the Strut A Deep Sea Dock. He couldn't have gone through Strut A, through F and all the way to C in that short time and get a SEAL uniform somehow. I don't know what Snake did during most of the Plant Chapter. Anyway, after the cutscenes you have a new mission. Time to begin disposing of the bombs (you probably already found one in Strut B behind the locker if you shut it) with your new toy, the Coolant Spray. You will also acquire the Level 1 Card and Sensor A which locates the first set of bombs for you. The cutscene will tell you about it. Otacon is here as well, it seems but he is somewhere else (Raiden doesn't know Pliskin is actually Solid Snake and doesn't know about Otacon either and he won't find out for a while). And Solid Snake will be shaved if you found the Shaver before and gave it to Solid Snake. Now go and find those bombs. You will see the cloud on the radar in the women's room when you equip Sensor A. Look up and freeze the bomb. Raiden will now report to Stillman over the Codec and will be worried about this being a trap. ------------------------------------------------------------------------------------------------ I have been reading other walkthroughs and they say about Strut D being tough to get past at this stage and to go back to Strut B and work from there. I don't think this is especially true, but we'll just follow them. When I played through the Plant Chapter, I always went around the shell clockwise... but oh well. ------------------------------------------------------------------------------------------------ B-C Connecting Bridge: A Cypher has been posted here. Just wait for it to turn away and then aim for it's "head", which is the thing at the top which is a camera that are it's "eyes". Doing this will destroy the filth in one shot. Now just run back into Strut B. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut B Transformer Room: You are now back at this s**thole (excuse my language, but there's no other term for this place). The place is still filthy with the filth and grime from the battle and of course the blood... but the bodies of the SEALs have been removed already. So, you are at the top end of Strut B. Go down the corridor but beware of the floor, it makes noise when stepped on. Now's your chance to add some extra blood in this already filthy room. There have been two sentries assigned to this area (more on higher difficulties). I suppose the Gurlokovich forces have withdrawn troops from Shell 2 and posted them in Shell 1 where the action currently is. But remember... avoid killing people. It affects your score. But if you don't care about your score then you can just kill the sentries with the SOCOM (if it has been equipped with a silencer). One patrols the interior (that would be scary, with all the blood spilt here yet the sentry doesn't seem to mind because he thinks nothing of it). Now equip Sensor A and move to the cloud on the radar. Close the open door to find the crappily hidden C4. Equip your Coolant and freeze it. Now run to the door leading to the A-B Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ A-B Connecting Bridge: Back to the strange bridge with two parts to it. Once again, the two sentries are here as well (the reinforcing of enemy troops in the area indicates that the enemy forces are certain of an incursion now). But the sentry that was stationary before is now actually moving. Head shot them with the SOCOM if you don't care about your score, otherwise use the M9 on both of them. Head back into Strut A. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut A Pump Room: That guard is still here, so M9 him (he must get sick of being tranquillised). Now head into the actual pump room (the Level 1 Card you acquired from Stillman gives you access to this room). Another guard has been assigned to this area as well. A camera is here, so just shoot it with the SOCOM (destruction of cameras and Cyphers do not count as kills, so feel free to shoot them). Equip your M9 and take out the guard. Now crawl into into the maze of pipes and head for the cloud. There is a Ration here you might want to pick up and once you find the bomb, equip your Coolant Spray and freeze it. Box 1 is in this maze somewhere and where the camera was/is are SOCOM Bullets x12 (gees, you've got a big inventory). Now leave and head for the F-A Connecting Bridge again. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ F-A Connecting Bridge: The bloody Cypher has been replaced by another Cypher, but I guess the enemy forces are trying to prevent you from trashing this one as well. On the roof of Strut F, a sentry surveys the area with his trusty binoculars, increasing his field of vision by a mile. Because of this soldier you can't destroy the Cypher without being spotted. M9 the sentry if you can, otherwise throw a Chaff Grenade to disable the Cypher temporarily and then move a bit closer (too close and he will see you). He won't fall off, so don't worry. Now just shoot the Cypher in the "head" to destroy it in one shot. Run into Strut F. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut F Warehouse: More areas are accessible now that you have the Level 1 Card. A sentry will be visible immediately, so M9 him. The warehouse is more heavily guarded (the enemy forces assume that you will drop in here to stock up on weapons and ammunition). There are many rooms you can't access. Don't go upstairs yet, go back down the corridor that sentry came out of. Pick up the Chaff Grenades. The two rooms here are accessible now. All the items in these two rooms are M9 Bullet x15, Mine Detector, Ration (in a locker), Pentazemin (in a locker), Box 2. Smash down the door that is locked with your unarmed moves to reveal a Book. In the room on the left look for a vent and crawl into it. Now find your way to the end and you will find the SOCOM Suppressor (silencer) and SOCOM Bullet x12. You may attach the SOCOM with the silencer by equipping both items at once. After the silencer is attached it disappears from your inventory and stays on the gun. Find the Stun Grenades that are on this floor. There is one sentry that will come down the stairs from the upper floor, and he needs to make a status report to the Team Leader every now and then. Avoid tranquillising him, otherwise a Backup Team will be sent to investigate his silence and obviously find him. If you hide the body then they will send another sentry to that area (there is no way to prevent the sentry from coming back unless you take out the Backup Team that is sent to look for him. Anyway, don't go exploring this place, it's dangerous. Go upstairs and go left. Don't go through the door leading to the E-F Connecting Bridge yet. Keep going, then down and you will see the C4 if you look over the ledge. Climb off and let yourself drop down. Now equip your Coolant Spray and freeze the bomb. Once the Codec conversation is over, head back to the door leading to the E-F Connecting Bridge and go through it. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ E-F Connecting Bridge: Finally, a place you have not been to before! There is a sentry that you can see up on the Strut E Heliport. If you had a PSG1, you could snipe him but you don't. Equip your M9 and shoot him. He isn't really all that hard to hit. You will realise that this bridge is similar to the A-B Connecting Bridge except that there is no space in the middle. Now you will get a call from Mr. X over the Codec (this is Olga Gurlokovich in disguise). There are Claymore mines planted on this bridge (the enemy forces must know where you are heading to). Start crawling and any mines in your path will be picked up (now you've got some Claymores!). Now that you are past that hazard you can run all the way to Strut E. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut E Parcel Room: This area has two sentries, and a large conveyor belt that goes all around the room. There is a Node at the top right corner of the room. On Extreme difficulty, there is a bomb attached to one of the boxes in here that is on the conveyor belt, so it is moving. Just wait in one place and when you here the beeping start looking at each box until you find it. Now just freeze it. Now just head up the stairs to the left to get to the heliport (where that guard was when you were on the E-F Connecting Bridge). ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut E Heliport: As soon as you get here you see Olga Gurlokovich talking over the radio to the Team Leader. She is talking about Mr. X (actually herself). She is trying to make the enemy soldiers think that Mr. X and her are different people. Raiden listens in to find out more and then when they are finished he holds her up. She then dives off the side of the Strut (she's not dead) to escape. After the Codec conversation with Solid Snake (still dressed up as Pliskin and Raiden doesn't know) you can go up the stairs. There are three sentries here (two if you M9'ed the one you could see from the E-F Connecting Bridge. There are Claymores on the end of the rounded catwalk (not set Claymores, I mean still in the box). Box 3 and Stun Grenades are around on the heliport. So now you must find the C4 up here. It is underneath the Harrier jet (you must fight this later on) the rear break gears. Equip your Coolant Spray and freeze it. Now you will be in a Codec conversation with both Snake and Stillman. Apparently, Snake has gotten into Shell 2 and found some C4 on the bottom of Strut H. Except that this lot of C4 was invisible to the Sensor... damn! That means that there is more C4 in the Big Shell that the Sensor cannot detect. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut E Parcel Room: There are quite a few items around here. Look under the Conveyor Belt for some Stun Grenades. There are SOCOM Bullets x12 over at the bottom of the north wall. Box 5 is over to the right of the room somewhere. This is the Zone Of The Enders (ZOE) box. ZOE is a real game on Playstation 2 and it is made by Konami. I've played ZOE 2, and it's awesome! Anyway, go downstairs and look for the vent. Crawl in for a Ration. Now go back up the stairs and to the door on the left of the room. Go through it to access the D-E Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ D-E Connecting Bridge: Congratulations, you have just infiltrated all of Shell 1 and gone all the way around. Just past this bridge is the only place you haven't been to if you followed my walkthrough. This bridge has two parts, one sentry patrols the top part and no one patrols the bottom part. So obviously you take the bottom part. Pick up the Stun Grenades and SOCOM Bullets x12 (how much SOCOM ammo is in this place?). Now enter Strut D from here or go upstairs and enter it from there. Either way, you will come out in an area on the left of Strut D. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut D Sediment Pool: There is a node just nearby from where you come out. Apparently this area is supposed to be hard. I don't think so but anyway... there are three sentries in here. There is a Ration in the centre of the room, M9 Bullets x15 under the stairs and SOCOM Bullet x12 on the far left of this room. Go downstairs (unless you are already downstairs). Check the Maintenance Hatch on the far left to find the C4. Equip the Coolant Spray and defuse it. Now Stillman will tell you to get Sensor B which is just in Strut C where he still is. Time to head back to the C-D Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ C-D Connecting Bridge: There is a camera just here. If you have a silencer on the SOCOM then shoot it! If not then throw a Chaff Grenade. If you don't have any then hide under it and stay close to the walls. When it turns away, run. Now M9 the sentry here before he reports you. Now just run back to Strut C, but be careful of parts of the floor that fall when you stay on them for too long. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut C Dining Hall: You will come out on the right of Strut C. Go down the corridor and you will begin to recognise this place. You will notice that Stillman has disappeared from the pantry. Pick up the Sensor B he left for you. Stillman tells you check the bottom of Strut A (that's where it is, how did he know that?). Snake kicks in reporting that he has disabled the last C4 in Shell 2. Now a time limit has kicked in (damn it, Snake!) because the big bombs were programmed to begin the detonation sequence as soon as all the lesser C4's were inoperable. Run down the corridor to the B-C Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ B-C Connecting Bridge: Another Cypher has appeared to patrol here. Equip your SOCOM (you've got all these bullets, how about you use some of them) and shoot the Cypher in the "head" to destroy it quickly. Now just run along to Strut B. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut B Transformer Room: This is your third time to visit this place. Two sentries are here (if you M9'ed them before then they must have woken up, or if you killed them) then they have assigned sentries here from elsewhere. Just M9 the sentry patrolling the exterior of the Transformer Room and go through to the A-B Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ A-B Connecting Bridge: There shouldn't be any guards around here this time (the enemy forces have become more isolated now that you and Snake have probably killed a few in your time here so far and you can't exactly pull up reinforcements when the U.S Navy has patrol of the seas around this place!). Just run to Strut A again. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut A Pump Room: The sentry has gone, I think. You are free to run up to the Strut A Roof. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut A Roof: Once again, I don't think there are any sentries around (perhaps the sentries have been warned and have evacuated due to the threats of an explosion). Just go down the elevator which has faithfully waited for you to come up here. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut A Deep Sea Dock: In the cutscene on the way down the elevator an explosion has taken place in Strut H. Pliskin is knocked out and Stillman who is the Shell 2 Core has been killed. I suppose the sentries in the western sides of Shell 2 have been killed as well, narrowing down their numbers even more. Run out of the elevator, find that door and go down the corridor. Welcome to the place that you were at when you started the Plant Chapter. There are new items around here too by the way, so if you have time then pick them up because you won't have another chance. Go to the small submarine near the pool that you started at. Now look at the bottom of it for the C4 and freeze it. Now you get a call from the "Colonel" telling you that a hostage has been executed on the rooftops of the Shell 1 Core so that satellites could see it. Apparently they are going to execute a hostage every hour or so until their demands are met (since they know of the intrusion by now why don't they kill them all?). Anyway, head back to the elevator and prepare for a surprise. ------------------------------------------------------------------------------------------------ Boss: Fortune Description: Don't bother firing any bullets or anything at her. This isn't really a boss battle. I guess Dead Cell assumed that Stillman, Snake and Otacon dies in the explosion and have come to finish you off to end the incursion. After the cutscenes begin cartwheeling everywhere to avoid her rail gun shots (I know, a Railgun is a bit unrealistic but oh well). Eventually the "Colonel" will call you during the fight and tell you that the last Dead Cell member, Fatman has planted another bomb and demands to see you or else he will detonate it. In the cut-scenes, Vamp will appear, Raiden fires a SOCOM bullet at Fortune and her forceshield thing sends it into Vamp's head. It looks like Vamp is dead, but he isn't really. Raiden sneaks past her while she sobs over his death and gets into the good old elevator. ------------------------------------------------------------------------------------------------ Strut A Roof: Evade any sentries that have been posted here (if there are any) and look out for the Claymore mines planted in the ground. Use your Mine Detector or Thermal Goggles to see the. Now crawl around them and go downstairs into the Strut A Pump Room. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut A Pump Room: Evade any sentries and go into the door on the left (you don't want to go into the door on the right and have to sneak through three struts and four bridges to get to it, do you?). ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ F-A Connecting Bridge: There are some more enemies around here. Dispatch sentries with the M9 and Cyphers with the SOCOM. Now just make your way along to Strut F. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut F Warehouse: Since you don't have any new security cards, nothing here is accessible. Just run up the stairs and go left, through the door. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ E-F Connecting Bridge: Nothing new here either. Make your way along to Strut E as quick as you can. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut E Parcel Room: Almost there. Just go to the right side of the room and go up those stairs to reach the heliport. Once again M9 any guards (no Cyphers because Cyphers do not fit indoors). ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut E Heliport: Go upstairs to the Heliport itself (no sentries around once again) and equip your Coolant Spray to freeze the bomb in the centre of the heliport. Finally you get to battle the only Dead Cell member you haven't had a fight with yet. Fatman's motives are definitely different from the other Dead Cell members. He wants to go down as the most famous bomber in history. Too bad, because all he is going down in is a shower of his own blood. ------------------------------------------------------------------------------------------------ Boss: Fatman Description: Fatman has a variety of attacks. He can mow you down with his rollerskates and shoot you with his automatic pistol. But most dangerous of them all are his C4s which can destroy the Big Shell and everything for miles around as well. Equip your SOCOM. Time to expend some of that ammo you have been storing up. Equip Sensor A to find these bombs. Now find the clouds and equip your Coolant Spray. Freeze each bomb before the strict time limit runs out. When you encounter Fatman, fire a volley of SOCOM rounds into him. He will be knocked down by the impact. Now equip your M9 and keep shooting him. Do not kill him, use your M9 when he is on the ground and the SOCOM only to knock him backwards. You can kill him, but best not wreck that rating. Once he is knocked out, the final bomb will be under him. Move his body, equip your Coolant Spray and defuse it. ------------------------------------------------------------------------------------------------ Strut E Heliport: Leave the heliport itself and head towards the Parcel Room. A surprise by the Mr. X will stop you half way. Mr. X will give you a B.D.U (Battle Dress Uniform) which is the green uniform used by the enemy soldiers on the Tanker Chapter. But in all areas of the Big Shell except for the Shell 1 Core wear the grey uniform that you're used too. So that means it only works in the Shell 1 Core. Not too bad, since that's where you'll be heading. You will also acquire a Level 2 Card which you need to access the Warehouse and get tooled up even more and a Cell Phone (gees, you've got an impressive inventory already!) After the cut scenes try out your new piece of clothing and when you are finished head to the Strut E Parcel Room without interruption. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut E Parcel Room: Well then. M9 any sentries in your way and move quickly to the E-F Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ E-F Connecting Bridge: Remember that part of the B-C Connecting Bridge was blown up during the SEAL battle a while ago. Well there are two ways into the Shell 1 Core. The remaining entrance is here, but don't go in. First you must drop into Strut F Warehouse with your new security card and use it on some of the doors. So run along to Strut F now. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut F Warehouse: To complete the disguise, you need an AKS-74u Assault Rifle which is the best gun in the game, I reckon. The AKS-74u is over across the room from you. But there are now three sentries in the room altogether (I suppose that the enemy have noticed the disappearance of some weapons and equipment from here and have added reinforcements here to prevent this sort of stealing from happening again). Head right and go down the stairs. One of the sentries patrols down here, but ignore him. He needs to make a report, and if he doesn't then obviously the enemy will send in a backup squad to investigate. Go into the storeroom that has two doors to get in. Pick up the AKS-74u, SOCOM Bullet x12, and the several AKS-74u Bullet x30's. Now if you are playing on Very Easy difficulty the AK Supr (AKS-74u silencer) will be in here. Attach it immediately. Now go upstairs and head to one of the rooms on the left side. You can now open it with the Level 2 Card. The M4 Assault Rifle (not better then the AKS-74u at all) is in here, but don't run to pick it up yet. Aim for the box thing on the left to disable the laser tripwire and then go in and pick it up. Pick up some C4s and ammunition for your two assault rifles before you leave for the E-F Connecting Bridge again. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ E-F Connecting Bridge: Another sentry has been posted on the Strut E Heliport. If you don't care about your rating then fire your M4 at him from here or the AKS-74u which is better (don't waste the good weapons though). Some different types of Cyphers are here too, so use up a weapon you don't care about on them (remember, destroying cameras and Cyphers do not count as kills). Now turn left and go across the part of the bridge leading to the Shell 1 Core after the Cyphers have been dealt with. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Shell 1 Core 1F: Now if you have a silencer on your AKS-74u you can have some real fun (you can go around on a killing spree for fun if you don't care about your rating). Equip your B.D.U. Otherwise you just have to run past the cameras and guards. Now, don't have your gun aimed at anything near where guards can see you. If a guard approaches you because you look suspicious, then go around the corner and as soon as he can't see you... run! Also, don't run around everywhere you go, because that will also make you suspicious. If you don't have a silencer, and you kill someone then pretend to be a guard investigating and unless the guards leave the core, then follow them around. Anyway there is also a room down south that has many lockers full of items. There is C4, M4 Bullet x30 behind the locked locker that you need to bash down, Chaff Grenades, M9 Bullet x15, a Book (distraction device) and Claymores. There is also a node here. There are two sentries in the whole room dressed up in the same uniform as you are so you are in disguise now. Go to the corridor on the left to come out on the other side of the destroyed part of the B-C Connecting Bridge although you can't actually go through it. Pick up the SOCOM Bullet x12 here. In you don't need these items, head north to the elevator. The elevator has a bulletproof camera this time, so you can't shoot it. Press the action button (Default: Triangle) to attempt to open the elevator. Have your AKS-74u out as well as your B.D.U so that the camera can scan it (it's strange, that camera is). It's the only one of it's type in the whole game and the terrorists must have put it there, otherwise how would it detect their uniform. The equipment must have been placed there by the enemy forces, but I don't think the attack force would have brought a camera with them. And if the staff of the Big Shell put it there, whoever they are then it should only accept their uniforms. Obviously, the enemy forces must have reprogrammed it to accept their uniform from the computer room on floor B2. It's just, to get to floor B2 you have to take the elevator and if this indestructible camera guards the elevator leading to it then how did they?). Go in and press the B2 button when in First-Person View to go to the computer room on floor B2. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Shell 1 Core B2 Computer Room: Once out of the elevator there are two ways you can go but they both lead to one of the two corridors that head towards the actual computer room. M9 the sentry when you have successfully walked past him with your disguise. Now look at the lockers on the eastern side of the room for M4 Bullet x30 and SOCOM Bullet x12. Now go into the computer room itself. Damn it! There are about four sentries in here. If you don't care about your rating then prepare for a quick battle. Just spray each sentry with the AKS-74u to drop them all. Otherwise, run past them all to pick up the Directional Microphone. Emma's parrot is in here, shoot it for some fun if you have taken out the sentries first (you can't kill the fellow, he's in a cage). There is a Bandage under the centre workstation. Pick that up and head back to the elevator, but if you've got the wig that gives you infinite ammo you can have real fun with the parrot by shooting at his cage. The bullets bounce off it, but they can't hurt you. Anyway, at the elevator, press the B1 button and off you go. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Shell 1 Core B1: Immediately upon entering the stage Raiden spots a sentry using the retina scanner to open the door to the hostage room. Time to take a sentry to do the same. Equip your B.D.U and AKS-74u and head right, access the node and pick up the Ration in the locker on the right. Now check your radar for a sentry and get ready. Approach him from around the corner, walking with your AKS-74u out (not pointed) and your B.D.U. Walk past him and then unequip your AKS-74u. Now just grab him from behind (you had to have two hands to grab people, so the AKS-74u couldn't be in your hands). Now put him up against the scanner and you are in. If there is no sentry then you must go into the room on the left where is two. Distract one after checking the lockers for items (Stun Grenades and SOCOM Bullet x12) and the M4 Bullet x30 at the entrance of the room. Now grab the sentry that comes (try and try again until only one comes). Or you could M9 one and when the other comes to investigate grab him before he reports. Anyway, once you have opened that door. Have your B.D.U and AKS-74u equipped. You are not allowed to do anything to the sentry around here. If the sentry is suspicious because the hostages in this room are restless, the sentry will report and another sentry will be called in (damn it! Now you've got two sentries to deal with). No tranquillisers, no bullets, no grenades. This room requires pure stealth to get to Ames. If you have not acquired the Thermal Goggles already, run to the far left of the room to acquire them from up on the stage thing. Now look for Ames. He has brown hair and a suit and he is male, of course (a girl wouldn't be called Richard, would she?). Equip the Directional Microphone (in your weapons inventory instead of your items inventory) and press Triangle. After the cutscenes you no longer have your disguise (Revolver Ocelot has ripped your Bandana off and you can't get a new one), Ames is dead (reminiscent of Decoy Octopus's death on Metal Gear Solid), Olga Gurlokovich has come with the High-Frequency Blade and the ninja suit (identical to that of Gray Fox off Metal Gear Solid), you have the Level 3 Card (Ames gave it to you) and you can listen to an interesting conversation between Solidus Snake and Revolver Ocelot. You will have a time limit to pull out your AKS-74u some of the way through the cutscenes, but the timer does not go down while you are in the inventory. After all the cutscenes you will go back outside of the "hostage room". Since your disguise is busted, unequip your AKS-74u and equip the M9. Tranquillise any sentries in your way as you go back to the elevator. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Shell 1 Core 1F: You can get through here if you patiently wait for the Caution Mode to run out. Otherwise you have kill off an entire Attack Team as they search the corridors. Blast the cameras on the way out with your SOCOM (my favourite weapon other than the AKS-74u). Now just run back to the E-F Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ E-F Connecting Bridge: The Cyphers have been replaced (I guess all the available soldiers were sent to the Shell 1 Core during the incident at Shell 1 Core with Ames and Revolver Ocelot). Throw a Chaff Grenade (as long as it lands on the bridge, not off the side into the ocean) to disable them long enough for you to run to Strut F. Be quick, as the bridge partially falls under you as you run. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut F Warehouse: Well perhaps I was wrong about ALL the soldiers being sent during that incident at the Core, because this place is heavily guarded. Check every room for items (in all the Level 3 rooms now accessible you will find the RGB6, RGB6 Bullet x6 (I think it should be RGB6 Grenade x6), PSG1, PSG1 Bullet x20 and the hidden PSG1-T if you look for a vent in the room where you found the normal PSG1, C4, C4 and Claymores (two lots of C4, I think). Check all the other rooms that you have accessed before to get some ammunition (assault rifle ammunition plentiful). Now head upstairs to the E-F Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ E-F Connecting Bridge: Throw a Chaff Grenade if you see any Cyphers (or you could shoot them if you don't care about your ammo). Run all the way along to Strut E. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut E Parcel Room: M9 any sentries in your way and run around the conveyor belt to the D-E Connecting Bridge. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ D-E Connecting Bridge: Throw a Chaff Grenade to disable both any Cyphers on patrol and the single sentry's radio as you move in M9 him. You can enter Strut D from top or bottom, doesn't matter really. If you want to, the sentry here is good to try your PSG1-T on, but don't use the actual PSG1 unless you don't care about your rating. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ Strut D Sediment Pool: You might want to snipe any sentries that are visible with your PSG1-T (the PSG1 isn't silenced and it kills as well). Shell 2 is finally open (revealing three new Struts that you haven't been to before and I know there should be seven but Strut H has been blown up and alot of the surrounding struts and to make matters worse soon another three or something Struts will be destroyed and the Shell 2 Core wrecked. The KL Connecting Bridge is just about the only bridge that is working. I suppose the enemy forces in these Struts have been killed as well, but that leaves less of them left. The enemy troops must be having a hard time and are probably mourning the loss of so many comrades lost in these Struts. The reason why Konami made these Struts get blown up was because either they were too lazy to actually create these Struts or more likely they did not have enough space on the disk to fit these areas). Anyway, the door to the 1-2 Connecting Bridge is the Level 3 Door up the northern end of the room. ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ 1-2 Connecting Bridge: Finally another place we have not been to. Snake will appear along with Otacon to help you with the boss battle coming up. Shoot at the parrot's cage for some fun. There are several lockers in B2 near the actual computer room that is heavily guarded and perfect for a shoot out. Nearly all of the lockers here have something in them. Anyway, go to floor B1. Now go to the room on the right if you need to access a node or use the lockers. Wait for a guard to patrol the corridor and don't obstruct his path otherwise you will get caught. Get behind him, put away your gun and press the choke button. If you do not have your AKS-74U out and he sees you then you will be spotted. Now drag him along to the retinal scanner. Raiden will automatically activate the scanner with the guard, knock him out and get into the elevator. Now you need to find Ames. He is the hostage with the long brown hair. When you find him, make sure you have your Directional Microphone out and press Triangle. A cut scene will show Olga Gurlokovich in her ninja suit battle the guards. _______________________________________________ __ _ _ _ __ ___ __ _ __ | | |_| /_\ |_| /_\ | | |__ |_| |_ | | |__ | | / \ | \ / \ |__ | |__ | \ __| | ----------------------------------------------- ------------ Solid Snake: ------------ Solid Snake, the hero of Shadow Moses returns in this thrilling game. He is a clone of the legendary Big Boss. Big Boss is now dead because Solid Snake killed him. But Solid Snake is not alone. He has two clone brothers Solidus Snake and Liquid Snake. Solid Snake is the good guy, the best of the three. Solidus and Liquid are a different story... Solid Snake's only friend is Otacon, a man who was at Shadow Moses at the time of the revolution. Solid Snake saved this computer nerd, and now he is the only friend that Solid Snake has. ------------ Raiden: ------------ Raiden, son of Solidus Snake and nephew of Solid and Liquid. Raiden is a good guy, but because Solidus Snake is constantly shifting between good and evil does that mean that Raiden changes too? Raiden's real name is Jack, and his mother I don't know about. Everything that Raiden knows was taught to him by his father, Solidus Snake. But is Raiden better than Solidus. The fight between father and son at the end of the Plant Chapter will prove who is better. Has Raiden only got some of his father's skills? Or has he got them all and is an improvement on his father? ------------ Solidus Snake: ------------ Solidus Snake, brother of Solid and Liquid is in between the two. Originally a good guy, the next half of his life is spent like that of his brother, Liquid Snake. Liquid Snake does not make an actual appearance in the game. Solidus has a hi-tech army suit with jetboots, tenticles for firing energy weapons, some real cool sub-machine guns and two trusty High-Frequency blades. ------------ Liquid Snake: ------------ Although he does not make a direct appearance in the game, he is worth mentioning. Liquid Snake is dead, but somehow he lives on through his arm which is now Revolver Ocelot's. Ocelot lost an arm during the revolution at Shadow Moses, and his replacement was that of Liquid Snake's. But Liquid Snake lives on through that arm and appears to be gradually taking over Revolver Ocelot from within. ------------ Otacon: ------------ Otacon is Solid Snake's best friend. He is Solid Snake's main contact over the contact and is a good fellow. Perhaps not as nerdy as he looks, Otacon is in an unforgettable emotional moment at the end of the game. His real name is Hal Emmerich. ------------ Emma: ------------ Emma Emmerich is Otacon's sister. She tried to get revenge on Otacon for running away on their family but deep inside she still loves her brother. She is the source of the emotional moment with Otacon at the end, when she is killed by the Dead Cell member Vamp. She is just as nerdy as her brother, perhaps even more. ------------ Parrot: ------------ Emma's parrot. Kept in a cage. A good fellow but doesn't really have much purpose except for the emotional scene at the end with Otacon after Emma's death. ------------ Colonel Gurlokovich: ------------ The leader of the enemy forces, his private army are the army with no nation and are funded by an unknown organisation. The army numbers a few thousand people and some of these men come up against Solid Snake and Raiden during the game's stages. A friend of Revolver Ocelot, Sergei Gurlokovich is a Russian and his motive is to restore Russia to how it was during the days of the U.S.S.R. ------------ Olga Gurlokovich: ------------ The only child that Sergei Gurlokovich has, she is an officer in Gurlokovich's private army or something. She is his successor after his friend Ocelot who is being turned into Liquid Snake from within kills him. ------------ Team Leader: ------------ Not important, but he is an officer in Gurlokovich's private army that receives reports from his men on the field and gives out orders over radio. ------------ Roy Campbell: ------------ Colonel Roy Campbell is Snake's other friend, and he is involved in the mission even though he does not know it. That's because he actually isn't involved in the mission. The "Colonel Roy Campbell" that you are talking to is an A.I, what I'm trying to say is that he isn't really on the mission and is an A.I. When the virus starts to infect Arsenal Gear, the source of the A.I his comments are said to be funny but to me they are downright scary as well as the other parts of Arsenal Gear. This bit wrecked the game, and this would have been the perfect game if it wasn't for this weird bit on Arsenal Gear. Note: I believe that on Arsenal Gear, one of the Colonel's freaky messages are Japanese words. I believe these words mean something in English, but I am not sure. You might want to translate these strange words into English just to see what they mean. ------------ Revolver Ocelot: ------------ The last officially surviving member of the FOXHOUND members that were on the enemy side during the revolution on Shadow Moses. An ex-Spetsnaz member, Revolver Ocelot has unmatchable skill with the use of his trusty revolvers. He also enjoys the art of torture. He lost his arm during the revolution and had Liquid Snake's arm as a replacement. Ever since, he is increasingly acting like Liquid Snake. ------------ Scott Dolph: ------------ Marine commander on the Tanker Chapter. His daughter Helena Dolph Jackson becomes a Dead Cell member named Fortune. Dolph dies on the tanker along with the rest of his men. ------------ Rose: ------------ Rose is Raiden's pretty girlfriend. She is also supposed to be on the mission but not really. Just like Colonel Campbell, Rose does exist but Arsenal Gear has copied her personality and is acting like Naomi Hunter off the first game. "Rose" also is also scary when the virus affects Arsenal Gear and so "she" also plays up. ________________________________________ __ _ __ __ __ | \ /\ /|__ /_\ |_| | | |\ | |__ | | \/ \/ |__ / \ | |__| | \| __| | ----------------------------------------- Even though the game encourages you to use stealth, there will be certain periods in the game later on where you'll be able to put all those weapons into good use. So don't worry, and don't kill unless forced to. There is some argument as to which of the assault rifles is better, the AKS-74u or the M4. The AKS-74u is the best by far. It can be fitted with a silencer, unlike the M4 although the M4A1 in real-life can be and because the AKS-74u is an enemy weapon, ammo for it is plentiful and scattered all over the Plant Chapter. The M4 fires really fast and chews up ammo quickly and the AKS-74u is also more powerful as well, I reckon. ------------------------------------------------------------------------------------------------ |M9: | |Tranquillizer Pistol. Made out of a converted M92F Beretta handgun with a silencer. However | |this version is single-shot, unlike the lethal M9 which is semi-automatic. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |USP: | |Handgun. You get it off Olga. Shoots 9mm bullets. Can be fitted with a silencer. The USP is | |like the SOCOM, but different. It also has a light so you have better visibility in the dark | |(perfect for the battle before the Hold on the Tanker Chapter). | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |SOCOM: Handgun. Raiden gets it off Snake. A Special Operation Command Pistol. Fires .45 | |bullets. Can be fitted with a silencer. The SOCOM MK23 is this weapon's full name. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |Chaff Grenades: Non-lethal grenade used for jamming radios and cameras. Has no anti-personnel | |use. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |Stun Grenades: Non-lethal grenade used for temporarily disabling enemies. Lasts a few seconds. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |Grenades: Grenade used for killing enemies. Useful in confined spaces. These are rarely found | |on the Tanker Chapter, but for Raiden they are much more plentiful. The Grenades are supposed | |to be Russian fragmentation grenades, but I don't know what they are exactly. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |AKS-74U: Assault Rifle: You must find it in Strut F. It will be downstairs waiting for Raiden | |to find. Can be fitted with a silencer. The position of the silencer varies on the difficulty | |level. It has 30 rounds per magazine. The AKS-74u is a Special Forces version of the AKS-74. | |There are many version of the AK47 and this is one of the them. There is the AK47, AKM, AK74, | |AKS-74, AKU, AKUG and of course the AKS-74u on this game. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |M4: Assault Rifle: You must find it in Strut F. You must pass a beam to get it. The SEALS use | |it. This weapon cannot be fitted with a silencer, so only use it during the few battles in the | |game and no where else. This is also found in the warehouse in Strut F in one of the rooms. The| |version of the M4 on this game is most likely the M4A1, which is a SEAL weapon. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |RGB6: Grenade Launcher: Fires grenades that explode on impact. These grenades are separate from| |your Grenades for throwing. It can be found in one of the rooms in the Strut F Warehouse but it| |requires a higher pass card to access. It is a Russian weapon and it has an oversized-revolver | |appearance. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |Nikita: Rocket Launcher. Fires rockets that have cameras in their nosecones so that you can | |remote control them around. Very hi-tech, pity this is not a real weapon. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |Stinger: Rocket Launcher. Fires Guided Rockets that home in on their targets only after full | |target lock. You get this weapon off Snake during the boss battle with the Harrier jet or | |whatever it is. An American guided missile launcher designed for anti-vehicle use. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |C4: Charge. Attach it to walls and set it off to kill nearby enemies. I have also heard that | |they can be attached to enemies but I don't believe this. These can be found in lockers | |throughout the Shell 1 Core, and in the Strut F Warehouse. On the original Metal Gear Solid you| |could blow up certain walls with it to get in secret places but now it has no real purpose. C4 | |is plastic explosive and can be moulded into different shapes. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |Claymore: Mine. Anyone who steps on it is destroyed (including you). You can see these with | |Thermal Goggles by looking at them or with your Mine Detector, which shows them on the radar. | |You can crawl over the one's on the Strut E to F Connecting Bridge I think. You can step on one| |of your own mines and damage yourself so be careful with these. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |PSG1: German Sniper Rifle made by Heckler And Koch. Extremely reliable semi-automatic with 20 | |rounds a magazine. The scope can zoom in to about 4x I think. On Very Easy the scope does not | |move but on higher difficulties it moves around making sniping harder. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |PSG1-T: A tranquilliser adaption of the PSG1 that is also silenced. Think of it as a scoped M9. | |In every other aspect the weapon is the same as the PSG1. | ------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------ |HF. Blade: The ultimate weapon... the High Frequency Blade! The sword that the Gray Fox held on| |the original and that Olga holds on the game now. In your hands. There is much to say about | |this weapon. It can be used to lunge forward at enemies with pressing L3 (Left Analog Stick | |pushed down. Use the left analog in rotation to form different moves. Spinning it all the way | |around once causes Snake/Raiden (only Raiden gets to use it on the game) to spin with the sword| |out to hit things. L1 can block bullets just like the Ninjas do but you must use the Left | |Analog Stick to move the sword to different positions to deflect bullets. An awesome weapon | |that kills most enemies in one or two hits! | ------------------------------------------------------------------------------------------------ _________________________ ___ ___ __ | | | |___ |\ /| |__ | | | | |___ | \/ | __| | ------------------------- ------------------------------------------------------------------------------------------------ |Cigarettes: Snake's signature item, he carries his damned cigarettes everywhere he goes. The | |cigarettes actually have a variety of uses. The smoke can see invisible lasers clearly is just | |one use, but there are many others. They decrease your health gradually as well. | ------------------------------------------------------------------------------------------------ |Camera: A standard camera essential for completing the Tanker Chapter. The Digital Camera has a| |better use. | ------------------------------------------------------------------------------------------------ |AP Sensor: AP stands for "anti-personnel". You can hear people's hearts beating as you get | |closer to them. Better than the Directional Microphone, which you need to point. | ------------------------------------------------------------------------------------------------ |Ration: A very common item, it is your version of a "MediKit". Eating one of these restores | |health by a large amount. | ------------------------------------------------------------------------------------------------ |Bandage: Stops bleeding but does not restore any health, just prevents it from dropping. For | |some reason enemies tend to carry stuff like this more then you finding it. | ------------------------------------------------------------------------------------------------ |M9 Bullet x15: Increases M9 ammunition by 15. Remember that you cannot pick this up if you | |don't have the M9. | ------------------------------------------------------------------------------------------------ |USP Bullet x15: Increases USP ammunition by 15. Remember that you cannot pick this up if you | |don't have the USP. | ------------------------------------------------------------------------------------------------ |SOCOM Bullet x12: Increases SOCOM ammunition by 12. Remember that you cannot pick this up if | |you don't have the SOCOM. | ------------------------------------------------------------------------------------------------ |Magazine: In your weapons inventory, it is an empty gun clip which you can use as a | |distraction item. Throw it near an enemy where you want him to look and then run past as he is | |investigating. | ------------------------------------------------------------------------------------------------ |Book: A distraction device which you cannot throw. In your weapons inventory. Put it on the | |ground and a passing enemy will be distracted for ages by it. It's got some definitely adult | |pictures in it. | ------------------------------------------------------------------------------------------------ |Directional Microphone: ____________________________________ ___ ___ ___ ___ | |___ |\ | |___ |\ /| | |___ |__ | | |___ | \| |___ | \/ | | |___ ___| | ------------------------------------ One thing I must say about the enemies on Metal Gear Solid 2: Sons Of Liberty is that each is spectacular in his own way. Especially their appearance. Brave men in perfectly mottled uniforms each with his own balaclava and his trusty weapons and equipment on him. These are the way enemies on games should be! Tanker Chapter: Guard Team members: Armed with AKS-74u's, Guard Team members are the usual enemies that you sneak past or fight. You can get dog tags from them. If not, bring a more powerful weapon to his face or shoot him in the arm or leg and he will change his mind. Upon sighting, they will attempt to call on their radios for back up. They are identified as soldiers without armour or shields. Armoured guys: Armed with AKS-74u's, these guys are usually sent to deal with you during Alert and Evasion mode. They have body armour. You can't get dog tags from them. If you hold them up, they will appear to surrender and then turn around slowly and pull their guns on you. They will shoot on sight and they will SHOOT TO KILL! Shielded guys: Armed with Makarov's or USP's, these guys hold shields in their other hand. They work in teams with the Armoured enemies. These guys have body armour too. Their shields are big enough to cover their bodies. Assault Rifles eat through this in a few shots. Other then that, they are the same as the previous guys. If you try and hold them up, they will turn before you can blink and knock you over with their shields. U.S Marines: Armed with M4's, you won't get a chance to fight the marines because as soon as one sees you, you get a game over. I have held one up and got his dog tag before but only when I had the Stealth Camouflage before I think. Plant Chapter: The enemies here are basically the same in principal but look different and carry different weapons Guard Team members carry AN-94's and so do the guys with armour. Those with shield's are still the same. Instead of wearing green and black, they wear grey and black uniforms- excluding the Arsenal Tengu. The new types are: Hi-Tech Equipped Soldiers: The same in action as those guys in armour, but Hi-Tech guys don't have armour, they just have better equipment. Like the armoured guys, they appear only during Alert and Evasion mode. Also, they only have AN94's. Shotgun guys: Probably officers or something, but you will sometimes see armoured guys who have shotguns of some sort. They are some of the toughest soldiers in the game. They only appear during alerts. Arsenal Tengu: Scary looking guys with Hi-Frequency blades, they can block back your bullets and even hit you with them. Aim for the head or use something other then a gun to kill them. Their suits enable them to use inhuman abilities and they act like ninjas, leaping down from above to attack you during battles. Arsenal Tengu-Gun wielding ones: Ditto except that they have P90 self-defence weapons. They can also do flips and their close-combat moves are enhanced by their suits just like the swordsmen. ------------------------------------------------------------------------------------------------ Some cool stuff: Hear people's thoughts: While talking on the Codec, press R1 or R2 to hear what they are thinking. (I haven't actually tried this). Snake's dirty times: On the Tanker Chapter, go to the locker room and open one of the lockers that have pictures of girls on them and do the distraction move to the girls crotch to see an exclamation above Snake's crotch. You can also make Snake or Raiden look at the picture (Go into the locker first) and hold R1 to hear them smooching the picture. Even better, you can take photos of them and take them to Otacon in the last bit for some funny replies. But most helpful of all is to leave these lockers open then when you have an Alert on you, run near the locker and enemies will spend their time looking at this (perfect for getting away or shooting them in the head while they are "possessed" by the picture. ------------------------------------------------------------------------------------------------ Questions and Answers: Need details. These are all questions my friends have asked me, and will cover up nearly everything. Q: Where do I find the M9 on difficulties Easy and higher? A: You will find it at Strut F in one of the rooms upstairs on the right side of the strut. It will be hidden behind some crates. Q: Why won't my uniform work in places other then the Shell 1 Core? A: The guards in the areas surrounding the Core (the Struts and Oil Fences) do not wear the uniform that you have (The uniform of the guards on the tanker chapter and of guards in Shell 1 Core). Their uniform is grey and yours is green. You can't get a grey uniform or an AN94 Automatic Rifle anyway. However, the uniform will minimize the chances of you being discovered. Don't rely on it though. Sometimes guards in the struts will say stuff like "Why are you not at your post?" and then walk up to you. Walk away from them or quickly shoot them with a gun. However, if you are holding a gun and then they see you then the "trick" will not work. At least it's better then being discovered. Q: How come I can't get into the other end of Shell 2? A: I'm not sure why they made it that you couldn't get into those Struts actually. You don't really get to go to these places though. These three or four struts are inaccessible. Note: Cheathappens.com rules. Check out my SOCOM: U.S Navy SEALs FAQ. I'm working on one for James Bond 007: Agent Under Fire and Mission Impossible: Operation Surma as well. See you until then.