==========
METAL GEAR SOLID 2: SONS OF LIBERTY
SPOILER/NO-SPOILER WALKTHROUGH
VERSION 2.9
11/26/01
BY: Orca782 (vejiitassj4)
Primarily for: GameFaqs (www.gamefaqs.com)
==========
Contents:
-----------
1. Footnote
2. Legal Stuff
3. Walkthrough
4. Weapons/Info
5. Spoilers
6. Sneaking faq
7. Characters/Codec #s
8. Secrets
9. Conclusion
===========
Updates:
I will post any updated info here, so people stop emailing me obvious
questions.
11/18/01 Info on dog-tags updated.
11/19/01 Infra red goggles found in yet another place, and Socom
suppressor located. I also received the AK suppressor. I have gotten
300% on the tanker and 200% on the Plant, which means the secrets
section is updated.
11/20/01 Extreme info updated, as I nearly broke my controller last
night trying to beat one of the bosses.
11/21/01 Extreme info updated, as well as Very Easy info.
11/21/01 Website for clear codes added to secrets section.
11/25/01 Finally back from Thanksgiving break, found the goggles in a
new area, and I learned a new secret.
===========
Footnote: I love this game, and I got the game a day early, on the
13th, (Gamestop is so cool) and made this faq the morning of the 14th. I
finished it on the 15th. I'd just like to thank everyone who's helped
out, and say that this game is awesome. I'd like to say that my
primary guide is always mailed to gamefaqs, so if you aren't on
gamefaqs, you should be cuz anywhere else might not be updated. One of
my favorite ideas for this faq is to make it spoiler free, and yet full
of spoilers. Here's how it will go. I will do the walkthrough without
spoilers, but if you want to be spoiled, there will be numbered 's in
the faq, and these will correspond to the numbers in the spoiler
section. As I say, I will work on the walkthrough first, then I will
get to the other sections. Email me questions at
vejiitassj4@hotmail.com, or IM me at Orca782. I'll be on a lot these
next few days. Also, note that I've only beaten it on normal, easy,
very easy, and I just started on Extreme (man is it hard), so they may
have changed some things for hard and extreme. I will add an (EXTREME)
section to each boss, as I get to them, as I learn how to kill each of
them, because on normal or easy, the fighting is entirely different.
There will also be a (Very Easy) added to sections with differences due
to this difficulty level.
And please don't email me questions unless you are sure they aren't in
this faq, I do love to hear from you, but 50 emails about the infra red
goggles right after I put them in the faq is not my favorite thing.
===========
Legal Stuff: This game is a product of KCEJapan, (Konami), so don't
bootleg it, sell it off as your own, etc. This guide, though not
complete for awhile, will be available to other sites, or to you (the
reader) if you want it, but ask me before you post it, or I'll get you.
WALKTHROUGH (no spoilers)
(note: to clarify once again, the * means spoiler, and it's at the
spoiler list with an explanation or puzzle answer).
-------------------
Mission 1
Outer Deck: After some awesome cg's, (*2) and some talk with Otacon,
you are left on the outer front deck. Grab the items under the stairs,
and in the back corners, and head to the bottom floor door on the left.
There is a guard on the top railing who will see you, so stun him with
the M9, and there is another guard on the bottom floor with you, to the
left.
Deck A Crew's Quarters
Get the ration and the M9 bullets from the lockers, and take some
pictures if you like (*_*). There is a guard in the right hallway,
right outside the locker room. Stun him, and run to the end of that
hall.
Deck A Crew's Lounge
Get the stun grenades on the right stairs leading down. That door is
currently locked, but remember it, because you'll be coming back to it.
There are 2 guards in the lounge area. Stun the one in the hall from
the hall you come in from. Then get his friend, when he comes into
view. There's another ration in the lounge area. There's a guard just
waiting to be held up on the left stairs leading down, but he's a hard
nut to crack, and you have to stun him, or he gets feisty. Go to the
door on the right at the top of the stairs.
Deck B Crew's Quarters
There are 2 guards, one on either end of this hall. Just pop around
the corner and stun them. On the bottom section, there is a locker
with USP bullets, but don't worry, cuz you don't get the USP yet.
There is a ration in a niche on the left hall. There are also M9
bullets under the stairs on the right. Go up these stairs.
Deck C Crew's Quarters
There is a camera here. You can't put it out of commission with your
M9, so wait till you get better firepower. Just hug the wall and go
under it. There are chaff grenades in the locker, and a ration in a
vent on the left side. Go up the stairs.
Deck D Crew's Quarters
There are 2 guards on this floor, and a potential for a lot more, so
listen carefully. After you head up the stairs, go to the main
horizontal hallway, and go to the door on the right. Skip the camera
cg, and stun the guard while he's not looking. Then get the ration
from the kitchen, and get the M9 bullets from under the table if you
need them. Then travel around the outside of the room, and go to the
door on the bottom right of the screen. Wait until you know the guy's
not looking, and open it and stun him. Then run up the stairs.
^Optional^ There is a storeroom on this floor with a dry box in it, and
M9 bullets. You can go here to hide out too, but it's not necessary.
Control Room
There are USP bullets here, but you can't get them. There's a short
cg, and then you get to talk to Otacon. Then you head outside.
Upper Outside Deck (Boss)
Okay, here's a boss (*3). To fight this boss there are a few ways to
win. The first is really slow, but works the best for me. Just go to
the little niche in the boxes, and look through, and shoot the boss
comes into view. Strafe left to right while in first person mode to
get a better shot. Also, run away when the grenades come in. Another
method is to strafe while in first person mode from behind a box.
Whichever mode you chose, there are a few things you want to do.
First, shoot both cords holding the tarp down. This will aid you when
"it" hides behind it. Secondly, shoot out the searchlight, as "it"
will use it later.
(EXTREME): Faster and more accurate. Well, to deal with this boss on
extreme, you have to use misdirection. Start out behind one set of
boxes, and run to behind another when the boss isn't looking. Then,
the boss will keep shooting towards the other set of boxes. This is
your chance to shoot, because the boss won't be looking. After doing
this several times, the boss will shoot off the tarp, and it will fly
up to protect the boss. Go to the far left set of boxes, and strafe
out and try to shoot the boss. After one hit, the boss will let the
tarp go, and shoot the searchlight in your eyes. My best strategy is
to go to the little niche in the boxes, and shoot the bosses feet
through it. Make sure you aren't in the bosses range though, and watch
out for grenades. This should do it, so good luck to you all.
Upper Outside Deck (after the fight): There are plenty of items. There
are 2 M9 bullets, the item (*4) you get from the fight, and a wet box,
as well as infra-red goggles.
-go back to the Deck A Crew's Lounge, same tactics as above.
Deck A Crew's Lounge
Go to the door at the end of the stairs leading down on the right, and
through the door.
Engine Room
This entire area is categorized as the engine room, so here goes.
There are 3 USP bullets lying around. There are M9 rounds, and a
ration and grenades as well. First, there's a cool shadow (*5), and
another thing (*6). Travel through the inner room, hiding from guards,
and stunning them. Once on the other side, there is a room with 3
infra red sensors that you can't pass without disarming. Otacon calls
to tell you how, but he's a bit unclear. The first one is on the top
of a ledge. Stand on a box, and you'll see it. Shoot that. Then,
there's a second one you can see anyway. Make sure to shoot it, not
the c4. Then, the last ones light doesn't show, but it's shape is
visible around the edge of the sensor, as a ramped sort of box thingy.
Anyway, it's on the left. Shoot it. Then go through.
Deck 2 Port
There is a ration here and 4 USP bullets. Go until the end of the
hallway, and try to use the M9, as the other weapon alerts gaurds with
it's flashlight.
Deck 2 Starboard
Here are some cool cg's (*7) and you get a sub-boss fight. Shoot all
the gaurds, there are like 9 of them, and go through the door. There's
a ration and 2 USP rounds at the end of the hall.
(EXTREME): Hide behind a box so that you can still see the tops of
their heads and keep shooting.
Hold 1
There are a lot of troops here. The objective is to get through
without being seen. Go down the ladders, and to the left side. Crawl
under the light. Also, crawl a lot of the time, even with the time
limit, because the floors make noise. There are some M9 rounds here.
Hold 2
This is a bit of a puzzle. Just crawl over the floors, or walk slowly
with the analog stick, and move when the soldiers aren't looking. When
back on the right side, wait until the crew does it's exercises, and
they should be looking away. The go through the door.
Hold 3
There "it" is (*8). Get the pictures, there's a marines picture on the
back left and right side. Input the data, and watch the cg's (*9)
==========
End of Mission 1
==========
Mission 2 (*1)
==========
This is the beginning of your time as a new member. He goes in similar
to Snake in Metal Gear Solid 1, and has no weapons. His fighting style
is a bit different, and he won't take off the mask until the elevator
(MGS1). This entire area is designed in the shape of 2 hexagons, that
have six areas each. These are noted A-F. You start in strut A.
Strut A Deep Sea Dock
This is the infiltration point. There is a ration in a locker, and a
small cg (*10). There is a band-aid in a cordoned area, and USP rounds
along with a ration in the vents. You can jump into the water and swim
with circle and the left stick. There are supposed to be infra red
goggles in the water, pretty easy to find. If you can't find them,
they are in the game later too, so don't worry. You are introduced to
you commander, the Colonel, who is actually Colonel Campbell from the
first MGS.
(Very Easy): on very easy the M9 is on top of some boxes in this room.
Strut A Pump Facility (mid-level)
There are some downed guards here and a computer. Use the computer,
and you will get a radar. These computers are blue dots on your map,
so use them whenever you get to a new area. You have to hide (similar
to MGS1) from the guards until the elevator arrives.
Strut A Outdoor Deck
There's a bandage, M9 bullets, and Chaff grenades that you get later,
along with a lot of bird droppings, that cause you to slip. The
opening is in a ripped fence on the mid left, and you crawl through it.
Strut A 1st Floor
There are SOCOM bullets in a locker, along with a ration. There are M9
bullets on the floor, and box 1. Evade the guard, and use the computer
to get a radar. If you try to exit right, you see a CYPHER, and you
can't leave until you get some chaff, or a gun, because real bullets
can down a CYPHER, one to the camera, or 3 to the ring. If you try to
exit left, there are guards, but they are doable.
AB Bridge
There are 2 guards, one on either side. Just go on the top path, and
when he's looking away, choke him.
Strut B 1st Floor
There's gratuitous blood here, but strangely enough, it's not the
ninja!!! (from MGS1, similar occurrence). It's (*11). Anyway, you
meet (*12) here, and you get a new weapon (*13). There is a ration in
a transfomer box on the wall, and there are M9 bullets. There's a comp
on the side area. You will get the SOCOM pistol here.
(Very Easy): on very easy the SOCOM suppressor is in this room too.
BC Bridge
There is a cool cg here, and some chaff grenades (*14). Later on,
there is one guard, and a CYPHER here.
C Strut
This is a sort of lobby area. In the kitchen, you'll find Peter
Stillman (*15). He will charge you with a new quest, to find C4. You
get the Ion Sensor in this area, from Pete. It's called sensor A in
your items. It highlights bombs with green light. You also get a bomb
diffuser, a coolant. He also gives you your first keycard, the level
one keycard. The locations are (*16). Disarm the bomb on this strut,
and proceed to the CD Bridge. There is a computer in the room with
Stillman.
CD Bridge
This area has 2 guards as well. Just be careful to skirt them as you
go along.
D Strut
This is a circular strut with 2 floors, and 3 guards, with a lot of
items. Disarm the bomb here, (*16) and head off to the DE bridge.
There is a computer on the bottom floor.
(EXTREME): there are 2 more bombs on extreme, one under another
trapdoor, and one on the bottom side of a top walkway.
DE Bridge
There are 3 CYPHERs here.
E Strut
This is a large packaging area. There is a box 5 with the ZOE logo on
it, and ammo for the M4, stun grenades, a mine detector on the bottom
floor, and a computer. Disarm the bomb on this strut (*16) and move
on. There is apparently a way to ride the conveyor, just get up on the
ledge with box 5 and the belt will stop. Get on in a box and ride, to
another room. Sounds good to me, but I can't verify it yet. (thanks
snookie).
(EXTREME): on extreme mode, there is also a bomb on a box. This is a
pain to do, because it keeps moving. Just find it by listening for the
beeps, and follow it and try to freeze it.
EF Bridge
There are 3 CYPHER bots here. There is also AK-74u ammo, useless for
now. There are mines on this bridge the first time you go across, so
be careful, and use the mine detector. Also, wait until the look out
is not looking at the field. You get an interesting call here (*17).
F Strut
This strut is a giant storage area, with 2 floors. Just make sure not
to let the guards on the top floor see you. My recommendation is to go
up and deal with them first. The M9 is in a room on the top floor,
with a lv1 card needed for entry. There is also box 2 here.
Tranquilize, or kill them. Disarm the bomb in this area by dropping
down from the top level. (*16). There is a suppressor for the SOCOM
on this strut in a side room behind some boxes. In order to get it, go
to the room with the node, and crawl to the other room, through the
secret crawl space. Drop from the top level to get it, and the dirty
magazine, and it sometimes reappears for more.
FA Bridge
This bridge has 3 CYPHERs on it, and some chaff grenades.
A Strut (again)
This time you have a bomb to defuse. You can get it by crawling under
the pipes in the alternate room. To get to it, crawl up from the
second set of little metal stairs. Then crawl left, under two pipes,
and crawl under the third pipe, but not past it. Crawl down, under
that 3rd pipe, and then to the right, and that's where the bomb is.
Then you will get a message from Pete. Then, go get the next bomb,
which is in the room where you started, the deep-sea entrance. Go to
strut B for the last bomb.
(EXTREME): there is a bomb here on the top deck, behind a fence, to the
bottom right of the map. Look through the fence and spray it.
Strut B (again)
Here, the bomb is on a wall, behind the open transformer box. Close
the door, and diffuse the bomb. You will get a call from Pete now
(*18).
Strut C (again)
Here, Pete has left, so go into the store room for the B sensor
(auditory). Go to the strut A upper deck.
Strut A Upper Level
Use the elevator here to go down. Hit triangle while on it, and if
that doesn't work, go against hits back wall and hit triangle. On the
elevator ride down, you will get a call from Pete (*19).
Strut A Deep Sea Entrance (Boss)
The bomb is here. You have to use the sensor B to find it. You have
to crouch near the pool to see it, under the sub, then spray it.
(EXTREME): on extreme the bomb is on the left wall, near the top, on
top of some stuff. After that, you will get into a messy boss fight
(*20). After this, go in for a transmission from the colonel. Travel
to the strut E heli-pad where the last bomb was. Beware, there are now
mines planted on the Strut A roof.
(EXTREME): Run back and forth like a crazy wiener dog and do the flip
whenever the boss gets the laser on you. The boss will fire twice in
quick succession, so stay moving. Also, don't try to hide, because
with the insane fire rate, the boss clears the room in just a few
seconds.
Strut E (Boss)
Here, we have a boss (*21). There are plenty of items around to use.
The strategy is to go around diffusing the bombs, then shoot the boss
in the head. Here's how: the boss will lay 2 or 3 bombs. Use the A
sensor and the coolant to freeze the bombs. Then, after freezing them,
the boss will go on a short trigger happy rampage. Plant claymores and
use punch/kick combos to knock the boss down. When down, shoot the
bosses head. Try for another shot as the boss gets up. Soon the fight
will be over. The locations of bombs will be on the sides, underside,
or top side of crates, or on barrels or small crates. After this
fight, you will meet another strange person. (*22). You will get army
BDU, but you need a gun, the AK-74u. Go to strut F for the gun. This
person also gives you the level 2 keycard, and a cell phone.
(EXTREME): to kill this boss on extreme is hard, extremely hard,
because he begins planting 5 bombs and giving you 20 seconds to clear
them. This is near impossible. The strategy is not what it was for
any other mode. You need to have either a lot of bullets, or infinite
bullets (see secrets) and just run after him with the gun, shooting.
Do this, and he won't be able to plant anymore bombs. Do this until he
dies. It is hard but possible. Also, after this fight there is one
more guard with new tags on each connecting bridge.
Strut F (again)
The gun you seek is behind the level 2 door, on the bottom floor. On
the top floor, another level 2 door allows you access to the M4,
another rifle. Now head to the EF bridge.
(Very Easy): on very easy the AK suppressor is also in the room with
it.
EF Bridge (again)
Take out the CYPHERs and run across the bridge. It will fall out from
beneath you, so run fast. Enter the core.
Shell 1 Core 1st floor
You can walk around this area unhindered with your new outfit. There
are some items laying around. After exploring, go to the elevator at
the top of the map. (There's a comp in this area for radar). There's
also box 4 in this area.
Shell 1 Core B2
This area has the D. Mic. Just get it, and don't touch any other
guards, or else your camo comes off.
Shell 1 Core B1
Here, you need a retina scan. Don't worry about it until you get the
D. Mic. After you have the D. Mic, drag a conscious guard to the eye
scan, and face him towards it, then drop him. He will scan for you.
Go in, and use your D. Mic to find your person, Ames. Ames has a
pacemaker that beeps. Just go around, and when the guards not
checking, check their heart. For me, it was the guy at the bottom
middle. He/she'll give you the next cardkey, level 3. Then listen to
the conversation (*23), after which Ocelot comes into the room. The
infra red goggles are in this area as well. Simply take out the
correct gun, and watch the cg (*24). After leaving the room, the alarm
will be on, so shoot your way out. After that, return to EF bridge.
EF Bridge
The bridge is gone now, but you can use the edge to sneak along the
wall across the bridge. Just make sure any CYPHERs are down. Go to F
strut.
F Strut (again)
Here, you are picking up the PSG1, a sniper rifle. It's behind a level
3 door. Go to strut D after. After getting the PSG-1, crawl in the
secret vent to a PSG1-T. Also, you can get C4 and a RGB6 grenade
launcher here. It's behind more lv3 doors.
D Strut
There is a door here that is level 3 that will open for you. It leads
to shell 2.
DL Bridge
There is somewhat of a puzzle here. You have to disarm the Semtex
bombs, by shooting the green control panels. There are 10 of them.
Call Pliskin for help if you need it. There are 2 right in front of
you when you come in, on the left side of the bridge. Shoot them with
the SOCOM. Use the PSG1 for the rest. There is one clearly visible on
the front of the pipe. There are 2, one on either side of the door
opposite you. There is one on a low ledge on the right, with a lot of
seagulls around it. There is one on the CYPHER flying above the door.
Don't shoot the CYPHER, or it will explode. There is one above the
door that you enter through, and there is one behind the center of the
flag. There is one you can see with the corner of your eye with the
scope on the left at the end of the bridge. I have heard that on hard
there are 12, and this is probable because there are only 8 on easy.
The 2 new bombs are on the lower level, look over the edge to see it,
and below the right balcony.
(EXTREME): There is another CYPHER with a bomb on it, there's a bomb on
the right of the staircase banister, (maybe on hard too), one is under
the stairs you come in on, and it's really hard to hit.
DL Oil Processing Plant (Boss)
You are now accosted by a boss (*25). He and his counterpart attack
you with the Harrier. You immediately get the Stinger, and 10 rounds.
Stay near the second floor stairs, and keep shooting rockets at the
Harrier. It will soon fly overhead for a beating. Shoot it as many
times as you can in this time. Then it will shoot bombs and missiles
at you. Whatever it shoots, go to the second level, and they will not
hit you. If it is missiles, sometimes you have to roll out of the way.
Go back up after each attack, and commence your attack. Soon the
Harrier will fall. Now you get some great spoilers (*26). After the
fight, there is a suppressor for the AK-74u in this area. To get it,
drop to the pipe, and go to the bird **** area, and flip over to the
stair area. This leads up to a fire, that you use the coolant to stop,
and get the suppressor. This is a very efficient upgrade.
DL Oil Processing Plant
Go to the gray rail, and hang off of it. Go until the orange pipe is
beneath you, and drop on. There is a ration at the bottom end, and the
top end leads to a walkway. Climb up to it, and try not to get seen by
the 2 guards. Stun them if need be. Then keep going.
KL Bridge
There are 2 guards in the window, and if you crawl or crouch sneak
along the wall, they won't see you. If they do, they'll call CYPHER.
Also watch out for holes in the walkway. Get rid of all the CYPHERs,
and cross into Shell 2. You will have to do a running flip jump to get
across the descending stairs that are gone.
Shell 2 Core 1st floor
Listen to the conversation, and then go downstairs with the elevator.
There's a RGB6 grenade launcher in this area.
Shell 2 Core B1
This level is flooded, but the Nikita is simply at the end of the hall.
Get it, and go back to the first floor.
Shell 2 Core 1st floor (again)
Stand on the crate, and fire the Nikita into the top slot. Turn right,
then the next right, and you should come out with the president. Now
head for the red light box, and blow it up. Now the electricity is
gone, and you get to visit the pres. He tells you a lot of info (*27)
and something startling happens. You get the level 4 card from the
pres. Leave this area, and head down to the B1.
Shell 2 B1 (again)
Go underwater, and go to the first right this time, and then to the end
of the hall. Then go left, and take the next left. Then follow this
path until the end (the N.V.G. are at the first left), and it's the
wheel on the right. Open it, and use an airhole (white dots on map) if
you need it. Then go through the mesh, past the (*28) and to the end
wheel. The path through the mesh is to the top left, which leads to
the bottom right. There is also a new weapon, the PSG1 tranquilizer
here, in one of the breathing (white) spots on the map, in the rubble
area.
Shell 2 Water Filtration Chamber 2 (Boss)
Here is a boss, (*28) and a hard one at that. You'll need a few
weapons for this. The boss will start out on the water (note: you
cannot get out of that water, it's instant death) and you can shoot him
once. Then he will go down. He will jump back up and hold a pose.
Shoot him. He will then spin, while shooting at you. When he stops,
shoot him again. Then he will go into the water, and come back up on a
top ledge. Shoot him, but never use the L1 to lock on method, this
will not work. A good idea is to use the grenade launcher when he
comes up to hold the lower pose. Also, after sufficient damage, he
will charge you, and appear behind you. As far as I can tell, this is
unstoppable. The charge will just change sides if you shoot him, and
he will appear behind you if you try to hit him. He is faster than you
too, so you cannot run. It is considerable damage, so heal, and hope
it doesn't happen again. When near dead, he will not go into the water
again, but will remain up, shooting things at you. Use the assault
rifles, and stop the shot items. The stinger is also a great weapon in
this fight. You should be the winner after a hard fought battle.
Another method is to hurt him while he's under water. Any grenades or
grenade launcher rounds put into the water while he's down there will
run his air out quickly , which in turn makes him start to drown
quickly. Just throw grenades down every time he goes under. Yet
another solution, by Snookie240, is to punch punch kick him, and this
will put him down quickly, because it drops his knock out bar
drastically. Apparently 4 of these combos should do it.
Shell 2 Water Filtration Chamber 3
Here is a small path underwater. Go right, then left, then left. You
will end up in another area with a computer. Open all the lockers for
a surprise (*29). Take your escort out, and back through the
underwater path. There is body armor under water in this area, so try
to get it. It is very useful against the remaining bosses. Also, if
you didn't get them before, the infra red goggles are in a locker here.
Apparently Konami puts a lot of "Easter Island" statues in their games,
and there is one in here. It's in the corner on a desk or something.
(I never would have noticed. Thanks to Jeremy Emerson for the info).
Water Filtration Chamber 2
There are mines, so pick them up before escorting your person through.
Water Filtration Chamber 1
This is a hard swim, but use a lot of air holes, and use the map. From
where you enter, go right, into the rubble area, then go low, then
high, through the rubble. Take a left at the end of the rubble area,
then take right, then another right, then a left, then 2 more lefts up
the stairs. Vulcan Raven is supposed to be in this area, floating (the
toy).
Shell 2 B1
Use the coolant to scare the bugs away, and go up.
Shell 2 Core floor 1
There are 2 guards to start with, and a third gets off the lift. Use
the M9 to stun them. There's a ration and a pentazemin along with AK
bullets laying around.
KL Bridge
Use the coolant to put out the fire, then go through the door, with the
level 5 card the escort has.
Strut L
Use the wheel to get through, and there are 2 guards on a walkway to
shoot.
KL Oil Fence
Here, your escort leaves to cross the fence. You have to protect her.
You can call Pliskin for help, but I think this may damage the outcome.
Use the PSG1, with a pentazemin, and shoot the mines first, then the
men, then the CYPHER. When you have free time, get the bullets. Then,
in a sudden turn of events, another force comes into play, and you have
to snipe him (*30). Get a bead on his head, and just let fly non
stop. I got a good bead, and never hurt the escort.
(Very Easy): on very easy there are no mines.
Strut E (again...)
With the level 5 card, you can get the Digital camera here, from a room
at the bottom of the stairs. Then go to the EF bridge, and into B2 of
Shell 1. Watch out, there are mines in Shell 1 first floor.
Shell 1 Core B2
The situation is not good (*31). You get briefed to go with another
member. You are then captured (*32).
Torture (Arsenal Gear)
You are tortured for a brief second. Just jam on the triangle button.
That' it. Then you are set free, and a lot of the plot is explained.
(all of this explained at *33). Leave this room (look familiar?).
There is a ration in here, along with medicine, if you catch a cold.
Arsenal Gear: Aoyana Ni Chome
You are nude here, and it's hard getting around. There are 5 guards in
your way, and here's how to get around them. To add to the fun, the
colonel has gone quite mad, and transmits funny messages every once in
awhile. There is a box to hide in, and another medicine, but I
couldn't find the box, so here's how to navigate this area without one.
1st guard, wait until he is facing the left wall, away from you, and run
behind him, to a hide out before the second guard. Then crawl by the
low walls past the second guard. Then wait until the 3rd guard is
looking the other way, and run up the stairs. The go to the 2nd bridge,
not the first, and hide behind the little wall, until the guard is
looking the other way, and crawl across the bridge. The guard may bet
you on the corner of his vision a couple times, but he will never keep
you there if you are fast. Then go under the camera, and wait until
the 5th guard is in the long hallway. Go to the top small block, and
hide behind it until the 5th guard goes the other way, and run to the
door.
Arsenal Gear: Ascending Colon
Here, answer phone calls until Rose calls. The Colonel will say a lot
of funny things, and then Rose will finally call, and you will get a
short cg. She will say something, and then you will get your
equipment, and a sword. You meet an old ally, and you get a trace on
the Colonel (*34). You use it with the right analog stick to swing the
blade.
Arsenal Gear: Upper Colon
Here you get to fight a lot. Just stay behind boxes, and shoot a lot.
Arsenal Gear: Sigmoid Colon
I found this part fun, but if you want to do it easily, use the rifles.
Here you get a bust out time, and it's a lot of fun.
Arsenal Gear: Center
Here you get into a fight with a repeat character (*35) and your other
member leaves you.
Arsenal Gear: Top (Boss)
Here you meet (*36) and you are faced with a big fight (*37). The
strategy is to use the stinger to hit them in the head, or hit them in
the knee, then in the face. Once one of them jumps into the middle,
Stinger ammo, and a ration in the middle, will start appearing.
Dodging the attacks is easy. The machine gun fire, either block with
your sword, run out of the way, or do a flip out of the way. The
falling rockets can be run and flipped away from. The laser, just
don't get close, or just run from it. The biggest danger is the heat
seeking ground hugging missiles. When these come at you, flip out of
the way. After killing 4-7 of them (depending upon hardness level I
think, I'll verify later) yet another interesting cg takes place (*38).
Roof of Building (Boss)
Here you get more info (*39) and finally a fight. You get to use your
sword, so you need to be fairly proficient with it. Remember that you
can fall off of the roof here, but on normal I found that he catches
himself. I'm pretty sure that similar to MGS1, that if you are on
Extreme, or maybe even hard, you will not catch yourself, but fall to
your doom. I find that the horizontal slashes repeatedly are the
fastest and most effective. If at a long range, just hit the R3
button, and the jab has a great range, but slow recovery time. The
fighting style is hit and run. Go in, knock him down, run away. If he
strangles you, press triangle repeatedly. Dodge the missiles, and stay
far away when he does the long range sweeps. Also, try to get out of
the way of his power strikes, because they do massive damage. There is
a ration (on normal at least) at the top edge of the building. Then,
in the second stage, he blasts around, lighting the screen on fire.
Dodge the blasts, or block them with your sword (L1), and try not to
catch on fire (if you do, just roll around till it goes out) and keep
up the previous strategy. The game will end, and you'll get some great
Cgs, (*40) along with some not so great ones.
==========
Weapons
==========
M9: This is a silenced pistol, that fires tranquilizer darts, with its
current adaptor. It will stun enemies, and it will stun more
effectively if you hit them in the head, or in the stomach/bathing suit
area. . (Fire with square, hold to aim).
And now some real info from Justin Warsh:
The Beretta M-9 (also known as Beretta 92f) Chambered to fire 9mm
bullets. Muzzle velocity 390 meters a second weighs 950 grams or 33
ounces
unloaded. Overall length 9 inches or 217 m, barrel length 5 inches or
125
and magazine capacity is 15 rounds.
E.G. Malinis gun info:
Beretta Model 92F Produced in 1985 as the official US Army sidearm.
Fires 9x19mm parabellum. Magazine capacity: 15 rds. Country of origin:
Italy
USP: This is an army pistol, with a fairly large clip as handguns go.
It has a laser sight and a flashlight attached for better shooting.
You can take most any enemy down with 3 shots, but limb shots will not
kill an enemy unless 5 or 6 are used. . (Fire with square, hold to
aim).
Info from JQP:
The USP is made by H&K in germany and is considered one of the best
combat pistol around, it is available in 9MM, 40S&W,and 45ACP.
Info from E.G. Malinis:
Heckler & Koch USP 9 Produced in 1990 for the US (civilian, law
enforcement and military). Fires 9x19mm parabellum, also available in
S&W .40 and later in .45 Magazine capacity: 15 rnds. Country of origin:
Germany USP stands for "Universal Self-loading Pistol"
SOCOM: Special Operations COMmand pistol. This is a great pistol, with
a 12 round clip, with laser sight included. It can be adapted to a
silencer, and it's stopping power is heavy. Basically, it's a .45
that's adapted for all types of situations. (Fire with square, hold to
aim).
Info from E.G. Malinis:
Heckler & Koch SOCOM Produced in 1991 for US Special Operations Command
for elite military units (SEALS, Green Beret, Rangers, etc.) Fires .45
ACP (Automatic Colt Pistol) Magazine capacity: 13 rnds. SOCOM stands
for Special Operations Command.
Chaff Grenades: These grenades throw out an electric disturbing field
for a small time. All electronics will be frozen, and reset after the
time is done. (Hold square to remove pin, and make range farther as
held longer).
Stun Grenades: These "flashbangs" are used to stun enemies momentarily.
Sight and sound will be unavailable to the targets for about 5 seconds.
(Hold square to remove pin, and make range farther as held longer).
Grenades: These grenades are special made incendiaries. They explode a
flammable gas into a large area, then a spark sets it off. Normal
grenades just launch flying particles of metal, but these are actual
incendiaries. (Hold square to remove pin, and make range farther as
held longer).
M4: This rifle is a fully automatic assault rifle with a 30 round clip.
It has good accuracy, and can fire at a great rate. It is accurate,
and it has a laser sight to boot. (Press square lightly to aim, hard
to auto fire).
And now some real info from Justin Warsh:
M-4 The ancestor of the M-16, it fires 5.56 and has a 30 round clip.
Usually seen with extending stock. Very Reliable and is still used due
to
its reliability by the seal teams
AK-74u: This rifle is used as a disguise to enter Shell 1 core. It is
similar to the M4, but with a shorter barrel, and a bit less accurate.
It's used mainly for short range combat in real life. 30 round clip
with laser sight. (Press square lightly to aim, hard to auto fire).
Here's some real info on the gun from Shotgunner
It is a re-designed version of the the old Russian rifle, the AK-47.
Still firing the same 7.62 mm round the AK-47 used, it boasts higher
accuracy and better tolerance to the elements, due to i's new design.
Caliber: 5.45 x 39 mm Magazine capacity: 30 Year produced: 1974
PSG1: This high powered sniper rifle has a good fire rate, and a long
range, with zoom scope. Use pentazemins while firing. (Use square to
fire, circle to sight in, x to sight out). There is a mod for this gun
which allows the fire of tranquilizer rounds.
And now some real info from Justin Warsh:
The PSG-1 was manufactured by Heckler and Koch and is the worlds first
semi-automatic Sniper Rifle to use a 20 round magazine. It fires
7.62mmx
51mm bullets. It is known for its deadly acurassy. Based on the G-3
using
the Hechler And Koch. Weighs 7.84 Kg with a 5 or 20 round magazine. 47
inches (long 1028 mm), barrel length 650 mm or 26 inches. accuracy - 3
inch
groups with 20 rounds at 300 meters.
Info from Jqm:
The PSG1 is another H&K design, it is .308 caliber and extremely
accurate, one of these on the civilian market costs about $3,000
dollars.
Stinger: This missile launcher fires heat seeking rounds at a target.
They do massive damage, and can take down small jets. (Put the
crosshair on the target, it will turn red. Then press square to fire).
And now some real info from Justin Warsh:
The Stinger isn't actually the launcher but the missiles themselves, the
launchers history is a long one though. The anti-aircraft missile
launcher
was introduced in the 1967 by the Egyptians against the Israelis. The
US
army then modified it to carry first generation homing missiles. later
on
stinger missiles were finally used. The stinger missile is produced by
Hughes and is an "all aspect" SAM. Versions actually detect holes made
by an
aircraft against the ultraviolet background of the sky. The missile
itself
weighs 23lb/10 kg and is about 6 inches/ 152 cm long. The whole shebang
weighs about 34.5 lb/ 15.7 kg. The missile itself rapidly accelerates
to
Mach 2 and then intercepts the unfortunate aircraft.
Nikita: This missile launcher fires guided missiles. Dissimilar to the
first game, these are always in first person mode, for easier steering.
(Press square to fire, and left right on the left stick for direction).
RGB6: This grenade launcher has a 6 round clip, and fires short ranged
grenades. Upon detonation, these grenades spread incendiary gas
through the air, and ignite it instantly, making a fiery explosion.
(fire with square).
Real info on the gun from Shotgunner:
The Grenade Launcher (RG8, if I remember correctly) is a rotary-drum
style grenade launcher, much like an MM-1, which is basically the
cousin to the Vietnam-era M-79 "Thumper" Grenade Launcher. The
advantage of the rotary-drum style launchers is the obvious fact of
being able to fire more shots before having to reload.
C4: This explosive will blow holes in walls, and enough of it will
cause large explosions, even enough to knock down a clean up plant.
(plane with square, detonate with circle).
And now some real info from...me:
C4 military grade is plastic explosive resembling clay, or wax. It can
me molded, or kept in rectangular prism form, but it takes very little
to cause a lot of damage. It is used to open doors, or destroy most
anything, often good on tanks. It cannot be detonated by heat or
pressure, but only by an electric charge, often from a remote.
Unstable, non military grade C4 is somewhat of a hybrid, and is
affected by heat and pressure.
Claymore Mines: These mines destroy anything in their path with a spray
of shrapnel. These mines use new technology to see if a person is
near. (plant mine with square)
Hyper Blade: Here it is, what we've all been waiting for. It's not as
cool as I'd hoped. It swings with the right analog stick, but it's not
fast enough to really do damage. It looks cool though, and it is one
hit kill.
And now some real info from Justin Warsh:
(Also its called the High Frequency blade not Hyper blade) A blade like
this
would work on the principle of making many small vibrations so with
every
cut it makes many more small incisions (kinda like vibro blades in Star
Wars). A blade like this would probably be made of carbon fibers as to
not
dull at all. This would expplain its one hit kill power.
+++++++++
Spoilers
+++++++++
These will have the *# next to them, so refer to the walkthrough for
which is which.
*1. This refers to the second part of the game, played with the
character Raiden, Snake's replacement in fox-hound.
*2. Snake is on the Hudson River, smokin' a cig, when he breaks into a
run, turns on stealth camo, and jumps/bungees onto the tanker. Later,
it shows a brutal assault by Russian special forces on the marines.
*3. The boss is Olga Gurlukovich, Colonel Gurlukavich's daughter. She
is pregnant with his grandson (father?) and she fights with a USP and
hand grenades. She throws a knife at snake as a diversion and shoots
at him, but him being so good and all, he dodges the bullet. He's the
only one she's seen do it.
*4. The gun she uses you get, the USP.
*5. The flashlight/toy present a lifelike shadow of Vulcan Raven, and
it freaked me out at first. But actually, it's just a cool too, that
shoots stuff if you shoot it. I took a picture and Snake said "good."
*6. There's a body in one locker.
*7. The Soviet Forces are discussing taking over the Marine main room,
and then Revolver comes and nails one of them. This is your first
insight that he's a traitor. He then locks Snake in the room,
unknowingly.
*8. Metal Gear Ray
*9. The cg's here are awesome. Revolver Ocelot walks in on the Marine
speech, and takes over, with his detonator. Then, when Gurlukovich
takes the Marine leader, he reveals that he does not plan to aid Russia
at all, but a personal vendetta. Gurlukovich shoves the Marine
commander at him, and fires, but Ocelot throws his trenchcoat as a
diversion and fires through it. Both Gurlukovich and the Marine leader
fall dead. The Soviet troops, realizing Ocelot's betrayal, turn to
fire, but once again Ocelot is faster, and shows what members of Fox
Hound are made of. Then Ocelot sets off the bomb, and gets into Metal
Gear. Snake stops him, and it is made clear that Ocelot's arm is
actually Liquid's arm. It is taking over his mind also.
*10 It looks as if Snake is disabling people, but when you look again
he's gone.
*11 Vamp. He's a new character, a member of Dead CEL, and he can dodge
bullets and drink blood, as well as use a knife pretty well. You
almost get it, but a rogue soldier saves you.
*12 This character's name is Pliskin, but I'm sure he seems to a lot of
us like Snake. (Note: Pliskin is the name of Kurt Russel's character
in escape from New York). I'm not sure myself at the moment, but I do
think it's him. He knows a lot about Snake too. Later on you learn
that he is Snake.
*13 SOCOM pistol, from Pliskin.
*14. The female member of Dead Cel, Fortune, is being attacked, but she
cannot be hurt, for some reason. Even a grenade goes dead. Anyway,
she ends up shooting the troops, and she and Vamp take the president
away.
*15. Peter Stillman is a bombs expert who trained Fatman. He is pretty
sure of Fatman's tactics, and his bombs. He also failed to disarm a
bomb in a school, and many died. He pretends to lose his leg, but it's
really fine.
*16. Here are the locations:
Strut D under trap door.
Strut B behind open transformer door.
Strut A under pipes in alternate room.
Strut F Behind the boxes.
Strut C women's bathroom, above mirror.
Strut E under Harrier jet.
*17. Deepthroat calls you here, warning you of the mines. This is the
exact same name, and almost the same frequency that Deepthroat called
from in MGS. Deepthroat, for all those that didn't play MGS, is the
ninja.
*18. Here Pete calls, and tell you he thinks something is wrong. Then
Pliskin calls, and disarms the last bomb, which arms the much larger
bomb that Pete was studying.
*19. Here, Pete calls, in a very depressed manner, and tells you that
Fatman has one upped him and the proximity trigger will not allow him
to leave. He subsequently blows up.
*20. Now Fortune comes in, and decides that you need to die. She
wanted to kill Snake, but when she realizes you are not him, she
decides on killing you too. You don't need to win this fight, simply
dodge, and stay away from the explosive barrels. Eventually Vamp will
come in and stop her.
*21. The boss is Fatman, (named after the atomic bomb that hit Japan).
He wants to be the greatest mad bomber of them all, and he thinks his
legacy will start here. He wears full body armor, except for his head,
and has inline skates (?).
*22. The ninja appears now, and helps you out a little bit. This ninja
is very reminiscent of the ninja in MGS, Grey Fox. However, he died,
so it is not he.
*23. Here Solidus, Ocelot, and Olga are talking behind a wall, so you
can't see them. Olga is angry that Ocelot did not save her father, and
threatens him. Solidus comments on their plans, and leaves. Then
Ocelot comes in.
*24. Ocelot asks what you were doing, then explains that the DIA sends
bad liars, and that Ames is a spy for the Patriots, here to watch the
president, because they knew he would turn. He then is about to kill
Ames, when Ames realizes something out about Ocelot, but the virus,
similar to FoxDie in MGS, kills him first. You are then captured, but
the ninja comes to your aid, and you escape.
*25. The boss is Solidus, and he gets on the Harrier jet with Vamp.
Pliskin and Otacon come to aid you. After the fight, the Harrier
crashes, and Solidus leaves in a Metal Gear Ray, and Vamp runs across
water, and runs away.
*26. Here we really do learn that Pliskin is Snake. They are in a
movement to stop Metal Gears, and they are a sideline operation
supported by the UN.
*27. The president was primarily in this deal for power, he wanted into
the Patriots organization. The Patriots are a counsel that rules the
most powerful nation, the US. There are 12 men that are the most
important. They bring in a president that can be easily controlled.
He tells you that Solidus was George Sears, the last president, the one
that called you and harassed you at the end of MGS. He grew to dislike
the Patriots, and instead of being killed, went underground for awhile.
He and Ocelot are in charge of this operation. Then, to stop the nuke
from being launched, the president asks you to kill him. Strangely
enough, Ocelot shoots him and leaves. Ocelot's side is unknown,
because Ocelot was the one getting Metal Gear Ray, even before Solidus
was doing anything against the Patriots. He also explains that Arsenal
Gear houses info on the Patriots, within it's GW (AI). This info is
going to be used against them. This is why Dead Cel wants them dead,
for making them look bad. Solidus wants them dead for what they did to
him. Dead Cel and Solidus want to make New York the home of the "Sons
of Liberty," and they plan to do so by using a nuke over Wall-Street,
and stopping all electronics with the resulting atmosphere disturbance.
This plan is called "Outer Heaven."
*28. Pete Stillman's body is here, having died in the blast of the bomb
he failed to diffuse.
*29. Emma Emmerich is hiding in a locker, just like her brother did in
MGS (she actually soils herself, just like Otacon too. Must be chronic
weak bladders). She is actually Hal Emmerich's step-sister. She says
that the virus disc is made by her, to mess up the system. She got
into the computer/Metal Gear business to anger her brother Hal, because
he left her and her mother, and he didn't save her when she nearly
drowned at a young age in her pool.
*30. Vamp comes out of nowhere, probably was just swimming around, and
puts a knife to her throat, and turns ever so slightly here and there.
Get a bead on his head, and blast away. Then Snake recovers Emma, and
she is badly wounded.
*31. Emma is bleeding profusely, then dies. Hal tells you why he left
Emma, actually he had somewhat of a relationship with her mother, and
his father committed suicide. Emma was born, and he couldn't face his
step-mother or sister, and left. However, Emma's mother was not his
mother, thus it was not incest, just kinda (icky). However, this
proves that he is not Emma's father. Snake enters the virus, but after
90% it stops, having changed because of Emma's condition.
*32. Otacon is supposed to go rescue hostages, and in what I would call
the most emotional part of the game, Snake and Otacon do somewhat of a
secret handshake, then go into a hug. I thought that was really sweet,
that two guys, one a real bad ***, could give each other a hug. The
entire world could live and learn from that. Anyway, Otacon starts to
cry after the parrot starts to talk, and you and Snake leave. Then the
ninja appears, and you are what looks to be back-stabbed by Snake.
(This is not the case however).
*33. You are briefly tortured by Solidus, and then Olga comes in and
explains that she was the ninja, and Mr. X, and that if you die, the
Patriots will kill her son. She is here to help you out. She was
rescued by Snake, after the tanker went down. She birthed her child in
a Patriot owned hospital, and they took it and forced her into
submission. She then throws a punch at you and leaves, saying you'll
soon escape. You are also told of your role as a killer in the Civil
War (what civil war???) and that you were a child fighter, one of the
best. Named Jack the Ripper and White Devil.
*34. Snake is here, with your gear. This is a great thing, to turn
around and see him suited up again, like old times. He used your
capture as a diversion to get aboard Metal Gear Arsenal. He has the
bandana (infinite ammo) and he's going to help you through this area.
Otacon does a check, and finds that the Colonel is actually an AI
program in the GW of Arsenal Gear. Rose also appears to turncoat onto
the Colonel's side. There's also a great quote from Metal Gear Solid
"Snake, we're not tools of the government or anyone else. Fighting was
the only thing, the only thing I was good at. But at least, I always
fought for what I believed in." -Grey Fox
*35. Fortune wants to fight Snake for killing her father, the Marine
Commander. Snake makes it clear that it wasn't him, and he tells you
to go ahead, he'll catch up.
*36. Solidus comes, and explains your role as his son. He also tells
you that you are no longer needed. Then he sets a brigade of Metal
Gear Rays onto you.
*37. 4-7 Metal Gear Rays attack you. I have heard that there are
anywhere from 4-7, I fought 5, and someone (Neorange) told me that if
you kill the one not called Ray, the fight is over. It's not too hard
if you kill one at a time.
*38. Here, you realize that you can't win, and drop the Stinger. One
is about to crush you, but Olga flips into the arena (very similar to
the ninja in MGS) and it stops. Solidus appears, and learns that she
is the one who was double teaming him. She tells you to run, that her
child will die if you die, so you have to stay alive, and that she
would rather her child live than her. "I know I'm going to Hell, but
at least my child..." I found this pretty emotional too. Solidus shoots
Olga, (similar to the execution of Grey Fox in Metal Gear). Then Snake
come up, in cuffs, apparently having lost to Fortune. However, I
prefer to think of this as a ruse by Snake, similar to the Vamp ruse
(he allowed Vamp to catch him to see if Raiden had any skills). At
this point, we know that Snake could have killed Fortune at any time,
because if he shot her, he wasn't going to miss, and her device was
already malfunctioning, due to Ocelot, so it goes to show that he made
a deal with her, explaining what was going on, and she pretended he was
a hostage, but was not really going to kill him. The cuffs were
standard however, so besides the nick the bullets gave them, when Snake
broke them, this was pure power. I'd like to add that this is possible
with standard cuffs, by twisting them, and pulling extremely hard
(there was this guy who could do it on the police force, but one day
his friends gave him reinforced ones to try, as a joke, and he broke
both wrists trying). Solidus tries is attacked by several Metal Gear
Rays, because Emma's virus finally worked, and they are all haywire.
Thus, Metal Gear Arsenal is useless. Anyway, Fortune's plan to hijack
Metal Gear Arsenal was actually Solidus' idea, so that he could kill
the Patriots while they took the fire, in a useless gear. She is
angry, but decides to take it anyway, to use the nuke on board. Ocelot
then appears, and tells her that her powers are not real, the nuke on
board is only a simple scratching of the surface as it were, and that
the entire Arsenal Gear/Inner Shell idea was to be a training program
for cloned Snakes. Raiden was the first one, and he was to be a new
Snake, trained in the exact manner as Snake was. Olga, and Dead Cel
were bribed into taking on this quest. Dead Cel was the FoxHound
members Snake fought on Shadow Moses. Fatman had to be coaxed in by
getting Stillman on board. The only thing he hadn't planned on was
Snake himself. The plan was started 2 years back, when they took Ray,
and made the Inner Shell area. It actually even goes farther back than
that, when Ocelot, masquerading as a FoxHound member, saw Shadow Moses,
and Snake's skills. The Patriots decided to make more Snakes, for
themselves, in this manner. Fortune and Solidus try to kill Ocelot,
but with his electro magnetic field, he can stop bullets from hitting
him. He explains that this is how Fortune was saved, and then he
shoots her. (They don't explain Vamp however). Ocelot tries to kill
them with a Metal Gear Ray, but Fortune proves that she is Lady Luck,
and all the missiles miss them. Ocelot is about to kill them all
again, when Liquid's arm kicks in, and takes over. Liquid, overall,
was behind all of this, controlling Ocelot, and now he's going off to
kill the "Liars and Hypocrites ruling the world," the Patriots. Snake
then goes after Ocelot/Liquid, after breaking the cuffs. Fortune dies,
having been shot. Raiden and Solidus are catapulted off of the ship.
*39. Here, Solidus claims that he wanted freedom for America, the "Sons
of Liberty," and that he was going to do it with Outer Heaven, and
Metal Gear Arsenal. He has landed where George Washington was first
made president, and now he claims that there can only be one Snake, and
attempts to kill you. He also states that he killed your parents and
adopted you.
*40. Solidus falls onto the George Washington Statue, and similar to
the Matrix, Raiden stands in the street while people walk about him,
oblivious to his suit, and sword. Snake appears behind him, and tells
him that he is going to look for Olga's child, and the Patriots. He
won't let Raiden come, because Raiden has to work out some self
identity issues. Raiden gives up his tags (with your name on them) and
he decides to start a new life. Snake shows Raiden that he knew he'd
be captured, and thus the disc he gave Raiden was a fake, and that they
really did have the disc, and the locations of the Patriots. After
Snake leaves (hinting at MGS 3 being all Snake), Rose appears, and it
looks like Raiden's about to start a big happy family. Snake explains
in a voice over that genes exist create children, but emotions are
taught, and felt by children, not passed on by genes.
Finally, at the very end, after credits and everything, there is a
conversation, reminiscent of MGS, Snake and Otacon talking. Otacon
found the Patriots, but they are all dead, and have been for 100 years.
Can somebody say "sequel"??????
++++++++++++
Sneaking Faq
(Note: this will cover basic and advanced tricks in the game to sneak,
and just to get around)
++++++++++++
Run/Walk: You can run or walk depending upon how hard you hit the
analog stick. Experiment, because walking makes you far quieter, and
silent on loud floors.
Hug Walls: When pressing up against a wall, you will hug it, so as not
to be seen around corners. You can move along the wall with the analog
stick, or with L2/R2.
Corners: To look around a corner, hug the wall near it, and press
either L2/R2, to peek. If seen, you will be in trouble. You can look
around more while looking around a corner with the R3 stick. Also,
there are 2 types of cornering, and one of them, the more rare one,
happens when you area against a wall with a slight protrusion. You
will just put your head out a bit, and the view will be limited, but
more safe.
Corner Shoot: Get out a weapon (pistol/rifle) and corner. When
peeking, hit square, and you will pop out and fire. You can hold down
fire to fire more, and you can go into first person in this mode.
After firing, you will corner again, so as not to get hit.
Guards(weak points): A head shot or groin shot will kill a guard. A
limb shot will not, but 2 or 3 will. If a guard sees you, shoot him
quickly to stop him from calling back ups.
Radios: If a soldier calls for help, shoot the radio while he's calling
for it to break. Then he has to take you himself, but reinforcements
will come, at a later time. You can also shoot radios, they are the
long black box on the back right hip of the soldiers.
Hold-Ups: You can get a soldier in a hold up by running up behind him
and drawing a bead on them. Snake will say freeze, and they will stop.
You can shoot their radio, them, or run in front of them to get items.
While in front of them, aim at their head or groin to make them shake
items off. The first thing they will shake off is a dog-tag (see
secrets). They will give you other stuff too, if you keep trying.
Some are brave, and will not shake, they tell you to shoot them. Shoot
them in the arm or leg, and then aim at their head, and they will be
more cooperative. You must shoot them with a bullet weapon for this,
not the M9.
Dead/Asleep Guards: Go over a dead or asleep guard, hit square, and you
will pick them up. You can drag them places, or drop them to get
items. Repeatedly dropping them will give you items, and it will wake
them up faster. You can also put them in a locker, if you open it, and
drag them inside.
Melee Fighting: Punching and kicking guards is not lethal, but it will
knock them down, and put them out cold for a short time if you do it
twice.
First Person Mode: You can do this with R1, and it's easier to shoot,
and more realistic.
Cameras: They can be sneaked past, or shot with a bullet weapon.
Shoulder Throw: When going for speed, this throw will quickly drop a
guard. He will get up however, and call for aid, unless you do
something. You can shoot him while he's down. If you do it twice, it
blacks them out.
Stand on your Toes: Even I didn't know about this one. Thanks to Witch
Burner for the info. Hold R2 and L2 and aim with L1 to do it.
Choke Hold/Hostage: You can quietly go up behind a guard and hit square
to choke them. Do it 10 times to break their neck, or drag them around
and hit it again whenever they struggle. If you are being attacked,
guards will not shoot the front of you if you have a guard as a
hostage. They will shoot your behind. *'s and Z's are usually 3, but
they count down as a guard gets ready to awaken.
Roll/Flip: Snake has a roll, Raiden has a flip. The roll is faster,
and it will cover areas quickly and quietly. The flip is not as fast,
and I don't know if it's possible to do (kick, while also doing no
handed cartwheel). It will however cover large gaps, so do it if you
need to jump over something. Don't do it on the stairs, or you will
knock yourself out for a short second.
Running/Firing: You can run and fire at the same time by holding square
and X, and the direction you want to run. Square fires, X makes you
run with your gun. To not fire an assault rifle, just hold square
lightly.
Distractions: You can throw empty ammo clips, or knock on the wall with
circle, as a distraction for guards. There is also a magazine you can
plant on the ground, and guards will take it and look at it. But
remember that if you use it you cannot pick it up again.
Pipes: You can shoot pipes, and they will shoot out hot gas to stop
guards from attacking you. The same holds true for fire extinguishers.
They will show infra red lasers too.
Hanging: You can hand off of sides of things with triangle. You can
move over and be stealthy this way, and do pull ups with R2=L2 to look
over the edge. 100 of these will also level up your grip.
Escort: Hold triangle to escort a person by holding their hand.
Swimming: You can swim with circle, pressed rapidly, and the L3 stick.
Stingers: Use stinger missiles by locking on and then firing. You can
shoot around objects by locking on, then jerking the view sideways, and
firing. The lock will stay on, the missile will travel in a curved
path towards the object.
Nikita: Use these missiles with the L3 stick, and guide them through
vents, etc. They will get a burst of speed if you don't move them, so
I advise slightly moving them every half second or so. They also run
out of fuel after a while.
^^^^^^^^^^^^^^
Characters/Codec #s
^^^^^^^^^^^^^^
This will only contain Codec #s until I get a chance to do more work on
characters. There are spoilers here too, as in names of people you
haven't met yet.
140.85: Hal Emmerich
140.96: Hal Emmerich (to save)
141.80: Pliskin
140.25: Peter
140.48: Deepthroat
140.85: Colonel
140.96: Rosemary
141.12: Otacon
141.37 President
141.52 Emma Emmerich
Snake: David Hayter
Jack: Quinton Flynn
Otacon: Christopher Randolph
Rosemary: Laura Cody
Olga: Vanessa Marshall
Colonel: Paul Eiding
Solidus: John Cygan
Fortune: Maula Gale
Vamp: Phil La Marr
Fatman: Barry Dennen
Peter: Greg Eagles
Emma: Jennifer Hale
Ocelot: Patrick Zimmerman
Liquid: Cam Clarke
Sergei: Earl Boen
CMC Dolph: Kevin M. Richardson
Ames: Peter Renaday
President: Paul Lukather
Mei Ling: Kim Mai (Guest) (In the movie about the past, it has her from
a short vr missions clip)
Computer Voice: Nancy Linari
SEALs: Neil Ross
Dee Baker
Dean Scofield
Jeff Doucette
Dominic Armato
Russian Soldiers: Michael Bell
Richard Gilbert-Hill
Roger Rose
Michael Gough
Morgan Sheppard
Hostage Scott Dolph
++++++++++
Secrets
++++++++++
If you read the book in the special section, a new one that is 100
pages long about some funny journalist appears. Then after that, a 300
page one appears, but I have a life, so I didn't read this one.
The end of the game clear code return internet address is now here, but
I never personally bothered with it. You have to register (free of
charge) to get yours.
http://jpn00.konami.co.jp/products/mgs2/english/mr/
You can sight in on CGs by using the R1 or look command key. This way
you can go in close to in game CGs which is an awesome feature. You
can also move the camera with the R3 stick.
For beating the game, you get the Digital Camera, in both modes I
think. It requires little to no dog tags, so you can save pictures
with this.
As far as I know, the only secret is dog tags, which give you certain
things after certain numbers are obtained. To get them all, you must
beat the game once on each difficulty, and get all of them. Here is a
list of where and what they give you: (note that you do not need
exactly these percent values)
200% @ Tanker = Bandana (infinite ammo)
300% @ Tanker = Stealth (for tanker only)
200% @ Plant = Brown Wig (infinite ammo)
300% @ Plant = Stealth (for tanker only)
400% @ Plant = Orange Wig (???) (infinite grip, but I haven't gotten it
yet).
100% @ Entire Game = Blue Wig (infinite ammo and no reload time).
Also, when you beat the game, you get a code. Go to the website and
put it in, and you will get a code name of an animal. There are
apparently 51 of these. Thanks to chet-flavin for this info. Along
with this info is a %. I'm pretty sure that that percent is the % of
dog tags you have, so I'm going to say that 3 tags is 1%, and so on. I
have info that 10% is enough for the bandana.
There is a razor you can find in either easy, or the second time
through, and I'm told that you trade it to Snake for the SOCOM. He's a
funny guy that one. To get it, in the first room hang over the edge of
the railing into the water and slide over to it.
You can drag asleep or dead guards to the doors at the side of the
ship, and Snake will drop them into the ocean.
You can shoot a guards ! or ? when they see you, and they will lose
their train of thought for a second.
You can hang off of a ledge, or wall, and do pull ups with L2=R2. 100
of these will level up your grip strength.
The second time through the game, in the tanker, in the last room with
marines, all marines will be in boxers.
At the electric floor, you can go on it and watch Raiden squeal, or you
can drop most any item on it. Magazines and boxes will ignite, and
metal objects like clips and grenades get shocked.
^^^^^^^^^^
==========
Conclusion
==========
I would like to say that this faq is complete, but it is not. I will
keep working on it, adding little things. I would like to sincerely
thank all you guys reading this, and sending me emails.
(vejiitassj4@hotmail.com). I have all but the character info done, and
I think the weapons info is pretty much covered as well. Feel free to
keep emailing me, and keep playing, cuz this game is the best. -
Orca782
Credits:
Gamefaqs: Great site
Konami: Good game
Gilmorne: Helping me deal with people on aim, and helping me through
the game, when my mind blanks out common sense ideas..
Chet Flavin: for the secret names ratings, as well as % system.
Willy da Gamp: for the secret location of the infra gogles.
NeoRanga (Justin Warsh): for his awesome weapons info. Also credit to
his friend, (Giant Robo) or somethin.
Gabcube aka Gabe: For helping me out with a lot of little things, and
the psg1 tranquilizer.
Shotgunner: for the info on the AK-74u
Owskie69: for his info on the mines on the bridge (I didn't remember
where they were!).
Jesse Latimer: for taking the time to write down all the absurd things
the Colonel says.
Snookie240: for the tip on Vamp, and funny stuff in general (especially
the box part).
E.G. Milinis: for more guns info.
IceBluTequila: for his PSG1 T info.
JQM3621618: for weapons info.
Rliao: for Solidus fight info, and semtex info.
The GIA: for the voice credits (gaming intelligence agency).
Killah Gorillah: for his harrier fight info.
WitchBurner: for his info on Extreme.
Jeremy Emerson: for his info on the easter island statue.