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- Developer: Konami Computer Entertainment Japan
- Publisher: Konami
- Director: Hideo Kojima
- Platform: PlayStation 2
- ESRB rating: M (mature)
- Release date: November 13, 2001
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This page contains a full text area-by-area walkthrough for the PlayStation 2 infiltration/ action game Metal Gear Solid 2: Sons of Liberty. The walkthrough includes instructions on how to acquire every single dog tag in the game, as well as boss fight tips. Use the Table of Contents below to quickly navigate the various sections of the walkthrough.
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Introduction
- You start the game as Solid Snake, a legendary infiltration expert sent to investigate a tanker housing a Metal Gear; a giant walking tank.
- To walk quietly, use the left analogue stick.
- If you want to crouch, press X and then hold it to go prone. From here you can crawl.
- While moving, press X to execute a roll or flip.
- To punch, press O and press it repeatedly to perform a combo to knock out your enemy.
- Press up against a wall by moving into it. Use X to crouch and L2 or R2 to step left or right. You can also do this while crouching. Press square to leap out and fire in the direction.
- Triangle is the action button. Use it to open doors, call elevators, climb ladders, hang over railings, accessing nodes, and climbing on crates or low walls.
- Use square to fire a weapon, throw, or grab an enemy. If you can sneak up behind one and hold it, you will grab them in a choke hold. Press it repeatedly to break his neck, and you can also drag him around. Square is also used to drag dead or unconscious bodies.
- Hold R1 to enter first-person mode. From here you can fire a weapon with square, use L2 and R2 to peek left or right, or both at the same time to stand on your tiptoes.
- Holding L2 will access a menu of your non-weapon equipment, and R2 for your weapons. Click either button to equip your last item, or unequip the current one.
- When treading water, press O to dive and swim around.
- Select accesses the codec, allowing you to talk to many different contacts that give you mission information and advice.
- In all but the Extreme difficulty level, a radar is located In the upper right hand corner of the screen. This displays the area that you are currently in, as well as any enemies, turrets, or cameras that are nearby.
- Most patrolling guards carry dog tags, which unlock bonuses if you can collect all of them. Hold them up by pointing your gun at their back, then circle in front of them to have them shake down. However, some guards are braver than others and will have to be shot before they will drop their tags.
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Infiltrating the U.S.S. Discovery
- After the briefing and introduction, get on your way to completing your mission.
- There are a few ways to get into the ship, but it is preferred to take the door on the bottom deck on the left. However, other methods will be described.
- Tip:First take out the guard up above before you do anything. Head left and press against the wall next to the ladder. When the guard turns his back, get behind him and take him down or wait for him to turn to get into the door.
- You can also head to the right and get the drop on the guard above, who is relatively easy to get the drop on.
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Deck A- Crew's Quarters
- A single guard patrols up and down the far right corridor of the locker room. Inside the far bottom left and far bottom right lockers are M9 bullets and a ration. Rations refill your health.
- Tip:Either sneak up behind the guard as he turns around or shoot him in the head with the tranquilizer when he reaches the far side of the hallway.
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Deck A- Crew's Lounge
- Three guards are in the area- one patrolling towards the hallway and bar, one in the far hallway, and a sleeping guard down the stairs on the other side.
- Tip:These tags are a lot harder to collect, but it can be easier than it looks. Tranquilize the far guard when he is on the other side of the hallway, then when the bar guard moves up, sneak behind him and capture his tags. Take him down, then go to the knocked out guard and kick him until he wakes up, then get behind him to get the drop on him.
- Don't bother with the sleeping guard just yet. Move up the stairs and through the right door.
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Deck B- Crew's Quarters
- Two guards patrol left and right through the top and bottom hallways. The first shadow is pointed out to you.
- Tip:As he starts moving away from you, sneak up behind him and take his tags. Do the same with the other guard.
- There's a ration in a corner in the bottom right hallway and M9 bullets behind the right side stairs.
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Deck C- Crew's Quarters
- Notice the camera panning back and forth across the hallway.
- There is a ration under the wall in the room on the other side and a chaff grenade in a locker next to the stairs.
- Tip:Press up against the hallway wall and step under the camera or use a chaff grenade if you obtained one earlier. Head up the stairs when you're finished scavenging.
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Deck D- Crew's Quarters
- There are two guards: one patrolling the mess area and the other in the hallway opposite you.
- Note:There is an IR beam trap on the right side of the hallway. If you run into it, the ship blows up, game over.
- Tip:As the mess guard exits through the door as you ascend the stairs, immediately follow him and sneak up behind him. When he's down, throw a chaff grenade when the other guard is about to turn away, then get behind him. Don't go into the pantry yet.
- Head up the stairs to find a little bit of carnage the terrorists caused. Head out the door.
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Deck E- Bridge
- This is the first boss fight of the game against Olga Gurlukovich. She has a USP pistol and grenades. Olga moves around while blasting at you, and if she doesn't see you she'll throw grenades. If you hear her yell a threat, roll out of the way.
- Tip:After the cutscene, fire a few shots at Olga to try to get used to the strategy that works best for you. One way to do it is to use the corner pop out technique. Also try going into first person and leaning out from a corner. This takes more precise aiming and positioning.
- Olga will shoot a light to blind you. Move to the other corner and shoot the glass pane to break it.
- She will also shoot one of the green covers to use as cover. Shoot the other connection to make it fly away and get a clear shot.
- Once you have emptied multiple tranquilizers into Olga, she will finally pass out. Pick up her body and drop her to pick up her dog tags. You will also get the USP.
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Deck D- Crew's Quarters 2
- Hopefully both guards will be tranquilized by now. If you're trying to get all the dog tags, this is the time to get the pantry guard.
- Tip:With both guards down, move to the pantry and get the box. You can hide inside it if you want to try it out, but there's an easier way. Stand on the south side of the shelf, and when the guard walks in, capture him when he turns away. When you ask him to shake down, he'll taunt you and eventually pull something. Let him know you're not joking around by shooting him in the hand or the leg.
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Deck C- Crew's Quarters 2
- A new guard now patrols here.
- Tip:Remember that the camera is still here, so don't shoot the guard while he's under it. If you want to take his tags, wait till he turns away from the locker and faces away from you.
- Unless you don't have the tags, just run through Deck B and tranquilize the guard if you haven't already.
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Deck A- Crew's Lounge 2
- Tranquilize both guards again, then head left and down the stairs where the sleeping guard is.
- Tip:You can sneak up behind him and snap his neck, or hold him up with the USP. Like the pantry guard, he'll taunt you, so shoot him in the shoulder or another non-lethal place to have him drop his tags.
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Engine Room
- Entering the engine room, you'll notice a shadow that looks like Vulcan Raven, an enemy from a previous Metal Gear game. Don't worry though, it's just a flashlight shining on a figurine.
- There are a good amount of guards walking around, but it's easy to get around them if you know what you're doing. One stands right outside the door, so don't rush out. The next patrols up and down the walkway. Another is at the bottom of the stairs to the right of the screen. The fourth paces up and down past the stairs. A fifth looks south while moving left and right a few paces. Up the stairs, the last one moves towards the door and then to the stairs.
- Tip:Take the first guard by dragging him into the locker room. Make sure he's dead or tranquilized. For the next guard, you can either hide on the stairs and wait for him to turn around to get him from the back or drop down from the floor above when he passes. Go down the stairs and when the standing guard looks the other way, pop out and get his tags. Don't move up the stairs yet, and head north. The easiest way to get this guard's tags is to tranquilize him from a distance, kick him to wake him up, then hold him up.You can also try dropping from the level above, but it can be difficult to pull off. Go south and walk up those stairs, but ignore the guard pacing left and right. Walk up the first set of stairs and hide in the small corner below the second set. When he stops in front of the stairs and then turns around, come out and get him. If you want to get the tags, go back down the stairs and sneak up behind the pacing guard. Hold him up, and if you need room in front of him just drag him back. Equip the USP and make sure all guards nearby are pacified, because he won't simply fork over his tags without being roughed up.
- Once you're done, enter the last door at the top floor and head straight. When you near the end of the hallway, a guard will emerge from the other side.
- Tip:Immediately run over to the lockers and hide in one. You can either wait for the guard to leave or when he's done inspecting the IR beams, or come out when he turns around and sneak up behind him.
- When he's done with, equip the USP. If you have thermal goggles, use them. Stand on the left most machine and stand on your tiptoes to shoot out the first control box. Move slightly into the hallway and aim down and right, where the second box sits. The last box is on the floor between C4. Get as close as you can and go prone if you need to. When you hear it click off, go in the door.
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Deck 2
- Three sentries are in this area. One patrolling a long route from the top of the corrider to the south. The second, listening to music, moves towards the left wall and into the east-west corridor. The last guard just sits near the end of the corridor, half asleep.
- Tip:Immediately move down and hide in the second room. When the guard turns around, get behind him and quietly take him down. Sneak up behind the guard with headphones when he faces away from you. The half-asleep guard is trickier. When his cone of vision disappears, pop out and take him by surprise. He may still see you before you get on him, and if he does, just knock him out and wake him up to try again.
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Deck 2 Firefight
- Entering the last corridor, Snake will be discovered and have to take down three waves of guards in his way. You could try just blasting your way through all of them, but it can be easier if you know what to do.
- Tip:Start off by throwing a grenade at the soldiers. Hopefully, they will still be grouped together and you'll take down a cluster of them. Equip your rations, then take out the light bulbs above you. Pick off any remaining guards in first person view. Equip a grenade and wait for the second wave to come. When the first soldier comes out, throw the grenade, equip the USP, and start blasting. Mop up any left. and get ready for the final wave. Three soldiers will charge at you. Wait for them to order into a line and then take them out one by one- aim for the head. If you have a really good aim, it will be easier for you if you use the box further south.
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Cargo Hold 1
- Three large cargo holds are being used by General Scott Dolph to broadcast a speech to the Marines. Metal Gear RAY is in the furthest hold. There are a few ways to get through the area, and each will be covered. You must take pictures of RAY from the the front-right, front-center, front-left, and the MARINES logo on the side. It sounds easy enough, but you only have seven minutes to complete it.
- Tip:The most simple way to get through each area is by sneaking under the Marines. Just enter a hatch located in the corner of each room and slowly crawl all the way through. The next easiest way is by shimmying on the wire above. You can't make it if you havent leveled up your grip guage, however. Do this by doing a hundred pullups by hanging and pressing R2 and L2 repeatedly. It takes awhile, so it's not really worth it. However, the fastest way is to sneak through the holds where the Marines are located.
- The first hold has a projector broadcasting the show in front of the marines and some gratings to the left. Don't try to go through the right side.
- Tip:Crawl past the projector- the Marines will be alerted if you move in front of it. Hug the left wall and sneak-walk over the lighter coloured floor. A Marine will investigate if you make noise.
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Cargo Hold 2
- The left path is blocked by obstructions and has a Marine patrolling around. There is also another projector.
- Tip:Best to avoid the left door, and sneak under the projector and wait for it to change sides. Then sneak past more gratings.
- Note:Depending on how quickly you've made your way, the General might commence some exercises causing the Marines to look all over.
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Cargo Hold 3
- Finally you come face to face with the new Metal Gear. General Scott Dolph stands before the soldiers making his speech. Time to get out the camera.
- Tip:After the cutscene, immediately bust out your camera and take the picture with the entire Metal Gear in view. Then move to the middle of the room and try to center yourself behind the Marines before you take the shot. Move left and take the picture- it's ok if the walkway blocks the RAY a little, but if you want a better rating, you can go prone before you take it. Move all the way around to the right and tranquilize the guard if you need to. It's unnecessary to zoom closely on the MARINES letters.
- Note:After taking a picture, Snake will give an acknowledgement on the quality of your photo.
- Once you've finished with the pictures, go back and access the computer as instructed. Otacon may send you back for certain pictures, so listen to what he says.
- After he accepts all of them, a quite interesting cutscene will unfold.
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Plant
- "The Big Shell"- a treatment facility plant designed to contain the oil spill of the U.S.S. Discovery has been taken over by the unit "Dead Cell" and Russian terrorists, which have also taken the President hostage. SEAL Team 10 has been sent to try to control the situation, and you as well.
- You are "Raiden," a.k.a. Jack. You must secretly infiltrate the plant, although your objectives are a little unclear.
Strut A- Deep Sea Dock
- Once Raiden surfaces, search the area for supplies. There are thermal goggles under the water that will be useful.
- There is a special item- the shaver- in a caged-off area. Use the railing to the left of it to shimmy over and grab it. If it's your first time playing though, ignore it.
- Make your way to the next room with the unconscious guards and a figure looking suspiciously like Snake moving up the elevator.
- Go to the node and input whatever name you wish.
- The guards will wake up, and you will eventually have to hide.
- Tip:Hide in the middle area among the crates. When the elevator arrives, move out to one side when the other guard is looking the other way, then either knock him out and run for it, or sneak around him.
Strut F- Warehouse
- The warehouse is packed with guards, so it's best not to move down the stairs yet.
- Note:Some of these guards send a status report every once in awhile, so don't tranquilize them.
- When the guard isn't facing in your direction, run across the hallway and pick up the M9 tranquilizer gun and the ammunition. There's also a ration behind the box outside the door.
- Return to Strut A.
- Strut A- Pump Room guard: wait behind the wall until he turns away, then move in and hold him up from behind.
AB- Connecting Bridge
- Two guards are on the bridge. One stands facing the rail, and the other patrols up and down.
- Tip:Shimmy across the south rail as the Colonel advises, or tranquilize a guard from a distance and run across.
- Note:These guards will taunt you, so you can't acquire their tags as of yet.
Strut B- Transformer Room
- Upon entering this section, a disturbing image not so unlike earlier events in a different game appear.
- After the badass battle with Vamp and introduction with Sn....errr... Pliskin, he hands you the Socom pistol.
- Access the node across from him and up the ration in the locker.
Strut C- Dining Hall
- You and Pliskin now must go on a mission to defuse bombs placed by Fatman, an explosives lover. Peter Stillman, a bomb expert, hands you the bomb sensor and coolant. The detector shows the bomb's "scent" as a large yellow-ish cloud on the radar.
- Head to the next room and access the node. There's a ration under the table.
- Tip:For the corridor guard, you can wait in a women's stall and when he turns around, hold him up, or wait in the men's room for when he turns around. If you're quick enough, you can also go prone behind the planter. For the guard in the dining room, wait just outside either door and wait for him to turn the other way to sneak up on him.
- Once both guards are down, head into the womens bathroom and get close to the mirror and the stall. Equip the coolant and look up above the stall
BC- Connecting Bridge 2
- This bridge now has a Cypher, but they're much easier to take down now with the Socom. If you're a good shot, aim for the camera part. Otherwise, use a chaff.
Strut B- Transformer Room 2
- Two new guards patrol this area, one moving up and down the hallway and the other moving in a square around the room.
- Tip:Stand outside the door and wait for the guard to pause outside of it, then get his tags. For the other guard, wait outside the lower door until he faces away from it, then be quick to run out and aim at his back.
- The bomb is behind the open door in the upper left corner of the room. Close it then freeze the bomb.
AB- Connecting Bridge 2
- There are two guards moving up and down the bridge.
- Tip:Tranquilize both of them at once. Run up to one, equip the coolant, and spray it in his face until he wakes up. When he's up, get out the Socom and hold him up. Wound him when he gives you lip, then he'll drop the tags. Do the same for the other guard.
Strut A- Pump Room 2
- Now with the Lv. 1 Key Card that Stillman gave you, you can enter the door in this room that was previously locked. Past it is a guard patrolling around the pipes and a camera.
- Tip:You can wait behind the door or the pipes until he moves past, then sneak up behind him. Make sure the other guard is out of commission, then shoot out the camera.
- To get the bomb, move under the first pipe and then crawl along under the second set. The bomb is on the machine. There is also a handy box in the lower-left section.
FA- Connecting Bridge 2
- A guard and a cypher watch the bridge, and you must get across carefully.
- Tip:Wait for the guard to move down the stairs, then take it out with the pistol. Wait on the left side of the stairs and when the guard turns around, follow him down to get the drop on him.
- Move into Strut F through the lower door- it'll make your job a lot easier.
Strut F- Warehouse 2
- Four guards keep constant watch over the whole area, making it easy to get spotted.
- Tip:Immediately move to the lower left room and access the node. Get the ration in the locker, then crawl through the space behind the cardboard box. Follow it all the way to the lower right room to pick up the suppressor. This will make life easier for you. Hop over the boxes to get the mine detector.
- The bomb is in a shell of crates on the bottom level. To get to it, wait for the reporting guard to move downstairs, then hop over the railing and jump down to defuse it. However, make sure the lower guards are facing away.
- Tip:From one of the lower south rooms, wait for the guard to move behind the south boxes and pause in a point on his patrol, then run out and catch him. Drag him into one of the rooms before you take his tags, because you can still be spotted. For the other two, you'll have to be quick. First method: wait behind the boxes on the lower level for the reporting guard until he moves away, then get the drop on him, then run up the stairs and wait around the corner for the upper level guard to turn to capture him, then run out before a search team is called on. Phew. Second method: Place an empty magazine or book around the corner on the eastern upper level corridor where the crawlspace comes out. Wait for the upper guard to spot it, then when the reporting guard is a safe distance away, come out and get his tags, then if you have enough time, drag him out of the way. Hide behind the boxes until the reporting guard moves into the southern passage and sneak up behind him, shoot him in the hand for his tags, then get out of there quickly.
EF- Connecting Bridge
- There is a guard overlooking the bridge with binoculars, along with claymores to stop you from crossing. You'll get a call from a "Mr. X/ Deepthroat" warning you about them, however. There really is only one way to get across, however.
- Try as best you can to tranquilize the guard with the binoculars. When he's knocked out, crawl your way across the bridge. If you want to collect the claymores for your own use, equip the mine detector or thermal goggles to pick them up.
Strut E- Parcel Room
- There are two guards here, and they report. This is another really frustrating area, because the guards seem to see everything and they move around a lot.
- Tip:You really have to get the node to move around this area. Watch the southern guard and book it to the eastern side when he turns north. Wait out of sight in the corner and watch him until he comes all the way around, then when he turns around, make a mad dash north all the way to the node. Sneak back to the south side by simply avoiding his line of sight when he's on the other side of the boxes. Crouch behind the machinery, then crawl through the space in the bottom when the guard turns north. Wait behind the boxes until he moves all the way around. When he nears you and turns east, then get the drop on him. For the second guard, move to the east side and hug the south wall while he's reporting in, then hold him up as he puts his radio away. He'll resist you, but it shouldn't be a problem.
Strut E- Heliport
- Upon ascending the stairs, you will confront a Russian female soldier named Olga. Raiden will attempt to hold her up, but she jumps over the railing and disappears.
- At the top, two guards patrol the large roof in broad circles.
- Tip:Wait for the first guard to move east, then follow him around the box. When he turns west and starts moving, get the drop on him. For the next guard, head north until you see him. It's easiest to just creep up on him at any point than to wait all that time to be safe. However, if you really want to be safe, just wait behind the boxes until he turns away. Move down the stairs and if the guard is still knocked out, use the coolant to wake him up and get his tags. If not, then follow him to his lookout spot and then surprise him when he's looking out.
- The bomb is under the jet fighter, so crawl up as close as you can before you equip the coolant.
- Note:You'll want to knock out the lookout guard even if you're not collecting dog tags, it'll make your trip across the bridge much easier.
DE- Connecting Bridge
- Make sure that you've got the lookout guard incapacitated before you attempt to even move across this bridge. A guard moves up and down the stairway.
- Tip:There are two ways to get the guard's tags. First method: Wait for him to move downstairs, then run all the way across and wait in the corner. When he turns east, get the drop on him. Second method: (use especially if you haven't knocked out the lookout) When it's clear, move down the stairs. Run west along the bottom until you reach the corner where the guard stops and turns around. When he does, pop out and get him.
- Cross into Strut D through the lower door.
Strut D- Sediment Pool
- Immediately run to the node and access it. There are three guards running around here. The bottom level guard circles all the way around and reports in to headquarters once in awhile.
- Tip:Once you have the map, immediately exit back from where you came in and enter from the upper level. When the northern guard pauses on the south point of his route, move in as he's moving south-west. Then get the drop on him. Once he's down, it's easy to capture the middle guard. Wait as he moves around the circle, then get behind him from either side. For the last guard, you can wait atop the stairs and run down as he moves past them. However, you might want to defuse the bomb first and then get out of there quickly before a search team comes to inspect.
- The bomb is located on the western lower level under the hatch.
- Note:You'll want to dispose of the bodies through the disposal gates, or at least execute the guards because it's easy for a plan to go wrong in this area, and you don't want anyone to spot a knocked-out guard for him to bite you in the ass later on. But watch out, they can still see what's going on from different levels.
- With the defusing of the last bomb, you'll get a call from Stillman, telling you to go back to the pantry and get a new bomb sensor to find yet another bomb that is odorless.
CD- Connecting Bridge
- Immediately equip the pistol and take out the camera above you. This bridge has trap doors that will fall if you stand on them for too long. Don't even bother going down the stairs. There's also a guard on a long patrol across the bridge and back.
- Tip:Watch the solition radar and wait for the soldier to stop on his easternmost point. When he turns around, run and catch him.
Strut C- Dining Hall 2
- Go all the way back, and you'll have to pick up Sensor B where Stillman was hiding out. Once you acquire it, Pliskin will defuse the last bomb, activating Fatman's nefarious plot that fooled Stillman. You now have four hundred seconds to get to the bottom of Strut A where you started out and defuse the MAIN bomb before it destroys everything. Yes- including Raiden, Fatman, Pliskin, the terrorists, the President, and the facility.
- Hustle to Strut A, but don't hurry too much so that you get spotted. You have plenty of time.
Strut A- Deep Sea Dock 2
- Run to the south side of the pool, and if you need to, press up against the rail. Get as close as you can to the suspended submarine and equip the coolant. The bomb is underneath it. However, don't try to get too close, because Raiden will jump in the water, using up more time.
- As Raiden approaches the elevator, Fortune comes down the elevator with her massive electricity cannon. You'll need to find a way to get past her.
- Tip:Fortune can't even be damaged, so you'll have to just try to not get hit until you get a call from the Campbell. Time her attacks so that you're flipping east or west as she fires down the middle.
- Eventually the Colonel will inform you that Fatman wants to see you on the top of the helipad. Then you'll shoot Vamp in the face and walk past Fortune. Yeah.
Strut E- Heliport 2
- Fatman placed some C4 right in the middle of the heliport. Defuse it, and Fatman will come out to give a nice little speech before you demolish him. His style of fighting includes skating around while he blasts at you with a machine pistol and placing bombs for you to defuse.
- Tip:Immediately equip the bomb sensor and defuse the bomb placed on the boxes to the right and one placed on the big metal crate to the west. When you're done, find Fatman quickly and shoot at him with your pistol. After a few bullets, he'll fall over and slowly rise to his feet. When he does this, go into first person mode and put one in his skull. Wait for him to get up, then chase him again and keep shooting him. Try to not let him place a bomb. If he does, defuse it and use the same strategy. If his health is low and he placed a bomb not too long ago, ignore it and finish him off. If you run out of ammo or are low on health, there is a ration and bullets placed along the south side.
- Once his health gauge is drained, he'll tell you that he has one final bomb for you to find.
- Pick up his body and drag it to the side. He'll drop Stillman's tags. The mother bomb was under his large, dead body. Defuse it and you'll be confronted by a friendly ninja with a familiar accent. He'll tell you to find an agent named Ames by sneaking into Shell 1 with a B.D.U. (an enemy uniform), but you'll need and AKS-47u found in Strut F. He'll also give you a cell phone and the handy Level 2 Card.
- There are new guards on the bridges, so if you're collecting tags, pick them up now.
DE- Connecting Bridge 2
- Tip:Immediately tranquilize the upper level guard, then move down the stairs. Hide around the corner, and when he turns away, get him. You may have to drag him for room, though.
CD- Connecting Bridge 2
- Tip:First take out the Strut C guard- you already have his tags. When the other guard moves up the stairs, wait for him to go back down again before you hold him up.
Strut F- Warehouse 3
- You'll now need to pick up the AK to complete your disguise, but you'll also want to retrieve some other cool weapons as well.
- Tip:If you enter from the upper level, tranquilize the eastern guard where he won't be seen by the reporting guard. If you have time, drag him to an even safer place. If you enter from the lower level, take down and hide that guard immediately. Try to leave the reporting guard alone to avoid trouble. Or take him out then quickly get what you need and leave.
- The upstairs western room contains the M4, but it is rigged with C4 and trip beams. The control box is on top of the lockers, so take it out before you pick up the rifle.
- The northeastern upstairs room has C4 and a Claymore.
- It is mandatory to move downstairs and pick up the submachinegun. There's ammunition for it scattered all over the large room.
EF- Connecting Bridge 2
- There is the lookout guard and three cyphers that do not want you moving into Shell 1.
- Tip:Tranquilize the guard as quickly as you can and then bust out the M4 to blow the cyphers out of the sky. One moves along the main part of the bridge and moves in front of each doorway. Shimmy along the railing instead of running across the bridge, because you may want to get across it quickly later on.
- Equip the B.D.U. and AKS-47u before moving into Shell 1.
Shell 1 Core- 1F
- Move into the corridor to the west and head south. Avoid bumping into guards, and don't do anything except walk or run when you're being watched. This is a bad time to collect dog tags.
- Tip:Move west into the center room and access the node. You may want to shoot out some cameras with the silenced pistol, but do so only if you're sure you won't be caught. If you are, run away and hide in a locker until the heat goes down.
- Exit west and move north until you get to the elevator. Get in.
Shell 1 Core- B2 Computer Room
- You'll need to descend a level for the Directional Microphone before you look for Ames.
- Tip:Move all the way south, avoiding the guard running around all over the place. Enter the computer room from the southern entrance, and squeeze past the perverted guard and into the small sub-room to the east. Once it's downloaded, squeeze past the next guard on the south side of him for the microphone, then get out of there.
Shell 1 Core- B1
- Now you'll need to get a guard's face in the scanner so you can get to the room with the hostages. Once you're in, you'll need to find Ames.
- Tip:Avoid the soldier watching over the hostages. Move to the southwest part of the room. Ames is leaning on the south side of the table. Get out the Directional Microphone and aim it at him. There will be a beep along with each beat. Press Triangle to talk to him.
- Once he's done telling you everything he knows, he'll give you the Level 3 Card. Unfortunately, Ocelot sees you through a camera. He'll start approaching, and you have ten seconds to take out your submachine gun.
- Unfortunately, Ocelot doesn't buy your excuse and he unmasks you. Fortunately, the ninja from before comes out of nowhere and saves you.
- Once you're up the stairs, you can either wait out the alarm, but not if you want your dog tags.
- Tip:Run north and get this guard as soon as he turns away. Hide around the corner of the middle hallway until the guard turns around, then take his tags and drag him away. For the guard in the locker room, knock on the locker and hide around the corner. He will look where you made the noise. As he does this, come out and hold him up.
Shell 1 Core- B2 Computer Room 2
- Only come back here if you need the dog tags.
- Tip:For the running guard, just wait around the corner in the elevator room until he moves past you, then hold him up. For the perverted guard, wait until he's using the western computer, then knock on the wall and hide around the corner. Wait until after he investigates and then turns around to surprise him. Hide him in a locker. For the western guard, shoot a hole in one of the glass panes on the south side. When he comes to look at it, come out and get him or wait until he turns around if you need more room. If you can't get in front of him without the north guard seeing you, drag him back a bit, then hide him in the locker. Knock on the south computer room wall with the poster and run around as he searches for the noise.
Shell 1 Core- 1F 2
- This area is a little bit easier than the computer room, but it can still be really annoying.
- Tip:If you're not collecting tags, just tranquilize your way through the eastern hallway and take out the cameras. If you want the tags, first take out the eastern camera. Then move west and take out the camera from a distance. Wait around the corner for the guard to turn around from his northern patrol point, then run out and get him. Run south and wait for the southern hallway guard to move all the way into the locker room before you take his tags. Put him in a locker. Take out the camera overlooking the eastern hallway. Press your back against the wall, and jump out when the guard turns around, and quickly drag him back into the southern hallway before you take his tags.When the next guard is on the north of his patrol, take out the camera on the west side of the hallway and then the camera inside the door hallway. Wait in there until he moves past it south, then get the drop on him as he pauses.
EF- Connecting Bridge 3
- Move outside and try to tranquilize the lookout guard, but it's difficult with the sun in your eyes. If you don't get him before the cyphers come, then take them out with the pistol and keep trying until he falls over.
- Now you can run across the bridge. Don't stop or else you'll fall to your death.
Strut F- Warehouse 4
- You now have to collect the sniper rifle to cross the C4-infested bridge.
- Note:You may not want to take out the reporting guard too quickly because you'll want to take your time in collecting everything.
- There's an RGB6 grenade launcher in the northwest upper level room and the PSG1 sniper rifle is in the eastern middle upper level room, along with the tranquilized PSG1 rifle in the crawlspace. There's nothing new downstairs, so don't bother dealing with that guard. There are also a bunch of grenades in the southwestern upper level room.
Shell 1-2- Connecting Bridge
- Enter this bridge through the northern door on Strut D.
- You will now have to take out all the control boxes for the explosives.
- The first is right above the doorway you're under. Use the SOCOM for the next few as well. There's one in front of you on the cylinder. The next two are to the bottom left down the stairs. Get out the sniper rifle after you take them out. Shoot the box on the cypher before you're hands start shaking. If they do, use Pentazemin. The next is behind a cluster of birds near the Strut G entrance. Another is behind the Sons of Liberty flag. Keep watching it until it blows enough for you to get a good shot on it. On the left side of the opposite bridge entrance is a box surrounded by explosive packs. To the right of that is a box surrounded by packs as well. When you take that out, the last control box is up against the left wall of the bridge, facing sideways.
- Once it's clear, run onto the bridge and the shadowy figure identifying himself as Solid Snake will enter the scene. Then he'll jump onto the Harrier jet from the roof where you fought Fatman. He will try to take you down with machine-guns and missiles. You must fend him off with the Stinger.
- Tip:Immediately equip the Stinger and rations. The Harrier will fly around in circles most of the time. When it does this, you can't inflict any damage, so ignore it and prepare for an attack.When the jet comes charging in from far away, you'll have to hit it as quickly as you can before it does damage. It might also hover over the bridge to burn Raiden. Aim up and fire before it can hurt you, but if it's already there then move to the lower level and fire up through the hole in the bridge.
- After a certain amount of damage, a cutscene will occur where Solidus will unleash everything it has at the bridge and destroy a large chunk of it. When this happens, run down the side of it.
- Tip:After that, the Harrier will start shooting a stream of rockets down on the bridge. You can dodge them, but move to the lower level to be safe. When the jet starts circling around you and strafing machine-gun fire, take cover behind the cylinder and take a shot when you can.
- Once the battle and cutscene is over, the robot ninja will text you about using the coolant to put out the fires. Theres a ration on the ladder, but you'll need to hurry to get it because the bridge will fall. Jump over to the other side of the broken bridge by running towards it and aiming so that you flip onto it. Use the coolant to put out the fire, then grab the AKS-74u suppressor. Jump back onto the pipe and continue
- The walkway will fall, so don't stop running.
- Drop over the railing to drop on the sub-bridge below. Two guards will exit from the main bridge above. Get out a sniper rifle and take them both down, then move up the ladder.
Strut L- Perimeter
- Keep moving along the walkway, and flip over the next gap, then shimmy across the next.
- Put your back up against the wall and crouch when you get to the window. Move your way along the windows until you get halfway where the panel will fall. When the guard turns away, flip over and shimmy all the way over. Jump up when the guard isn't looking. Keep moving along the tiny walkway and under the machine.
- Take out the gun cyphers with the M4 or AK and move on.
Shell 2 Core- B1 Filtration Chamber No. 1
- Enter the node to the right.
- Move down the stairs and in the water until you can't any further. Move underwater and keep swimming straight forward until you get the Nikita.
- Note:Always move under each surface spot to catch your breath. They are marked by bright areas on the map and light spots on the floor.
- When you have it, move back to the first floor.
Shell 2 Core- 1F Air Purification Room 2
- Head back to the room with the cameras. Shoot them out, then aim the rocket down the other side of the room towards the hole. You can also shoot it atop the boxes to the south, but this is easier. Guide the rocket by tapping left or right. It'll speed up after a second so if you're having trouble, pan back and forth. Once you get inside the room with the President, move all the way down and take a right at the end. On the left side will be the machine powering the electrified floor.
- Once it's destroyed, you'll talk to the President and he'll give you the Level 4 Card and a disk to destroy Arsenal Gear.
- Now you'll need to save Emma, Otacon's sister, who is all the way across the underwater strut, so she can download the virus.
Shell 2 Core- B1 Filtration Chamber No. 1 2
- Move back underwater, and take the first left. You can get night vision goggles in the middle section, but it's not worth it. Take the next left and dodge the mines by moving under or over them. Move south all the way through the sunken hallway, and stop at the final surface area. Swim down and open the door leading to the hallway, and Peter Stillman's dead body will float up.
- Next, swim south under the debris and then north to the next surface point. From there, move over the next blockage and up the stairs.
Shell 2 Core- B1 Filtration Chamber No. 2
- Vamp will confront Raiden, and you will have to fight him. He swims under you and hops all around the room, throwing knives and once in awhile charging at you.
- Tips:Get out the grenade launcher and your rations as soon as the fight starts. Blast him until he starts swimming around. While he's doing that, get out the pistol and shoot out the lights around you. Without them, Vamp can't pin down your shadow. After Vamp is done swimming, he'll either move to the upper level and jump around while throwing knives, or jump onto your level and attack you. If he does the former, just dodge and try to get a quick shot off if you can. If he does the latter, blast him before he can cause any damage and don't try to melee him. If you run out of grenades, use the M4.
- When Vamp is gone, you'll have to swim again. Move down the stairs and swim through the hallway. Take the second left first to get the Body Armor. It will be useful. Swim back to the next staircase to move to the locker room where Emma is hiding.
- Knock on each locker to see where Emma is hiding. Loot the ones that don't give a muffled scream.
- Grab Emma and lead her through to the area where you fought Vamp. Don't move to the left side, there are Claymores there for some reason.
- Swim Emma ALL the way back to the elevator. Stop at every break area and hurry up if she's running low on air.
- Emma is also afraid of bugs, which are now crawling all over the entrance to the elevator. There are two ways to do this: you can either knock her out, or use the coolant to drive off all of the bugs. The first method is much easier and less time consuming.
Shell 2 Core- 1F Purification Room 3
- There are now guards crawling all over this area, and you'll have to get Emma through without being harmed. If you're not going for tags, use the usual infiltration method, but you'll want to kill every guard along the way.
- Tip:Wait outside the north corner of the square room with the table, and when the guard yawns, move in and take him down. Kill him and hide him in the small space on the right. Move south and down the stairs. Hide around the corner, and when the guard turns east, run out and catch him. After you kill him, hide him around the bottom of the stairs. For the southeast hallway guard, wait for him to pause looking west then get him. Hide him further down the hallway.
- Go get Emma and when you reach the stairs, more guards will be dropped off from the elevator. Quickly take Emma into the camera room.
- Tip:Wait inside the southwest hallway, and when the guard moves past it, get his tags, then hide him in the hallway. Go down the stairs and take cover behind the boxes. As soon as the guard turns one way, run out the opposite side and catch him. You can also knock to lure him. For the next guard, hide behind the boxes, and capture while he's either facing east or moving north.
- When everyone is down, go get Emma and take her outside.
Strut L- Sewage Treatment Facility
- This area has two guard patrolling in close proximity of each other.
- Tip:The only real tactic for both of these guards is cheap, but efficient. Tranquilize both guards. Wake one up and take his tags, then do the same for the other.
- Bring Emma all the way south to the door in the ground.
Strut L- Oil Fence
- You'll have to protect Emma as she slowly makes her way around the oil fence to Strut E.
- Tip:Equip the thermal goggles. Go prone and first destroy all the Claymores. With those gone, start shooting the soldiers and cyphers up ahead. When Snake arrives, immediately call him. He'll probably shoot whatever you're aiming at faster than you can.
- Eventually, Emma will come to a point where Vamp will come out of the water and take Emma hostage. You'll need to get him off of her.
- Tip:If you're not a good shot, use the tranquilizer sniper. Once you get a good shot at his head, fire as many shots as quickly as you can.
- Unfortunately, Emma comes out fatally wounded and Snake carries her back. Raiden crosses the bridge alone. You'll have three hundred seconds to get to Shell 1.
Strut E- Parcel Room 2
- The struts are mostly deserted, but a new guard has been placed here.
- Tip:To catch the guard's tags by saving as much time as possible, find a place where you can get far enough behind him, then follow him. Slowly run in until you can get close enough to hold him up.
- There's a digital camera down the stairs in the southwest end. Pick it up to take pictures in your next play-through.
EF- Connecting Bridge 4
- There are three cyphers here. The third might take a moment to arrive, but don't let it catch you.
Shell 1 Core- 1F 3
- Move directly north to the elevator- the south side has Claymores.
Arsenal Gear- Stomach
- Once arriving at the computer room, a heartbraking scene will occur, followed by a betrayal.
- After you're tortured by Solidus and released by Olga, scour the room for supplies and access the node.
- You'll have to sneak all the way through the guard-infested passage to meet up with Snake. You can use the upper or lower level.
- Tip:Lower level: Sneak to the right when the guard is facing away, then knock and move around the other side. Run north and crawl behind one of the crates. When the guard is turned the other way, get up and run north. At the last crate, knock on the south side and move around the opposite side the guard comes, then move up the stairs. Upper level: Knock on the eastern crate and move up the stairs once the guard is looking away. When the first guard up there turns north, move west across the bridge. From here, there are two ways to get past the second guard. Wait under the camera and follow him until he moves onto the bridge, then run north. Or you can wait for the camera to look away and then make a run across the bridge.
- Final guard: Wait behind the south wall of the camera. You can either wait for this guard to patrol east then follow him, and flip into him as you move into the door, or wait behind the crate further north, and when he faces south, move in.
- Note:If you get caught somehow, forget any strategies and just move as fast as possible to the exit. Flip through soldiers if they get in your way. You're bound to take a few bullets, though.
Arsenal Gear- Ascending Colon
- Once through the door, you'll have to wait for Snake. Move south for a ration. Keep answering the entertaining Colonel calls until finally Snake gets there. He'll hand you the HF Blade from Olga.
- Tip:Time for the final tags of the game. Solid Snake's. Use the blunt side (blue) of the blade. Attack Snake with it until he falls down. When he gets up and chases you, try to roll into him. He'll hurt you eventually. Keep repeating until he's knocked out, then drag and drop him for his tags.
Arsenal Gear- Lleum
- You and Snake will need to blast your way through ninja soldiers to advance into Arsenal Gear.
- Tip:Use your favorite weapon, or preferrably the M4 the whole time. Snake will throw you ammo if you run low. Put on your body armor, but keep an eye on your health if you need rations. Move up to each cover point after you've generally cleared a few yards ahead. Keep an eye on the upper levels, and if there's a ninja too close to you, flip into it or punch it down. Use the AK or grenade launcher once you run out of ammo.
- The next area is a circular arena, and ninjas will jump down from up above.
- Tip:The sword can be used well here, but if you're better with a gun, then stick with it. Don't use explosives- it's too easy to get you or Snake caught in the blast.
- During this fight, the fight will become smaller and the game will try to trick you into thinking you're dead using a jumbled Mission Failed screen. Don't fall for it and keep an eye on the battle.
Arsenal Gear- Rectum
- Raiden has to battle with an infinite number or Metal Gear RAYs single-handedly. Prepare for an intense fight.
- Tip:Continue throwing chaff grenades throughout the battle to avoid missiles. Equip the Stinger and start fighting back. Shoot at the robots' legs, and then when it buckles over, it's head, to cause maximum damage. If you're quick enough, you can cause good damage as it is charging it's beam cannon by shooting a rocket into it's mouth.
- After so many RAY's destroyed, Raiden will eventually give up and a series of scenes will occur.
Federal Hall
- The Patriot's have pinned you against Solidus. It's either you or him. Solidus hands you a single sword, while he has an entire battle suit with tentacles that fire missiles and duel swords.
- Tip:Solidus seems to have one weak point: his left side. He can't see because he has an eye patch. Attack him from that side. Remember to block when you're not attacking. He will start using a flaming charge attack where he zooms randomly around the roof. Try to flip out of the way, but you've got to be lucky as well. After he's finished running around, he'll make a massive attack at Raiden. You have to time it right when you flip out of the way, and be ready to attack him immediately after. He'll also try to grab you, but just wiggle free. Near the end, he'll leap high up, and when he lands, you'll need to jump out of the way.
- When he dies, the game ends. Congratulations.
