________________________________________________________________________________ |Ż\ /Ż|ŻŻŻŻŻ|ŻŻŻŻŻ| /\ |Ż| /ŻŻŻŻ||ŻŻŻŻŻ| /\ |ŻŻŻŻŻ\ | \ / | |ŻŻŻŻŻ| |Ż //\\ | | / /ŻŻŻ | |ŻŻŻ //\\ ŻŻŻ) / | \/ | Ż| | | //--\\ | | \ \ |ŻŻ| Ż| //--\\ |ŻŻŻ \ | |\ /| | |Ż | |/ /ŻŻ\ \| |__ \ \_| | |Ż / /ŻŻ\ \| |ŻŻ\ \ | | \/ |_| ŻŻŻ| |_|_/ \_\____| \____| ŻŻŻ|_/ \_\_| \ \ | | ŻŻŻŻŻ ___ ŻŻŻŻŻ \ \ |_| /ŻŻŻ\ /ŻŻ\ |Ż| |Ż||ŻŻ\ / \ \_\ \ \Ż | /\ || | | |||\ \ / /Ż\ \ \ \ | \/ || |_ | |||/ / ŻŻ / / _________________________ /ŻŻ / \__/ |___||_||__/ / / --=[TACTICAL ESPIONAGE ACTION]=-- ŻŻŻŻ / / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ --=SONS OF LIBERTY=-- / /__ Faq/Walkthrough Written By YSF |_____| ASCII Logo Designed By NeoGamer ________________________________________________________________________________ ================================================================================ METAL GEAR SOLID 2: SONS OF LIBERTY WALKTHROUGH PART I ================================================================================ Metal Gear Solid 2: Sons Of Liberty Walkthrough Part I Final Version For Sony PlayStation 2 Only By YEE SENG FU E-Mail : ysf@pacific.net.sg Date : 21st April 2002 ICQ : 25076522 HomePage : http://www.geocities.com/TimesSquare/Portal/7933/ Country : Singapore Copyright Protected. 2001-2002. No part of the content is allowed to be edited or published without the permission of the writer. It can only be used as a personal guide, but not for any commercial purposes. Anyone who has violated this agreement will be severely dealt with. Anyone who wants to link the faq to a particular site must seek permission from the author. Thanks for your cooperation. All the contents that are inside this faq cannot be reproduced in any way. (Whether it is physical, electronic or otherwise) The faq can only be placed on a freely accessible and non-commercial webpage, provided that the content is unaltered and my permission has been obtained. This faq cannot be used for any profitable purposes like for promotional purposes. Neither can it be used as any sort of commercial transaction or given away as some sort of bonus, gift, present etc. Giving away this faq as an incentive to attract buyers is prohibited or forbidden. This faq cannot be used by any publishers, editors, employees or any associates etc of any company, group, organisation, business or any other associations. It cannot be used in any game magazines, guides, books etc or in any other form of printed or electronic media in any way, shape, form (that includes reprinting, reference, inclusion) without my permission. I have spent a lot of time typing this faq and the only way to show your appreciation is not to use this faq for profitable means and hopefully, this faq will be of some help to you. If you feel that reading this faq is a bit tedious especially when you have to look at the computer and play your game, you are allowed to print a portion or the entire of this document out. However, the printed copies can only be for personal use. 1987 1999 2001 2002 Metal Gear, Metal Gear Solid, Metal Gear Solid Integral, Metal Gear Solid 2: Sons Of Liberty are registered trademarks of Konami. Presented By Konami Computer Entertainment Japan West A Game Directed By Hideo Kojima. _________________________________________________________________________ |NOTE |The faq is best viewed using WORDPAD by setting it as Courier New | | |font 9 and with text wrapped to ruler. | |_____|___________________________________________________________________| ============ Introduction ============ Before we begin the introduction, let me give you two quotations which I like a lot. "Transcend consoles from PSOne to PS2, transcend centuries from the 20th to the 21st and transcending (surpassing) its prequel MGS1" has become the main development theme of MGS2. I wanted to create "a space in which the player can indulge in freely at real time, a space that you are able to touch and a space that you can feel the temperature, humidity, smells and even air." - Hideo Kojima Hideo Kojima has certainly achieved his aim- MGS2 proves to be a even more interacting world than the original MGS. The sequel does promises a lot more than is expected. The experience of playing MGS2 is something hard to describe- You have to feel it, touch it, hear it and enjoy it on your own rather than someone telling you. Well, it's been a long time since I wrote another new faq. I hope everyone will still continue to give ysf your support. You might have realised that the format of my MGS2 faq is slightly different from my previous faq- "I wanted to make my latest MGS2 faq with a more refreshing look." The most noticeable change is that for a good view of the faq, you must change the font size from 10 to 9. This MGS2 faq will also contain the essential stuffs that you need to know in order for you to master the game basis well. The approach of the walkthrough is different from what you normally see in other faqs. Do check it out and feel free to give me feedbacks. ____________ /Impt Notice \ /______________\_____________________________________________________________ |Metal Gear Solid 2 is one of the fewest games on the PlayStation 2 that | |supports Dolby Digital 5.1 channel. Certain selected cinematic scenes from | |the game [NOT ALL SCENES] support DD5.1 channel. In the Option Mode, there | |is a feature to turn ON/OFF the DD5.1 channel. This is the most crucial part | |that I want to point out- When the "Dolby Digital 5.1 channel" is chosen, | |sound will ONLY come from the DIGITAL OUT [OPTICAL] of the PS2 and NOT the | |AV MULTI OUT. The DIGITAL OUT [OPTICAL] should be connected with DIGITAL | |INPUT [OPTICAL] of a receiver with Dolby Digital decoding. Note that the | |game uses both Dolby Digital and PCM audio. Some receivers will switch | |between both audio format automatically while others do not. Hence, you have | |to refer to the receiver's instruction manual to determine if there is a | |need to activate an "auto-detect" feature. The main problem is that if you | |ONLY use the AV MULTI OUT and you select DD5.1 channel ON, there will be NO | |SOUND during certain cinematic scenes. When this happens, please DO NOT get | |panic and think that there is something wrong with the game or your PS2. In | |fact, I encountered this situation before and did not know what to do until | |I read the instruction manual. | |_____________________________________________________________________________| ====== Update ====== This is how I am going to determine the version of my faq. The first version is always 1.0. For every major update, add a 1.0 to it. Usually, I will split a major update into two to four minor updates. I will use letters to represent how many minor updates I have done. Version 1.0 [20th December 2001] [141 KB] - "Game Basis" section from 1.1 to 1.9 is done. - "Tanker Chapter" walkthrough is done. - Based on the US version. This is the first release of my MGS2 faq. The walkthrough for the "Tanker Chapter" is completed. I haven't started the "Plant Chapter" walkthrough yet. I have tried out an entirely new format for my walkthrough. The new format may resemble that of Heero Yuy's FFVIII Flowchart walkthrough but it's not the exactly the same. The approach of the walkthrough is also different from others. Do check it out. So, I do hope to hear your feedback about my faq. Version 1.1 [28th December 2001] [201 KB] - Introduced abbreviations in my walkthrough. - Started a bit on the "Plant Chapter" walkthrough. I Should be able to complete the entire walkthrough in another four to six more major updates. - Changed "Guys who prefer the hard way to soft way" to "tough guys". - Corrected some grammatical and spelling mistakes. - Based on the US version. The "Plant Chapter" walkthrough is not completed yet but I will finish it as soon as possible. I guess I got to type faster... I expect myself to finish the walkthrough in another two to three more major updates. By the way, I wish everyone here a Merry Christmas!!! Version 1.2 [7th January 2002] [271 KB] - Continued writing the "Plant Chapter" walkthrough. - Corrected some wrong information. - Corrected some grammatical and spelling mistakes. - Based on the US version. It's finally 2002- a new year begins. I wish everyone here a happy new year. Do enjoy yourself. I just bought Final Fantasy X recently and I have started playing FFX. As a result, the progress of my MGS2 faq has slowed down. I apologise for the slow update. I wouldn't want to rush to finish the walkthrough because it may end up being a crappy work. I want to take the time and write a quality walkthrough. If your game progress has exceeded what I have covered in my walkthrough, check out other complete walk- throughs at gamefaqs. Hyral's MGS2 walkthrough is worth using. [Don't forget my MGS2 faq also...] Version 1.3 [23th January 2002] [409 KB] - Continued writing the "Plant Chapter" walkthrough. - Corrected some wrong information. - Corrected some grammatical and spelling mistakes. - Based on the US version. Phew! I should be able to complete the entire walkthrough in the next MAJOR update. Hopefully, my walkthrough will end up being one of the most comprehensive one. Once I have completed writing the entire walkthrough, I will move on to writing the equipment and weapon list, secrets and even Dog Tags too. Version 1.4 [10th February 2002] [508 KB] - Added an ASCII logo of MGS2 designed by NeoGamer. - "Plant Chapter" walkthrough is done. - "Song Lyrics/Soundtrack List/Critique" section is done. - Started a bit on the "Frequently-asked-questions" section. - Started a bit on the "Credit" section. - Corrected some wrong information. - Corrected some grammatical and spelling mistakes. - Based on the US version. Phew! It took me more than a month to complete the entire MGS2 walkthrough. Certainly, I have never imagined it to be so time consuming. Anyway, enjoy this MGS2 faq as it could be my FINAL faq. I will take about a few days break from faq writing because I want to continue playing FFX. After that, I will be back to writing the unfinished stuffs. In a few more days, it will be Chinese New Year. The Year Of Snake will depart with the arrival of the Year Of Horse. I wish every reader here a happy new year. Version 1.5 [23th February 2002] [651 KB] - Did some changes to the entire content page. Certain stuffs that were plan to be added were removed while some new stuffs are added. - "Items/Equipment" section is done. The only thing missing in the list are the bonus items, except the Digital Camera. - "Weapon" section is done. - "Secrets and Bonuses" section is done. - "Dog Tag Extra Notes" section is done. - "Photo Album" section is done. - Updated the "Frequently-Asked-Questions" section. - Corrected some wrong information. - Corrected some grammatical and spelling mistakes. - Based on the US version. The only section left undone is the Miscellaneous section. Other than that, the faq can be considered completed. I will be serving full time army from 25th onwards. I'll do a final update of this faq tomorrow. Final Version [24th February 2002] [492 KB] - Split the single faq into two, separate faqs. - Make some adjustments to the content page. - Edited certain parts in the walkthrough. - "Miscellaneous" section is done. - Updated the "Frequently-Asked-Questions" section. - Corrected some wrong information. - Corrected some grammatical and spelling mistakes. - Based on the US version. The release of the final version of this faq happens to coincide with the breaking up of my MGS2 faq into two separate faqs. The reason is simple. If I combine the two, separate faqs into one, the file size of the combined faq will be too big. Splitting the faqs into two separate ones allow you to locate information easier and also saves you time when you are downloading the faq from gamefaqs. The earlier revision history [from ver 1.0 to 1.5] was meant for the single faq before I break it into the current two parts. Final Version [21st April 2002] [494 KB] - Added PAL/JAP Notes into certain parts of the walkthrough. - Corrected some wrong information. - Corrected some grammatical and spelling mistakes. - Based on the US version. I have added a bit of PAL/JAP Notes to certain parts of the walkthrough. Although this walkthrough is written specifically for the US version, I hope it will also benefit those who are playing the PAL and JAP version. If you want to know more about the differences between the US, PAL and JAP version, check out the US-PAL-JAP Differences section in my MGS2's faq/walkthrough Part II. Note: You are now reading my MGS2's faq/walkthrough Part I. Do check out my MGS2's faq/walkthrough Part II. ____________ /Impt Notice \ /______________\_____________________________________________________________ |Just to inform everyone a sad news. Some of the board users at the faq board | |should know already know this long ago. I will be serving full time army | |from 25th February 2002 onwards. For the first six weeks, I won't be able to | |go home to use my home computer. That will mean that I won't be able to | |answer e-mails and update my faq. As a result, this is going to be the final | |version of my MGS2 walkthrough. I probably won't update the faq again. I | |hope everyone can understand my situation. Please do not e-mail me questions | |after 25th February 2002. I don't wish to return home one day and find my | |mailbox being bombarded with hundreds of e-mails. Thanks everyone for your | |continuous support, especially the contributors. Without them, this faq | |won't be made possible. Enjoy my final faq! Yes.. it's going to be the last. | |_____________________________________________________________________________| ================= Table Of Contents ================= __________ | Part I |------------------------------------------------------------------ ŻŻŻŻŻŻŻŻŻŻ 01) Game Basis 1.1 Basic Controls 1.2 Difficulty Level 1.3 Various Gauges 1.4 Various Movements 1.5 Sneaking Through Areas 1.6 Action Button Commands 1.7 Attacking Skills 1.8 Using the Codec and Radar 1.9 Basic Knowledge About Dog Tags 02) Mission Analysis: Walkthrough 2.1 Tanker Chapter 2.2 Plant Chapter __________ | Part II |------------------------------------------------------------------- ŻŻŻŻŻŻŻŻŻŻ 03) Listing 3.1 Items/Equipment 3.2 Weapons 04) Secrets and Bonuses 05) Dog Tag Extra Notes 06) Photo Album 07) Song Lyrics / Soundtrack list / Critique 7.1 The Best Is Yet To Come [Metal Gear Solid] 7.2 Can't Say Good Bye To Yesterday [Metal Gear Solid 2] 7.3 Metal Gear Solid Soundtrack List & Critique 7.4 Metal Gear Solid 2 Soundtrack List & Critique 08) US-PAL-JAP Differences 09) Miscellaneous 10) Frequently-Asked-Questions 11) Credit ================================================================================ 01)Game Basis ================================================================================ This section aims to cover the basis of infiltration, as well as some advanced survival strategies. This section prepares readers with the essential knowledge they need to know. Even if you have played the original MGS before, it is still advisable for you to read this section before you start the game so that you will at least know some of the new stuffs that are introduced to this sequel. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.1)Basic Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Button - Function ---------------------------------------------------------------------- D-pad - Normal View Mode: Movement. - First Person View Mode: Camera Movement. ---------------------------------------------------------------------- Left Analog Stick - Normal View Mode: Movement. - First Person View Mode: Camera Movement. ---------------------------------------------------------------------- Right Analog Stick - Adjust camera in corner view ---------------------------------------------------------------------- SELECT - Use or exit Codec. ---------------------------------------------------------------------- START - Pause Game/View Map of Big Shell. ---------------------------------------------------------------------- X - Switch between crouching/crawling/standing. - Cancel Action. - Exit Codec. ---------------------------------------------------------------------- Circle - Punch/Kick. - Knock on wall when flattened - Confirm Action/Swim. ---------------------------------------------------------------------- Square - Use weapon. - Throw/Choke when no weapon is equipped. ---------------------------------------------------------------------- Triangle - Action Button. [Check out 1.5 for details.] ---------------------------------------------------------------------- L1 - Allows running while shooting. - Lock-on button. ---------------------------------------------------------------------- R1 - Enter First Person View. ---------------------------------------------------------------------- L2 - Opens Items/Equipment Menu. [Bottom Left] - First Person View: Peek to the left. ---------------------------------------------------------------------- R2 - Opens Weapon Menu. [Bottom Right] - First Person View: Peek to the right. ---------------------------------------------------------------------- ---------------------------- Some Stuffs You Need To Know ---------------------------- 1)Depending on various situations [swimming, diving, crouching, type of weapons equipped, hanging etc], some of the buttons may have different functions. It is hence, advisable for you to refer to the appropriate sections. 2)Late in the game, your character will acquire a blade. Check out 1.7 for the controls. 3)To run while shooting, simply hold the d-pad in one direction [the direction that you are running towards] with the L1 button and Square button hold also. 4)The L1 button automatically locks on to the nearest enemy. Note that once lock-on, the laser beam can point at any possible parts of the enemy. Hold the R1 button and after lock-on to an enemy, move the laser beam to aim at the appropriate body parts of the enemy. 5)Tap the L2/R2 button once quickly to execute a Quick Change without having the need to open up the Item/Weapon Menu. There are two different types of Quick Change. Go to the Option Menu after the Title screen or access the Node to select the type you prefer: UNEQUIP or PREVIOUS. -------------------------------------------------------------------------------- UNEQUIP | PREVIOUS -----------------------------------------|-------------------------------------- | - Switch between currently/most recently |- Switch between currently equipped equipped weapon/item and having noth- | weapon/item and previously equip- ing equipped. | ped weapon/item. | -------------------------------------------------------------------------------- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.2)Difficulty Level =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- When you are playing Metal Gear Solid 2 for the first time, there are four choices of difficulty level. The Extreme Mode is NOT available at first UNTIL you have completed the game AT LEAST ONCE. After selecting a NEW GAME, the various difficulty levels will be displayed. --------- VERY EASY --------- This mode is suitable for beginners who are not familiar with the action genre. Fewest number of enemies are patrolled compared to the other difficulty level. The guards here are the most 'retarded' or react the slowest. The alert mode, caution mode etc also last the shortest. The quantity of items and ammunition that can be carried are maximised. During the "Plant" Chapter, all maps for the Big Shell are downloaded at once from the first local network "Node". Hence, there is no need to download the map for every level. Boss enemies take greatest possible damage for the same shot. Your character also receives the least possible damage from your enemy when he is injured. ---- EASY ---- This mode is just slightly tougher than the above and is designed for players who are familiar with action genres but has not played any of Konami's previous Metal Gear series games before. Slightly more enemies are presented than above. They react a little faster. Boss enemies are slightly tougher. However, in the "Plant" Chapter, each level's map has to be downloaded from the respective local network "Node". ------ NORMAL ------ This mode will be at average difficulty for veterans of MGS. The enemies are all at their regular strengths and weaknesses but tougher than the above two modes. ---- HARD ---- This mode is designed for players who have cleared the game at least once and are looking for greater challenges. They must be familiar with the layouts and patrols of each area. Patrol routes are less predictable; More "smarter" enemies are presented. The enemies here also have wider and longer cone of vision. ------- EXTREME ------- Most areas have too many enemies to sneak past. Your character can only carry one quantity of each item and ammunition. It is the toughest of all. This mode is suitable for die-hard gamers who aren't frustrated easily. The bosses here are almost impossible to be beaten. Don't expect ration and bandage to lie on the ground waiting for you! With some luck, you may occasionally get a ration or a bandage by "shaking" down enemies. ---------------------------- Game Over When Discovered??? ---------------------------- Since the Hard Mode and Extreme Mode are difficult to clear, after selecting either Hard or Extreme mode, there is an option that lets you choose whether you want instant Game Over when discovered by enemies or not. The reason is death is quite inevitable if you character is spotted. When character is spotted, it is likely that a backup team consisting of many enemies will be sent. You will then be heavily surrounded by enemies. Escaping will then be quite hard. --------------------------------------- What To Do After Completing The Game??? --------------------------------------- The answer is simple. Replay the game over again to collect whatever you have missed. Try Extreme Mode if you wish to. Also, after you have completed the game, you will be asked to save the game. Next load this complete game and 1)Select any difficulty you want. [You can choose any of the five now!!!] 2)Then, either choose Tanker-Plant, Tanker or Plant. => Choosing Tanker-Plant : You complete Tanker Chapter and then Plant Chapter. => Choosing Tanker : You complete Tanker Chapter and game ends. => Choosing Plant : Skip Tanker Chapter and begin with Plant Chapter. This is a great option. It allows players to select one chapter of the game that they wish to play so that they do not need to play the more tedious two chapters at one go. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.3)Various Gauges =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ---------- Life Gauge ---------- If Life Gauge of someone [character or enemy] drops to zero, the person will die. It decreases when damage is taken. When your character has little Life Gauge remaining, the gauge will turn orange. Blood will start to flow out of your character's body. Bleeding then results. See below. During Bleeding, --------------- 1)Character suffers severe blood loss. 2)Life Meter gradually depletes on its own until it runs dry. Character then dies instantly. 3)Character's blood can drip onto the floor. Enemy can trace the path of the blood stains to your character's location. 4)Use Bandage to stop bleeding. However, health will not recover unless Ration is taken. 5)Without giving spoilers, a character, whose name begins with letter 'R', can stop bleeding and recover a small amount of health by laying flat on the floor for a certain period of time. The reason is because the nanomachines in his blood will coagulate the blood around his wound and repair the damaged tissues. ---------- Stun Gauge ---------- Boss's Stun Gauge [below boss's life gauge] will decrease when the boss is tranquilised either by using M9 Tranquiliser Gun, PSGI-T or receive punching attacks. When either Life Gauge or Stun Gauge reaches zero, boss battle ends. The Stun Gauge of a boss is directly below the boss's Life gauge. ---------- Grip Gauge ---------- Grip Gauge appears during Hanging Mode. When gauge reaches zero, character will fall from the railing. If there is no platform below a certain height, the character might be killed instantly due to the strong impact arises from the fall, resulting in instant Game Over. A Life Gauge, that is not completely filled, will cause the Grip gauge to diminish faster as compared to that of the Grip Gauge when a Life Gauge is completely filled. There is a special action that can raise the Grip Gauge's level. It can be done by pressing TWO of the TOP FOUR buttons simultaneously in hanging mode. I leave you to figure out this yourself. However, you need to repeat this special action for many times to let the Grip Gauge earn a level. -------- O2 Gauge -------- O2 Gauge shows the amount of oxygen remaining when the character is underwater. When O2 Gauge reaches zero, the Life Gauge gradually depletes. Press the Triangle button to decrease the rate at which the O2 Gauge diminishes. The more you press it, the O2 Gauge can sometimes be "lengthened". A Life Gauge, that is not completely filled, will cause the O2 gauge to diminish faster as compared to that of the O2 gauge when a Life Gauge is completely filled. ------------------ Partner Life Gauge ------------------ It is displayed when the player has a partner working with the main character. If partner's Life Gauge drops to zero, the game ends immediately. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.4)Various Movements =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The various movements are summarised as follows: 1)Running 2)Crawling 3)Crouching 4)Rolling 5)Swimming and Diving 6)Hiding 7)Movements associated with Action Button ------- Running ------- To run, either hold 1)the desired direction with d-pad. 2)the left analog stick in the desired direction. ---------------------- Crawling and Crouching ---------------------- X X d-pad ----------> Standing <---> Crouching -------> Crawling | | |__________________________________________________| The above illustrates the conversion between standing, crouching and crawling. When crouching or crawling, press X once to switch to standing. When standing, press X to crouch. When crouching, press the desired direction to make the character flatten out on the ground. 1)When crawling, press the movement control [d-pad] in any direction. To turn the character, you can also rotate the left analog stick. 2)Crawling is useful for entering vents, moving under obstacles and for silently crossing any floor surfaces that might create a lot of noise when walked on it. 3)Crouching behind low crates and waist-high obstacles hides you from enemy that is on the other side of the obstacles. ------- Rolling ------- When running in a direction, press the X button to initiate a roll. Depending on the character, the roll move is different. A roll can also knock down an enemy down but if the enemy has already spotted the intruder, there's a chance that the enemy might react to this attack by performing a kick to defend himself. Diving Somersault : Dives across ground and perform a cool somersault. Torso-Axial Flip : Can be used to jump over short gaps and to leap quickly down a flights of stairs. Note that each character has ONLY one roll move. As to who performs the respective roll moves above, I leave you to find it out yourself. ------------------- Swimming and Diving ------------------- A character can either float on the surface of the water or dives into underwater. On Surface - Press Circle button to dive into underwater. - Press d-pad or left analog stick to move around. Press triangle button to move faster on the surface of water. Underwater - Press Circle button to swim. Repeated pressing of Circle button causes character to swim faster while holding down Circle button slowly causes character to swim slowly. - Press X to make a quick stop. At bottom of water, character will attempt to stand on the surface. - Press d-pad to control movement. Using right-analog stick to change directions when you want to have a quick turn. When the character's head is below the surface of water, an O2 Gauge will appear. Check out 1.3 for details of O2 Gauge. ------ Hiding ------ The game concentrates on stealth and so hiding is an essential survival tactics that the characters need to learn. There are various hiding methods. Check out 1.5 for details. --------------------------------------- Movements associated with Action Button --------------------------------------- There are movements that rely on the Triangle [Action] button. Check out 1.6 for details. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.5)Sneaking Through Areas =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Metal Gear Solid 2 emphasises the need to sneak through areas undetected. Hence, knowing the various methods of hiding is vital. But before going into that, let's discuss the different types of camera angles in the game. You need to know so that you can plan your 'sneaking' well. ------------------------------ Various Types Of Camera Angles ------------------------------ 1)Normal View - This is the default camera angle that shows an overhead view. 2)Corner View - Occurs for hiding and scoping out the area, flattening against certain corners and walls and side-stepping. - Press L2/R2 buttons to peak left and right. Use Right Analog stick to adjust camera angle. 3)First Person - Shift the camera to the player's perspective. [Hold R1] View Can change to this view when you want to make precise shots on parts of a target. - The player's field of vision is represented by a green cone displayed by the Radar. - Press the L2/R2 buttons to take a step to the left/right. Press both the L2 and R2 buttons at the same time to stretch up your body. 4)Intrusion - Occurs when character squeezes into narrow spaces. View Eg. Crawling in narrow vent, hiding in locker. - First Person View can be accessed by pressing the R1 button from Intrusion View. However, you cannot move when First Person View is switched on from Intrusion View. -------------------- Condition Of a Guard -------------------- To summarise things, you need to know this: 1)Use the Radar. 2)A sleepy guard. 3)An unconscious guard. Explaining in detail: 1)The colour of the cone of vision of the guard shown in the Radar does reflect the condition of the guard. Eg. Yellow cone indicates that the guard suspects something and will be more alert than usual. Check out 1.8 for details. 2)The sleepy guard is not completely unconscious. His eyes are half-open. A zzzZZZ sign appears over his head periodically. And, when zzzZZZ sign disappears, he wakes up again to check to patrol. Then, he goes to sleep again, later wakes up, then sleep. You notice that this is some sort of a cycle. Such guard is best to capture when a zzzZZZ sign appears above his head. However, you must take note that noises can wake him up. 3)A guard can be temporary unconscious or permanent unconscious. During temporary unconscious, some stars will be seen circling above his head. A star disappears after sometime, follow by the other stars. Once all the stars disappears, the guard wakes up. A guard can be made temporary unconscious by being knocked out through punching and kicking etc. A tranquilised sleep is an example of permanent unconsciousness. The guard will take a long time to wake up. Regardless of which type of unconsciousness, the guard will not be able to reach to any unusual noises like gunshot. Eg. He won't wake up suddenly even a gunshot is heard. You have to take note that being knocked out lasts for a shorter time than tranquilised sleep. To sneak through an area successfully, you might need to know these: 1)Hiding behind obstacles 2)Side-Stepping 3)Corner View and Peeking 4)Hanging from a Railing 5)Hiding in Hatchlockers/Bathrooms/Ventilation Ducts/under Tables/Cardboard 6)Type Of Floor Surfaces 7)Methods of Distracting Enemies 8)Dealing with Claymore 9)Dealing with Surveillance Camera 10)Dealing with Cyphers 11)Dealing with Infrared Beams 12)Dealing with Reporting Guards 13)AP Sensors 14)Attacking [Whenever there's a need to...] 15)Others ----------------------- Hiding Behind Obstacles ----------------------- Enemies cannot see through obstacles like walls, crates etc. Use these obstacles to hide. Note that if an obstacle is at waist level, you should crouch instead of stand. Low-level objects do not let you hide well. You should be aware that there are certain near-transparent objects like certain type of windows that can be seen through. These objects are not suitable for hiding. ------------- Side-Stepping ------------- The side-stepping action allows character to slowly side-step to the next area. This can be first achieved by flattening the character's body against a wall/railing. Next, press left/right along a certain angle or L2/R2 to move along the surface while holding the left analog stick in a direction to flatten against the wall/railing. The side-stepping move can be used to move along extremely thin ledges. Sometimes, while side-stepping, due to obstacles that lies above your waist level, you might need to crouch. Compare the functions of L2 and R2 buttons for side-stepping and the one below. ----------------------- Corner View and Peeking ----------------------- While character's back is flattened against a wall NEAR a corner, the player can peek left and right. Press L2/R2 to peak left/right and use the Right Analog Stick to adjust the camera angle. Peeking is useful especially when the Radar is not available. Make sure that when you peek, do not let the enemy see you. | | X - Character flattening against the wall near a corner. ____| |____ X ---------------------- Hanging from a Railing ---------------------- Hanging is a good way to sneak past guards. I guess it's quite self- explanatory. You will eventually figure this out yourself so there's no need for me to explain anything more. ------------------------------------------------------------------------- Hiding in Hatchlockers/Bathrooms/Ventilation Ducts/under Tables/Cardboard ------------------------------------------------------------------------- Check out 1.6 for details on how to open, close and hide inside Hatchlockers and Bathroom doors. Sometimes, the enemy are "smart" enough to open up hatchlockers and bathroom doors if they find anything suspicious. They will first look into the vents [if there is] of the hatchlockers and bathrooms to see if there is anyone inside. If there's the case, you should crouch when you are hiding inside to avoid being seen. Hiding inside the ventilation ducts or under tables are quite self- explanatory. I guess I don't need to elaborate further. Our "beloved" Cardboard Box can be used for hiding. I guess I don't need to explain further. Try and figure these out. I will give you some hints- It's best to position yourself inside a Cardboard Box with other similar boxes for a good camouflage. The Cardboard Box can also be used as a means of transportation too. Try figuring this out yourself too. ---------------------- Type Of Floor Surfaces ---------------------- There are certain type of floor surfaces when walked on, creates a lot of noise that can distract nearby guards. An example of such floor is iron grates. To avoid making noises, you should consider crawling over such surfaces. If the 'length' of the surface is not too long, you might want to consider performing a Roll Move [I hope you still remember how] to sneak past quickly through these surfaces. [Damn, Crawling is too slow and seems 'unpro- fessional'.] There are also certain parts of bridges that when you stepped on it, causes part of the floor panels to fall out of it. If you are not fast enough, you might fall down. The best way is to just keep running. ------------------------------ Methods Of Distracting Enemies ------------------------------ 1)Knock on walls 2)Using Empty Clip Magazine 3)Using attractive pictures of girls 4)Shooting steampipes in ceilings/fire extinguisher Using method 1 and method 2 associate with creating noises that lure the guards out. Method 3... I leave you to figure that out. The guards might stand there, staring at those pictures and forgetting to do his usual patrol duty. As for method 4, try it and you will know why. There are also other possible ways of distracting a guard like shooting at the window to create a hole. You might want to take note of these stuffs: 1)When flattening against a surface, press the circle button to knock on the surface. When enemy is in a range equal to twice the length of his cone of vision or even lesser from the origin of the sound, he will hear the sound and start to investigate it. 2)When the empty clip magazine is equipped, hold the Square button and then release it to throw the clip magazine. How far he clip magazine travels depend on how long the Square button is held. It can also be thrown by peeking out from behind a corner. Once it is thrown and it hit the floor, a noise is created. 3)Any cool picture of girls are possible... I'll let you think harder about how to carry out this method. 4)Shooting at these things can distract guards too, giving you enough time to escape. I guess I'll leave you to figure this out yourself. --------------------- Dealing with Claymore --------------------- There are two ways to view whether an area has Claymore or not. 1)Equip Mine Detector. The position of the Claymore will be shown in the radar. Check out 1.8 for details on Radar. 2)Equip Thermal Goggles [Or Night Vision Goggles] and switch to First Person View. Look at the ground. If there is Claymore, you should be able to see it. Note that without Thermal Goggles [Or Night Vision Goggles] equipped, you will NOT see the Claymore in First Person View. The dis- advantage is that the position of the Claymore will NOT be shown in the Radar. Crawl towards the Claymore and your character will collect it. Enter the region represented by the yellow cone while in a standing position will cause the Claymore to explode. -------------------------------- Dealing with Surveillance Camera -------------------------------- Surveillance Camera is usually mounted high to a fixed part on the wall most of the time. If you happen to be spotted by these camera [step into the cone of their vision], you will alert your enemies. It is safe to walk DIRECTLY beneath the camera. This can be done by flattening yourself against the wall. Use Chaff Grenade to create electronic interference to cause the camera not to function properly. If you are equipped with a Stealth suit, the surveillance camera cannot detect you even if you are within the cone of its vision. Surveillance camera can be classified into four types: Fire at you when you are spotted : Yes or No. Pan back and forth : Yes or No. -------------------- Dealing with Cyphers -------------------- Cyphers work similarly to the surveillance camera. The difference is that Cyphers hover around in the open air through some fixed patrol routes. Cyphers can also change their altitude too. Cyphers can be armed and unarmed too. For armed Cyphers, they fire at you immediately they spot you. Use a SOCOM that is armed with a suppressor to destroy these Cyphers. If there are too many Cyphers, you might want to use a Chaff Grenade instead of wasting time to shoot down these Cyphers. The Chaff Grenade disrupts the Cyphers. One way of sensing the presence of Cyphers nearby will be the hovering sound made by them. --------------------------- Dealing with Infrared Beams --------------------------- Infrared beams are invisible to human eyes. You need some sort of 'aid' to see these beams. The Semtex C4 Trap is an advanced trap involving C4 and these infrared beams. If you happen to come into contact with the infrared beams, it will trigger the explosion of the connected C4. When this happens, it's Game Over. There are three possible ways to view whether an area has infrared beams. 1)Wearing Thermal Goggles. 2)Using a Cig. 3)Shooting at any nearby fire extinguisher. 1)This is probably the safest and most reliable method. The red beams represent the infrared beams. 2)The smoke created from the cig reveals the red infrared beams. When equipped, your life falls gradually. This method is certainly not advisable to use. 3)Shooting the fire extinguisher causes a small explosion. The scattering powder reveals the infrared beams. However, what if there is no fire extinguisher nearby? A possible way to avoid contact with infrared beam is to crawl along the way. This is possible ONLY if all the infrared beams are all above ground level. Sometimes, in a Semtex C4 Trap, it is not possible to crawl through an area of Infra-red beams. However, there are control boxes that can be destroyed. Once all the control boxes are destroyed, the infrared beam will deactivate automatically. ----------------------------- Dealing With Reporting Guards ----------------------------- There are some areas that require guards to radio in their status report. If the security supervisor does not receive the status report, an investigation team will be launched. A status report is required at every fixed time interval. Usually, an area which requires status report has ONLY one guard that does the reporting. The other guards do not report so you should take them on first. The reporting guard should be taken down the LAST. Once you have taken down the reporting guard, my advice is hide yourself or leave the room. If the reporting guard is taken on and you exit the area and then enters the same area again, the timer for the request of the status report will be resetted. As to which guard reports the status, it depends on your observation. The reporting guard is usually the one who says "nothing to report!" or something similiar else. Use this fact to figure out who's the reporting guard. Check out 2.8 for details about investigation team. --------------------- Anti-Personnel Sensor --------------------- The Anti-Personnel Sensor, known as the AP Sensor is a sonic emission sensor that measures the electromagnetic fields and heartbeat of lifeforms and converts the data into vibrations. If an enemy approaches near you, the AP Sensor results in the controller to vibrate. The nearer the enemy approaches you, the stronger and faster the vibration. For controllers without vibration function, the device will emit a sonar beep. The frequency of the beep increases as the enemy approaches nearer towards you. The sensor functions automatically when your character is hiding inside a hatchlocker or crawling in a ventilation duct. At other situations, you need to equip it via the Items/Equipment Menu to work. Note that when the AP sensor is functioning, it cancels all other vibration function. This device is extremely useful to detect the presence of nearby guards especially when the Radar is not working during intrusion mode. --------- Attacking --------- You do need to know some attacking tactics too. Check out 1.7 for more details. ------ Others ------ 1)Observe enemy's patrol routes well and plan a good 'sneaking' method. 2)Weather climate also plays an important element in the game. If the character stays too long in a cold area [snowy, raining etc], the character might catch a cold. The character may occasionally sneeze and this creates unwanted noises that may alert other nearby guards. When faced with such situation, you might want to consider taking a Pentazemin or Medicine to alleviate this symptom. Or simply enter an area that is not too cold and gradually, the character will recover from flu. You have to take note that Medicine is a more effective flu remedy than Pentazemin. 3)Bugs on the Floor? How to get rid of them? Use Coolant to spray towards these bugs to chase them away. 4)Fire? Can I use the Coolant? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1.6)Action Button Commands =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The Triangle [Action] button has a wide variety of functions. The function used depends on the situations. Below is a summary of the functions of the Triangle button: 1)Opening Watertight Doors/Hatchlockers/Bathroom Doors 2)Calling Elevators 3)Climbing Ladders 4)Climbing Onto Obstacles 5)Hanging From a Railing 6)Using a Node/WorkStation 7)Guiding someone ---------------------------------------------------- Opening Watertight Doors/Hatchlockers/Bathroom Doors ---------------------------------------------------- An example is a watertight door which you will encounter early in the Tanker Chapter. When facing a watertight door, press the Triangle button and the character will start to turn the handle on the door. Tap the button rapidly to open the door more quickly. Sometimes, certain watertight doors cannot be opened. If you repeatedly attempt to force such doors to open, the handle might come loose. The controls for opening and closing a hatchlocker and a bathroom door are the SAME. Simply press the Triangle button once to open it. To close it when it is opened, simply press the Triangle button once. If you want to hide inside the hatchlocker or the bathroom, simply walk towards it and the character will automatically close the door. While inside, press the Triangle button once for the character to open it and the character will come out and then close it again. There are certain hatchlockers that are sealed. Try punching and kicking them. The hatchlockers can also be used to hide items too. Remember to take the items. ----------------- Calling Elevators ----------------- There is a call button near every elevator. Press the Triangle button once to summon it while facing it. The elevator may take some time to reach your level. Press the Triangle button once more time [that is twice overall] for the elevator to come more quickly. Go near the set of buttons that allow you to choose your desired level. Use d-pad to choose the desired level. Press the Circle button to confirm and the elevator will then move. ---------------- Climbing Ladders ---------------- Press the Triangle button when near a ladder. Character then climbs onto it. Adjust Up or Down to ascend or descend the ladder. When you reach a level and want to get off, stop and press left or right to step off the ladder. ----------------------- Climbing Onto Obstacles ----------------------- Face any obstacle that is at waist-high level. Press the Triangle button to climb onto it. ---------------------- Hanging From a Railing ---------------------- When facing a railing on the edge of a platform, press the Triangle button.