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Cheat Metal Gear Solid 2 Walkthrough PlayStation 2

Cheat Metal Gear Solid 2 Walkthrough PlayStation 2

Cheat Metal Gear Solid 2 Walkthrough PlayStation 2

T A C T I C A L E S P I O N A G E A C T I O N %@@ @@ @@@ @@@% @@ @%%@@% @@@ @@ @@@% %@@@ @@@ %@ %@ @@@ %%% %@@ @@ @% @% %@@ @%@ %@ @% %@@ @ %@ @ %@ @ @ %@ %@ @ @%% % %@@%@@ @@@ @% @ %@ @%@ @@@ @ %@ @@@%@% @ @ %@ %@ @ @@ % %@%@%@ @% @% @@@@ @%@%@@ @% @@@@ @ @%%@% @ @ %@ %@ @ @@ % %@ @ @ @% @% @%%@ @%@ %@ @% @%%@ @ %@ @% @ @ @ %@ %@ @ @%% %@ @ @ @@@ @% @ @ @@@ %@@% @@@ @ @ @ %@ @@@% @@@ %@@@%@ @@@ %%% ########################## S O N S O F L I B E R T Y ###################### for Playstation®2 Tactical Espionage Handbook Metal Gear Solid 2 Strategy Guide and Walkthrough Written by AdrenalineSL Version 1.56: Released March 7, 2002 The very latest versions and updates can be found at GameFAQs: http://www.gamefaqs.com _____________________________________________________________________________ This is currently [Version 1.56] of Adrenaline's Metal Gear Solid 2 Strategy Guide. All questions, complaints, hate mail, viruses, death threats, etc. can be received at this address: See below. Contact me: narnia_M3@hotmail.com (See Chapter 5 for additional contact info) * This Metal Gear Solid 2 FAQ/Walkthrough covers only the US release for the Playstation®2. I will *NOT* update the guide to adapt to the possible X-Box port. Also, I don't have a Japanese PS2, so stop asking me for secrets in the Japanese version! And no, I do NOT know if he's wearing sunglasses or whatever. * This is not a plot synopsis. I am comfortably certain that you are *NOT* part of the MGS staff or Hideo Kojima, especially when you're e-mailing me from an AOL account. So shoo, guys. * This guide practically covers almost everything you need to know to get the most out of your experience. Please read through it before you somehow just log in to your e-mail account by reflex. * Lastly, I want to sincerely thank all the people who have given compliments on this guide. You don't understand how happy you made me feel that my efforts weren't put in vain. I apologize for not replying to those people, but I assure you that I'm flattered you would hold such high respect for me (or lack thereof). Thanks everyone! And before we start...Just a little plug to get your adrenaline pumping. Play this song: Plug in this space with any Deftones song and you shall be my best friend. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--= --VERSION HISTORY-- Version 1.54 | March 5, 2002 Another update of zero importance. Just wanted to clean up a few things before the European release of this game. I've re-written certain parts of the introduction to make the guide more "cheerful". For some reason, I sometimes get "hesitant" e-mails (Why is that? Do I scare you?). So, no more b****ing from me. I just have a guilty feeling in the pit of my stomach, yet no one e-mails me about it. Besides that, I've caught up on some neat contributions that were just screaming to jump in this FAQ. Now...je suis tout raplapla parce que j'ai mal dormi. So the update stops short. For those French-literate folks, excuse the infinite amount of errors in just that one sentence. Pardon-moi! Ok, I gotta stop my pathetic attempts. Version 1.52 | February 14, 2002 Happy Valentine's Day, everyone! Just popped in with some other refinements-- the Extreme Boss strategies, mainly. Also, a very frequently asked question was added to the bunch. You CANNOT save Emma!!! Ok?! Whew. That's all, folks! Huhuhuhuhu. Version 1.5 | February 8, 2002 I got the chance to talk with Morph, the author of the Extreme mode FAQs, the other day. With his help, I've improved upon the Extreme mode boss strategies. He's granted me permission to use tips from his FAQ. The purpose of this update was to refine some parts of the guide, make a few corrections, polish the boss strategies and add a few more contributions. Also, I've moved the Item and Weapon section to Chapter 2 for convenience. There are still a few more contributions in my mailbag--those need to be looked into before they will be added to the FAQ. Well, it's about 1AM here, now so if there are any awkward sentences and stupid errors, blame um, that guy over there. Version 1.41 | January 22, 2002 My e-mail address is now (more) open for questions. I will answer you as long as it's not in the guide. Just finished proofreading the guide and cleaned up the remaining errors (I did my best, anyway). All contributions have finally been caught up. The guide is now more complete than ever, and unless anything else comes to light, it's unlikely that there will be any more major updates. Version 1.3 | January 20, 2002 The guide is now officially complete. Dog Tags, Secrets, Hard-Extreme Notes and Fun Stuff--they're all complete. The Boss Guide has been patented with Hard and Extreme strategies. I also gave the walkthrough a slight facelift so you could find each area section more easily. Some contributions have been looked over and added in (not all, but most). I apologize to those who have sent me something and I have not added it in. I can't afford to add every single one. I'll have the next version up and running with the remaining contribution backlog cleared out (over 80). A perusal of the guide is pending for grammar errors and such. Look forward to that shortly. I wrote a lot of the new stuff while I was half-asleep, so please excuse the many drunk errors. ^_^ Enjoy the new version! Version 1.1 | January 3, 2002 Bless the 50+ people who e-mailed me for the same BDU correction, and then adding the same note about their having been in the military. Thank you all. Although I've only credited 3 people with this because they were the first of millions to e-mail me. Anyway, finished Boss Guide, added contributions, and started Dog Tags section. Any questions? No? Good. Keep it that way! Version 1.05 | December 16, 2001 Well, a reader that e-mailed me today brought this my attention. I've just finished proofreading the entire guide. It was well worth it. I found so many mistakes, I could write a book entitled "Grammar-don'ts for Dummies". I did my absolute best to clean those out. But after staring at the screen for 2 straight hours, my brain hurts and my eyes are tired. I didn't want to add any more hours to this session by updating the guide with more info. Sorry! I PROMISE the next update will be refreshed with new stuff! Version 1.03 | December 15, 2001 What's this??!! Another update so soon?!:) As you can probably see, it's not a huge update. Just popped in and finished the Items section. Another update won't be happening for a while, so now is good. Version 1.0 | December 14, 2001 After watching Harry Potter, I had wanted to try flying on my own broomstick, but obviously that didn't go too well. So that explains the huge delay on my updates...Ok, so that wasn't a really great excuse. The long wait for Version 1.0 was well worth it. The walkthrough is now complete and several new sections have been opened and others have been completed. Check out the Table of Contents. Unfortunately, the Dog Tag section will have to wait. I'm going to go play the game over again to make new sections and hopefully, create a little plot section. Enjoy the first complete version of the guide! Version 0.5 | November 24, 2001 So the expected update was a little late. At least I've gotten further than I would have. The walkthrough will be finished in the next version for sure. That's all I've been working on, so other sections are incomplete or haven't even been created yet. Walkthrough up to defusing the 5th or 4th bomb. Who cares. Also, I've added some contributions. Others are still sitting around in the inbox. Will get to those later. Version 0.3 | November 17, 2001 "Adrenaline, you oaf!" I know, I know. Too many projects at once is insanity, but I'm here now and you can't do a thing about it! Haha! Anyway, I got a lot of stuff done, even though it may not seem like it. It took 5 hours of my life to type all this crap, so appreciate it or break yo'self. Anyway, like all my FAQs, the first versions are always crap, so don't expect much. The walkthrough is _almost_ nonexistent. But the next update should be further than where it pathetically is now. If you see huge errors, don't send about a million rude e-mails about why I'm better off working at McDonalds or something. ==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--==--=|_________________________________TABLE OF__________________________________| |-------------------------------------CONTENTS------------------------------| 01. Introduction 02. Chapter 1: Basics & Lists Basic Controls System Dissection Actions Items Weapons Infiltration Logic 03. Chapter 2: Walkthrough Tanker Part One Part TwoPlant Part Three Part Four Part Five Part Six Part Seven Hard-Extreme Notes 04. Chapter 3: Appendices Boss Guide Dog Tags Item Locator Weapons Locator Node Locator 05. Chapter 4: Secrets & Easter-Eggs Secrets Fun Stuff Campbell Gibberish Song Lyrics06. Chapter 5: Outro Frequently Asked Questions Contact Information Legal Junk Sources Credits, Plugs, and Extra Junk Contributor Credits Closing Statement -WALKTHROUGH NAVIGATION GUIDE- The walkthrough featured in this guide has been split into seven sections and I've created this little navigation guide to help direct you to your rightful place without searching through the masses of text. Please read the parts carefully and use Ctrl + F whenever necessary. * Part One: Beginning of Tanker to the Engine Room, right before entering Deck-2 area. * Part Two: From blasting the control units at the Deck-2 entrance to the end of the Tanker. * Part Three: Beginning of Plant to the end of BC Connecting Bridge (where you first met Fortune). * Part Four: Strut C, Dining Hall (where you meet Peter Stillman) to defeating Fatman. * Part Five: After Fatman's grand finale to the end of infiltrating the Shell 1 Core. * Part Six: Excursion to the Shell 1-2 Connecting Bridge and eventually to Shell 2 Core to save Emma from Vamp. * Part Seven: Starting from after the 2nd Vamp fight to the end of the game. _____________________________________________________________________________ The Gameshark codes have been removed. If you want GS codes, please visit the official Gameshark site or Gamesages.com for them. _____________________________________________________________________________|¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯/// Introduction /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ Metal Gear Solid on the Playstation was a revolution. And afterward, anything at a mere whisper of Metal Gear was viewed with limitless enthusiasm. In some games, you pay attention to every detail. You observe it almost like you would a movie and drink in every facet. Metal Gear Solid 2 falls exactly under that, and that's what makes it so majestic. It offers countless options. Choices are what Metal Gear Solid 2 is all about. Shoot various stuff, and they shatter with astounding physics. The graphics are immaculate. There are certain things you'd pay about as much attention to as you would a pile of old socks, but it's there; it floats and mingles with the air. The plethora of hype has informed you about it. You've went as far as to just purchasing Zone of the Enders to play only the demo; but nothing can prepare you for the surge of adrenaline (no pun intended) that MGS2 takes you on this feat of design and storytelling. Everything on the screen twitches and bounces with life. The concept and the cinematic plot is enthralling. Hideo's latest installment into the series transcends the standards of revolutionary gaming. The ultimate goal for this guide is to provide a (least) comprehensive source for the heart-stopping, stealth-based action game that is Metal Gear Solid 2. Beware! Each event written in this guide is guaranteed to have spoilers slathered all over; look for information you need, bookmark the guide, and get out! Actually, I think I may have toned down on the spoilers, as the twists involved would be better placed in a story section than being thrown at you against your will. In short, the intent of this powerful MGS2 guide is to help you through the game with the best possible, yet conceivably easy, methods of play. Although I pray that you would read through the entire thing before giving up. That's the entire reason I wrote this. If worse comes to worse, you might even have to figure out whatever you're looking for by yourself and play the game! Also, let me say that I appreciate all those who actually peruse the guide before coming to me, and those who drive me on to continue this. The writing tone may seem scornful (as indicated by a dense reader), but I assure you that this was a labor of love, and I'm eternally grateful to all the contributors of the FAQ, whom I owe many of my thanks to. If it weren't for them, the guide wouldn't have evolved into what it has become. Uh, thanks. At some points of the walkthrough, I will heavily assume you don't need me to tell you to "walk forward" or "open the door". It's quite instinctive. While I may have been a little too strict in directions, it's your job to explore and then consult my guide for help. Well, we've gotten that out of the way; I'm sure you're sick of my prelude by now, so yeah.|¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯| ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ /// Chapter 1: Basics & Lists /// _______________ | LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ______ ______ /__/_______________________________________________________________/__/__ __/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯__/__/ ________________| Basic Controls | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Metal Gear Solid is least known for its fluid controls, where wherever you direct the analog stick, your character will move in that direction. Sick. D-Pad................................................Move Character/Highliter Left Analog Stick....................................Move Character/Highliter Right Analog Stick.......................................Change Camera Angles Circle Button............................................Punch/Confirm button Cross Button...............................................Cancel/Crouch/Roll Triangle Button............................................Main Action Button Square Button.......................................Shoot/Throw/Strangle/etc. L1 Button.........................................................Aim/Lock-on L2 Button............................Open Item inventory/Equip available item R1 Button...................................................First-Person View R2 Button.........................................Open Weapons/Equipment menu SELECT Button...............................................Open Codec screen START Button............................................Pause game/Help Stuff ______ ______ /__/_______________________________________________________________/__/__ __/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯__/__/___________________ | System Dissection |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Learn about the basics of Metal Gear Solid 2, and how to get started. I'll strip each segment down for better comprehension of the game to the fullest extent. Well...as far as my work ethics will take me, anyway. Details will not_ be 150% accurate, or even as close for that matter since I'm a fallible human (gasp!). I may add more topics as I go on with the revisions. _______________________________ / DIFFICULTY MODES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Normally, you'd think modes are given so that they reflect the style of play in a game, which is entirely true here, but what the actual words mean are farfetched in the in-game options. Here's a quick breakdown of their cleverly hidden veins. When you select New Game, a second window appears that allows you to choose modes upon modes of difficulty in the game play. The only significant differences between the modes are less or more enemies, number of guards on duty, capacity of item storage, and of course, the degree of handicaps. An example of a handicap is exhibited in Hard difficulty. If you get discovered by a single guard, it's game over for you, bub. Go back to the drawing board. Huss! Boo! Get off the stage! According to the manual and my experience, you can actually toggle that option on or off. It pretty much depends on your preference. After several sentences of trying to say, "Four modes of difficulty will be laid out on the screen for you to choose from", I will now say, "These modes range from Very Easy to Hard". I have godly intelligence. Ok, here's the real breakdown: * Very Easy * Simple stuff. Very few guards will be patrolling the areas you will try to infiltrate. Not to mention that you have a bigger capacity for items, but you'll have the same life bar length as you would in any mode. In the Plant Chapter, radar maps will automatically be downloaded upon entering a new area. * Easy * Insert words where you see fit. Easy speaks for itself. Actually, they all speak for themselves! But anyway, just a _tad_ more difficult than Very Easy. In the Plant Chapter, radar maps will automatically be downloaded upon entering a new area. * Normal * Normal is what you'd generally go for if this is your first walk through the game. The walkthrough in this FAQ will be covering the Normal mode, only because the author is an oafish idiot who can't do anything better than Normal, and feels that doing a walkthrough on Easy would appear wussy. * Hard * Ho-hum. Can you say "Holy fruit salad"? Normal is already a wee bit more than I can handle, but unless you pass Hard, you ain't hardcore!! I'm somewhat hard-pressed to say that I won't be able to complete this mode without some initial practice with the strangling and mangling part. Not to mention overcoming that extreme paranoia of getting caught by guards. * Extreme * Damn. That pretty much sums it up. But for the sake of acting professional, this mode will definitely induce hear-tearing, cup-flying frustration that will haunt you in your sleep. Basically, you get about an unseen amount of life, item storage is minimized, and guards are everywhere. Bosses are digustingly tough. So it's uh, infiltrate, or be shot in the ass. _____________________________ / GAME CHAPTERS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Metal Gear Solid 2 is composed of two "chapters". The first part of the game takes place on a Marine transport ship that's on its way down the Hudson River. Also known as the "Tanker" chapter. You play as Snake trying to infiltrate the tanker after learning about a Metal Gear prototype being carried onboard. But things don't go as planned, as Snake helplessly watches the ship being hijacked by private Russian soldiers. Probably mercenaries. Anyone who has played the demo already has had a taste of this chapter. For reasons you will see as you play through the game, the second part of the game sets its course on a giant offshore facility called the Big Shell. Also known as the "Plant" chapter. The remainder of the game takes place here. You assume the role of a rookie member, who is part of the special forces unit FOXHOUND. As a "substitute" of Solid Snake, he's been heavily trained to refine his skills through VR training. He has had no previous experience from real-life combat situations. His mission on the Big Shell will be his first. ______________________ / GAUGES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Life Gauge itself and how it functions is self explanatory, but let's go over what makes the Life Gauge decrease. Getting repeatedly, or even once, impaled by a barrage of bullets, running out of oxygen underwater, getting caught in the midst of an explosion, smoking, and looking at dirty posters for too long (leads to chronic deficiencies) all contribute to a gradual decrease in the character's life gauge, which is shown at the upper left corner. Woo, that was a long sentence. Anything that has to do with hazardous stuff will HURT your character, ok? They're not invincible just 'cause they are the heroic sprites on your TV. Now, a grip gauge is something else. It's been abridged somewhat in the final product of the game, whereas the demo depicted a much longer Grip Gauge. This gauge indicates how much longer your character can keep his grip on a ledge, rail, himself, etc. Whenever the need for a grip is ordered, the gauge will appear right below the character's health. In the beginning, it degenerates like mad, but doing pull-ups will help your character strengthen his biceps, triceps, fore muscles and other muscles for a longer, lasting clutch. When the gauge exhausts itself from overuse, his grasp loosens, and he falls to whatever's below him. If there is no support whatsoever within the next oh, 100 meters, to break his fall, he'll die a heart-wrenching death ________________________ / BLEEDING /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ If Snake's life is excessively being dwindled down either by physical force or by puffing on his tobacco too much and then getting shot, Snake will begin to bleed, leaving large blots of blood on the floor. If this persists, soon the floor will be mottled with dark blood stains that make it obvious to the enemy that someone's trying to stealthily get by them. To remedy this and nurse his wounds, simply lay low in one spot for a while. Eventually, the bleeding will clot and stop flowing. However, if Snake has no possible way to rest and let his wounds heal, use a Bandage to patch up the nasty gash. ____________________________ / COMMON COLDS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This game is so detailed, it's possible for your character to catch the flu bug. Contracting the flu results from being drenched in the rain for too long or being exposed to coldness for an extended period. You know your character has come down with the flu when he starts to sneeze. Sneezing too often risks alerting guards within the vicinity. Alleviate his symptoms by popping a Medicine, which is a counterpart of Tylenol Cold, or something. Sneezing can be caused by other things as well, like getting sprayed with a busted fire extinguisher or scattered flour. In such cases, a Medicine isn't needed. If your character has become seriously ill-stricken, the pill's effect may be negated. However, the nasal decongestant found at the very end of the game can stabilize the symptoms. It's imperative that you administer the medicine after the first sneeze, or as soon as possible. _________________________________ / READING THE RADAR /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To be as simple as possible about understanding the radar, I will try to pound this into your brain harmlessly. Ok, the YELLOW dot is you--Snake, the man, the player. The RED dots are the locations of the guards. While the radar is handy and keeps you well-informed about the surrounding uh, people, what it doesn't do is tell you _exactly_ where they are. In many areas, there will be several levels, or floors, and on each floor (depending upon what mode you're playing), there could be guards that are making their rounds. The radar only shows you that they're there, but it's hard to determine whether they're on the same floor as you are until you check. Sometimes they can be distinguished by their faint existence on the radar, but they gradually darken when you approach them. Just keep in mind to always be alert and be weary about the guards within the vicinity. Other than the plain dots of human presence, you'll also notice a light being emitted from the dot. How much the light spreads is the radial range of what the guard is capable of seeing. Make sense? So, if you're outside of his field of vision, you're safe, and the guard won't notice you even if you're in his direct line of vision from afar (this is true as long as you have other obtrusions around the area). However, if you breach his vision range, he'll catch you and go into Alert mode. Or, he'll catch a glimpse of your shadow and investigate. The wide extension of the "light" indicates the direction he is facing. The manual calls this the enemy's "cone" since it's shaped like one. But what the hell, right? /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ [OTHER STUFF] Submitted by Kenshiro (Ehren) I've noticed while playing the game (on Normal difficulty, at least--haven't looked into this on easier modes yet) that a guard will indeed notice you even if you're just in his line of sight up to a fair bit of distance outside the cone that represents his field of vision. While it doesn't send the game into Alert Mode, it does make the guard suspicious, and will change the field-of-view cone from blue to yellow (a status already explained in your FAQ). This holds true for sentries posted on walkways/decks above and below you -- even through they may not be able to "see" you according to the radar, line-of-sight still can present problems for Snake in these instances. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ Different colored "lights" demonstrate how vigilant the guard is. If it's blue, it's normal, and the guard is just making his routine rounds. If it's yellow, something's got his attention, and he's confused and curious. When this happens, he'll look around, and a question mark appears above his head. Do this repeatedly and he'll go to your current position and investigate if accessible. If it's red, your character has been discovered! During Evasion mode or Alert Mode, the radar will not be displayed unless you have toggled that option in the beginning. Once you've cleared the two modes, the radar will pop open again in Caution mode. _____________________ / CODEC /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Codec is the communications device used by Otacon and Snake (or anyone else interacting with Snake). Calls are made by inputting special Codec codes that reach certain people for special reasons. Each Codec code is carefully programmed to reached the recipient safely. It is specially designed to block out any outside attempts to "tap" into the line. Memorizing the codes isn't necessary since they'll be listed by pressing Down on the D-Pad. The process of saving your progress is gone through the Codec device. Otacon does it this time, but someone else will become his substitute later. Otacon presents you a different code made strictly for saving only. As you meet more people that can help, they will provide their propriety frequency number for contact. Once you've tried to contact the person once, the frequency will be listed in the Codec phone book afterwards. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ [USELESS TRIVIA] During a Codec conversation with anyone, press the R1 or R2 buttons to listen in on your character's thoughts. You can hear a faint dialogue in the background. They relate to what you're thinking. Often times, they are funny, especially with Pliskin and Emma. Thanks to James Anderson and Michael Overby. Clarification by Matthew. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ _________________________________ / CAUGHT IN THE ACT /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Several things occur when you're discovered by a guard. A guard's first instinct would be to call for back-up with his radio. When he does, a special seek-and-destroy team is deployed. These special forces are often equipped with more destructive weapons and wear bullet-proof armor to deflect any shots you might endeavor. During this time, you will want to HIDE. When the teams aren't able to find Snake, you'll go into Evasion mode, where they will search for Snake. Thankfully, their AI wasn't programmed to extreme insanity. While in Evasion Mode, stay hidden, or avoid the cavalry for the time being. When they still can't find Snake by the time the gauge depletes to zero, Caution mode kicks in. In Caution mode, guards will be more alert and circle the perimeter. Once that mode ends, everything will return to normal, and the teams will be called back to their original positions. If your character stirs up a commotion repeatedly in the same area, the Alert Mode gauge will degenerate increasingly slower, and the guards will search the area thoroughly. You'd better find a REALLY GOOD hiding spot. Guards are less likely to search lockers... /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ [USELESS TRIVIA] Whenever a guard starts to close in on Snake (aware or unaware) during any mode, you can hear Snake's heartbeat. It gets louder as the guard draws nearer. Is this a pathetic attempt of Kojima's to make the game more dramatic than it already is? Maybe. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ _______________________________ / ALERTING GUARDS /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Alarming the guards is simple. One obvious way is letting them see you (Duh). That'll do them in. Or you could shoot an object next to them that'll make a "bing" sound to prod them into looking your way. Even better, toss a Stun Grenade or some explosive that'll make pyrotechnic displays into a clogged area full of guards. They'll all go into Alert Mode immediately. It's funny, really. Be creative at how you do this. __________________________________ / MANAGING EQUIPMENT /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Snake's inventory is composed of two separate compartments: Items and weapons inventory. The Items menu can be opened with L2, while the Weapons menu can be accessed with R2. Hold the buttons down to maintain control of the equipment. Then use either the Analog Stick or D-Pad to cycle across the selective items and weapons. Common items or weapons (like the M9 and USP) are apportioned horizontally, but other times, they are allocated vertically. If you choose to go unarmed, select the box that reads "None". As you find more equipment, they will be added to your character's inventory. When you begin to find more of the same item, it will augment the "same box" until maximum capacity is exceeded. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ [USELESS TRIVIA] Want to change equipment with the press of a single button? Simply press the L2/R2 button once, and Snake changes over to the last item he's used before he had unequipped it. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ _____________________ / NODES /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ A Solition Radar system; a Node must be accessed when you enter each new area to download a map of the region. These terminals are located in various locations of the floating Big Shell plant. Without logging into these Nodes, the radar will not function or appear. Once you've accessed a Node, it takes you to the Options screen, where you can customize settings apt for your own style of gaming. In Easy and Very Easy Mode, accessing Nodes isn't necessary since the area maps will be automatically downloaded for you. _________________________ / GAME OVER /***/ / ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Earning a Game Over screen is simple. Have Snake rot in a salvo of bullets, jump off a high area, drown, do anything hazardous that can kill, or until his life gauge depletes to zero, and you will be granted a Game Over screen. Two choices are allotted: Continue and Exit. They mean what they imply. Continue lets you pick up from the _last_ area you entered. Exit takes you back to the title screen. ______ ______ /__/_______________________________________________________________/__/__ __/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯__/__/ _________ | Actions | ¯¯¯¯¯¯¯¯¯ Snake is fully patented with sick moves to take down bad guys, undetected. New features and abilities have been added to set off a new hobby of stuffing unconscious bodies in lockers. For later parts of the game, Raiden has the same moves as Snake, except he's a bit more...acrobatic. / MOVEMENT/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Where there's choking, there's basic movement. Thanks to the extremely, yet lovely sensitivity of the Dual Shock 2 (well, that really doesn't have much to do with movement. Oh well.), Snake can move as freely as a...free thing... Gently move the analog stick to the desired direction for a Snake-style strut. Violently gear the analog stick all the way to make Snake run! Neat-o! / CROUCH/CRAWL/ROLL /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Whoa! Three actions at once! Snake wish he could. Actually, it's the same button that commands these three actions. Press the Cross button once so Snake could crouch. While he's down there, start moving him around and he'll start crawling! You can crawl under crevices, tables, shelves--anything that is do-able. To roll, run and press Cross once to tumble across, and pick Snake up for another sprint. Press Cross twice so that, at the end of his roll, Snake will be in a crawling position. You can somersault at a guard and knock him down. If you try to trundle down a set of stairs...Snake will bang his head up pretty badly. / STRAFING /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Especially useful in open-ground gunfights. With a firearm appointed, hold down the L1 button to start running and shooting at the same time. Doing this allows you to move with your weapon held up. Normally, you're restrained to only standing in place. This is best used when you're in a jam with nothing to help block incoming shots, or when you need to auto-aim a mobile foe. / CLIMB/HANG /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ While facing an obtrusion like a rail, press the Action button (Triangle) to leap over the edge and grab onto the rail. This action is called "hanging". No, not the synonymous meaning of "lynching". This is where the Grip gauge kicks in, if you were reading about that earlier. Press the Cross button to drop back down to the ground (only if it's not a long way down) or Snake will go SPLAT! Press the Action button to climb back onto the railing. Snake can also climb over boxes or any object that is about waist height. / CORNER-VIEW MODE /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Lean Snake's back against the wall and side-step to the corner of the wall, then press L2/R2 to stick his head out and appraise the area. Press L2 to move left, and press R2 to move right. You could also get a clear view of what's around the corner by just standing at the edge. The camera will adjust so that you could get an idea of what's ahead, or behind. / JUMP-OUT SHOT /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ With a gun equipped, implement the Corner-View mode technique and press the corresponding L2/R2 button to jump-out. Then press the Square button to fire a shot at the unsuspecting guard. After the shot, Snake will return and flatten against the wall to avoid confrontation with the guard if he isn't hugging the floor yet. This is a real neat trick to use when you're hard- pressed to use the more advanced techniques. / PUNCH/THROW/KNOCK /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Unarmed fighting. Accost a guard without alerting him and press the Circle button to punch, punch and finish him off with a roundhouse kick combo! Tapping the button repeatedly will initiate the punch, jab, kick chain of attacks. There won't be other variants...or are there? Also, if you do this to a guard close to an edge or railing, the finishing blow will send him flying out to a pitiful demise. Cautiously belly up to a guard from behind, nearly touching him, and press the Circle to flip the guard over. If you stick around and try to do it again, he may elude your attempt to embrace him and call for back-up, so be careful when you do this. Sometimes doing this once can leave the guard dazed. When you feel like a sly fox, Snake can knock on the wall to make some noise that will attract the guards. This is really just to lure the guards elsewhere so Snake could move to his destination. But sometimes it could be for stupid fun. Like the deal with the model's bikini area... / STRANGLE/HOLD HOSTAGE/DRAG BODY /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Cruelty at its best. Hey, kids! Let's all drop our controllers, go outside and find a body to strangle! Hold it! See how you're influencing the kids, Snake? Bastard. Don't try this at home, folks. Discreetly hail a guard from behind, or when he's not expecting it, and rapidly press the Square button to start choking the victim. Do it a few times over and Snake snaps his neck. Ouchie. Using the strangling method, once Snake has gotten an enemy in his grasp, hold on to him and walk around. He'll drag the guard along with him. This technique enables Snake to hold his captive hostage. Any guards that come along will hesitate to shoot. Beware, if you stay in a single position for too long, the hostage will eventually try to pry himself loose by shaking wildly to loosen your grip. When this happens, press the Square button to discipline him into submission. Careful not to break his neck, though. / DRAG BODY/SHAKE BODY /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Mistakes happen. If you overdo it on the strangling part, the guard will die a painful death and slump on the floor. Press the Square button to pick up his body. Then start moving the Analog stick to lug him around. You can drag the body anywhere. Stuff it in lockers, hide it behind boxes, dump it in the water, etc. Be creative! It doesn't have to be a rotting corpse. As long as the body is unconscious, you are able to take it in tow with no problems. While dragging bodies around can be fun, why not check if the guards have any useful items on them? It's basically the same control pattern as dragging a body, but instead of hauling it around, pick it up and drop it. This "shakes" the body into subconsciously relinquishing some items you may or may not need. Do this a few times until an item box magically pops out of their bodies. Some guards may not have any items, while others can hold cargoloads. / FIRST-PERSON VIEW/STRAFING /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Well, you need to get used to the fact that you should use first-person mode very often. It will help a LOT, especially in the Plant chapter. Press R1 and hold it to log into first-person view. Actions like punching can be done during FPV (First-Person View). If you access FPV in front of a high or low object, press L2 or R2 to strafe left or right. Snake won't move out, but he'll peer around the object. And if you press both the L2 and R2 buttons, Snake will stand on his tip-toes and peer overhead. This is effective during gunfights. Release the buttons to lay low and to avoid getting pelted by bullets. You can use your gun during this time and shoot back if necessary. I recommend this technique for all gunfights. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ [USELESS TRIVIA] Hang on a rail and tap into FPV. Then press the L2 and R2 buttons together to start doing pull-ups. If you keep this up and accustom Snake's arm strength to this kind of tension, it'll toughen and allow for a longer lasting Grip Gauge. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ / HOLD UP/THREATEN /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Snake claims he isn't a terrorist, but he sure as hell can act like one with this neat trick. Sneak up to an enemy with a weapon equipped from behind (or jump in front of him), and quickly toggle FPV with the enemy at gunpoint. Do all this without first alerting the guard, and he will raise his hands up in trepidation. Don't lower your gun or he'll draw his weapon and shoot. A radio call for back-up will follow as well. Also, this doesn't work if he has his gun readied. If you try this trick then, you will alert him instead. Going into FPV isn't a necessity to hold-ups. It can also be done by holding the L1 button, which auto-aims the closest enemy. While a guard is being held up, start moving the gun's laser point to the "essential" areas (hehehe). He'll get so freaked, he'll piss in his pants and surrender some items. Obtaining a DogTag can be done this way. But to stay on the safe side, shoot him in the kneecaps anyway. This won't work if his back is facing you. Some guards can be stubborn and play hero. Try to stick 'em up with a more "destructive" gun and aim it at various body parts. / LOCKER-DEALY /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Ah, yes. You've heard it all. The renowned MGS2 locker-stuffing method--just in time for Thanksgiving too (This game came out 11/14/01 for those of you reading this months, or even years from now ^^)! Go up to a locker and press the Action button to open it. Some lockers reveal ammunition for weapons or just plain items (sometimes dead bodies and lovely posters too). Snake can squeeze himself in a locker by going into it. Step in and Snake'll close the door. During Alert, Evasion or Caution mode, if you bang Snake's head on the door by pressing the sensitive R1 too viciously, the loud bang will alert any guards in the room. When the single guard cautiously inspects the locker, open it before he does. The door will swing open and knock him down. Hahaha! To stuff a body in there, simply open the locker door and haul it in. Snake is handy like that. Keep in mind that once you've crammed a sleeping guard in there, he will _not_ wake up no matter what. Want more fun with the lockers? Try punching them and beating them up. The bolts on the sides will eventually break upon excessive abuse and fall on Snake, striking him to the floor. Hilarious. If a locker door initially cannot be opened, punching it causes it to fall _into_ the locker (or out in some cases.). So you won't know what's inside either way! By now, I'm sure you've all noticed those beautiful Japanese models on the posters. Snake likes them, too. That's for sure. This is for some adult fun: Lock Snake in the locker and zoom into FPV. When Snake makes contact with the poster, you can hear him kissing it! Gutterhead. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ [USELESS TRIVIA] Submitted by Matthew Hit X, then Hit R1 for a second and release, you will hear a kissing sound. /!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/!!/ / TAKING PICTURES/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Many missions require Snake to take pictures of certain objects. The camera can be accessed in the Item inventory screen. Once you've accessed it, Snake will not be able to move. It'll be in full FPV. Press the Circle button to zoom in, and the Cross button to zoom out; square button to snap the picture. The film strip holds 8 pictures. Once you've filled in the slots, you'll be forced to sacrifice the less important ones. A small arrow pointing up appears right below the slides. The slot the tip points to is the film the camera will use to take the next picture. If you've already filled the camera with junk pics, you can overwrite them with new ones. Just know which ones you need and which ones you don't. / BOMB DISARMAMENT /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I know, I know. You weren't trained to work under pressure at disarming bombs nor have you ever looked at all the intricate wires without fainting. That's OK. You're not required to have those skills. In the Plant, you team up with an ally to scrounge around the Big Shell to find 12 safely planted C4 bombs ready to blow the floating facility sky high. Luckily, you only have to find six, since your comrade will scour for the remaining six. Disarming the explosives isn't the scary stuff you see in movies--cutting the red wire or anything like that. Your character is equipped with a Coolant Spray to "freeze" the detonator, and a Sensor A to detect fragrances emitted by the C4s. When the Sensor A picks up the scent, it will be shown as a fairly expansive area of yellow odor. After getting an idea of where it is, start ransacking the area in FPV. The bombs are well hidden. When you locate an explosive, use the Coolant Spray and extinguish the device to postpone its detonation. ______ ______ /__/_______________________________________________________________/__/__ __/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯__/__/ _______| Items | ¯¯¯¯¯¯¯ Where there are weapons, there are items. And it's only logical. Snake needs all the equipment he can lay his rough hands on. Without them, who knows what would become of our beloved Snake, and how we think about him... Some of them may be badly written, so please contact me about anything you're confused about. ___________ / AP Sensor ___________/ It's a sensor that detects life forms, as explained in the in-game text. I still haven't found a real substantial use for it. It does react to nearby life forms. You could feel the rumble on the Dual Shock controller, right? That's the AP Sensor at work. Personally, I haven't a use for it. _________ / Bandage _________/ A one-time use Bandage used to recuperate the loss of blood. Use this when the life gauge turns a ghastly orange. That indicates your character is bleeding. If you don't cleanse the wound, it hinders battle performance. It also leaves behind a trail of "I'm here, I'm here!" signs for enemies. Don't forget that when your character is bleeding, he will get weaker and weaker. His life bar will also slowly dwindle away. After using a Bandage, the blood loss immediately stops at whatever life that still remains--unlike allowing your character to recuperate and patch up the wound himself. ________ / B.D.U. ________/ Short for Battle Dress Uniform. The uniform matches that of the soldiers in the Shell One core, making this a perfect illusion for easy infiltration. However, the disguise does not work by itself. An AKS-74u is required to complete the perfect impersonator. While both disguise items are equipped, never do anything to attract attention, and never un-equip the AK. You'll be drawing attention like bread mold to um, bread. Try not to run into any guards posted at their stations because Raiden has the tendency to remove his disguise (That moron!) when this happens. ____________ / Body Armor ____________/ A heavy, strap-on bullet-proof vest that can be worn to cut down any sustained damage. This item is very rare, so it's advised that it is only to be used in drastic situations (like against the final boss). The bearer will be protected to a certain extext. Constant deterioration results from excessive damage, which will cause the Body Armor to become rather useless, then. Equip it on the right item menu to put it to good use. ______ / Book ______/ Instead of listing it as a "XXX Magazine", Hideo wanted the game to be clean (Well, sort of) and called it a Book. Books are dirty magazines filled with erotic pictures of hot ladies. They can fulfill the fantasies of any men, including the guards in the game. Not much as a throw weapon. Rather, press the Square button to open the 'zine to a random page and set it down on the floor. You won't be able to pick it back up once it's been set on the ground. Any passing sentries who spot the book will come to "inspect" it. After a while, his cone will disappear since he's browsing through it and getting "awake". The basic purpose of the book is to act as bait to draw a guard's attention from his duty, which works very nicely. ________ / Camera ________/ A handheld surveillance device that captures whatever you want to be depicted. It can hold up to 8 different photos. Any photos taken after the capacity is reached will be overlapped by old ones. The photo that will be overwritten is characterized by a small arrow below the snapshot. The camera can also be used as a binocular if you find yourself to be short of a Scope. _______________ / Cardboard Box _______________/ An ordinary cardboard box your character can use to hideunder. The character can move around with it. There is a special peek-hole you can look into in FPV that is supposed to be the box' hand hold for lifting. A cardboard box, obviously, is best used when the surrounding is in relation to the same box background. For example, if you have the (California's fresh) Oranges box, never use it in accord with "ZOE" boxes. Otherwise, any passing guards will become curious and attempt to look in the hole. Several variants of boxes can be found for improvision in certain areas. Also, if a soldier suspects something, as he is about to tip the box over, repeatedly tap Square to end up in a choking position. ____________ / Cell Phone ____________/ A mobile phone that was given to Raiden by the mysterious cyborg ninja who called himself Mr. X. The Cell Phone has no significant use in the game. The cyborg ninja would sometimes contact you through the Cell Phone to give you hints on how to exterminate sea lice infestations and extinguish fires, all with the Coolant Spray. Normally, a Cell Phone would emit a small jingle, indicating that someone is trying to contact you, but with this revolutionized cell, you can only receive messages displayed in text and you don't hear anything but a small beep, followed by a rumble. ____________ / Cigarettes ____________/ Snake's lucky charm. When bad moments roll around, feel free to give him a puff or two to soothe and "purify" his soul. While he puffs on the cig, Snake starts to hazard his health slowly. At some point, his health will stop depleting. When that happens, smoking won't budge his health unless you restore it past the break point. Also, if you let Snake give it a puff or two, it will act in the place of the pentazemin to steady Snake's aim. Cigarettes can also be used to make the infrared sensors visible. Raiden also obtains these later, even though he hasn't established himself as a smoker (yet). ________________________ / Directional Microphone ________________________/ A special, compact amplification system taking the shape of a gun. Having powerful mics implanted on the end of the device, the Directional Microphone amplifies sound by over 100x. Powerful enough to hear a person's heart beat, at least. And that's exactly what you use it for. It also has the ability to penetrate walls and obstructions to focalize on conversations, but it only covers a limited distance. When the text on the screen starts to shrink, move the mic around until everything clears up again. It is found in the computer room of Shell One, right under the squawking parrot. __________ / Dog Tags __________/ Dog Tags are military ID tags looped through a small chain that is worn around the neck. You could get one in real-life by going to army stores--10 bucks each. Anyway, Dog Tags play a pretty significant role in the game. They are essential to unlocking secrets in the following games. Dog tags can be obtained through holding up guards and coercing them to surrender it, or shaking them down. Not everyone has one, though. If you want to check, you could focus the Thermal Goggles on their neck areas or use the Digital Camera on guards you're unsure about. For more details, read the Dog tag section below._____________ / Lv PAN Card _____________/ Throughout the Plant Chapter, you will be given a variant of 5 level security cards by supporting characters. Each Lv Card allows access to doors marked with the corresponding number to the card. Lv1 being the lowest and Lv5 being the highest. As you collect the Lv Cards, Raiden will have access to more weapons and items. It also enables him to move freely from Strut to Strut, Shell to Shell. Certain doors elicit high- level cards. __________ / Medicine __________/ A flu remedy that counteracts flu symptoms when administered. In Normal mode, you can only hold one of these. They don't come in abundance, anyway. The Medicine will not take in effect if your character has been exposed to cold for an extended period of time. _______________ / Mine Detector _______________/ As the name implies, it's a special device that can beused to detect small landmines called Claymores and bring them up on the radar as yellow specs. _________ / MO Disk _________/ A virus modeled after the FOXDIE virus program. This disk was written by the child genius, Emma. The virus was intended to invade the Arsenal AI system. Only Emma knows how to use it. With it in your hands, it's practically useless. ______________________ / Night Vision Goggles ______________________/ Found in the flooded corridors at the bottom of the Shell 2 core. Used to radiate an eerie glow in the surrounding area, allowing the wearer to see naturally in the pitch black darkness. There's no real substantial use for it in the game, but it almost completes the MGS2 item collection. ____________ / Pentazemin ____________/ A benzodiazepine with CNS depressant. This is a form of Diazepam (Valium) which basically acts as a depressant. Though one must be careful when taking any form of Diazempam (Valium) because of its known list of side effects since this being a BZ is much more powerful than Diazepam (Vallium). Also prescribed as an anti-anxiety. Interestingly enough, if you understood a word that was said here, kudos. It basically helps steady your character's aim and increases extreme accuracy. A must for effective use with the PSG rifles. ________ / Ration ________/ A standard military meal on the go. Although it doesn't taste all that yummy, it does do you the favor of recovering your character's health. If you have this equipped, it'll automatically be used when your life drops to zero. Of course, you need to have some handy, or it won't work. _______ / Scope _______/ Travel-friendly binoculars used to balance spying deeds at a long- range. Press the Circle button to zoom in and the Cross button to zoom out. There's a limit to the power of the lens. When in use, the holder is immobilized because his concentration is totally focused at the view lit through the lens. This is best used to fish for a target or a Semtex control unit. __________ / Sensor A __________/ Also known as the Ion Mobility Spectrometer, which basicallytracks down the scent spectrum Fatman leaves on C4 bombs as a swirling yellow-green odor on the radar. This will be an indispensable item once the bomb threat on the Big Shell presents itself, as Raiden will have a difficult time ferreting the bombs from each strut without it. But after the bomb threat alights, it pretty much becomes a paddle for a game of ping-pong. __________ / Sensor B __________/ Named and designed by the renowned bomb expert, Peter Stillman. Sensor B replaces the outdated Sensor A and has one property Sensor A doesn't have. Sensor B can find specially designed Semtex explosives that have the ability countermine detection from Sensor A. This was the back- up plan he was talking about, I guess. Stillman prepared this sensor to sniff out the rough locations of these odorless bombs. ________ / Shaver ________/ An electronic razor that is mysteriously found lying around in an offshore facility sea research dock. The item is a bonus item that augments one more sentence to a scene. Specifically, the one where Raiden and Pliskin first meet. When the two exchange items, Raiden will hand this to Snake as an iota of appreciation for his gifts. Later on, Pliskin's appearance will change. He will be more clean-shaven. So he does take your advice seriously. _________________ / Thermal Goggles _________________/ Thermal Goggles have infrared waves circulating the specs. So when you strap it on to your character, the player sees everything as a red, solid blur. But you are able to see objects in the dark, or hidden objects. You can scope out Dog Tags with these once you've thwacked a guard. The attention to detail deal loses its effect with the Thermal Goggles equipped. You can also use Thermal Goggles to see any invisible infrared sensors. ______ ______ /__/_______________________________________________________________/__/__ __/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯__/__/_________ | Weapons |¯¯¯¯¯¯¯¯¯ Snake is very capable of accomplishing his missions unarmed, but a game is a game. And a game has weapons. Besides, what _is_ a tactical espionage action- based game without a few violence-inducing weapons. Throughout his missions, Snake will be provided with heavy-duty stealth items and weapons. Some of them, he may pick up along the way. Whatever, or rather, however he obtains them is up to you (or the game). But I'm just here to boast a weapons section for my soon-to-be comprehensive guide. In your face. Also, these weapon descriptions weren't written by a gun specialist, so if anything sounds ridiculously stupid, blame the lack of weapon info. Just keep in mind that these were observed from a mere mortal's standpoint. They are based on how they are used in the game, not the real-life counterpart functions; although I think they're similar. I won't delve into the history and all that junk. ____ / M9 ____/ A handgun that was compressed from a Beretta M92F assault gun. It uses anesthetic bullets equipped with tranquilizers so powerful that it can literally put an elephant to sleep. It's already fully equipped with a laser sight and silencer. The shots discharged from the gun are not able to be heard, but if the bullets hit objects, a slight noise will emanate from the percussion. How quickly the tranquilizers take in effect depends on where you hit the sentry. For example, if it hits a guard's foot, it will take thrice as long for the chemical stun to travel through his body than a direct contact to the head. Keep in mind that the M9 does _not_ kill. _____ / USP _____/ The second handgun Snake can find during his preliminary missions. While the USP comes equipped with a laser sight, it does not have a silencer. So whatever shot rings out, it'll be heard loud and clear by nearby sentries. This gun tends to attract guards, so don't use it unless you feel it's safe enough to. It is exceptionally powerful and capable of killing. A similar gun like this can be found later, but this pistol is available only in the Tanker chapter. If you are feeling particularly evil, stun an enemy soldier, then switch to the USP and fire at his head. Then gleefully watch the blood sail out. Psycho. _______ / Socom _______/ A heavy handgun utilized for giving the drop on unwanted or just plain annoying guards. It's essentially an older model of the USP. You can actually find the suppressor to stifle the gunshot. When you do, this becomes a deadly weapon. It also has a neat little aiming trick that does no wrong. It's so insanely accurate, you could shoot _anything_ from afar if you do it right. First, notice the front and rear sights protruding little ways from the top edge of the gun. Put any object between them and in the gap; the bullet that escapes the gun will strike the target with great fidelity. It's frightening to know you could do that now. Other than that, shoot guards in the kneecaps to incapacitate them and destroy nosy cameras from peekin

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