========== METAL GEAR SOLID 2: SONS OF LIBERTY SPOILER/NO-SPOILER WALKTHROUGH VERSION 2.7 11/20/01 BY: Orca782 (vejiitassj4) ========== Contents: ----------- 1. Footnote 2. Legal Stuff 3. Walkthrough 4. Weapons/Info 5. Spoilers 6. Sneaking faq 7. Characters/Codec #s 8. Secrets 9. Conclusion =========== Updates: I will post any updated info here, so people stop emailing me obvious questions. 11/18/01 Info on dog-tags updated. 11/19/01 Infra red goggles found in yet another place, and Socom suppressor located. I also received the AK suppressor. I have gotten 300% on the tanker and 200% on the Plant, which means the secrets section is updated. 11/20/01 Extreme info updated, as I nearly broke my controller last night trying to beat one of the bosses. =========== Footnote: I just got this game a couple nights ago, so don't expect this faq to be done for maybe a few days. I will do my best. Anyway, I will make this a gigantic all encompassing faq, so that you need go nowhere else for Metal Gear info. One of my favorite ideas for this faq is to make it spoiler free, and yet full of spoilers. Here's how it will go. I will do the walkthrough without spoilers, but if you want to be spoiled, there will be numbered 's in the faq, and these will correspond to the numbers in the spoiler section. As I say, I will work on the walkthrough first, then I will get to the other sections. But I will do it. Anyway, please just hold up for these couple of days until I get everything in order, and I guarantee this will be a great faq. Email me questions at vejiitassj4@hotmail.com, or IM me at Orca782. I'll be on a lot these next few days. Also, note that I've only beaten it on normal, and I just started on Extreme (man is it hard), so they may have changed some things for hard and extreme. I will add an (EXTREME) section to each boss, as I get to them, as I learn how to kill each of them, because on normal or easy, the fighting is entirely different. =========== Legal Stuff: This game is a product of KCEJapan, (Konami), so don't bootleg it, sell it off as your own, etc. This guide, though not complete for awhile, will be available to other sites, or to you (the reader) if you want it, but ask me before you post it, or I'll get you. WALKTHROUGH (no spoilers) (note: to clarify once again, the * means spoiler, and it's at the spoiler list with an explanation or puzzle answer). ------------------- Mission 1 Outer Deck: After some awesome cg's, (*2) and some talk with Otacon, you are left on the outer front deck. Grab the items under the stairs, and in the back corners, and head to the bottom floor door on the left. There is a guard on the top railing who will see you, so stun him with the M9, and there is another guard on the bottom floor with you, to the left. Deck A Crew's Quarters Get the ration and the M9 bullets from the lockers, and take some pictures if you like (*_*). There is a guard in the right hallway, right outside the locker room. Stun him, and run to the end of that hall. Deck A Crew's Lounge Get the stun grenades on the right stairs leading down. That door is currently locked, but remember it, because you'll be coming back to it. There are 2 guards in the lounge area. Stun the one in the hall from the hall you come in from. Then get his friend, when he comes into view. There's another ration in the lounge area. There's a guard just waiting to be held up on the left stairs leading down, but he's a hard nut to crack, and you have to stun him, or he gets feisty. Go to the door on the right at the top of the stairs. Deck B Crew's Quarters There are 2 guards, one on either end of this hall. Just pop around the corner and stun them. On the bottom section, there is a locker with USP bullets, but don't worry, cuz you don't get the USP yet. There is a ration in a niche on the left hall. There are also M9 bullets under the stairs on the right. Go up these stairs. Deck C Crew's Quarters There is a camera here. You can't put it out of commission with your M9, so wait till you get better firepower. Just hug the wall and go under it. There are chaff grenades in the locker, and a ration in a vent on the left side. Go up the stairs. Deck D Crew's Quarters There are 2 guards on this floor, and a potential for a lot more, so listen carefully. After you head up the stairs, go to the main horizontal hallway, and go to the door on the right. Skip the camera cg, and stun the guard while he's not looking. Then get the ration from the kitchen, and get the M9 bullets from under the table if you need them. Then travel around the outside of the room, and go to the door on the bottom right of the screen. Wait until you know the guy's not looking, and open it and stun him. Then run up the stairs. ^Optional^ There is a storeroom on this floor with a dry box in it, and M9 bullets. You can go here to hide out too, but it's not necessary. Control Room There are USP bullets here, but you can't get them. There's a short cg, and then you get to talk to Otacon. Then you head outside. Upper Outside Deck (Boss) Okay, here's a boss (*3). To fight this boss there are a few ways to win. The first is really slow, but works the best for me. Just go to the little niche in the boxes, and look through, and shoot the boss comes into view. Strafe left to right while in first person mode to get a better shot. Also, run away when the grenades come in. Another method is to strafe while in first person mode from behind a box. Whichever mode you chose, there are a few things you want to do. First, shoot both cords holding the tarp down. This will aid you when "it" hides behind it. Secondly, shoot out the searchlight, as "it" will use it later. (EXTREME): Faster and more accurate. Well, to deal with this boss on extreme, you have to use misdirection. Start out behind one set of boxes, and run to behind another when the boss isn't looking. Then, the boss will keep shooting towards the other set of boxes. This is your chance to shoot, because the boss won't be looking. After doing this several times, the boss will shoot off the tarp, and it will fly up to protect the boss. Go to the far left set of boxes, and strafe out and try to shoot the boss. After one hit, the boss will let the tarp go, and shoot the searchlight in your eyes. My best strategy is to go to the little niche in the boxes, and shoot the bosses feet through it. Make sure you aren't in the bosses range though, and watch out for grenades. This should do it, so good luck to you all. Upper Outside Deck (after the fight): There are plenty of items. There are 2 M9 bullets, the item (*4) you get from the fight, and a wet box, as well as infra-red goggles. -go back to the Deck A Crew's Lounge, same tactics as above. Deck A Crew's Lounge Go to the door at the end of the stairs leading down on the right, and through the door. Engine Room This entire area is categorized as the engine room, so here goes. There are 3 USP bullets lying around. There are M9 rounds, and a ration and grenades as well. First, there's a cool shadow (*5), and another thing (*6). Travel through the inner room, hiding from guards, and stunning them. Once on the other side, there is a room with 3 infra red sensors that you can't pass without disarming. Otacon calls to tell you how, but he's a bit unclear. The first one is on the top of a ledge. Stand on a box, and you'll see it. Shoot that. Then, there's a second one you can see anyway. Make sure to shoot it, not the c4. Then, the last ones light doesn't show, but it's shape is visible around the edge of the sensor, as a ramped sort of box thingy. Anyway, it's on the left. Shoot it. Then go through. Deck 2 Port There is a ration here and 4 USP bullets. Go until the end of the hallway, and try to use the M9, as the other weapon alerts gaurds with it's flashlight. Deck 2 Starboard Here are some cool cg's (*7) and you get a sub-boss fight. Shoot all the gaurds, there are like 9 of them, and go through the door. There's a ration and 2 USP rounds at the end of the hall. (EXTREME): Hide behind a box so that you can still see the tops of their heads and keep shooting. Hold 1 There are a lot of troops here. The objective is to get through without being seen. Go down the ladders, and to the left side. Crawl under the light. Also, crawl a lot of the time, even with the time limit, because the floors make noise. There are some M9 rounds here. Hold 2 This is a bit of a puzzle. Just crawl over the floors, or walk slowly with the analog stick, and move when the soldiers aren't looking. When back on the right side, wait until the crew does it's exercises, and they should be looking away. The go through the door. Hold 3 There "it" is (*8). Get the pictures, there's a marines picture on the back left and right side. Input the data, and watch the cg's (*9) ========== End of Mission 1 ========== Mission 2 (*1) ========== This is the beginning of your time as a new member. He goes in similar to Snake in Metal Gear Solid 1, and has no weapons. His fighting style is a bit different, and he won't take off the mask until the elevator (MGS1). This entire area is designed in the shape of 2 hexigons, that have six areas each. These are noted A-F. You start in strut A. Strut A Deep Sea Dock This is the infiltration point. There is a ration in a locker, and a small cg (*10). There is a band-aid in a cordoned area, and USP rounds along with a ration in the vents. You can jump into the water and swim with circle and the left stick. There are supposed to be infra red goggles in the water, pretty easy to find. If you can't find them, they are in the game later too, so don't worry. You are introduced to you commander, the Colonel, who is actually Colonel Campbell from the first MGS. Strut A Pump Facility (mid-level) There are some downed guards here and a computer. Use the computer, and you will get a radar. These computers are blue dots on your map, so use them whenever you get to a new area. You have to hide (similar to MGS1) from the guards until the elevator arrives. Strut A Outdoor Deck There's a bandage, M9 bullets, and Chaff grenades that you get later, along with a lot of bird droppings, that cause you to slip. The opening is in a ripped fence on the mid left, and you crawl through it. Strut A 1st Floor There are SOCOM bullets in a locker, along with a ration. There are M9 bullets on the floor, and box 1. Evade the guard, and use the computer to get a radar. If you try to exit right, you see a CYPHER, and you can't leave until you get some chaff, or a gun, because real bullets can down a CYPHER, one to the camera, or 3 to the ring. If you try to exit left, there are guards, but they are doable. AB Bridge There are 2 guards, one on either side. Just go on the top path, and when he's looking away, choke him. Strut B 1st Floor There's gratuitous blood here, but strangely enough, it's not the ninja!!! (from MGS1, similar occurrence). It's (*11). Anyway, you meet (*12) here, and you get a new weapon (*13). There is a ration in a transfomer box on the wall, and there are M9 bullets. There's a comp on the side area. You will get the SOCOM pistol here. BC Bridge There is a cool cg here, and some chaff grenades (*14). Later on, there is one guard, and a CYPHER here. C Strut This is a sort of lobby area. In the kitchen, you'll find Peter Stillman (*15). He will charge you with a new quest, to find C4. You get the Ion Sensor in this area, from Pete. It's called sensor A in your items. It highlights bombs with green light. You also get a bomb diffuser, a coolant. He also gives you your first keycard, the level one keycard. The locations are (*16). Disarm the bomb on this strut, and proceed to the CD Bridge. There is a computer in the room with Stillman. CD Bridge This area has 2 guards as well. Just be careful to skirt them as you go along. D Strut This is a circular strut with 2 floors, and 3 guards, with a lot of items. Disarm the bomb here, (*16) and head off to the DE bridge. There is a computer on the bottom floor. The infra red goggles are here, (I think). DE Bridge There are 3 CYPHERs here. E Strut This is a large packaging area. There is a box 5 with the ZOE logo on it, and ammo for the M4, stun grenades, a mine detector on the bottom floor, and a computer. Disarm the bomb on this strut (*16) and move on. EF Bridge There are 3 CYPHER bots here. There is also AK-74u ammo, useless for now. There are mines on this bridge the first time you go across, so be careful, and use the mine detector. Also, wait until the look out is not looking at the field. You get an interesting call here (*17). F Strut This strut is a giant storage area, with 2 floors. Just make sure not to let the guards on the top floor see you. My recommendation is to go up and deal with them first. The M9 is in a room on the top floor, with a lv1 card needed for entry. There is also box 2 here.Tranquilize, or kill them. Disarm the bomb in this area by dropping down from the top level. (*16). There is a suppressor for the SOCOM on this strut in a side room behind some boxes. In order to get it, go to the room with the node, and crawl to the other room, through the secret crawl space. Drop from the top level to get it, and the dirty magazine, and it sometimes reappears for more. FA Bridge This bridge has 3 CYPHERs on it, and some chaff grenades. A Strut (again) This time you have a bomb to defuse. You can get it by crawling under the pipes in the alternate room. To get to it, crawl up from the second set of little metal stairs. Then crawl left, under two pipes, and crawl under the third pipe, but not past it. Crawl down, under that 3rd pipe, and then to the right, and that's where the bomb is. Then you will get a message from Pete. Then, go get the next bomb, which is in the room where you started, the deep-sea entrance. Go to strut B for the last bomb. Strut B (again) Here, the bomb is on a wall, behind the open transformer box. Close the door, and diffuse the bomb. You will get a call from Pete now (*18). Strut C (again) Here, Pete has left, so go into the store room for the B sensor (auditory). Go to the strut A upper deck. Strut A Upper Level Use the elevator here to go down. Hit triangle while on it, and if that doesn't work, go against hits back wall and hit triangle. On the elevator ride down, you will get a call from Pete (*19). Strut A Deep Sea Entrance (Boss) The bomb is here. You have to use the sensor B to find it. You have to crouch near the pool to see it, under the sub, then spray it. After that, you will get into a messy boss fight (*20). After this, go in for a transmission from the colonel. Travel to the strut E heli-pad where the last bomb was. Beware, there are now mines planted on the Strut A roof. (EXTREME): Run back and forth like a crazy wiener dog and do the flip whenever the boss gets the laser on you. The boss will fire twice in quick succession, so stay moving. Also, don't try to hide, because with the insane fire rate, the boss clears the room in just a few seconds. Strut E (Boss) Here, we have a boss (*21). There are plenty of items around to use. The strategy is to go around diffusing the bombs, then shoot the boss in the head. Here's how: the boss will lay 2 or 3 bombs. Use the A sensor and the coolant to freeze the bombs. Then, after freezing them, the boss will go on a short trigger happy rampage. Plant claymores and use punch/kick combos to knock the boss down. When down, shoot the bosses head. Try for another shot as the boss gets up. Soon the fight will be over. The locations of bombs will be on the sides, underside, or top side of crates, or on barrels or small crates. After this fight, you will meet another strange person. (*22). You will get army BDU, but you need a gun, the AK-74u. Go to strut F for the gun. This person also gives you the level 2 keycard, and a cell phone. Strut F (again) The gun you seek is behind the level 2 door, on the bottom floor. On the top floor, another level 2 door allows you access to the M4, another rifle. Now head to the EF bridge. EF Bridge (again) Take out the CYPHERs and run across the bridge. It will fall out from beneath you, so run fast. Enter the core. Shell 1 Core 1st floor You can walk around this area unhindered with your new outfit. There are some items laying around. After exploring, go to the elevator at the top of the map. (There's a comp in this area for radar). There's also box 4 in this area. Shell 1 Core B2 This area has the D. Mic. Just get it, and don't touch any other guards, or else your camo comes off. Shell 1 Core B1 Here, you need a retina scan. Don't worry about it until you get the D. Mic. After you have the D. Mic, drag a conscious guard to the eye scan, and face him towards it, then drop him. He will scan for you. Go in, and use your D. Mic to find your person, Ames. Ames has a pacemaker that beeps. Just go around, and when the guards not checking, check their heart. For me, it was the guy at the bottom middle. He/she'll give you the next cardkey, level 3. Then listen to the conversation (*23), after which Ocelot comes into the room. Simply take out the correct gun, and watch the cg (*24). After leaving the room, the alarm will be on, so shoot your way out. After that, return to EF bridge. EF Bridge The bridge is gone now, but you can use the edge to sneak along the wall across the bridge. Just make sure any CYPHERs are down. Go to F strut. F Strut (again) Here, you are picking up the PSG1, a sniper rifle. It's behind a level 3 door. Go to strut D after. After getting the PSG-1, crawl in the secret vent to a PSG1-T. Also, you can get C4 and a RGB6 grenade launcher here. It's behind more lv3 doors. D Strut There is a door here that is level 3 that will open for you. It leads to shell 2. DL Bridge There is somewhat of a puzzle here. You have to disarm the Semtex bombs, by shooting the green control panels. There are 10 of them. Call Pliskin for help if you need it. There are 2 right in front of you when you come in, on the left side of the bridge. Shoot them with the SOCOM. Use the PSG1 for the rest. There is one clearly visible on the front of the pipe. There are 2, one on either side of the door opposite you. There is one on a low ledge on the right, with a lot of seagulls around it. There is one on the CYPHER flying above the door. Don't shoot the CYPHER, or it will explode. There is one above the door that you enter through, and there is one behind the center of the flag. There is one you can see with the corner of your eye with the scope on the left at the end of the bridge. I have heard that on hard there are 12, and this is probable because there are only 8 on easy. The 2 new bombs are on the lower level, look over the edge to see it, and below the right balcony. KL Oil Processing Plant (Boss) You are now accosted by a boss (*25). He and his counterpart attack you with the Harrier. You immediately get the Stinger, and 10 rounds. Stay near the second floor stairs, and keep shooting rockets at the Harrier. It will soon fly overhead for a beating. Shoot it as many times as you can in this time. Then it will shoot bombs and missiles at you. Whatever it shoots, go to the second level, and they will not hit you. If it is missiles, sometimes you have to roll out of the way. Go back up after each attack, and commence your attack. Soon the Harrier will fall. Now you get some great spoilers (*26). After the fight, there is a suppressor for the AK-74u in this area. To get it, drop to the pipe, and go to the bird **** area, and flip over to the stair area. This leads up to a fire, that you use the coolant to stop, and get the suppressor. This is a very efficient upgrade. KL Oil Processing Plant Go to the gray rail, and hang off of it. Go until the orange pipe is beneath you, and drop on. There is a ration at the bottom end, and the top end leads to a walkway. Climb up to it, and try not to get seen by the 2 guards. Stun them if need be. Then keep going. KL Bridge There are 2 guards in the window, and if you crawl or crouch sneak along the wall, they won't see you. If they do, they'll call CYPHER. Also watch out for holes in the walkway. Get rid of all the CYPHERs, and cross into Shell 2. You will have to do a running flip jump to get across the descending stairs that are gone. Shell 2 Core 1st floor Listen to the conversation, and then go downstairs with the elevator. There's a RGB6 grenade launcher in this area. Shell 2 Core B1 This level is flooded, but the Nikita is simply at the end of the hall. Get it, and go back to the first floor. Shell 2 Core 1st floor (again) Stand on the crate, and fire the Nikita into the top slot. Turn right, then the next right, and you should come out with the president. Now head for the red light box, and blow it up. Now the electricity is gone, and you get to visit the pres. He tells you a lot of info (*27) and something startling happens. You get the level 4 card from the pres. Leave this area, and head down to the B1. Shell 2 B1 (again) Go underwater, and go to the first right this time, and then to the end of the hall. Then go left, and take the next left. Then follow this path until the end (the N.V.G. are at the first left), and it's the wheel on the right. Open it, and use an airhole (white dots on map) if you need it. Then go through the mesh, past the (*28) and to the end wheel. The path through the mesh is to the top left, which leads to the bottom right. There is also a new weapon, the PSG1 tranquilizer here, in one of the breathing (white) spots on the map, in the rubble area. Shell 2 Water Filtration Chamber 2 (Boss) Here is a boss, (*28) and a hard one at that. You'll need a few weapons for this. The boss will start out on the water (note: you cannot get out of that water, it's instant death) and you can shoot him once. Then he will go down. He will jump back up and hold a pose. Shoot him. He will then spin, while shooting at you. When he stops, shoot him again. Then he will go into the water, and come back up on a top ledge. Shoot him, but never use the L1 to lock on method, this will not work. A good idea is to use the grenade launcher when he comes up to hold the lower pose. Also, after sufficient damage, he will charge you, and appear behind you. As far as I can tell, this is unstoppable. The charge will just change sides if you shoot him, and he will appear behind you if you try to hit him. He is faster than you too, so you cannot run. It is considerable damage, so heal, and hope it doesn't happen again. When near dead, he will not go into the water again, but will remain up, shooting things at you. Use the assault rifles, and stop the shot items. The stinger is also a great weapon in this fight. You should be the winner after a hard fought battle. Another method is to hurt him while he's under water. Any grenades or grenade launcher rounds put into the water while he's down there will run his air out quickly , which in turn makes him start to drown quickly. Just throw grenades down every time he goes under. Yet another solution, by Snookie240, is to punch punch kick him, and this will put him down quickly, because it drops his knock out bar drastically. Apparently 4 of these combos should do it. Shell 2 Water Filtration Chamber 3 Here is a small path underwater. Go right, then left, then left. You will end up in another area with a computer. Open all the lockers for a surprise (*29). Take your escort out, and back through the underwater path. There is body armor under water in this area, so try to get it. It is very useful against the remaining bosses. Also, if you didn't get them before, the infra red goggles are in a locker here. Water Filtration Chamber 2 There are mines, so pick them up before escorting your person through. Water Filtration Chamber 1 This is a hard swim, but use a lot of air holes, and use the map. From where you enter, go right, into the rubble area, then go low, then high, through the rubble. Take a left at the end of the rubble area, then take right, then another right, then a left, then 2 more lefts up the stairs. Vulcan Raven is supposed to be in this area, floating (the toy). Shell 2 B1 Use the coolant to scare the bugs away, and go up. Shell 2 Core floor 1 There are 2 guards to start with, and a third gets off the lift. Use the M9 to stun them. There's a ration and a pentazemin along with AK bullets laying around. KL Bridge Use the coolant to put out the fire, then go through the door, with the level 5 card the escort has. Strut L Use the wheel to get through, and there are 2 guards on a walkway to shoot. KL Oil Fence Here, your escort leaves to cross the fence. You have to protect her. You can call Pliskin for help, but I think this may damage the outcome. Use the PSG1, with a pentazemin, and shoot the mines first, then the men, then the CYPHER. When you have free time, get the bullets. Then, in a sudden turn of events, another force comes into play, and you have to snipe him (*30). Get a bead on his head, and just let fly non stop. I got a good bead, and never hurt the escort. Strut E (again...) With the level 5 card, you can get the Digital camera here, from a room at the bottom of the stairs. Then go to the EF bridge, and into B2 of Shell 1. Watch out, there are mines in Shell 1 first floor. Shell 1 Core B2 The situation is not good (*31). You get briefed to go with another member. You are then captured (*32). Torture (Arsenal Gear) You are tortured for a brief second. Just jam on the triangle button. That' it. Then you are set free, and a lot of the plot is explained. (all of this explained at *33). Leave this room (look familiar?). There is a ration in here, along with medicine, if you catch a cold. Arsenal Gear: Aoyana Ni Chome You are nude here, and it's hard getting around. There are 5 guards in your way, and here's how to get around them. To add to the fun, the colonel has gone quite mad, and transmits funny messages every once in awhile. There is a box to hide in, and another medicine, but I couldn't find the box, so here's how to navigate this area without one. 1st guard, wait until he is facing the left wall, away from you, and run behind him, to a hide out before the second guard. Then crawl by the low walls past the second guard. Then wait until the 3rd guard is looking the other way, and run up the stairs. The go to the 2nd bridge, not the first, and hide behind the little wall, until the guard is looking the other way, and crawl across the bridge. The guard may bet you on the corner of his vision a couple times, but he will never keep you there if you are fast. Then go under the camera, and wait until the 5th guard is in the long hallway. Go to the top small block, and hide behind it until the 5th guard goes the other way, and run to the door. Arsenal Gear: Ascending Colon Here, answer phone calls until Rose calls. The Colonel will say a lot of funny things, and then Rose will finally call, and you will get a short cg. She will say something, and then you will get your equipment, and a sword. You meet an old ally, and you get a trace on the Colonel (*34). You use it with the right analog stick to swing the blade. Arsenal Gear: Upper Colon Here you get to fight a lot. Just stay behind boxes, and shoot a lot. Arsenal Gear: Sigmoid Colon I found this part fun, but if you want to do it easily, use the rifles. Here you get a bust out time, and it's a lot of fun. Arsenal Gear: Center Here you get into a fight with a repeat character (*35) and your other member leaves you. Arsenal Gear: Top (Boss) Here you meet (*36) and you are faced with a big fight (*37). The strategy is to use the stinger to hit them in the head, or hit them in the knee, then in the face. Once one of them jumps into the middle, Stinger ammo, and a ration in the middle, will start appearing. Dodging the attacks is easy. The machine gun fire, either block with your sword, run out of the way, or do a flip out of the way. The falling rockets can be run and flipped away from. The laser, just don't get close, or just run from it. The biggest danger is the heat seeking ground hugging missiles. When these come at you, flip out of the way. After killing 4-7 of them (depending upon hardness level I think, I'll verify later) yet another interesting cg takes place (*38). Roof of Building (Boss) Here you get more info (*39) and finally a fight. You get to use your sword, so you need to be fairly proficient with it. Remember that you can fall off of the roof here, but on normal I found that he catches himself. I'm pretty sure that similar to MGS1, that if you are on Extreme, or maybe even hard, you will not catch yourself, but fall to your doom. I find that the horizontal slashes repeatedly are the fastest and most effective. If at a long range, just hit the R3 button, and the jab has a great range, but slow recovery time. The fighting style is hit and run. Go in, knock him down, run away. If he strangles you, press triangle repeatedly. Dodge the missiles, and stay far away when he does the long range sweeps. Also, try to get out of the way of his power strikes, because they do massive damage. There is a ration (on normal at least) at the top edge of the building. Then, in the second stage, he blasts around, lighting the screen on fire. Dodge the blasts, or block them with your sword (L1), and try not to catch on fire (if you do, just roll around till it goes out) and keep up the previous strategy. The game will end, and you'll get some great Cgs, (*40) along with some not so great ones. ========== Weapons ========== M9: This is a silenced pistol, that fires tranquilizer darts, with its current adaptor. It will stun enemies, and it will stun more effectively if you hit them in the head, or in the stomach/bathing suit area. . (Fire with square, hold to aim). And now some real info from Justin Warsh: The Beretta M-9 (also known as Beretta 92f) Chambered to fire 9mm bullets. Muzzle velocity 390 meters a second weighs 950 grams or 33 ounces unloaded. Overall length 9 inches or 217 m, barrel length 5 inches or 125 and magazine capacity is 15 rounds. E.G. Malinis gun info: Beretta Model 92F Produced in 1985 as the official US Army sidearm. Fires 9x19mm parabellum. Magazine capacity: 15 rds. Country of origin: Italy USP: This is an army pistol, with a fairly large clip as handguns go. It has a laser sight and a flashlight attached for better shooting. You can take most any enemy down with 3 shots, but limb shots will not kill an enemy unless 5 or 6 are used. . (Fire with square, hold to aim). Info from JQP: The USP is made by H&K in germany and is considered one of the best combat pistol around, it is available in 9MM, 40S&W,and 45ACP. Info from E.G. Malinis: Heckler & Koch USP 9 Produced in 1990 for the US (civilian, law enforcement and military). Fires 9x19mm parabellum, also available in S&W .40 and later in .45 Magazine capacity: 15 rnds. Country of origin: Germany USP stands for "Universal Self-loading Pistol" SOCOM: Special Operations COMmand pistol. This is a great pistol, with a 12 round clip, with laser sight included. It can be adapted to a silencer, and it's stopping power is heavy. Basically, it's a .45 that's adapted for all types of situations. (Fire with square, hold to aim). Info from E.G. Malinis: Heckler & Koch SOCOM Produced in 1991 for US Special Operations Command for elite military units (SEALS, Green Beret, Rangers, etc.) Fires .45 ACP (Automatic Colt Pistol) Magazine capacity: 13 rnds. SOCOM stands for Special Operations Command. Chaff Grenades: These grenades throw out an electric disturbing field for a small time. All electronics will be frozen, and reset after the time is done. (Hold square to remove pin, and make range farther as held longer). Stun Grenades: These "flashbangs" are used to stun enemies momentarily. Sight and sound will be unavailable to the targets for about 5 seconds. (Hold square to remove pin, and make range farther as held longer). Grenades: These grenades are special made incendiaries. They explode a flammable gas into a large area, then a spark sets it off. Normal grenades just launch flying particles of metal, but these are actual incendiaries. (Hold square to remove pin, and make range farther as held longer). M4: This rifle is a fully automatic assault rifle with a 30 round clip. It has good accuracy, and can fire at a great rate. It is accurate, and it has a laser sight to boot. (Press square lightly to aim, hard to auto fire). And now some real info from Justin Warsh: M-4 The ancestor of the M-16, it fires 5.56 and has a 30 round clip. Usually seen with extending stock. Very Reliable and is still used due to its reliability by the seal teams AK-74u: This rifle is used as a disguise to enter Shell 1 core. It is similar to the M4, but with a shorter barrel, and a bit less accurate. It's used mainly for short range combat in real life. 30 round clip with laser sight. (Press square lightly to aim, hard to auto fire). Here's some real info on the gun from Shotgunner It is a re-designed version of the the old Russian rifle, the AK-47. Still firing the same 7.62 mm round the AK-47 used, it boasts higher accuracy and better tolerance to the elements, due to i's new design. Caliber: 5.45 x 39 mm Magazine capacity: 30 Year produced: 1974 PSG1: This high powered sniper rifle has a good fire rate, and a long range, with zoom scope. Use pentazemins while firing. (Use square to fire, circle to sight in, x to sight out). There is a mod for this gun which allows the fire of tranquilizer rounds. And now some real info from Justin Warsh: The PSG-1 was manufactured by Heckler and Koch and is the worlds first semi-automatic Sniper Rifle to use a 20 round magazine. It fires 7.62mmx 51mm bullets. It is known for its deadly acurassy. Based on the G-3 using the Hechler And Koch. Weighs 7.84 Kg with a 5 or 20 round magazine. 47 inches (long 1028 mm), barrel length 650 mm or 26 inches. accuracy - 3 inch groups with 20 rounds at 300 meters. Info from Jqm: The PSG1 is another H&K design, it is .308 caliber and extremely accurate, one of these on the civilian market costs about $3,000 dollars. Stinger: This missile launcher fires heat seeking rounds at a target. They do massive damage, and can take down small jets. (Put the crosshair on the target, it will turn red. Then press square to fire). And now some real info from Justin Warsh: The Stinger isn't actually the launcher but the missiles themselves, the launchers history is a long one though. The anti-aircraft missile launcher was introduced in the 1967 by the Egyptians against the Israelis. The US army then modified it to carry first generation homing missiles. later on stinger missiles were finally used. The stinger missile is produced by Hughes and is an "all aspect" SAM. Versions actually detect holes made by an aircraft against the ultraviolet background of the sky. The missile itself weighs 23lb/10 kg and is about 6 inches/ 152 cm long. The whole shebang weighs about 34.5 lb/ 15.7 kg. The missile itself rapidly accelerates to Mach 2 and then intercepts the unfortunate aircraft. Nikita: This missile launcher fires guided missiles. Dissimilar to the first game, these are always in first person mode, for easier steering. (Press square to fire, and left right on the left stick for direction). RGB6: This grenade launcher has a 6 round clip, and fires short ranged grenades. Upon detonation, these grenades spread incendiary gas through the air, and ignite it instantly, making a fiery explosion. (fire with square). Real info on the gun from Shotgunner: The Grenade Launcher (RG8, if I remember correctly) is a rotary-drum style grenade launcher, much like an MM-1, which is basically the cousin to the Vietnam-era M-79 "Thumper" Grenade Launcher. The advantage of the rotary-drum style launchers is the obvious fact of being able to fire more shots before having to reload. C4: This explosive will blow holes in walls, and enough of it will cause large explosions, even enough to knock down a clean up plant. (plane with square, detonate with circle). And now some real info from...me: C4 military grade is plastic explosive resembling clay, or wax. It can me molded, or kept in rectangular prism form, but it takes very little to cause a lot of damage. It is used to open doors, or destroy most anything, often good on tanks. It cannot be detonated by heat or pressure, but only by an electric charge, often from a remote. Unstable, non military grade C4 is somewhat of a hybrid, and is affected by heat and pressure. Claymore Mines: These mines destroy anything in their path with a spray of shrapnel. These mines use new technology to see if a person is near. (plant mine with square) Hyper Blade: Here it is, what we've all been waiting for. It's not as cool as I'd hoped. It swings with the right analog stick, but it's not fast enough to really do damage. It looks cool though, and it is one hit kill. And now some real info from Justin Warsh: (Also its called the High Frequency blade not Hyper blade) A blade like this would work on the principle of making many small vibrations so with every cut it makes many more small incisions (kinda like vibro blades in Star Wars). A blade like this would probably be made of carbon fibers as to not dull at all. This would expplain its one hit kill power. +++++++++ Spoilers +++++++++ These will have the *# next to them, so refer to the walkthrough for which is which. *1. This refers to the second part of the game, played with the character Raiden, Snake's replacement in fox-hound. *2. Snake is on the Hudson River, smokin' a cig, when he breaks into a run, turns on stealth camo, and jumps/bungees onto the tanker. Later, it shows a brutal assault by Russian special forces on the marines. *3. The boss is Olga Gurlukovich, Colonel Gurlukavich's daughter. She is pregnant with his grandson (father?) and she fights with a USP and hand grenades. She throws a knife at snake as a diversion and shoots at him, but him being so good and all, he dodges the bullet. He's the only one she's seen do it. *4. The gun she uses you get, the USP. *5. The flashlight/toy present a lifelike shadow of Vulcan Raven, and it freaked me out at first. But actually, it's just a cool too, that shoots stuff if you shoot it. I took a picture and Snake said "good." *6. There's a body in one locker. *7. The Soviet Forces are discussing taking over the Marine main room, and then Revolver comes and nails one of them. This is your first insight that he's a traitor. He then locks Snake in the room, unknowingly. *8. Metal Gear Ray *9. The cg's here are awesome. Revolver Ocelot walks in on the Marine speech, and takes over, with his detonator. Then, when Gurlukovich takes the Marine leader, he reveals that he does not plan to aid Russia at all, but a personal vendetta. Gurlukovich shoves the Marine commander at him, and fires, but Ocelot throws his trenchcoat as a diversion and fires through it. Both Gurlukovich and the Marine leader fall dead. The Soviet troops, realizing Ocelot's betrayal, turn to fire, but once again Ocelot is faster, and shows what members of Fox Hound are made of. Then Ocelot sets off the bomb, and gets into Metal Gear. Snake stops him, and it is made clear that Ocelot's arm is actually Liquid's arm. It is taking over his mind also. *10 It looks as if Snake is disabling people, but when you look again he's gone. *11 Vamp. He's a new character, a member of Dead CEL, and he can dodge bullets and drink blood, as well as use a knife pretty well. You almost get it, but a rogue soldier saves you. *12 This character's name is Pliskin, but I'm sure he seems to a lot of us like Snake. (Note: Pliskin is the name of Kurt Russel's character in escape from New York). I'm not sure myself at the moment, but I do think it's him. He knows a lot about Snake too. Later on you learn that he is Snake. *13 SOCOM pistol, from Pliskin. *14. The female member of Dead Cel, Fortune, is being attacked, but she cannot be hurt, for some reason. Even a grenade goes dead. Anyway, she ends up shooting the troops, and she and Vamp take the president away. *15. Peter Stillman is a bombs expert who trained Fatman. He is pretty sure of Fatman's tactics, and his bombs. He also failed to disarm a bomb in a school, and many died. He pretends to lose his leg, but it's really fine. *16. Here are the locations: Strut D under trap door. Strut B behind open transformer door. Strut A under pipes in alternate room. Strut F Behind the boxes. Strut C women's bathroom, above mirror. Strut E under Harrier jet. *17. Deepthroat calls you here, warning you of the mines. This is the exact same name, and almost the same frequency that Deepthroat called from in MGS. Deepthroat, for all those that didn't play MGS, is the ninja. *18. Here Pete calls, and tell you he thinks something is wrong. Then Pliskin calls, and disarms the last bomb, which arms the much larger bomb that Pete was studying. *19. Here, Pete calls, in a very depressed manner, and tells you that Fatman has one upped him and the proximity trigger will not allow him to leave. He subsequently blows up. *20. Now Fortune comes in, and decides that you need to die. She wanted to kill Snake, but when she realizes you are not him, she decides on killing you too. You don't need to win this fight, simply dodge, and stay away from the explosive barrels. Eventually Vamp will come in and stop her. *21. The boss is Fatman, (named after the atomic bomb that hit Japan). He wants to be the greatest mad bomber of them all, and he thinks his legacy will start here. He wears full body armor, except for his head, and has inline skates (?). *22. The ninja appears now, and helps you out a little bit. This ninja is very reminiscent of the ninja in MGS, Grey Fox. However, he died, so it is not he. *23. Here Solidus, Ocelot, and Olga are talking behind a wall, so you can't see them. Olga is angry that Ocelot did not save her father, and threatens him. Solidus comments on their plans, and leaves. Then Ocelot comes in. *24. Ocelot asks what you were doing, then explains that the DIA sends bad liars, and that Ames is a spy for the Patriots, here to watch the president, because they knew he would turn. He then is about to kill Ames, when Ames realizes something out about Ocelot, but the virus, similar to FoxDie in MGS, kills him first. You are then captured, but the ninja comes to your aid, and you escape. *25. The boss is Solidus, and he gets on the Harrier jet with Vamp. Pliskin and Otacon come to aid you. After the fight, the Harrier crashes, and Solidus leaves in a Metal Gear Ray, and Vamp runs across water, and runs away. *26. Here we really do learn that Pliskin is Snake. They are in a movement to stop Metal Gears, and they are a sideline operation supported by the UN. *27. The president was primarily in this deal for power, he wanted into the Patriots organization. The Patriots are a counsel that rules the most powerful nation, the US. There are 12 men that are the most important. They bring in a president that can be easily controlled. He tells you that Solidus was George Sears, the last president, the one that called you and harassed you at the end of MGS. He grew to dislike the Patriots, and instead of being killed, went underground for awhile. He and Ocelot are in charge of this operation. Then, to stop the nuke from being launched, the president asks you to kill him. Strangely enough, Ocelot shoots him and leaves. Ocelot's side is unknown, because Ocelot was the one getting Metal Gear Ray, even before Solidus was doing anything against the Patriots. He also explains that Arsenal Gear houses info on the Patriots, within it's GW (AI). This info is going to be used against them. This is why Dead Cel wants them dead, for making them look bad. Solidus wants them dead for what they did to him. Dead Cel and Solidus want to make New York the home of the "Sons of Liberty," and they plan to do so by using a nuke over Wall-Street, and stopping all electronics with the resulting atmosphere disturbance. This plan is called "Outer Heaven." *28. Pete Stillman's body is here, having died in the blast of the bomb he failed to diffuse. *29. Emma Emmerich is hiding in a locker, just like her brother did in MGS (she actually soils herself, just like Otacon too. Must be chronic weak bladders). She is actually Hal Emmerich's step-sister. She says that the virus disc is made by her, to mess up the system. She got into the computer/Metal Gear business to anger her brother Hal, because he left her and her mother, and he didn't save her when she nearly drowned at a young age in her pool. *30. Vamp comes out of nowhere, probably was just swimming around, and puts a knife to her throat, and turns ever so slightly here and there. Get a bead on his head, and blast away. Then Snake recovers Emma, and she is badly wounded. *31. Emma is bleeding profusely, then dies. Hal tells you why he left Emma, actually he had somewhat of a relationship with her mother, and his father committed suicide. Emma was born, and he couldn't face his step-mother or sister, and left. However, Emma's mother was not his mother, thus it was not incest, just kinda (icky). However, this proves that he is not Emma's father. Snake enters the virus, but after 90% it stops, having changed because of Emma's condition. *32. Otacon is supposed to go rescue hostages, and in what I would call the most emotional part of the game, Snake and Otacon do somewhat of a secret handshake, then go into a hug. I thought that was really sweet, that two guys, one a real bad ***, could give each other a hug. The entire world could live and learn from that. Anyway, Otacon starts to cry after the parrot starts to talk, and you and Snake leave. Then the ninja appears, and you are what looks to be back-stabbed by Snake. (This is not the case however). *33. You are briefly tortured by Solidus, and then Olga comes in and explains that she was the ninja, and Mr. X, and that if you die, the Patriots will kill her son. She is here to help you out. She was rescued by Snake, after the tanker went down. She birthed her child in a Patriot owned hospital, and they took it and forced her into submission. She then throws a punch at you and leaves, saying you'll soon escape. You are also told of your role as a killer in the Civil War (what civil war???) and that you were a child fighter, one of the best. Named Jack the Ripper and White Devil. *34. Snake is here, with your gear. This is a great thing, to turn around and see him suited up again, like old times. He used your capture as a diversion to get aboard Metal Gear Arsenal. He has the bandana (infinite ammo) and he's going to help you through this area. Otacon does a check, and finds that the Colonel is actually an AI program in the GW of Arsenal Gear. Rose also appears to turncoat onto the Colonel's side. There's also a great quote from Metal Gear Solid "Snake, we're not tools of the government or anyone else. Fighting was the only thing, the only thing I was good at. But at least, I always fought for what I believed in." -Grey Fox *35. Fortune wants to fight Snake for killing her father, the Marine Commander. Snake makes it clear that it wasn't him, and he tells you to go ahead, he'll catch up. *36. Solidus comes, and explains your role as his son. He also tells you that you are no longer needed. Then he sets a brigade of Metal Gear Rays onto you. *37. 4-7 Metal Gear Rays attack you. I have heard that there are anywhere from 4-7, I fought 5, and someone (Neorange) told me that if you kill the one not called Ray, the fight is over. It's not too hard if you kill one at a time. *38. Here, you realize that you can't win, and drop the Stinger. One is about to crush you, but Olga flips into the arena (very similar to the ninja in MGS) and it stops. Solidus appears, and learns that she is the one who was double teaming him. She tells you to run, that her child will die if you die, so you have to stay alive, and that she would rather her child live than her. "I know I'm going to Hell, but at least my child..." I found this pretty emotional too. Solidus shoots Olga, (similar to the execution of Grey Fox in Metal Gear). Then Snake come up, in cuffs, apparently having lost to Fortune. However, I prefer to think of this as a ruse by Snake, similar to the Vamp ruse (he allowed Vamp to catch him to see if Raiden had any skills). Snake probably, while fighting, explained that Ocelot killed her father, and that Ocelot was in league with Solidus. Then she told him that she would cuff him, and pretend to have captured him. The cuffs were standard however, so when Snake broke them, this was pure power. I'd like to add that this is possible with standard cuffs, by twisting them, and pulling extremely hard (there was this guy who could do it on the police force, but one day his friends gave him reinforced ones to try, as a joke, and he broke both wrists trying). Solidus tries is attacked by several Metal Gear Rays, because Emma's virus finally worked, and they are all haywire. Thus, Metal Gear Arsenal is useless. Anyway, Fortune's plan to hijack Metal Gear Arsenal was actually Solidus' idea, so that he could kill the Patriots while they took the fire, in a useless gear. She is angry, but decides to take it anyway, to use the nuke on board. Ocelot then appears, and tells her that her powers are not real, the nuke on board is only a simple scratching of the surface as it were, and that the entire Arsenal Gear/Inner Shell idea was to be a training program for cloned Snakes. Raiden was the first one, and he was to be a new Snake, trained in the exact manner as Snake was. Olga, and Dead Cel were bribed into taking on this quest. Dead Cel was the FoxHound members Snake fought on Shadow Moses. Fatman had to be coaxed in by getting Stillman on board. The only thing he hadn't planned on was Snake himself. The plan was started 2 years back, when they took Ray, and made the Inner Shell area. It actually even goes farther back than that, when Ocelot, masquerading as a FoxHound member, saw Shadow Moses, and Snake's skills. The Patriots decided to make more Snakes, for themselves, in this manner. Fortune and Solidus try to kill Ocelot, but with his electro magnetic field, he can stop bullets from hitting him. He explains that this is how Fortune was saved, and then he shoots her. (They don't explain Vamp however). Ocelot tries to kill them with a Metal Gear Ray, but Fortune proves that she is Lady Luck, and all the missiles miss them. Ocelot is about to kill them all again, when Liquid's arm kicks in, and takes over. Liquid, overall, was behind all of this, controlling Ocelot, and now he's going off to kill the "Liars and Hypocrits ruling the world," the Patriots. Snake then goes after Ocelot/Liquid, after breaking the cuffs. Fortune dies, having been shot. Raiden and Solidus are catapulted off of the ship. *39. Here, Solidus claims that he wanted freedom for America, the "Sons of Libert," and that he was going to do it with Outer Heaven, and Metal Gear Arsenal. He has landed where George Washington was first made president, and now he claims that there can only be one Snake, and attempts to kill you. He also states that he killed your parents and adopted you. *40. Solidus falls onto the George Washington Statue, and similar to the Matrix, Raiden stands in the street while people walk about him, oblivious to his suit, and sword. Snake appears behind him, and tells him that he is going to look for Olga's child, and the Patriots. He won't let Raiden come, because Raiden has to work out some self identity issues. Raiden gives up his tags (with your name on them) and he decides to start a new life. Snake shows Raiden that he knew he'd be captured, and thus the disc he gave Raiden was a fake, and that they really did have the disc, and the locations of the Patriots. After Snake leaves (hinting at MGS 3 being all Snake), Rose appears, and it looks like Raiden's about to start a big happy family. Snake explains in a voice over that genes exist create children, but emotions are taught, and felt by children, not passed on by genes. Finally, at the very end, after credits and everything, there is a conversation, reminiscent of MGS, Snake and Otacon talking. Otacon found the Patriots, but they are all dead, and have been for 100 years. Can somebody say "sequel"?????? ++++++++++++ Sneaking Faq (Note: this will cover basic and advanced tricks in the game to sneak, and just to get around) ++++++++++++ Run/Walk: You can run or walk depending upon how hard you hit the analog stick. Experiment, because walking makes you far quieter, and silent on loud floors. Hug Walls: When pressing up against a wall, you will hug it, so as not to be seen around corners. You can move along the wall with the analog stick, or with L2/R2. Corners: To look around a corner, hug the wall near it, and press either L2/R2, to peek. If seen, you will be in trouble. You can look around more while looking around a corner with the R3 stick. Also, there are 2 types of cornering, and one of them, the more rare one, happens when you area against a wall with a slight protrusion. You will just put your head out a bit, and the view will be limited, but more safe. Corner Shoot: Get out a weapon (pistol/rifle) and corner. When peeking, hit square, and you will pop out and fire. You can hold down fire to fire more, and you can go into first person in this mode. After firing, you will corner again, so as not to get hit. Guards(weak points): A head shot or groin shot will kill a guard. A limb shot will not, but 2 or 3 will. If a guard sees you, shoot him quickly to stop him from calling back ups. Radios: If a soldier calls for help, shoot the radio while he's calling for it to break. Then he has to take you himself, but reinforcements will come, at a later time. You can also shoot radios, they are the long black box on the back right hip of the soldiers. Hold-Ups: You can get a soldier in a hold up by running up behind him and drawing a bead on them. Snake will say freeze, and they will stop. You can shoot their radio, them, or run in front of them to get items. While in front of them, aim at their head or groin to make them shake items off. The first thing they will shake off is a dog-tag (see secrets). They will give you other stuff too, if you keep trying. Some are brave, and will not shake, they tell you to shoot them. Shoot them in the arm or leg, and then aim at their head, and they will be more cooperative. You must shoot them with a bullet weapon for this, not the M9. Dead/Asleep Guards: Go over a dead or asleep guard, hit square, and you will pick them up. You can drag them places, or drop them to get items. Repeatedly dropping them will give you items, and it will wake them up faster. You can also put them in a locker, if you open it, and drag them inside. Melee Fighting: Punching and kicking guards is not lethal, but it will knock them down, and put them out cold for a short time if you do it twice. First Person Mode: You can do this with R1, and it's easier to shoot, and more realistic. Cameras: They can be sneaked past, or shot with a bullet weapon. Shoulder Throw: When going for speed, this throw will quickly drop a guard. He will get up however, and call for aid, unless you do something. You can shoot him while he's down. If you do it twice, it blacks them out. Choke Hold/Hostage: You can quietly go up behind a guard and hit square to choke them. Do it 10 times to break their neck, or drag them around and hit it again whenever they struggle. If you are being attacked, guards will not shoot the front of you if you have a guard as a hostage. They will shoot your behind. *'s and Z's are usually 3, but they count down as a guard gets ready to awaken. Roll/Flip: Snake has a roll, Raiden has a flip. The roll is faster, and it will cover areas quickly and quietly. The flip is not as fast, and I don't know if it's possible to do (kick, while also doing no handed cartwheel). It will however cover large gaps, so do it if you need to jump over something. Don't do it on the stairs, or you will knock yourself out for a short second. Running/Firing: You can run and fire at the same time by holding square and X, and the direction you want to run. Square fires, X makes you run with your gun. To not fire an assault rifle, just hold square lightly. Distractions: You can throw empty ammo clips, or knock on the wall with circle, as a distraction for guards. There is also a magazine you can plant on the ground, and guards will take it and look at it. But remember that if you use it you cannot pick it up again. Pipes: You can shoot pipes, and they will shoot out hot gas to stop guards from attacking you. The same holds true for fire extinguishers. They will show infra red lasers too. Hanging: You can hand off of sides of things with triangle. If you do it 50 (I think) times, then your grip will level up, and you can hold on longer. You can drop onto unsuspecting guards to stun them. Escort: Hold triangle to escort a person by holding their hand. Swimming: You can swim with circle, pressed rapidly, and the L3 stick. Stingers: Use stinger missiles by locking on and then firing. You can shoot around objects by locking on, then jerking the view sideways, and firing. The lock will stay on, the missile will travel in a curved path towards the object. Nikita: Use these missiles with the L3 stick, and guide them through vents, etc. They will get a burst of speed if you don't move them, so I advise slightly moving them every half second or so. They also run out of fuel after a while. ^^^^^^^^^^^^^^ Characters/Codec #s ^^^^^^^^^^^^^^ This will only contain Codec #s until I get a chance to do more work on characters. There are spoilers here too, as in names of people you haven't met yet. 140.85: Hal Emmerich 140.96: Hal Emmerich (to save) 141.80: Pliskin 140.25: Peter 140.48: Deepthroat 140.85: Colonel 140.96: Rosemary 141.12: Otacon 141.37 President 141.52 Emma Emmerich ++++++++++ Secrets ++++++++++ For beating the game, you get the Digital Camera, in both modes I think. It requires little to no dog tags, so you can save pictures with this. As far as I know, the only secret is dog tags, which give you certain things after certain numbers are obtained. To get them all, you must beat the game once on each difficulty, and get all of them. You can get stealth camo and the bandana, as well as wigs. Raiden gets wigs, which are equivalent to Snake's stealth camo, and bandana. Snake gets a really cool kick *** bandana if you get around 200% tags on the tanker, and the camo for around 300%. Raiden gets a brown wig for around 200%, and I haven't gotten 300% for him yet, so I can't be sure what's next, but the brown wig is the equivalent of the bandana. To get them, hold up a guard, and then point your gun at his face. It will be the first item he shakes off, unless you already got his. If he is stubborn, shoot him in the arm with a bullet. If he's already asleep, pick him up and drop him a lot, or use the coolant. This will wake him faster. When he gets up, be behind him, and draw your gun to put him in a hold up. Also, each boss has a tag, so take it after they are dead (if possible). Snake himself also has some, so get his by knocking him unconscious and shaking him. Also, when you beat the game, you get a code. Go to the website and put it in, and you will get a code name of an animal. There are apparently 51 of these. Thanks to chet-flavin for this info. Along with this info is a %. I'm pretty sure that that percent is the % of dog tags you have, so I'm going to say that 3 tags is 1%, and so on. I have info that 10% is enough for the bandana. There is a razor you can find in either easy, or the second time through, and I'm told that you trade it to Snake for the SOCOM. He's a funny guy that one. You can drag asleep or dead guards to the doors at the side of the ship, and Snake will drop them into the ocean. You can shoot a guards ! or ? when they see you, and they will lose their train of thought for a second. You can hang off of a ledge, or wall, and then come back up, and if you do it 100 times, your grip strength increases. The second time through the game, in the tanker, in the last room with marines, all marines will be in boxers. At the electric floor, you can go on it and watch Raiden squeal, or you can drop most any item on it. Magazines and boxes will ignite, and metal objects like clips and grenades get shocked. ^^^^^^^^^^ ========== Conclusion ========== I am working my hardest on this faq, and I hope it will be complete soon. However my future plans include actual info on the weapons in this game (real life info, if it's out there) character histories, and voice actors. Just bear with me, and I'll try to complete this faq before thanksgiving. All you people who have emailed questions and suggestions, thanks a million, it's you guys that make what I do so fun. Keep it up. Credits: Gamefaqs: Great site Konami: Good game Gilmorne: Helping me deal with people on aim, and helping me through the game, when my mind blanks out common sense ideas.. Chet Flavin: for the secret names ratings, as well as % system. Willy da Gamp: for the secret location of the infra gogles. NeoRanga (Justin Warsh): for his awesome weapons info. Gabcube aka Gabe: For helping me out with a lot of little things, and the psg1 tranquilizer. Shotgunner: for the info on the AK-74u Owskie69: for his info on the mines on the bridge (I didn't remember where they were!). Jesse Latimer: for taking the time to write down all the absurd things the Colonel says. Snookie240: for the tip on Vamp, and funny stuff in general. E.G. Milinis: for more guns info. IceBluTequila: for his PSG1 T info. JQM3621618: for weapons info. Rliao: for Solidus fight info, and semtex info.