Tuesday, October 21, 2008

Xbox



MGS2 Substance also appeared on this console, so it will be mentioned

The Xbox is a sixth-generation video game console produced by Microsoft Corporation. It was Microsoft's first foray into the gaming console market, and competed directly with Sony's PlayStation 2 and the Nintendo GameCube. It was released on November 15, 2001 in North America, February 22, 2002 in Japan, and March 14, 2002 in Australia and Europe. It is the predecessor to Microsoft's Xbox 360 console. It was discontinued in late 2006.

The Xbox 1st edition was initially developed within Microsoft by a small team, that included game developer Seamus Blackley. Microsoft repeatedly delayed the console, which was revealed at the end of 1999 following interviews of then-Microsoft CEO Bill Gates. Gates stated that a gaming/multimedia device was essential for multimedia convergence in the new times, confirmed by Microsoft with a press release.

The Xbox was the first console to incorporate a hard disk drive, used primarily for storing game saves compressed in ZIP archives and content downloaded from Xbox Live. This eliminated the need for separate memory cards (although some older consoles, such as the TurboGrafx-CD, Sega CD and Sega Saturn had featured built-in battery backup memory prior to 2007). An Xbox user could rip music from standard audio CDs to the hard drive, and these songs were used for the custom soundtracks in some games.

The Xbox was the first product in the gaming industry to feature Dolby Interactive Content-Encoding Technology, which allows real-time Dolby Digital encoding in game consoles. Previous game consoles could only utilize Dolby Digital 5.1 during non-interactive "cut scene" playback.

The Xbox controller features two analog sticks, a directional pad, two analog triggers, a Back button, a Start button, two accessory slots and six 8-bit analog action buttons (A/Green, B/Red, X/Blue, Y/Yellow, Black and White).

The standard Xbox controller (also known as the "Duke" controller) was originally the Xbox controller for all territories except Japan. The Duke controller has been criticized for being relatively large and bulky compared to other video game controllers (it was awarded "Blunder of the Year" by Game Informer in 2001 and a Guinness World Record for the biggest controller in Guinness World Records Gamer's Edition 2008). The black and white buttons are located above the A, B, X, and Y buttons, and the Back/Start buttons are located between and below the d-pad and right analog stick.

On November 15, 2002, Microsoft launched its Xbox Live online gaming service, allowing subscribers to play online Xbox games with (or against) other subscribers all around the world and download new content for their games to the system's hard drive. This online service works exclusively with a broadband Internet connection. Approximately 250,000 subscribers had signed up within two months of Xbox Live's launch. In July 2004, Microsoft announced that Xbox Live had reached one million subscribers, and a year later, in July 2005, that membership had reached two million.

Sony Playstation 2



This was first Metal Gear game on this console, so it deserves to be mentioned in this blog

The PlayStation 2 (abbreviated "PS2") is a sixth-generation video game console manufactured by Sony, the successor to the PlayStation, and the predecessor to the PlayStation 3 as part of the PlayStation series of consoles. Its development was announced in March 1999 and it was released a year later in Japan. The PS2 is the best-selling console to date, having reached over 140 million units in sales by mid-2008.

Only a few million people had obtained consoles by the end of 2000 due to manufacturing delays. Directly after its release, it was difficult to find PS2 units on retailer shelves. Another option was purchasing the console online through auction websites such as eBay, where people paid over one thousand dollars for a PS2. The PS2 initially sold well partly on the basis of the strength of the PlayStation brand and the console's backward compatibility, selling over 980,000 units by March 5, 2000, one day after launch, in Japan. This allowed the PS2 to tap the large install base established by the PlayStation — another major selling point over the competition. Later, Sony gained momentum with new development kits for game developers and more PS2 units for consumers.

Many analysts predicted a close three-way matchup between the PS2 and competitors Microsoft's Xbox and the Nintendo GameCube (GameCube being the cheapest of the three consoles and had an open market of games); however, the release of several blockbuster games during the 2001 holiday season maintained sales momentum and held off the PS2's rivals.

In September 2004, in time for the launch of Grand Theft Auto: San Andreas, Sony revealed a new, slimmer PS2. In preparation for the launch of a new, slimmer PS2 model (SCPH-70000; also known unofficially as the "PStwo"), Sony stopped making the older PS2 model (SCPH-5000x) during the summer of 2004 to let the distribution channel empty its stock of the units. After an apparent manufacturing issue caused some initial slowdown in producing the new unit, Sony reportedly underestimated demand, caused in part by shortages between the time the old units were cleared out and the new units were ready. The issue was compounded in Britain when a Russian oil tanker became stuck in the Suez Canal, blocking a ship from China carrying PS2s bound for the UK. During one week in November, British sales totaled 6,000 units — compared to 70,000 units a few weeks prior. There were shortages in more than 1700 stores in North America on the day before Christmas

On November 29, 2005, the PS2 became the fastest game console to reach 100 million units shipped, accomplishing the feat within 5 years and 9 months from its launch. This achievement occurred faster than its predecessor, the PlayStation, which took 9 years and 6 months to reach the same benchmark

wikipedia.org

MGS2 Substance



Metal Gear Solid 2: Substance is a multi-platform updated version of the original MGS2 released for the PlayStation 2, as well as the Xbox and PC. The game contains the main Sons of Liberty game with some subtle alterations, as well as the inclusion of Boss Survival and Casting Theater modes from the Japanese and PAL versions of the original game.

The main addition of Substance is the inclusion of an extra missions mode with 300 virtual reality training missions set in a computer-constructed environment and 200 "Alternative Missions" set in areas taken from the main game. The player can choose to play these missions as Solid Snake or Raiden, with alternate outfits for both characters becoming available as the player progresses. Mission objectives include reaching the goal undetected, target practice, eliminating enemies, bomb disposal and a set of miscellaneous missions that include protecting a wounded ally from enemies or fighting a series of enemies. There are also a set of missions simulating a first-person shooter game.

In addition to the missions mode, there is also a set of "Snake Tales", which are five story-based missions featuring Solid Snake as the main character. This includes missions set in the Big Shell area from the Plant chapter, featuring characters such as Fatman, Emma, Vamp and Solidus Snake, as well as an alternate version of the Tanker chapter which replaces Olga Gurlukovich with Meryl Silverburgh (from Metal Gear Solid) as the boss. These missions, which are not canonical in respect to the main storyline, have no voice acting but are instead narrated via on-screen text.

The PS2 version also featured a skateboarding minigame based on Konami's Evolution Skateboarding game. The player can use Solid Snake or Raiden in a pair of Big Shell-themed levels and has to complete a set of objectives before time runs out. These objectives range from collecting dog tags scattered throughout the level to blowing up parts of Big Shell.

Substance was originally released as an Xbox timed-exclusive in North America on November 5, 2002. The PS2 version was released on March, 2003 and released alongside the PC version. All three versions of the game were released almost simultaneously in Europe, the PS2 version being bundled with The Document of Metal Gear Solid 2 to once again make up for a substantial delay in its release. Only the PS2 version of Substance was released in Japan on December 19, 2002.

Monday, October 20, 2008

MGS2 Bande Dessinée


Metal Gear Solid 2: Bande Dessinée (French for "Franco-Belgian graphic novel style") is an interactive comic book developed by Kojima Productions and published by Konami. It was released on DVD in Japan on June 12, 2008, the same day Metal Gear Solid 4: Guns of the Patriots was released worldwide. It differs from Metal Gear Solid: Digital Graphic Novel as it was not released on the PSP and features voice acting, a feature which was absent from Metal Gear Solid: Digital Graphic Novel. Metal Gear Solid: Digital Graphic Novel is also included with the DVD.

A release outside of Japan has not been announced.

MGS2 Videos

Olga Gurlukovich Boss Fight



Added by StanfordFunk

Vamp Boss Fight



Added by ShockleyHaynes

Fatman Boss Fight



Added by ShockleyHaynes

Solidus Snake Boss Fight



Added by ShockleyHaynes

Harrier Boss Fight



Added by chunglo

Users and Critics about MGS2

As a result of promising trailers and the huge commercial success of its predecessor Metal Gear Solid, there was a high level of anticipation in the gaming community surrounding the release of Metal Gear Solid 2: Sons of Liberty. Metal Gear Solid 2 received a large amount of critical and fan praise, maintaining a critical average of 95%, marking it the 4th highest game on the PlayStation 2 and the 17th highest overall at Game Rankings, having sold over 7 million copies worldwide.

Game Informer Magazine gave the game a score of 10/10, and it received high reviews from nearly all major publications and websites.

While critics praised the game's level of graphical detail, in particular the use of in-game graphics to render plot-driving cut scenes, the title's storyline was the source of mixed opinions. The storyline explores many philosophical and cyberpunk themes in great detail, including meme theory, artificial intelligence, information control, conspiracy theories, political and military maneuvering, evolution, existentialism, censorship, the manipulation of free will and the nature of reality.

Although some have praised Hideo Kojima's ambitious script, some even calling it the first example of a postmodern video game, others considered the plot to be "incomprehensible" and overly heavy for an action game. Some also felt that the lengthy dialogue sections heavily disrupted the gameplay, and that the dialogue itself was overly disjointed and convoluted. Another criticism of the game among fans was that the majority of the game was played as Raiden instead of Solid Snake.

Game Marks:

Electronic Gaming Monthly [9.5/10], Game Informer [10/10], GamePro [5/5],

GameSpot[9.6/10], GameSpy[97/100], GameZone[9.8/10], IGN[9.7/10],

Official PlayStation Magazine [5/5]

Game Awards:

E3 2001 Game Critics Awards: Best Console Game, Best Action/Adventure Game

E3 2000 Game Critics Awards: Special Commendation for Graphics

Game Informer 2001 Game of the Year

EDGE Magazine "Innovation of the Year" award

Sunday, October 19, 2008

Memorable MGS2 Quotes

Colonel: I hear it's amazing when the famous purple stuffed worm in flap-jaw space with the tuning fork does a raw blink on Hara-Kiri Rock. I need scissors! 61!

Colonel: Actually, I am in really bad shape financially. I pay money to my ex-wife as part of our divorce settlement, among other bills... I just had no choice but to make you pay for lunch the other day. I'm really sorry.

[about Fortune]
Revolver Ocelot: You were hamming it up as the tragic heroine, thanks to the script the Patriots wrote for you. It was pure self-indulgence - you couldn't get enough of the drama.

Solidus Snake: Good luck.
Fortune: Thanks, but I already have quite enough of that.

[Solid Snake hides in a locker]
Solid Snake: This reminds me of when we first met.
Otacon: I was the one inside the locker that time. We're equal now, huh?
Solid Snake: Not unless I wet my pants.
Otacon: That's a low blow, Snake.

[When the player equips a cardboard box]

Iroquois Pliskin: The cardboard box that you have is ideal for fooling your enemies. It's a very important tool for infiltration missions.
Raiden: Really?
Iroquois Pliskin: Of course. I can't begin to count the number of agents whose lives were saved by a cardboard box...
Raiden: You mean everyone's using them?
Iroquois Pliskin: Look, I'm not exaggerating when I say the success of your mission hinges on how you use that cardboard box. But in the end, a cardboard box is only made of paper. Handle it with care or it won't be of much use to you. Don't think of it as just another box. Treat it with love... Don't be rough. Okay?

[Raiden loses all of his gear and is forced to sneak around in the nude]

Colonel: Raiden, you won't be able to Hang, throw, or chokehold anyone in your current state.
Raiden: Why not?
Colonel: Is it really necessary to ask? It's just not a good idea to perform those maneuvers. There could be... complications.
Rose: Oh really, Jack. Do we have to spell it out for you? Really!

[Examining Emma's Policenauts poster]
Raiden: What kind of a dork brings all this stuff to work? Must be a super freak!

Pliskin: Fatman. Supposedly he's nicknamed after an atomic bomb, but to me he's just a Fat Man. Something straight out of a sideshow.

Solidus Snake: How much do you think we spent on that arm in Lyon? The best transplant surgery in the world!
Revolver Ocelot: I never trust a Frenchman.

Raiden: So you're the boss around here?
Solidus Snake: No, not just here. I'm the boss to surpass Big Boss himself. Solid Snake!
Solid Snake: No! That is NOT Solid Snake!

Otacon: What are you doing? How can you shoot someone whose unconscious, what are you some kind of monster?

Fatman: Oh no, my suit... now I've nothing to wear to the party.

Raiden: Why didn't you tell me you were the real Snake?
Solid Snake: You never asked.

Olga: I know I'm going to hell, but at least my child...
Solidus Snake: I applaud your attitude. If you have a death wish, I'll be happy to accomodate you! See you in hell!

[When Snake tries to kill Fortune]

Raiden: What are ya gonna do? Bullets can't get near her.
Solid Snake: I'll think of something. There's no such thing as a witch.

[Raiden is guarding Emma with a PSG1 sniper rifle]

Solid Snake: Think you can handle it?
Raiden: Yeah. I know the drill. I've faced a similar situation in Advanced Mode Level 4 VR training with the PSG1.

USMC Commandant Scott Dolph: Identify yourself!
[the soldiers rush with their guns ready to shoot Ocelot]
Revolver Ocelot: I am Shalashaska, also called... Revolver Ocelot
[Shows the past scenes of Metal Gear Solid]
Solid Snake: VR...? Guess that's better than nothing. Make sure you don't hit Emma.

Colonel: I'm not home right now. Please leave a message after the beep. BEEP!

[Fortune finds Raiden and mistakes him for Snake]

Fortune: Now I'll kill you... just like you killed my father.
[She powers up her massive rail gun, and Raiden sees it's aimed right at him]
Raiden: Ooooh, crap.

Solid Snake: This is Snake. Do you read me, Otacon?
Otacon: Loud and clear, Snake.
Solid Snake: Kept you waiting, huh? I'm at the sneak-point.

Colonel: [while an enemy is urinating onto Raiden] Uh, Raiden... my sympathies.

Colonel: Raiden, what's your status?
Raiden: Colonel? I've got Emma Emmerich here... we've managed to avoid drowning.

imdb.com

MGS2 Offical Trailer

If you missed MGS2 offical trailer, now you can watch it

MGS2 Comic


IDW Publishing published a 12-issue comic book adaptation, titled Metal Gear Solid: Sons of Liberty, produced by the same creative team that worked on the comic book version of the first game.

A digital version of the comic, titled Metal Gear Solid 2: Bande Dessinée, was released on June 12, 2008 in Japan and is currently set to be released in Europe on September 26, 2008. Originally announced as a PSP disc, similar to the Metal Gear Solid: Digital Graphic Novel, the digital comic was released as a DVD-Video instead. A fully voiced version of the original Digital Graphic Novel is included as well.

http://www.idwpublishing.com/titles/metalgear.shtml

wikipedia.org

MGS2 Music




Hideo Kojima's choice of composer for Metal Gear Solid 2 was highly publicized in the follow-up to the game's release. Kojima decided upon Harry Gregson-Williams, a Hollywood film composer from Hans Zimmer's studio, after watching The Replacement Killers with sound director Kazuki Muraoka. A mix CD containing 18 tracks of Gregson-Williams' work was sent to his office. Flattered by the research put into creating the CD (as some of the tracks were unreleased, and that what tracks he'd worked on for some films were undocumented), he joined the project soon after.

In order to bypass the language barrier and allow the score to be developed before the cut-scenes were finalized, Gregson-Williams was sent short phrases or descriptions of the intended action. The resultant themes then shaped the action sequences in return. Gregson-Williams also arranged and re-orchestrated the original "Metal Gear Solid Main Theme" for use in the game's opening title sequence.

Norihiko Hibino, who had worked on previous Konami games such as Metal Gear: Ghost Babel, was responsible for all of the in-game music. He also worked on the majority of the game's cut scenes, re-orchestrating Gregson-Williams' "Main Theme" remix for use in several sequences.

As with Metal Gear Solid, the cut scene music includes orchestral and choir pieces, while the in-game soundtrack is scored with ambient electronic music. However, the score as a whole incorporates more electronic elements (particularly breakbeat) than its predecessor, in order to reflect the plot's thematic thrust of a machine-dominated society. Rika Muranaka again provided a vocal ending theme, a jazz track entitled "Can't Say Goodbye to Yesterday", sung by Carla White.

wikipedia.org

The Document of MGS2


The Document of Metal Gear Solid 2 is an interactive "making of" documentary released for the PlayStation 2 on September 12, 2002 in Japan and September 24 of the same year in North America. It allows the player to view all of the polygonal models used for characters, mechanics and areas in the game and listen to the game's soundtrack.

The disc also features all of the real time cut-scenes from the game with the audio removed and their respective storyboards, allowing the player to actively explore them and control them. Other features include special behind-the-scenes footage, all of the game's pre-release trailers, the completed script, Hideo Kojima's original game plan (available only in Japanese), the chronicle of MGS2, and a gallery of Metal Gear Solid related products and merchandise.

The disc also includes five "VR Training" levels that served as a precursor to Metal Gear Solid 2: Substance.

Although it did not receive a standalone European release, the disc was packaged in the PAL PlayStation 2 version of Metal Gear Solid 2: Substance for no extra charge, to compensate for both games' late releases. It was also included in the 20th Anniversary Edition re-release of the original Metal Gear Solid 2 in Japan.

MGS2 Weapons



M9 handgun

The M9 pistol, formally Pistol, Semiautomatic, 9mm, M9, is a 9x19mm Parabellum pistol of the U.S. military adopted in the 1980s. It is essentially a military specification Beretta 92F, later the 92FS.

It won a competition in the 1980s to replace the M1911A1 as the primary handgun of the U.S. armed forces, beating out many other contenders. Some other models have been adopted to a lesser extent (namely the M11 Pistol), and older, or different, models remain in use in certain niches. It officially entered Army service in 1990 according to the official Army website. It was scheduled to be replaced under an Army program, the Future Handgun System (FHS), which was merged with the SOF Combat Pistol program to create the Joint Combat Pistol (JCP). In early 2006, the JCP was renamed Combat Pistol (CP), and the number of pistols to be bought was drastically cut back. In MGS2 this weapons has tranquilizers

USP handgun

The Heckler & Koch USP (Universelle Selbstladepistole, or "Universal Self-loading Pistol") is a semi-automatic pistol designed by the German arms manufacturer Heckler & Koch. When Heckler & Koch introduced the USP in 1993, it marked the first time HK chose to incorporate many traditional handgun design elements, such as those of John Browning's M1911, in one pistol. Two principles guided its development — the first being the use of molded polymer material, and the second being the creation of a "pistol paradigm".
Heckler & Koch observed the strong points of its previous successful pistols for insight in developing "the best" pistol.
Previous HK pistol innovations include the unique squeeze cocking mechanism of the Heckler & Koch P7, the precise roller-locked bolt of the Heckler & Koch P9S, and the double action-only system used by the VP70Z. In contrast to these ambitious designs, the USP uses a Browning linkless-locked breech action, similar to that developed by John Browning for use in the Browning P35 "Hi Power" pistol. The pistol also features a safety which allows it to be safely carried "cocked and locked".

Socom

The Heckler & Koch MK23 Mod 0 is a handgun consisting of a match grade semi-automatic pistol, a laser aiming module (LAM), and suppressor. It was adopted by the United States Special Operations Command (USSOCOM) for special operations units in the 1990s.

While the designation applies to the complete system, it also commonly used in reference to the pistol component itself. The pistol itself, chambered for the .45 ACP cartridge, was developed by Heckler & Koch, and was selected over the Colt OHWS through USSOCOM's Offensive Handgun Weapon System (OHWS) program. The LAM and suppressor were developed by Insight Technology and Knight's Armament Company (KAC), respectively.

AKS-74u

In 1979 a shortened variant of the AKS-74 was adopted into service – the AKS-74U (U – Ukorochenniy) carbine, which in terms of tactical deployment, bridges the gap between a submachine gun and assault rifle. It is intended for use mainly with special forces, airborne infantry, rear-echelon support units and armored vehicle crews. The weapon’s compact dimensions, compared to the AKS-74, were achieved by using a short, 210 mm (8.3 in) barrel (this forced designers to simultaneously reduce the gas piston operating rod to an appropriate length). In order to effectively stabilize projectiles, the barrel’s twist rate was increased from 200 mm (1:8 in) to 160 mm (1:6.3 in). A new gas block was installed at the muzzle end of the barrel and a new conical flash hider was used, which features an internal expansion chamber that alleviates gas pressure generated during firing. The flash suppressor locks into the gas block with a latch placed on the right side. The forward sling loop was relocated to the left side. The weapon’s front sight is integrated into the gas block.

M4A1
The M4A1 carbine is a fully-automatic variant of the basic M4 carbine intended for special operations use. The M4A1 is used by almost all U.S special operation units. The M4A1 Carbine is especially favored by counter-terrorist and special operations units for close quarters combat because of the carbine's compactness and firepower. These features are also very useful in urban warfare. Although the M4 does not have as great of an effective range as the longer M16, many military analysts consider engagement with a non-specialized small arm above a range of 300 meters to be unnecessary. It is effective at ranges of 150 meters or less and has a maximum effective range of about 500-600 meters.

PSG1

The PSG1 ("Präzisions-Scharfschützen-Gewehr", German for "precision sharpshooter rifle") is a semi-automatic sniper rifle designed by the German company Heckler & Koch.This rifle is said to have been developed in response to the Munich Massacre at the 1972 Summer Olympics. The West German police units could not engage the terrorists fast enough to prevent them from killing the hostages. H&K was then commissioned to create a high accuracy, large magazine capacity, semi-automatic rifle for police and military use. The result has a long and outstanding reputation as an extremely reliable high performance rifle, commonly associated with elite sniper units. In MGS2 this weapons has tranquilizer

Stinger

FIM-92 Stinger is a personal portable infrared homing surface-to-air missile developed in the United States and used by all the U.S. armed services, with whom it entered service in 1981. The basic Stinger missile has to date been responsible for 270 confirmed kills of aircraft.[1] It is manufactured by Raytheon Missile Systems and also under license by EADS in Germany. Raytheon designates the missile as a MANPADS (Man-Portable Air-Defense System). It is used by the military of the United States and by 29 other countries. Around 70,000 missiles have been produced.

RGB6

This is portable hip grenade launcher that fires mortar shells at enemy targets in arc trajectory.
Press the L1 button to auto-adjust the gun to counterbalance the flying arc
and press Square to fire a grenade.


Nikita

Is used in both Metal Gear Solid and Metal Gear Solid 2 It's essential to the plot in both games since it allows Snake to destroy control panels remotely that he wouldn't be able to reach otherwise. Unlike most other weapons the Nikita is not directly based on a real world weapon


High Frequency Blade

A chokuto in which the blade resonates at ultra-high frequencies increasing its sharpness and cutting power exponentially. The HF Blade was used predominately by the cyborg ninjas, Gray Fox, Olga Gurlukovich and Raiden, but was also employed by Solidus Snake and the Arsenal Tengu. The cyborg ninjas were able to wield the blade with such accuracy and speed that they were able to deflect bullets in any direction they were facing. The one exception to this were shotgun blasts, which were unable to be blocked due to the numerous pellets spread out.

CQC Knife

The CQC knife was very similar to the survival knife. Naked Snake and The Boss used this short knife, paired with a pistol or, in The Boss' case, The Patriot, to perform CQC. Both The Boss and Naked Snake kept their CQC knives in shoulder sheathes on the left, supposedly for easier access as they both predominately wielded fire arms with their right hands. The CQC knife is fairly small for easy handling, with a cord-wrapped handle and a leather sheath worn across the breast.

Coolant Spray

A portable pump that squirts a chemical substance into the air.
Once the special substance disperses into the air,
it becomes a kind of gel that adheres to an object and freezes it. It was
given to Raiden by Stillman. The purpose of this spray is to freeze the C4
bombs planted throughout the struts on Shell One.



Grenade


A hand grenade is a small hand-held anti-personnel weapon designed to be thrown and then explode after a short time. The word "grenade" is derived from the French grenade, meaning pomegranate, so named because its shrapnel pellets reminded soldiers of the seeds of this fruit. Grenadiers were originally soldiers who specialized in throwing grenades.






Claymore


The M18A1 Claymore is a directional anti-personnel mine used by the U.S. military. It was named after the large Scottish sword by its inventor, Norman A. MacLeod. The Claymore fires shrapnel, in the form of steel balls, out to about 100 meters across a 60° arc in front of the device. It is used primarily in ambushes and as an anti-infiltration device against enemy infantry. It is also of some use against soft-skinned vehicles.



C4
C-4 or Composition 4 is a common variety of military plastic explosive.
The term composition is used for any stable explosive, and "Composition A" and "Composition B" are other known variants. C-4 is 1.34 times as explosive as trinitrotoluene (TNT).

Stun Grenades

Invented by the SAS in the 60's, the term stun grenade, while in widespread use in games and the media, is actually a misnomer; the typical "flashbang" (or "bang") deployed by a civilian law enforcement tactical team in the US is technically not a grenade. There are numerous mechanical and end-use differences between an NFDD (noise flash diversionary device) and a stun grenade (or in fact a grenade of any type).

Chaff Grenades

A miniature chaff dispenser. Chaff are small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool missile radar. The individual strips are cut in such a way that they wreak havoc with radar's transmitted frequencies. The Metal Gear Solid Chaff Grenade seems to be ficticious (at least, there seems to be no available documentation on handheld chaff grenades), but the technology is sound. It only works against radar, however. Visual and IR sensors are not affected by ordinary chaff, unlike the way it is portrayed in-game. This fictional version rather like an EMP grenade.

Saturday, October 18, 2008

MGS2 DogTags



Dog Tags are collectible items in Metal Gear Solid 2. To collect them, simply hold up a guard, get in front of them and look at them in first person view. If there is a twinkle on their chest, then they have a dog tag you can obtain. You can make them give up the dog tag by aiming at their head or groin. They will then shake their dog tags (and, eventually, other items) for you to pick up. The player can also use thermal goggles to look at a guard from the front to tell if that guard is carrying dog tags.

Some of the guards will refuse to give you anything at first. If this is the case, then shooting the guard in a non-lethal area (ideally the arm or leg) or aiming a more potent weapon (such as the Nikita) will usually persuade them to give it up.

You can view dog tags by going into the special menu, selecting Dog Tag Viewer, and choosing a save file to load dog tags from.

Rewards for collected dog tags include:

Snake (Tanker):
Infinite ammo bandanna - 46 dog tags
Stealth Camouflage - 76 dog tags

Raiden (Plant):
Brown Wig (infinite ammo) - 73 dog tags
Stealth Camouflage - 120 dog tags
Orange Wig (infinite hanging meter) - 170 dog tags
Blue Wig (infinite O2 gauge underwater) - 218 dog tags

The names on the dog tags are taken from Konami contest winners and the games designers, and one dog tag in the Tanker Episode is named for J-Rock singer Gackt, who also did a Japanese television commercial for MGS2.

Also, some characters have their tag on them, or the tag of another character in the game. Olga Gurlukovich carries her own dog tag, Fatman carries Peter Stillman's dog tag, and Solid Snake carries a different dog tag on each difficulty level: Iriquois Pliskin on Very Easy, Meryl Silverburgh on Easy, Solid Snake on Normal, Liquid Snake on Hard, and Hideo Kojima on Extreme or European Extreme. Each of these special dog tags can be obtained by shaking down the character's body after knocking them out (or, in Fatman's case, killing him). Snake can only be knocked out in Arsenal Gear, immediately after being reunited with Raiden; at the time, Raiden can only use punches, kicks, the summersault attack, and the HF Blade, which needs to be set to non-lethal by pressing the Weapon Button.

MGS2 Secrets

Alternative Title Screen

Beat the game once to get a new blue screen with Raiden in the background. To change back to the red one with Snake, watch the opening. After the demo finishes, the screen will back to the one with Snake.

Camera

Once you beat the game, save it and when you start a new game you should have it in your inventory.

Easter Eggs

E.E. and Johnny

While helping E.E. with your sniper rifle she will pass behind two big structures. Use your directional microphone on her when she passes behind the first structure to hear her talking what she thinks about Raiden. Do it again when she passes the second structure to hear she being hold-up by some guard. E.E. asks if he is going to shoot her, the guard says that he learned from Shadow Moses that fighting women can give him bad luck. Than the guard begings to have some "stomach problems" and run away, E.E. asks his name and he says: "It's Johnny!"

Happy Birthday

At the first node you log into in the Plant Episode, you're given a chance to input your name, birthday, bloodtype and nationality. If your birthday is the same date as your PS2, you'll be greeted by a Happy Birthday logo with a matching Birthday cake.

If you are holding a soldier's dogtag and you highlight it showing their name, underneath it will show "Happy Birthday!" if the internal clock matches up with that soldier's birthdate.

Staff Dog Tags

At the first node or Special Mission name entry, enter your name as one of the game staff. It will automatically put in their blood type, birthday, sex, and nationality.
Known names
Hideo Kojima
Yoji Shinkawa
So Toyota
Ken Ogasawra

Camera Control

During a cut-scene, you can press R1 or the Right shoulder trigger to zoom in, and use the right analog stick to move the camera around.

Moai Head

As with all Konami games, a Moai statue can be seen somewhere in the game. One statue can be seen in the vents of Strut L with the use of the Nikita missile launcher, however there are many more hidden throughout the game.

Kiss a poster

When hiding in a locker with a poster on the inside, zoom in and Snake or Raiden will lean forward and make a kissing sound.

Codec

Like camera control, you can move the position of the camera during codec calls. Pressing the shoulder buttons or the triggers will also disclose the inner thoughts of the person in control. Left side prompts a negative thought while the right side prompts a positive response.

Ghosts

Taking a picture of the right viewscreen in Hold 2 will have Hideo Kojima show up as a ghost. In Hold 3, Ocelot can be seen from the upper floor near the left foot of Metal Gear RAY. If you upload these pictures, Otacon will be freaked out.

Cardboard Box Sighting

After meeting Stillman for the first time, head out towards the CD Connecting Bridge. When you see an unconscious guard, go into first person view. You'll see Pliskin hiding under a cardboard box heading towards D strut. You can shoot the box to alert Pliskin and make him run away under the box. Call Pliskin on the Codec for a funny conversation. You may have to call Pliskin a number of times before hearing this, as the first conversations he will talk about are the members of Dead Cell.

Snake's Dogtag

After Snake Gives you the High Frequency Blade and Equipment, knock him out and shake him to get his dogtag. You will recieve Meryl's, Liquid's, or Pliskin's tag by changing the difficulty level. However, when you do this in Extreme difficulty, you will recieve Hideo Kojima's Dog Tag!

Kaori Yae

One of the Plant soldiers has a dogtag that identifies himself as Kaori Yae. Kaori Yae is a girl from Tokimeki Memorial 2, Konami's high school dating sim series. Hideo Kojima also had a hand in directing the first three Drama series games before working on MGS.

Dogtag Information

Use the Binoculars or Camera to identify the names of the person on the dog tag. The name will appear above the enemy. This only works if you are holding that soldier's dog tag.

Daze A Guard

When an exclamation point or a question mark appears over a guard's head, shoot it to daze. If you shoot this before it disappears, the guard will become dazed for a while and some white bubbles float around his head, making him totally oblivious for a bit.

Hostages

In the Hostage Room of Shell 1, the types of hostages - excluding Ames - will all be different according to the time on the internal clock.
12:00 PM - All Jennifer

VR Missions

The color of the VR environments changes accordingly with the time on the internal clock.

Sunglasses

When a third playthrough is started on any chapter, Snake and/or Raiden will be wearing stylish sunglasses.

Rare Bug Space

At Shell 2 Core B1, anytime before rescuing Emma.
Crawl on the floor and press the elevator call button.
You will enter a bug space, where you'll be able to walk underwater and still equip all your items and weapons.
If you find the right route, you can even take a picture of the body of Stillman floating in the water.
You will still lose oxygen when underwater. If you have the Blue Wig, equip it and you'll be able to stay underwater as long as you want.
The bug only exists before rescuing Emma. After meeting Emma, the bug will be gone.

Mid-air Walk

At the Tanker Deck-D Crew's Quarters, after walking up the staircase, there is a red fire alarm bell on the top of the adjacent wall. Use a silenced weapon to shoot the alarm bell once, then stay there and don't move away from that location. The soldier patrolling the staircase leading up to the bridge will hear the ding of the bell and walk towards you, mistakenly up the staircase and walk into mid-air. If you try looking at him in first person view, you won't be able to.
If at this time, you quickly move to the area in front of the staircase going up, that soldier will be stuck at the top of the steps, walking in place unable to get back down. If you leave this area in front of the staircase, he will be able to come down.
If you shoot and kill him while he's stuck atop that staircase, his body will float in mid-air when you go back to the area where you first shot the alarm bell. But again, you won't be able to see him in first person view.

Attention of the Marines

In the Tanker Hold 2, stand to the left side of the projectors and press the Triangle button to click on the remote control. Do this seven times and a funny movie sequence will start.
Save the game before you do this trick though, because after the movie it is an automatic game over.

Blow Away Tanker Camera

Unlike Raiden, Snake can't blow away surveillance cameras because he doesn't have the Stinger or the RGB6.
The only place Snake can blow away the surveillance camera is in the Deck D Crew's Quarters.
Stand under the camera and pull out the pin of a grenade, but do not throw the grenade. Hold it up under the surveillance camera and the camera will be blown away, provided Snake also loses some blood.
(The curious bit is that, if you exit the floor and return, the camera will miraculously reappear. Deactivated, but present.)

Raven Toy

Not only can Snake shoot the Raven figure, he can punch it as well.


Weird Squat

In the small room at the top left of the Engine Room, beyond the infrared semtex sensors is a bag of flour. Stand onto the bag of flour then press against the wall. That's not a good pose for Snake.


But I Have Stealth!

In the Tanker Holds, even with the Stealth Camouflage equipped, Snake still can't pass in front of the video projectors undetected.
Maybe it's because Snake's bandana or sunglasses still cast a shadow on the screen?


That's Attention To Detail

Look at the mini-submarine hanging in the Strut A Deep Sea Dock. The front side of it is a semi-spheric glass window that reflects a distorted image. Most people don't even notice that window, needless to mention its reflection. Yet they took the time to make that window the way it is, now that's attention to detail.


Didn't Ride That Elevator Enough?

Do you feel like you didn't get to ride that deep sea dock elevator enough?
After deactivating all the bombs in Shell 1 and retrieving Sensor B, the bomb in the Strut A Deep Sea Dock will be activated. During this countdown period of time, you can ride that deep sea dock elevator as many times as you want.
And depending on where you stand onto the elevator platform, the elevator cutscenes following will change accordingly, as well as the position of your arrival.


How Not to Slip on Bird Poop

When you're walking with a cardboard box equipped, you will not slip on bird poop.


I'm on Fire!

When you catch on fire, such as after the Harrier battle or during the Solidus battle, quickly equip a cardboard box or the BDU, and the fire will go out right away.


Read in the Toilet

Equip a Book, and enter a toilet stall, then call the Colonel for a grown-up conversation.


Interesting Continue Screen

After freezing the bomb on top of the Heliport that Fatman left for Raiden after the Fortune battle, immediately run to the edge of the platform and fall off before the Fatman appearance movie sequence begins.
The continue screen is interesting and worth a look.


Unbreakable Camera

On top of the Shell 1 elevator is an unbreakable camera. Shoot it, then immediately spray it with the coolant, and sparks will fly.


Bug Spray

The coolant spray also works as bug spray. Spray at the bugs flying around lights and watch them fall on the floor.


Parrot Learns to Speak

In the Shell 1 B2 Computer Room, if you equip the D Mic and ask the parrot if it is Ames, after a while the parrot will learn to speak that phrase.
Also, if you keep holding soldiers up in front of the parrot, the parrot will also learn to say "Freeze".


A Small Scene

In Shell 1 Core B1, at the retinal scanner in front of the door to the hostage hold, press the Triangle Button for a short scene of Raiden shrugging.


Hostages in Shell 1 Core B1 Hold

During the Ames search mission, the hostages change depending on the time Raiden meets Ninja after the Fatman battle and the internal clock of the PS2 console.
0:00AM ~ 0:59AM -> all Jennifer
1:00PM ~ 1:59PM -> all old man
10:00PM ~ 10:59PM -> all old lady


Another Use for the Scent Detector

In the Shell 1 Core B1 Hall where all the hostages are held, stand in front of the door at the top left corner of the room and equip the bomb detector that senses smell, and you will see on the radar that the area has a very strong scent.
That room is the toilet, where Johnny Sasaki is currently occupying.


Duct Grates Can't Stop Nikita Missiles

When rescuing the president, there are iron grates in the ducts blocking the way of your Nikita missiles. Hit the grates a few times with Nikita missiles and the grates will break, opening up the duct for future missile access.


Falling Stairs

Right after the Harrier battle, there is a staircase at the top left corner beyond the fire which will fall once you step on it.
Don't step on it.
Jump across to the other side, turn around, and shoot that staircase to watch it fall into the ocean.

Another Small Scene

Right after the Vamp fight before rescuing Emma, you go down the stairs into the water, then resurface after passing the first doorway underwater.
In that air hole vent, if you look toward the North in first person view, through the window you will be able to see Emma sitting on the steps of the locker room, at the same time a short letterbox scene will occur.
If you stare at Emma for a while longer, Colonel and Rose will call you on the codec and share an odd conversation.
After that, if you call Rose to save, she will be rude to you.

While on the subject, when in the locker room, you can shoot that window, but notice those window blinds? You can shoot those blinds and not hit the window glass. Now that's production attention to detail.

Incidentally, after rescuing Emma, if you resurface at that same air hole vent and look at that window, the scenery is changed.


Wide View

When Emma is crossing the oil fence, if you call Snake back on the codec, he will help you shoot the enemy soldiers and cyphers. But he will only shoot where your scope view is looking at.
Switch to the Scope or the Camera, and view the entire area. Now Snake's help will cover the entire area.


Bigger By Comparison

In arsenal gear, after the torture scene, when Raiden is naked, run out of the torture room into the Jejunum. Get seen by enemy soldiers and quickly run back to the torture room, and lean against the torture machine to pretend to be still restrained.
An enemy solder will enter the room and see the naked Raiden and pity himself.

Game Walktrough 2- Plant Chapter



29th of April... Two years ago, terrorists blew up the oil tanker 'Discovery'. The government swiftly erected a barrier to contain the spreading oil slick threatening the Manhattan coast. A vast cleaning plant was established in the centre of this barrier: 'Big Shell'. It did not take long for the Big Shell to become a symbol of the need for environmental protection. Around six hours ago, however, the plant was taken over by a terrorist group know as 'The Dead Cell'. During an inspection tour by the US President they seized the opportunity to take him hostage.

STRUT A, DEEP SEA DOCK

The first thing you want to do in this room is flip over the railing and climb past the chain link fence, then jump back up and pick up the SHAVER. Jump into the water and climb back out using the ladder. Go up the steps and open the middle locker to find a RATION. Open the door and go down the corridor into the next room. Watch the cut-scene and then go over and log into the Node, which looks like a computer. Once you've finished entering your details, the unconscious guards will start to wake up, so hide somewhere. When they start patrolling again, quickly sneak past them and enter the lift.


STRUT A, ROOF

Pick up the BANDAGE and go over to the chain link fence in the upper left hand corner. Crawl through the hole in the fence and go through the nearby door.


STRUT A, PUMP ROOM

Go down the stairs and watch the cut-scene that shows you where the Node is. Knock on the wall to distract the guard, sneak past him and go and log in at the Node. When you're done, exit through the door on the left.


A-B CONNECTING BRIDGE

Watch the cut-scene, then do as the Colonel suggests by hanging over the side and shimmying past the guard. Flip back over and go through the door at the other end.


STRUT B, TRANSFORMER ROOM

Walk forward and watch the very long cut-scene. When it's over, go back down the stairs where Pliskin is and log into the Node. Pick up the SOCOM AMMO then go back up the stairs and through the door at the other end of the room.


B-C CONNECTING BRIDGE

Watch another cut-scene then cross the bridge, picking up the CHAFF GRENADES on the way.


STRUT C, DINING HALL

Walk down the corridor and a cut-scene will start. You'll receive the COOLANT SPRAY, SENSOR A and a LEVEL 1 CARD KEY. Once the cut-scene is over, go to the other end of the room and log in at the Node. Leave the room and go back down the corridor and go into the toilets on the right. Approach the mirror, equip the COOLANT SPRAY, look up into the right-hand corner and spray the bomb until it is defused. Leave the toilets and go back up the corridor and leave through the door at the other end.


C-D CONNECTING BRIDGE

Run across the bridge, but be cautious as there is a security camera. Enter the door into the next area.


STRUT D, SEDIMENT POOL

Go down the steps and shoot the guard. Now go down the next set of stairs and round to the Node. Log in then go all the way round the other side. Open the hatch to find the bomb and use the COOLANT SPRAY on it. Once it's defused, go back up the stairs, round to the right and through the door.


D-E CONNECTING BRIDGE

Go down the stairs to the lower level of the bridge to avoid the guard looking down from the opposite roof. Cross the bridge, pick up the STUN GRENADES and SOCOM AMMO, then go up the stairs and through the door that leads into the next area.


STRUT E, PARCEL ROOM, 1F

Crawl across the room to reach the Node in the top left corner and log in. Now carefully head towards the stairs on the left side of the room and go down them to pick up the MINE DETECTOR. Head back up the stairs and go to the opposite side of the room where you will find some stairs - go up these and go through the door.


STRUT E, HELIPORT

Walk forward and around the corner to watch a cut-scene. Go up the large flight of stairs onto the heliport. Go up to the Harrier jet and crawl under it to find the next bomb. Freeze it with the COOLANT SPRAY. Head back down the stairs and through the door back into the Parcel Room. Then go through the door at the bottom.


E-F CONNECTING BRIDGE

Look out for the Cyphers on this bridge and activate the MINE DETECTOR. Before you get too far across, turn around, look up and shoot the guard looking down before he spots you. Crawl along the ground to pick up the mines before going through the door at the other end. If the Cyphers are getting on your nerves, use a CHAFF GRENADE to jam their electronics. Unfortunately this makes your MINE DETECTOR useless. To get around this, simply crawl the entire length of the bridge and any mines you encounter will automatically be picked up. Easy!


STRUT F, WAREHOUSE

Look out for the guard and go round the corner to the left. You can see the room below - behind the crates on the left is the next C4 bomb. Flip over the rail above the bomb and drop down between the crates. Now use the COOLANT SPRAY on it then climb out of the stack of crates. Go down the corridor and into the small room on the left to find a Node. Log in. Make sure you don't go straight to the left after exiting the crate heap, or you will find yourself on the F-A CONNECTING BRIDGE, but there is something we need to do first. Anyway, after logging in, pick up the items in the Warehouse. Make sure you visit the upstairs section and search the rooms for the M9. After picking up the tranquilliser, go through either door on the left (one upstairs and one downstairs) into the next section.


F-A CONNECTING BRIDGE

Now that we're here, cross the bridge quickly, shooting both the Cypher and the guard on the way. Be sure to pick up the CHAFF GRENADES from the lower level along the way.


SRTUT A, PUMP ROOM

Once back in here again, head towards the bottom of the screen. Use your CARD KEY on the door and enter the next room. Go down the right-hand side and go over the small flight of steps next to the pipes. Crawl left under the pipes. When you reach a red pipe, crawl down, following the red pipe. Here you will find the next bomb, so use the COOLANT CPRAY on it. Once you've frozen it, watch the Codec conversation. Once it has finished, exit the room and go through the top-left hand door onto the A-B CONNECTING BRIDGE.


A-B CONNECTING BRIDGE

Quickly shoot the guards with your new M9. Be sure to shoot them in the head, and make sure you take them both out before you get spotted. Go through the door at the end.


STRUT B, TRANSFORMER ROOM

Head down the corridor and into the room where you first met Pliskin. Head to the top of the room near the door and examine the fuse box. You will notice that one of the doors is up against the wall next to the door. Give it a good kick and it should fall down, revealing the next C4 bomb. Once again, use the COOLANT SPRAY on it. After the Codec conversation, head past the next area (B-C CONNECTIGN BRIDGE) and enter STRUT C, DINING HALL.


SRTUT C, DINING HALL

Head into the room where you met Peter Stillman and go into the pantry he was hiding in to find SENSOR B. After the Codec conversation, you will have 400 seconds to head over to STRUT A, DEEP SEA DOCK. If you've forgotten how to get there, run back to STRUT A, PUMP ROOM and go up the stairs onto STRUT A, ROOF. Get on the elevator and you will be taken down to STRUT A, DEEP SEA DOCK. Run through the storage room into the very first room you started in (the one where you found the SHAVER). Try and be very quick getting there, because if you don't make it, you'll be sleeping with the fish in the sea. In other words, you're dead! Once there, look under the mini-sub above the pool of water to find the bomb, so use the COOLANT SPRAY on it. Once the Codec conversation is over, head into the storage room (the one with the first Node) for your second Boss fight against Fortune.



BOSS: FORTUNE

This is a strange fight, as Fortune can't be killed, so all you have to do is survive. She'll fire electric pulses in your direction that will destroy whatever you happen to be hiding behind, so keep moving at all times. Try to keep out of Fortune's vision as much as you can, and NEVER STAND STILL. There is some SOCOM AMMO dotted about to try and lure you into Fortune's vision, so just ignore them as you'll just get blown to bits. Once you get a Codec call from the Colonel about Fatman, then the fight will be over.


STRUT A, ROOF

Once the cut-scene is over and you're on the roof, you will have another 400 seconds to reach STRUT E, HELIPORT. Before you move, however, equip your MINE DETECTOR as mines have been placed on the roof. Make your way quickly to STRUT E (press START to bring up the map screen if you get lost.


STRUT E, HELIPORT

Once you get up here by going through the Parcel Room, head up to the Heliport by going up the stairs. Pick up the SOCOM AMMO and approach the bomb in the centre of the Heliport and use the COOLANT SPRAY on it. You will now be thrown into your next Boss fight with Fatman.



BOSS: FATMAN

What kind of a name is Fatman anyway? Fatman will randomly place a few C4 bombs around the roof and you must use SENSOR A to find them and use the COOLANT SPRAY to defuse them before the time runs out, so keep on your toes. Once you've finished with the bombs, follow Fatman around. When he stops for a breather , use the opportunity to blast away at his head until he falls over. Once he's on the floor, fire a few rounds into his skull. When he gets up, he'll skate off and he may plant some more bombs - so be alert. Keep doing this over and over until he falls over and a cut-scene will start. During the fight, he may pull out a gun and shoot at you, so have your RATIONS equipped. Once the cut-scene is over, you will realise that there is one more bomb. To find it, pick up Fatman and drag him away to find a large bomb underneath him. When you drop him, pick up Peter Stillman's Dog Tag and use the COOLANT SPRAY on the bomb, then watch the Codec conversation.


STRUT E, HELIPORT

Head towards the stairs and a cut-scene will start in which you meet the mysterious Ninja, Mr. X. He'll give you a LEVEL 2 CARD KEY, B.D.U., and a CELL PHONE. Once the cut-scene is over, head back to the Parcel Room.


STRUT E, PARCEL ROOM 1F

Avoid the guards and head through the door at the bottom onto the E-F CONNECTING BRIDGE.


E-F CONNECTING BRIDGE

Avoid or shoot the annoying Cyphers and go through the door on the other side of the bridge.


STRUT F, WAREHOUSE

There are now three rooms in here that you can access using the LEVEL 2 CARD KEY, two on the upper level and one on the lower level. Head round the corner to the first room and collect the C4 and CLAYMORES from inside. Now exit the room and head over to the left to find the other room which contains the M4, M4 AMMO and PSG1 AMMO. Head downstairs and through the door immediately at the bottom. Inside this room you'll find the AKS-74u, AKS-74u AMMO, SOCOM AMMO and M4 AMMO. Now go back upstairs and through the door to the bridge.


E-F CONNECTING BRIDGE

Once again look out for the Cyphers and when you're halfway across go left towards the core. The bridge will collapse as you go across but as long as you keep running you won't fall. Pick up the AKS-74u AMMO, then equip the B.D.U. and AKS-74u before going through the door.


SHELL 1 CORE, 1F

Head left into the corridor and through the door at the bottom. Log into the Node in this room and pick up the CHAFF GRENADES, M4 AMMO, M9 AMMO, CLAYMORE, BOOK and C4. Now go through the door and head up the corridor, go into the left and press the button for B2.


SHELL 1 CORE, B2

Head through one of the doors and down to the computer room. First log into the Node in the top right-hand corner of the room and pick up BOX 4, AKS-74u AMMO and the DIRECTIONAL MICROPHONE over on the left and the BANDAGE from beneath the desk. Now return to the lift and press the button for B1.


SHELL 1 CORE, B1

Head right into the small room and log into the Node. Exit the room, grab the patrolling guard from behind and drag him over to the retinal scanner. Watch the cut-scene and you'll find yourself in the hall where the hostages are being held. Go downstairs and search for Ames using the DIRECTIONAL MICROPHONE to listen for his pacemaker, which makes a beeping sound to accompany his heartbeat. He usually has almost-shoulder length grey hair. Unfortunately his position in the hall is random so you'll have to search yourself, just make sure that you don't let the guard see you when you're using the microphone. Once you find him press TRIANGLE to talk to him and watch the cut-scene, during which Ames will give you a LEVEL 3 CARD KEY. When it's over you'll have ten seconds to equip your AKS-74u before Ocelot arrives, but don't move anywhere or else you'll be discovered. Another cut-scene will start and when it's over you'll be back in the corridor, minus your balaclava, so the guards will shoot you on sight. Head back to the lift and go to 1F.


SHELL 1 CORE, 1F

Shoot or avoid the guards and cameras and head back out to the bridge.


E-F CONNECTNG BRIDGE

Cross the bridge, which will partially collapse again and head down to STRUT F.


STRUT F, WAREHOUSE

You can now gain access to the three remaining rooms upstairs in this area. In them you'll find the PSG1, PSG1-T and RGB6 along with ammo for them all. Once you've picked them all up head back out to the bridge and head to STRUT D.


STRUT D, SEDIMENT POOL

Go down the stairs and through the door at the top-centre.


SHELL 1-2 CONNECTING BRIDGE

The whole bridge is covered in Semtex bombs. Take out your PSG1 and shoot the control units to disable them. Use some PENTAZEMIN if you need it. The control units are located as follows:

- Above the door behind you. - Two at the bottom of the stairs in front of you. - On the tank on the bridge. - On the left side of the door opposite. - On the right side of the door opposite. - Behind the flag on the left. - On the Cypher flying over Shell 2. - On the left side of the bridge. - On the ledge below and to the right of the bridge.

Once they're all disabled, walk forward and a cut-scene will start. When it ends, get ready for a tough Boss fight.



BOSS: HARRIER

Grab the STINGER and STINGER MISSILES then aim for the Harrier and let off a couple of rockets. The Harrier will fly off for brief periods then come back with all guns blazing or do a fly-by, the force of which will knock you down. It also attacks you with missiles and a mini-gun which both need to be avoided to escape serious damage. There is more cover on the lower level of the bridge, but it then makes the Harrier harder to hit. Keep hitting it with rockets until it goes down. Pliskin will throw down some RATIONS and more missiles when you need them.

The bridge is now destroyed so walk towards the rail on the right. Flip over it and shimmy along until you're over the pipe. Drop down onto it and walk along it (watch not to slip on the bird 'stuff'), before climbing up the ledge on the right at the end. Head round the side of the building on the ledge, but watch out as some sections of the walkway will collapse. Once you get round the corner flip over the fail and drop onto the bridge below.


L-G CONNECTING BRIDGE

Shoot the guards on the other section of the bridge and go along the walkway. Cartwheel over the first gap, then hang from the rail and shimmy past the second one. Climb the ladder at the end.


STRUT L, PERIMETER

Head along the walkway looking out for the loose sections and avoiding the guards looking through the windows. When you come to the collapsed section around the corner, crouch and hug the wall to get past it and under the obstacle. Round the next corner a short cut-scene will show a guard bursting for a slash. He then proceeds to take one over the side, so hug the wall to avoid the stream (if you dislike Raiden like me, just run straight through it!) Go round the corner and flip over the railing to get down to the bridge.


K-L CONNECTING BRIDGE

Pick up the AKS-74u AMMO then cross the bridge and pick up the RATION from the other end. Go up the stairs, look out for the Cyphers and pick up the PSG1 AMMO and CHAFF GRENADES from the doorway of STRUT K. Now use a CHAFF GRENADE to put the Cyphers temporarily out of action then go to the bridge leading to the Shell 2 Core. Cartwheel across the first gap, flip over the rail and shimmy past the second one and enter the door to get into the Core.


SHELL 2 CORE 1F, AIR PURIFICATION ROOM

Once inside you'll see some cut-scenes and Codec conversations. When you're in control again go down the stairs on the left and up again on the other side. Go up the corridor and into the room on the right to fine the Node. Enter the lift and ride it to B1.


SHELL 2 CORE B1, FILTRATION CHAMBER NO.1

Get out of the lift and log into the Node on the right. Now go down the stairs and into the water. Swim straight down to the end of the corridor and grab the NIKITA and use the air pocket at the top if you need to. Now swim back and return to the lift. Head back to 1F.


SHELL 2 CORE 1F, AIR PURIFICATION ROOM

Go down the corridor then down the steps. Get up onto the container and fire a Nikita missile into the vent. Fly the missile through the vent and into the room where the President is. Be careful not to hit him. Aim to destroy the transformer in the corner. This will turn off the electricity on the floor leading into the room with the President allowing you to enter. Do so and watch the cut-scene in which the President gives you a LEVEL 4 CRAD KEY and the MO DISC. Exit the room and watch another long, boring cut-scene. Once it's over return to the elevator and ride it to B1.


SHELL 2 CORE B1, FILTRATION CHAMBER NO.1

Get back into the water and get swimming, taking the first right you come to. Take the second left, swim down the corridor and take the next left. Use any air pockets you come to. Go through the doorway on the right then go left, and then right again. Look out for the mines here and open the door at the end. In this room, make your way through the debris, using any air pockets you need to. Open the door at the end. Go up the stairs and through the door for your next Boss fight against Vamp.



BOSS: VAMP

First things first - don't fall in the water in the centre of the room or else you won't be coming back up. Vamp himself moves around quite a lot and can be pretty hard to hit. He will be in one of three places - in the water, on your level or on the catwalk above. When he's in the water you can try hitting him with the RGB6 but it's not easy. When he's on your level, use the NIKITA, STINGER or any other bullet-based guns. Use the same weapons if he's on the catwalk above as well. When Vamp glows red he can dodge bullet-based attacks so stick to rockets. His attacks mainly consist of throwing blades at you but when he's on your level he may charge at you and use his knife. He also has a freeze attack which can paralyse you for a few seconds, leaving you open to attack. Shoot the lights when the battle starts to stop him using this attack. Stock up on ammo and RATIONS, dodge his attacks the best you can and you'll eventually beat him. Or, you can beat him VERY EASILY, but it can be quite boring. Plant a C4 by a railing, flip over the side and wait. Vamp you approach you and crouch, ready to attack. He should be right by the C4 so detonate it, blowing him into the water. Flip back onto the catwalk, plant another C4, flip back over and wait for him again. This method can take a while, but you won't get hit very much at all.

Once the fight is over, you need to rescue Emma, so leave the room. Pick up the RATION and go down the stairs into the water. Look out for the mines and swim right through the door then go immediately right again. Take the second left and pick up the BODY ARMOUR then go back and right through the next door to find a set of stairs leading out of the water. Go through the door at the top and log into the Node. Pick up the PENTAZEMIN then open the lockers to find a BOOK, some C4 and Emma. Watch the cut-scene, then you have to guide Emma back the way you came through the water - head for the room where you fought Vamp. When you get out of the water before the room where you fought Vamp press and hold TRIANGLE to hold Emma's hand and guide her. Once inside the room watch another cut-scene. Guide her out of the room and head back to the lift. Emma can't hold her breath as long as you, so be sure to stop at every air pocket to restore your O2 gauges. When you get back to the elevator you will find that the area in front of it is infested with bugs. Pull out your COOLANT SPRAY and spray the nasty little critters until they're all gone. Once you and Emma are inside ride it up to 1F.


SHELL 2 CORE 1F, AIR PURIFICATION ROOM

Take out all the guards here and lead Emma back out to the bridge that you used to get into the Core.


K-L CONNECTING BRIDGE

Shoot the Cyphers then lead Emma across the now repaired bridge. Go towards the flames and extinguish them using the COOLANT SPRAY. Now head to the door beyond where the flames were and watch the cut-scene in which Emma gives you a LEVEL 5 CARD KEY.


STRUT L, SEWAGE TREATMENT FACILITY

Pick up the SOCOM AMMO, and leave Emma here for the next bit. Proceed forward and take out the two guards. Now go back and fetch Emma. Lead her through the other door (not the one that you just came through) and you will see another cut-scene.


STRUT L, OIL FENCE

You must now provide covering fire for Emma as she crosses the oil fence. Use the PSG1, take some PENTAZEMIN and put on the THERMAL GOGGLES. Shoot the Claymores that are in here path, then concentrate on taking out guards and Cyphers. Emma moves very slowly and it takes her a while to get across so be patient. There are some PSG1-T bullets nearby and if you run low on ammo, then more will appear. Yay. When Emma gets to the second fence Snake calls you up to say that he's in position to give covering fire. Call him up and he will say he will show you some 'real sniping'. Any enemy you aim for (guard or Cypher), Snake will blast away at it, but help him if there are too many for him to handle. On the third section of the fence are some more Claymores, so take them out before Emma gets there or it's game over. When Emma gets about halfway across the third fence a cut-scene starts and Vamp reappears. He holds Emma hostage so you need to put a few bullets in his face. Be careful not to hit Emma. Pop some PENTAZEMIN and get shooting. Once he's dead, watch the cut-scene.


STRUT E, MATERIAL DISTRIBUTION FACILITY

Once the cut-scene ends you'll be back in Strut E with 300 seconds to get to Shell 1 Core, B2. Exit the small room, pick up the SOCOM AMMO and then go through the door on the left. Go up the stairs into the Parcel Room and use the door on the bottom right to get out to the bridge.


E-F CONNECTING BRIDGE

Shoot the Cyphers then head over and into Core. Watch out for gaps in the bridge!


SHELL 1 CORE, 1F

Head inside and turn on your MINE DETECTOR as some Claymores have been laid. Go into the elevator and watch the cut-scene during which you'll be placed inside Arsenal Gear.


ARSENAL GEAR, STOMACH

More lengthy cut-scenes during which Solidus will try to strangle you. Press TRIANGLE in rapid succession to hold your breath and survive this torture. Eventually you'll be released so pick up the RATION from under the desk, open the locker to find some COLD MEDICINE then go through the door. Log into the Node then head through the next door.


ARSENAL GEAR, JEJUNUM

The Colonel will now keep calling you with increasingly strange messages. You can ignore them but some are worth listening to for sheer comedy value. Make your way to the other end of this long room, avoiding guards as you go. Go up the stairs at the end, avoid the guards and cameras up here then go down the corridor on the right and through the door at the end.


ARSENAL GEAR, ASCENDING COLON

Once in here, answer every Codec call you receive until Rose calls, after which there will be a cut-scene. Snake gives you all your equipment back plus the HIGH FREQUENCY BLADE. You get to have a practise with it for a short while, just make sure you don't slash Snake by mistake. After a while, a cut- scene will start.


ARSENAL GEAR, ILEUM

You must make your way through this room while killing every one of the truck loads of guards, Snake will also help you. Use the M4 or AKS-74u and whenever you run out of ammo, Snake will give you more. Also, put on the BODY ARMOUR to give you some more protection. Use the various crates as cover and advance with Snake. At the end, the 'ALERT' bar will go down, after which you can go through the door.


ARSENAL GEAR, SIGMOID COLON

Pick up the RATION and go through the doorway into the circular room. Watch the cut-scene and kill the hoards of guards that surround you. While Snake blasts away at them, use your HIGH FREQUENCY BLADE to kill the soldiers, as it gives you more freedom of movement. At some point, the 'Mission Failed' screen will appear, but it says 'Fission Mailed' instead. Don't worry you haven't died, just continue fighting using the small screen in the corner until it returns to normal. After a few minutes of hardcore fighting, a cut- scene will ensue. We're almost home!


ARSENAL GEAR, RECTUM

The cut-scenes will continue here for a while until some Metal Gear RAYs arrive - this is your next Boss fight.



BOSS: METAL GEAR RAYS

The only weapon you need here is the STINGER. You'll start against three Metal Gears, which mainly fire rockets and machine guns at you. Chuck a CHAFF GRENADE every now and again to scramble their radars and prevent them from using rockets against you. The best way to kill them is to shoot them in the leg first, making them open their big, metal mouths. Fire a rocket into their mouth (be quick) to do some serious damage. Damage all three equally until one jumps into the centre, where you can finish it off. Another will them jump into the centre. Avoid it's feet as it can stamp on you and kill you. Since you've already damaged it, it won't take too much to destroy it. When one is destroyed, another will appear and take it's place. If you run low on RATIONS and AMMO, more will appear in the centre as the fight progresses. Once you've destroyed five, another cut-scene will start.

You'll have to survive another torture session from Solidus, so tap TRIANGLE repeatedly to hold you breath.


FEDERAL HALL

After yet another cut-scene you'll end up here.



FINAL BOSS: SOLIDUS SNAKE

This is the final battle and all you can use is the High Frequency Blade. Solidus is very good at blocking and most of the time it's tough to hit him. The best thing to do is punch and kick him, then slash him a couple of times while he's off balance. The cartwheel can also be effective, so use that as often as you can. He has some nasty attacks that you'll want to avoid - he slides across the ground, leaving a trail of fire as he goes, he uses his tentacle arms to strangle you (press TRIANGLE as usual). He also jumps up, grabs the wall and launches himself back down on top of you, and fires missiles from his tentacles which, fortunately for you, can be easily avoided. At some point during the fight Solidus will discard his tentacle arms and start charging across the roof. There is a RATION in the top corner if you need it. Be careful not to fall off the roof - Raiden will sometimes hold on, but not always. Once he's defeated, watch the REALLY long cut-scenes.

Unlockables
*******************************
Bandana (gives you infinite ammo)
Beat the game. Select Tanker. Get over 30 dogtags.

Blue Wig (gives you infinite 02)
Collect all the dogtags.

Brown Wig (unlimited ammo for Raiden)
Beat normal mode with more than 100 dogtags

Orange Wig (infinite grip)
Beat the game with 150 dogtags.

Shaver
Grip yourself over behind the caged fence when you start with Raiden.

Stealth Camo
Beat the game. Select Tanker. Get more than 60 dogtags.

Stealth Camo #2
Beat the game with 120 dogtags.

You do pull-ups by:
Hang from a rail and switch to FPV. Then press the L2 and R2 buttons together
to start doing pull-ups. If you keep this up and accustom Snake's muscles to
this kind of tension, they will toughen up and allow a longer lasting Grip
Gauge.

Grip levels

To unlock grip level 2 do 100 pull ups. To unlock grip level 3, first obtain grip level 2, and then do 100 more pull ups. In order to get your grip higher faster without doing pull-ups, drop from a railing and grab on to another railing as you are falling ten times. Doing 100 pull ups after unlocking grip level 3 will prompt your CO to tell you to move on.

Reference: metalgear.wikia.com