Metal Gear Solid 2: Substance Walkthrough :
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Walkthrough - FAQ/WalkthroughT A C T I C A L E S P I O N A G E A C T T I O N _ _ ___ _____ _ _ ___ ___ _ ____ __ __ _ _ ___ | \ / || _|_ _|/ \ | | / _ \ | _| / \ | _ \ / \ / \ | | | || \ | \/ || | | | / _ \ | | | / \_|| | / A \ | | | || |\_|| /\ || | | || |\ | | \ / || |_ | || |_| || | | | __ | |_ | /_\ || |_| | \ \ | || || | | || || | | |\/| || _| | || _ || | | ||_ || _|| _ || _ < \ \ | || || | | || || | | | | || | | || | | || | | | | || | | | | || | | | _ \ \| || || | | || || | | | | || |_ | || | | || |_| \_/ || |_ | | | || | | || \| || \/ || |_| || |/ | |_| |_||___| |_||_| |_||___|\__,_||___||_| |_||_| \_\ \__/ \__/ |___|_||___/ ___ / _ \ ______|_/ \ |________________________________________________________________ | | | _ _ _ ___ _ _ __ | | / / (_` | | |_) (_` | |_| |\ | / |_ | | / / ._) |_| |_) ._) | | | | \| \_ |__ | |_______/ /__ ________________________________________________________________| /_____| ============================================================================== METAL GEAR SOLID 2: SUBSTANCE FAQ/Walkthrough Copyright (c)2007-2009 DomZ Ninja ============================================================================== Author: DomZ Ninja E-mail: domzninja[at]hotmail[dot]com Updated: 06/30/09 Version: 1.0 NOTE: This guide does contain spoilers! ______________________________________________________________________________ TABLE OF CONTENTS ______________________________________________________________________________ See that series of numbers to the right of each section? If you want to find a specific section in the FAQ, press CTRL + F to open a search box. Type in the series of numbers for the desired section that you're trying to find and press Enter. Whabam! The search function will take you there in an instant. 1] - Version History.................................. [0100] 2] - Controls......................................... [0200] 3] - Characters....................................... [0300] 4] - The Basics....................................... [0400] 5] - Walkthrough...................................... [0500] 5.01] Mission 1................................ [0501] 5.02] Mission 2................................ [0502] 5.03] Mission 3................................ [0503] 5.04] Mission 4................................ [0504] 5.05] Mission 5................................ [0505] 5.06] Mission 6................................ [0506] 5.07] Mission 7................................ [0507] 6] - Bosses........................................... [0600] 7] - Weapons.......................................... [0700] 7.1] Close Combat Weapons...................... [0710] 7.2] Sidearms.................................. [0720] 7.3] Concussive Weapons........................ [0730] 7.4] Miscellaneous Weapons..................... [0740] 8] - Items............................................ [0800] 9] - Dog Tags......................................... [0900] 10] - Secrets......................................... [1000] 11] - Thanks/Credits.................................. [1100] ______________________________________________________________________________ 1] VERSION HISTORY [0100] ______________________________________________________________________________ FAQ/Walkthrough #24 ------------------- Version 1.0 (09/26/07) - FAQ/Walkthrough complete and submitted. ______________________________________________________________________________ 2] CONTROLS [0200] ______________________________________________________________________________ .-----------------------------.----------------------------------------------. | D-Pad | Move (Slow), Look | |-----------------------------|----------------------------------------------| | Left Analog Stick | Move (Fast), Look | |-----------------------------|----------------------------------------------| | Right Analog Stick | Move Camera, Interrogate | |-----------------------------|----------------------------------------------| | Start | Open Survival Viewer | |-----------------------------|----------------------------------------------| | Select | Access Radio | |-----------------------------|----------------------------------------------| | X Button | Crouch/Crawl, Cancel (Menu) | |-----------------------------|----------------------------------------------| | Square Button | Use Weapon | |-----------------------------|----------------------------------------------| | Triangle Button | Action | |-----------------------------|----------------------------------------------| | O Button | CQC, Accept (Menu) | |-----------------------------|----------------------------------------------| | R1 Button | Enter First-Person View | |-----------------------------|----------------------------------------------| | R2 Button | Open Weapon Window, Sidestep | |-----------------------------|----------------------------------------------| | L1 Button | Aim | |-----------------------------|----------------------------------------------| | L2 Button | Open Item Window, Sidestep | '-----------------------------'----------------------------------------------' ______________________________________________________________________________ 3] CHARACTERS [0300] ______________________________________________________________________________ NOTE: Character bios taken from the instruction booklet. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SOLID SNAKE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The legendary hero who has thrice saved the world from the menace of Metal Gear in the past, Solid Snake is an infiltration expert who always completes his mission no matter how difficult the odds. Originally a member of FOXHOUND, now a member of the NGO "Philanthropy", an anti-Metal Gear group. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- RAIDEN =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A member of the special forces unit FOXHOUND, Raiden has no experience in real -life combat situations, but his skills as a soldier have been honed to the highest levels through VR simulation training. The infiltration of the Big Shell is his first actual mission. ______________________________________________________________________________ 4] THE BASICS [0400] ______________________________________________________________________________ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CQC =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- CQC stands for close-quarters-combat, which proves to be very useful in this game. Some times, if you don't have any guns, this proves to be vey useful. If an enemy has spotted you, press O to unleash a 3-hit combo on your opponent, knocking him to the ground. If you aren't noticed by a guard, sneak up behind the enemy and press Square when you are right behind him. You will grab the enemy by the throat. There are several techniques used once you've grabbed your opponent: Direct Throw (Left Analog + O) - You will slam the enemy to the ground, stunning him Human Shield (Square) - Once the enemy is grabbed, press Square to use the enemy as a human shield Neck Snap (Tap Square) - Snake will start to choke the enemy, then proceeds to snap their neck You can also hold up enemies, but this really doesn't have anything to do with CQC. If you sneak up behind a guard and hold down Square (with a weapon equipped), Snake will pull out the gun and tell the guard to freeze. The enemy will stop in their tracks. Hold down L1 and slowly walk in front of them. Now you can use R1 to aim your gun at the enemy. If you aim it down at their crotch, the guards will usually beg for mercy and drop any items, including dog tags. After collecting the goods, you can then dispose of them. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STEALTH =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Stealth is what this whole game is all about. Instead of normal shooter games where you wipe the field of enemies, you must be very strategic in this game. if an enemy is near, use the D-Pad to stalk him instead of the left analog stick, where you will make more noise. Crawling under boxes and vehicles is very important for being undetected. Press X to crouch, then use the analog stick to crawl under platforms or other objects. In order to lose all hope of being detected, drag unconcious or dead bodies in unaccessible or hard-to-find places, such as dropping them off of a bridge or hiding them under an object. If an enemy spots a body of their comrade, they will be even more cautious than before. When Snake is up against a wall, he can knock on the wall by pressing O to attract nearby enemies to their unsuspecting doom. Sadistic, I know. I love it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- SAVING =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I must admit, I didn't know how to save until late in the game. If you don't explore enough with in-game menus and such, then you will have the same problem as I did. In order to save your game, you must press select and access your radio. From there, type in the frequency "141.96" to contact Otacon to save. Later in the game, you will have to use the frequency "140.96" and contact Rose in order to save your game. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENEMY STATS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Certain icons appear over enemies head to represent their status: ? - Suspicious of something (might have seen something strange). Enemy proceeds to stare where he possibly saw you, then continues on his patrol ! (Blue) - May have heard a strange sound or seen a dead body. Enemy moves in to investigate. ! (Red) - Enemy spots Snake. The enemy will enter alert stage and tries to call for backup. *** - Unconcious. Either kill or avoid the guard before he wakes up. ZZZ - Asleep. Either kill or avoid the guard before he wakes up. Certain alert stages will occur if the enemies become suspicious of you. If one comes up, a meter will appear under your radar and it will start to deplete. You have until the meter runs out before the enemy resumes patrolling and loses all suspicion of anything: Alert Phase - When a guard spots Snake. Guards will come to reinforce each other. If you kill or tranquilize the guard who saw you, alert stage will turn off. Evasion Phase - Occurs when the alert phase timer expires. Enemies will have lost sight of Snake, but will resume the process of looking for him. Another meter will appear once this phase starts. Caution Phase - This phase is triggered when the evastion phase ends, and another meter will start. Enemies patrol the area like normal, but are more alert and cautious. ______________________________________________________________________________ 5] WALKTHROUGH [0500] ______________________________________________________________________________ NOTE: The item placement, enemy patrol routes, and all that junk is based on the Normal difficulty. NOTE: I'll be using the terms "north", "south", "east", and "west" in this walkthrough a lot. I really hope you know what they mean. ============================================================================== 5.01] MISSION 1 [0501] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- AFT DECK =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Pentazemin, Ration, Bandages Weapons: M9, Chaff Grenades ------------------------------------------------------------------------------ Well, here we go. After the opening cinema, a small tutorial will start. You can skip it by pressing Start, but I recommend that beginners sit through it. Once the tutorial is over, you're ready to roam around on the deck. There's good news and bad news about this area. The good news is that the rain will help drown out your movements, letting you sneak around easier. The bad news is that Snake can actually catch a cold if staying out in the rain for a long period of time. If Snake has a cold, he will sneeze at random times, possibly alerting guards. Cure colds with Medicine. At the start, walk to the left to find a box under a staircase. Collect it for some Bandages. There is a guard north of you, as you can tell by his flashlight. You can also notice him on the radar; the guard is the red blip and the blue area is his range of view. Remember, this is a stealth game; don't go runnin' and gunnin' all over the place. Lean up against walls, hide behind stuff, and tranquilize enemies. For now, all you have is an M9 tranquilizer gun. Enter first-person view by holding R1 and tranq the guard when his back is towards you. You can drag his body around the boat, so unequip your gun (hold down R2 to access your weapons and L2 to access your items) and hold down Square. Drag him north towards a white box on the ground. Snake will throw the body over the boat's edge. Run north to find a Ration behind a small box. Now make your way to the right side of the deck and ascend the small flight of stairs. Jump over a box to find some Chaff Grenades. Go back down the stairs and head north to the far end, where you'll find a Pentazemin behind a metal box. Climb the stairs and take out the guard, then go north to find anoter set of Bandages. Climb up to the third floor to find one last guard. Take him out, then return to the second floor of the left side of the deck. When you approach the metal door, Otacon will call you. After the conversation, repeatedly tap Triangle next to the hatch to open it. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK A, CREW'S QUARTERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: M9 Ammo ------------------------------------------------------------------------------ Proceed south to find two sliding doors. Go through either one to enter a tiny locker room. Open the lockers to find a Ration and some M9 Ammo. A neat way to keep hidden is to knock out a guard, then stow him in one of the lockers. After the guard is taken out, exit the locker room and go down the northeast hall and through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK A, CREW'S LOUNGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: M9 Ammo, Stun Grenade ------------------------------------------------------------------------------ There are two guards situated in this fancy area. From the start, go down the stairs in front of you for some Stun Grenades. Return to the entrance and look to the left. There is one guard patrolling the hallway, so tranq him before you're spotted. The second enemy walks around the tables, so crawl behind the window to reach a magazine rack. Shoot one of the magazine to distract him, then take him out with any method. There is a Ration past the magazine rack and some M9 Ammo behind the mini bar. The mini bar is another good hiding place if you are accidentally spotted. Go up the staircase once both guards are taken out and head through the doorway on the right. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK B, CREW'S QUARTERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: None ------------------------------------------------------------------------------ Go south a little ways to find a dark-lit corner. Not only is it a good hiding spot, but you can also find a Ration here. Tranq the guard south of here; he walks back and forth through the hallway. Hide him in one of the lockers and go down the hall. Continue to the western side of the area to find a secluded staircase. Ascend the stairs to the next set of crew's quarters. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK C, CREW'S QUARTERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: Chaff Grandes ------------------------------------------------------------------------------ Snake will take notice of the security camera in the hallway. On the radar, it looks just like a normal guard -- it has a range of view and everything. Hug the northern wall and walk under the camera to avoid being spotted. Alternatively, you can use a Chaff Grenade to disarm it momentarily. Go past the camera to reach a flight of stairs. Open the locker behind them for a Chaff Grenade and head up the steps. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK D, CREW'S QUARTERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration, Cardboard Box 1 Weapons: M9 Ammo ------------------------------------------------------------------------------ As soon as you climb up the stairs, a guard will enter the cafeteria on the left. Quietly follow him into the room and Snake will notice another camera on the southwest corner of the room. Ignore it and knock out the guard. Hide him behind the counter, where you'll also find a Ration. Return to the entrance of the area and walk to the left. When you come to a fork, go north to enter a small warehouse. You can find some M9 Ammo and Cardboard Box 1 in the back. Exit the warehouse and look towards the southern end of the hallway to spot some massive contraption. Otacon will phone Snake and tell him to MOVE NO FURTHER! There is a tripwire linked to a whole bunch of C4 explosives. If you trip the lasers, you'll go kaboom. In order to find the invisible lasers, you can do one of two things. One option is to equip your Cigarettes; the smoke will help detect the lasers. The second option is to shoot the fire extinguisher on the other end of the death trap. The smoke will render the lasers visible. Before you do either one, wait for the guard to walk near the lasers. He will be in sight, but he won't spot you. Tranquilize him, then do one of two methods above. That way you won't be spotted as soon as you pass the lasers. Oh, by the way, simply crawl under the lasers to avoid blowing up. Once past the C4 trap, head west and up the staircase. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK E, THE BRIDGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ Snake will find a bunch of dead people here. Lovely. After the scene, go through the door to the left. There is a box containing USP Ammo, but you can't get it since you don't even have the weapon. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- NAVIGATIONAL DECK, PORT WING =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration, Thermal Goggles, Wet Box Weapons: USP, M9 Ammo ------------------------------------------------------------------------------ Snake will encounter a woman in this cutscene -- an evil woman. He attempts to capture her, but she has other plans. Boss time already? You know it! ------------------------------------------------------------------------------ BOSS: Olga Gurlukovich ------------------------------------------------------------------------------ Olga will run all over the place during this battle, but you should stay in relatively the same spot: the set of boxes in the center of the arena. First off, shoot out the spotlight behind Olga. That way it will be harder for her to find you. Next, check out the giant tarp on top of the boxes near Olga. If you shoot out the ropes on both sides, the tarp will fly off. Now you can peer in between the boxes for a clearer shot of Olga. Olga has three hiding spots. The first is the massive group of boxes in the center; you can spot her through the boxes if you shot the tarp off. The second is the pillar on the left side. Olga will sometimes perform a fancy cartwheel and stop in the open, leaving you a few shots off without any interferance. Make sure to take cover a LOT, since Olga has incredible aim. Only peek out when she is reloading (when you don't hear any shots, basically). Olga also uses grenades in this battle. When you here her shout out something along the lines of "take that!", she will toss it at you. The loud rain sometimes deters from the noise that it makes, so simply run away from your position to avoid the explosion. This battle isn't too hard, but you have to make sure not to be too reckless. If you need any M9 Ammo, there is some in the middle of the arena. I found it easiest to hide behind the double stack of boxes on the right. Hold down R1 to enter first-person view, then hold down L2 to strafe to the left. Let to to move back to your normal position. Use this tactic to peek out from behind the box. Peek, shoot, hide. Peek, shoot, hide. Peek, shoot, hid-- okay, I think you get the point. ------------------------------------------------------------------------------ After the battle and the cutscene that takes place afterwards, walk past Olga's unconscious body. If you want, you can shoot her to get a scolding from Otacon. I would suggest not using the USP you stole from her. Walk towards the tiny set of stairs and jump down on the other side to find a Ration tucked away in the corner. Go past the door that leads to the Bridge and go up the staircase. Climb up the gigantic mast to find a pair of Thermal Goggles at the very top. Head back down and descend the stairs. Continue east for a soldier to enter the area. Tranq him before he climbs up the stairs. Once the coast is clear, go up the small steps and head to the back end to find a Wet Box. Like the name implies, this is a cardboard box that's totally soaked. It would not be wise to use this indoors. Walk through the door that the guard came out of. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK E, THE BRIDGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: USP Ammo ------------------------------------------------------------------------------ Now that you have a USP, you can grab the ammo nearby. Go down the steps afterwards to the crew's quarters. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK D, CREW'S QUARTERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ Walk to the right to find a guard patrolling the hallway behind the C4 lasers. Knock him out, then crawl under the lasers. Tranq the guard in the cafeteria and and watch out for the soldier that occasionally comes up from downstairs. I'd like to remind you that you CAN kill enemies now that you have the USP. I also suggest that you shouldn't do it too often. First, it makes a loud noise that can attract other enemies. Second, it's mean. You don't want to kill everyone in a stealth game, do you? >:( Once the coast is clear, go down the stairs. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK C, CREW'S QUARTERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ A guard is now present in this small area. He will walk to the left as soon as you go down the stairs. Knock him out before he turns around and hug the wall to avoid the security camera. You can also destroy it with a well-placed USP shot. Either way, proceed down the stairs on the west side of the hallway. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK B, CREW'S QUARTERS =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ The room is identical as when you first went through here. Go either north or south; it doesn't matter. Simply return to the door on the eastern side of the area to reach the crew's lounge again. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK A, CREW'S LOUNGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: USP Ammo ------------------------------------------------------------------------------ A lone guard patrols the main hallway. Take him out any way you'd like. Go down the western flight of stairs to find a rather stinky guard. Immobilize him and grab the USP Ammo down here. The flies will follow Snake now, but that isn't a big deal now that there are no enemies. If there were soliders left, the flies could reveal Snake's location. Return to the east side of the lounge and descend the stairs. Go through the door to reach the engine room. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENGINE ROOM, STARBOARD =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: Grenade, USP Ammo, M9 Ammo ------------------------------------------------------------------------------ Proceed north to spot the shadow of a rather old foe. Call Otacon for a funny conversation. Ignore the apparent danger lurking around the corner and go north. Haha, it's only an action figure. Oh Snake, you and your paranoia. Grab the USP Ammo from on top of the box. Don't bother opening up the lockers, especially the one on the left, unless you're a fan of dead bodies. Return to the hallway and go through the sliding door to the left. Don't walk in though, point your gun at the guard looking over the balcony. Tranq him and stow his body in a locker. Return to the lazy guard's post and head south down the catwalk. Stop when you get to the stairs and look down. A guard should be making his way towards the base of the stairs. When he stops, shoot him in the head with a tranquilizer. Proceed down the stairs and drag his lifeless body in the alley to the right. Continue north and walk down the stairs. Tranquilize the next guard, who is facing the other way. One you have knocked him out, it is safe to shoot them without attracting any attention. If you wish, kill him and the guard on the floor above. Return to the bottom floor and head north down the catwalk. You will not only find some M9 Ammo back here, but if you look to the left, you'll find a guard across the chasm. I suggest killing him, because he will most likely wake up by the time you reach his body. Pop a cap in his head, then return to the staircase and walk to the left. There is a Ration on the far end of the walkway, so grab it if you'd like. Walk south and around the bend. Climb up the stairs and head north. You will find the dead body of the guard you killed. Shake his body for some items and collect the USP Ammo nearby. Go back down the catwalk and climb up the stairs here. You will find a guard on the side of a balcony who seems to be looking at something through his binoculars. Take him out and walk to the back end of the walkway. Cross over to the left and you'll find some more USP Ammo. Follow the path to another set of stairs. Go up the stairs and shoot the guard patrolling. Walk to the end to find a door and continue through to leave the engine room. ============================================================================== 5.02] MISSION 2 [0502] ============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ENGINE ROOM, PORT =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: USP Ammo ------------------------------------------------------------------------------ A scene will occur when you enter the northern end of the area. A guard will come out from the southern door and report to his commanding officer. Hide behind the corner and take him out after the conversation ends. If you take out the guard as he's talking, then the guys on the other end of the line will send for backup. Collect the two sets of USP Ammo here and head north for an urgent call. There's another C4 laser trap here. We have a problem though. The lasers cannot be avoided and they MUST be disarmed. In order to disarm the lasers, you must use your USP and shoot out tiny boxes. They are distinguishable by blinking green lights. Alright, time for the first box. Equip your Thermal Goggles to check out the first set of lasers. Make sure you don't bump into them as you crouch nearby and get onto your stomach. Position yourself on the left side of the gate and take off the goggles. Look on the right side of the area and you should spot a small box with a blinking green light. Carefully aim your USP and shoot out the box. If you do, the first laser trap will be disarmed. Get up and climb onto the lefternmost metal box. There's some USP Ammo on the top if you need it, but that's not what we're up here for. There is another set of C4 tucked away on a ledge north of your position. Enter first-person view and hold down L2 and R2: Snake will stand on his tippy toes. Doing this will give you access to another box, which is located above the C4 charges. Shoot it out to lower the second gate. Now for the third box. Get on the ground and crawl past the first two gates; you can do this now that the lasers aren't in tact. Stay on the right side of the area and enter first-person mode. There is another C4 box positioned similar to the first one, except it's on the left side. Try holding down L2 if you need some more room to destroy it. Once all three boxes are destroyed, the laser trap will be disarmed and Snake will be free to go. Whoopee! Go through the door past the now-harmless trap. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK-2, PORT =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: USP Ammo ------------------------------------------------------------------------------ Ignore the voice over the loudspeaker and move along. You can find a Ration on the open area to the right. Grab it and continue down the dark hall. Wear your Thermal Goggles during this area so you can spot enemies from far away. They wear them too, so make sure to spot them before you're spotted yourself. I suggest using your M9 to tranq the enemies, since your USP has a built-in flashlight that can give away your position. Continue down the hallway, collecting the USP Ammo along the way. I don't know why, but the ammo box in the corner of the hallway kept regenerating. I'm not complaining, since, you know, unlimited ammo is cool. Continue east down the hall and through the hatch. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- DECK-2, STARBOARD =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: USP Ammo ------------------------------------------------------------------------------ Nab the USP Ammo at the start and move down the hall. There is another set of USP Ammo and a Ration in the room to the left. After walking down the hall a little more, a cutscene will begin. Snake will be ambushed by a group of guards. Uh oh. This is a shootout. None of that fancy "breaking necks and tranquilizing guards" stuff. This is an all-out battle. Hide behind the box in front of you and peek out of the sides in order to shoot at the guards. They will do the same, so think of it like the fight with Olga... except with more targets. Peek out from the top and side of the box to shoot at the soldiers. Watch out for the guard in the back; he will throw grenades at you. Run away from your location to avoid the blast. You can also find a Ration, USP Ammo, and M9 Ammo behind you if you ever get low on supplies. The battle will come to a close when three soldiers run towards you. Jump out from the confines of the box and blast them to end the battle. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HOLD NO. 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ Otacon reminds Snake of his mission: he must take pictures of Metal Gear RAY. He only has seven minutes to do so. On top of that, you cannot be spotted in the next three areas. If you are, say hello to the fancy "Game Over" screen. Climb down the ladder in front of you and do the same with the next one to reach the floor. As you can see, you are in a room with a crapload of marines. However, they are all glued to the screen and shouldn't be a problem. Walk to the left and crawl under the projector. If you walk into it, your shadow will block the projection and you'll be automatically caught. You can actually turn off the projector as well. It's funny, but not recommending considering you will get a game over by doing so. Walk north across the metal grating. Sneak past the marine and continue north. You will want to either roll over the metal grating or walk across. If you run, Snake will make too much noise and attract unwanted attention. Go through the sliding door to the next hold. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HOLD NO. 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ This hold is a bit trickier. As the scene implies, there are two projectors this time. Only one will be on at a time. One projector aims at the left side of the hold while the other one is towards the right side. So if the left projector is on, the marines will be facing to the left. If not, then they will face to the right. The lights will turn off for a couple seconds before the next projector turns on, so you will be given some time to get out of the open. First, crawl under the two projectors to the eastern end of the hold. Wait for the projector on the left to turn on. Once the marines have their backs turned to you, make your move. Roll over the metal gratings and run the rest of the way to the north end of the room. Go around the boxes and through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- HOLD NO. 3 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ Metal Gear RAY is here, so you will have to take some photos here. You will have to take four photographs of Metal Gear: a front view, a view from the right, a view from the left, and a shot of the Marines' logo on the prototype. When you first enter the room, whip out your camera and take a shot of Metal Gear RAY to get a shot from the right. You will know if you have taken a good picture if Snake says something uplifting, like "way to go!" or "all right!". Yay for self-motivation. You will have to get on the left side of the room for the other shots. Walk behind the marines while the instructor is giving his speech. While back here, snap a photo of Metal Gear RAY to get a frontal view. Make sure to quickly get to the other side. If the instructor stops his speech, he will say something along the lines of "alright, take a break". The good news is that the timer will stop. However, the marines will turn in all different directions and talk to each other, making you an easy target. Once on the left side, stand next to the camera man and take another picture of Metal Gear RAY. Only one more picture left. Sneak past the marine on the side and go north to reach a dead end. Look up and search on Metal Gear RAY; you should spot the word "MARINES" in giant white print. Take a picture of the word to get the final picture. Return to the crowd and sneak past them again to the right side of the room. Near the entrance of the area is a computer. Press Triangle to log on and email the pictures to Otacon. He will approve of the pictures. If he rejects one of the pictures, simply take a better photo afterwards. After Otacon accepts all four pictures, the mission will end. A very long and important cutscene starts, so watch it all for some action, drama, and all that good stuff. I'll include a small, spoilerific summary of what happens. Ocelot arrives. Ocelot defects to The Patriots. Ocelot kills Colonal Gurlokovich and General Dolph, the marines commander that was making the speech. Ocelot is possessed by Liquid Snake. Ocelot hijacks Metal Gear RAY. Ocelot destroys the tanker. Ocelot escapes while the tanker floods and Snake is left on his own. Got all that? I didn't think so. ============================================================================== 5.03] MISSION 3 [0503] ============================================================================== A lot of stuff goes down inbetween the closing cutscene and the start of this mission. Two years have passed, and Snake is nowhere to be found. You now take the role of Raiden, the newest member of FOXHOUND. He is on his first mission. What a newbie. The creation of the Big Shell is a result of what happened two years ago. The destroyed tanker leaked massive amounts of oil, and the Big Shell was created in order to help clean up the mess. However, a terrorist organization decided to waltz in and kidnap the president, along with many other hostages. It's your (Raiden) goal to infiltrate the Big Shell, rescue the hostages, and defeat the terrorist organization. I know it's your first mission, but you can do it. You damn well better do it! *shakes fist* =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STRUT A, DEEP SEA DOCK =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Thermal Goggles, Ration Weapons: None ------------------------------------------------------------------------------ Just a reminder if you have not realized the simplest of concepts: YOU ARE NOT PLAYING AS SOLID SNAKE ANYMORE! You are now playing as Raiden, the young and inexperienced member of FOXHOUND. Get used to him, since you'll play as Raiden for the rest of the game. Whine if you like, but Raiden is pretty cool. I mean, he can do teh flipz!! From the start, dive into the pool and listen to Colonel Campbell's swimming controls. Dive down to the bottom of the pool in search of Thermal Goggles. They are hard to spot, but I'm pretty sure they are found in the southeast corner of the pool. Don't stay down there too long unless you want to drown. Exit the pool and open the lockers at the north end of the room for a Ration. Go back down the stairs and to the right. Stomp all over the pesky bugs and when you approach the metal gate, lean towards the railing overlooking the water. Press Triangle to grab the railing. Shimmy past the metal gate and press Triangle again to jump up. Pick up the Shaver and dive into the water. Climb back out and walk around the southern perimeter. Once on the east side, crawl under the machinery to find another Ration. Return to the lockers and open the hatch. I'm sure Colonel Campell has complained about you wasting too much time here. You will see a scene of a soldier apparently waking up. He then walks to the right. Raiden informs Campbell of the Russion intruder -- must be one of Gurlokovich's men. Follow him to the next room. You will approach an elevator room. A scene starts where a bunch of soldiers get owned by a strange intruder, then Raiden tells Campbell. You will have to use a nerd, err, node in this room. Walk over to the computer in the northern corner and press Triangle. You can input your information here. Have fun making up wacky information about yourself. My name was ":D" and I am from Mongolia. Also, my birthday is January 1, 2100 and my blood type is O. Haha. Along with that, you have uploaded a map of the Big Shell and can alter other in-game options. A small note about nodes: they are in nearly every room. You mus access a node and download the map of the room in order for your radar to appear. So if you want to use radars here in the Big Shell, then find nodes. The enemy guards will start to wake up after their assault from the unknown intruder. Run in the alcove behind the barrels. When the guards wake up and patrol the area, simply wait there until the elevator to come down. When it arrives, quickly dash behind the soldiers and enter the elevator. Raiden doesn't have the fancy techniques Snake had, so don't go trying to break any necks here. Just avoid the soldiers and head to the elevator. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STRUT A, ROOF =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Bandage Weapons: None ------------------------------------------------------------------------------ You are now on the roof of Strut A. Here's a basic layout of the Big Shell, if you couldn't tell from the map. They are basically two hexagons connected end to end. Each edge of the hexagon are Struts (going from Strut A to Strut L), and they are all connected by bridges. In the center of each hexagon are Shells. There are only two (duh): Shell 1 and Shell 2. Right now you are on Strut A. Mmkay? Jump up on the boxes next to you for some Bandages. Avoid the bird crap on the edges of the area. If you run, you will slip and fall on them. If you do, make sure to phone Colonel Campbell for useless fun. Walk over to the caged area on the left and get on your stomach. Crawl through the openeing on the left side to get a call from Campbell. After, go through the door. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STRUT A, PUMP ROOM =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: None ------------------------------------------------------------------------------ Head down the stairs to overhear a conversation. One soldier goes on the roof while the other one stays behind here. Avoid the guard that is patrolling the cubicle via the knocking technique. Knock on a wall to get his attention, then run around to the node in the northeast corner of the cubicle. Log on with Triangle to get the radar. Afterwards, go to the right side of the room and open the lockers for a Ration. Walk past the stairs and head down the hallway to the right of the cubicle. Continue through the sliding door to reach the bridge. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FA CONNECTING BRIDGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: Chaff Grenade ------------------------------------------------------------------------------ As the name states, this bridge connects Strut A to Strut F. A Cypher will patrol the bridge. This floating camera will patrol back and forth. If you're spotted, it will call for reinforcements. You can easily avoid it, but Chaff Grenades can be used to knock its sensors offline, leaving it useless. Either way, get across the bridge to Strut F. It's easiest to go down the steps to the lower end of the bridge. You can also find a Chaff Grenade here. Continue across to find yourself in Strut F. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STRUT F, WAREHOUSE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Ration Weapons: M9, M9 Ammo ------------------------------------------------------------------------------ A guard will report that the coast is clear. If he only knew. Anyways, walk to the right side of the hallway and through the sliding door. Collect the M9 and ammo along with it. Finally, now you can shoot stuff! There's nothing else to do here, so return to the bridge. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- FA CONNECTING BRIDGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ Avoid the Cypher as you make your way to Strut A. Just a small note, you can destroy Cyphers with a SOCOM blast. However, you have an M9, not a SOCOM. This baby won't do anything to a Cypher. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STRUT A, PUMP ROOM =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ Avoid the guard (don't waste your ammo on him unless necessary) and take the left path this time to reach the AB Connecting Bridge. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- AB CONNECTING BRIDGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ There are two guards patrolling the two catwalks on this bridge. Remember, you can hang like a monkey across the railings. Walk towards one of the two catwalks; whichever one is clear of enemies. Press Triangle against the railing to drop down. Crawl all the way to the other end while the clueless guard walks past you. Climb back up and head to the next Strut. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STRUT B, TRANSFORMER ROOM =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: Cigarettes, Ration Weapons: SOCOM, SOCOM Ammo, M9 Ammo ------------------------------------------------------------------------------ Prepare for a cutscene that can be described as nothing short of awesome. You are introduced to Vamp, the first member of Dead Cell and one of the terrorists that is behind all of this chaos. He is also one of the most badass characters in the series. Anyways, you are saved from Vamp by a seemingly normal soldier that bears a striking resemblance to a certain character. His name is Pliskin, who also knows a lot about FOXHOUND and the VR training programs that Raiden went through. Funny that we meet someone that is more than meets the eye in the TRANSFORMER room. Get it? GET IT?? Anyways, Pliskin gives you his cigarettes and his SOCOM. He also gives Raiden his frequency: 141.80. After Raiden goes on without Pliskin, grab the SOCOM Ammo nearby and download the radar from the node. Open the lockers for a Ration and more SOCOM Ammo. There is also some M9 Ammo on a catwalk. Finally, go through the sliding door in the north end. Save your game when Rose calls. Open the lockers for a Ration and more SOCOM Ammo, then proceed through the door on the left. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- BC CONNECTING BRIDGE =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Items: None Weapons: None ------------------------------------------------------------------------------ |
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Another Metal Gear Solid 2: Substance Walkthrough :
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