Metal Gear Solid 2: Substance Walkthrough :
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Walkthrough - FAQ/Walkthrough------------------------------------------------------------------------------- METAL GEAR SOLID 2: SUBSTANCE SOL IN DEPTH FAQ/WALKTHROUGH ------------------------------------------------------------------------------- Game : Metal Gear Solid 2: Substance Platform : Sony PlayStation 2 Developer : Konami Publisher : Konami Version : PAL FAQ Version: 1.00 Author : 5HAD0W E-mail : shadowmaster575@yahoo.co.uk ________________ /File 1: Contents\_____________________________________________________________ File 1 : Contents File 2 : Legal Stuff File 3 : Introduction File 4 : F.A.Q. File 5 : Actions and Manoeuvres File 6 : Items and Their Uses File 7 : Weapons File 8 : Previous Stories File 9 : Sons of Liberty General Info File 10: Sons of Liberty Walkthrough File 11: Boss Guide File 12: Secrets File 14: Goodbye ___________________ /File 2: Legal Stuff\__________________________________________________________ This guide is Copyright 2004 Mark McCaigue. This guide may be reproduced for personal and private use only as long as the guide is kept in its full form and is completely un-edited in any way except by the author. This guide may not be re-published without first obtaining the permission of the author. This guide may not be sold without the permission of the author. If you would like to put this guide on your website you must obtain consent of the author, stating the name and URL of the website it would be appearing on. It is likely that permission will be given, but be sure to ask first. Failure to adhere to the above rules can and will result in prosecution. You can e-mail me with any questions or queries at shadowmaster575@yahoo.co.uk. ____________________ /File 3: Introduction\_________________________________________________________ Welcome, reader! You have just found a guide to what is without a doubt one of the best games ever to have graced the T.V. screen of man. I am the author (duh!), 5HAD0W. This is the closest thing I could provide to a step-by-step guide for a game with so many thousands of possibilities. Therefore, I will be telling you the most straightforward and simple approach to most of the areas, although sometimes I will include an alternative strategy or two, just to let you see the different outcomes. At the start of each area I will tell you the main objective and let you try to figure out what to do for yourself without spoiling the story or making the action predictable. Underneath, I will print an in-depth guide to the area, revealing the locations of all of the items that I know about. I will not do a separate section on dog tags, if you want to know where they are, read the whole walkthrough! Different dog tags are given on different difficulty levels. If you have any suggestions, questions you need answering, have spotted a mistake, no matter how big or small or most importantly if I have missed out something like and item in an area, please let me know - all of this is very important to me. I would also like you to let me know if you see this guide on any site other than the ones listed at the bottom of this guide. You should know that this guide applies to the Normal Difficulty Setting - differences are pointed out in File 9. This is my first ever FAQ and I want it to be perfect! Please point out mistakes, even spelling and grammar. Thanks! Don't hesitate to contact me. My e-mail address is at the top of this guide. ______________ /File 4: F.A.Q.\_______________________________________________________________ Here are the most frequently asked questions, and of course, their answers: I need some time to organise this section. Coming Soon! ______________________________ /File 5: Actions and Manoeuvres\_______________________________________________ First of all, the controls... are in the instruction manual. Therefore I will not be printing them again here! I strongly suggest that you read the manual BEFORE reading this guide or sending me stupid e-mails like "how do I work the photo machine" or "how do I shoot". If this is beyond you, then I suggest that you try all the buttons and see what works. However, there is one thing that causes confusion and that is saving. Here's how it's done: Call Otacon (Tanker Chapter) or Rose (Plant Chapter) on the Codec by pressing SELECT and tuning the frequency to 140.96. Then press CIRCLE to make the call. When the "SAVE" "DO NOT SAVE" menu comes up, highlight "SAVE" and press CIRCLE, not X. Then choose the memory card slot and save slot by using the CIRCLE button. When the conversation is over, you may need to press SELECT again to exit the codec. Here are some areas that are not covered well in the manual: ------------ FPV Shooting ------------ Hold down R1 and with a weapon equipped press or press and release (depending on the type of weapon) the weapon button (SQUARE) to fire. You can alter your aim by using the left analogue stick. You can lock-on to a target (I only recently discovered this - too late for me I'm afraid) by holding down the L1 button. ------------- Enemy Hold-Up ------------- The second area that is not covered well in the manual is enemy hold up. Equip a gun or have a gun waiting in the weapon quick-select key. Sneak up to an enemy soldier, until you are very close. You must make no noise and must not walk into them by accident. Take out your weapon and point it at their back , ready to fire i.e. with the SOCOM press down the SQUARE button so the laser sight appears. Snake/Raiden will say something to the effect of "Freeze!" and if you have done it right, the guard will raise his hands into the air. If he has any dog tags you get them by holding L1 and releasing R1, walking round to in front of them so they can see you, holding R1 and releasing L1, then pointing the gun at the guard's head or groin. Moving the gun to their chest, then back to their head/groin will possibly result in them giving you an additional item. Now do what you want. Waste him with a headshot if you like, or just blow out his radio, or keep the sight locked-on (L1) and back away and escape. Whatever. Some guards (tough guys) refuse to give you dog tags, saying something to the effect of "If you're going to shoot me just do it!", you will need to make sure you have a lethal weapon - either the SOCOM or USP and pump a round into a limb or just past his head. He will then surrender the items. Another important thing to remember is if you try to hold up an Arsenal Tengu or a Search and Destroy team Member, they will feign surrender, then attack quickly; beware! -------------- Shake out Item -------------- Go up to a dead or unconscious guard with no weapon equipped and press SQUARE until Snake/Raiden picks them up. Then release the button. Repeatedly doing this will sometimes cause an item to appear. This also causes tranquilized guards to wake up faster. This is useful in the Tanker chapter when you had to knock out a guard before getting their dog tags. Not so good in the Plant Chapter because you have the Coolant Spray, which will do the job much faster. ------------- Destroy Radio ------------- If you use a gun and shoot out a guard's radio he will not be able to call for back up. It is found on his waist. If you are going to tranq a guard and not kill him, it is a good idea to do this afterwards before he wakes up. This means that if you need to re-visit an area and the guard has woken up and spotted you, he will not be able to call for help. ----------------- Fire Extinguisher ----------------- Shooting out a fire extinguisher will cause the chemicals to spray out. This can be used to reveal IR beams and temporarily disorientate guards. The downside of this is that it will alert guards to your presence. If you are too close, you may randomly sneeze. ------- Sniping ------- Sniping is quite easy. Equip a sniper rifle and the view will change to FVP. CIRCLE to zoom in, X to zoom out and of course, SQUARE to fire. You will notice shaking when aiming. This can be reduced by crouching, and reduced even further by lying down. If you take Pentazemin it can be eliminated altogether for a short while. Alternatively you can equip the cigarettes, which will have the same effect, however, this seriously reduces your life bar so I recommend this only in real emergencies. If, when fighting Vamp, you are worried about accidentally hitting Emma (yeah, she's a pain, but she's better than a Game Over), use a PSG-1 T, which fires Tranq rounds. The location of this can be found in the General SOL walkthrough, or the item location guide. ----------------- Avoiding IR Beams ----------------- In some cases it is impossible to make it past IR beams and you sometimes need to shoot out a control circuit. If this occurs, I will give a helpful guide in the main SOL Walkthrough. Otherwise, there are several ways to show up IR beams. The best is to equip the Thermal Goggles, the location of which can be found in the SOL Walkthrough or item guide. These will show the Beams quite clearly as thin red lines. The next best way is to knock out a fire extinguisher with a bullet. This will spray chemicals around the area. If a guard is very close by, it will disorientate them for a few seconds. If you are too close, you may sneeze, alerting guards to your presence. If a guard is within hearing range of you, the chemicals will not affect them and obviously they will hear you and call for help. The chemicals will make the beams visible. The next best thing you can do is equip the cigarettes, the smoke will show up the beams, but be careful, you life bar will slowly but steadily go down when they are equipped. The last and least useful way to see these beams is to shoot a bag of flour or something similar. The effects and consequences will be the same as using the fire extinguisher, but you will not have the advantage of nearby enemies being incapacitated. This is all very useful, but if you don't mind cheating, all of the IR beams (if I remember right) that do not have to be electronically disabled can be passed by simply by crawling under them. Sigh. If only the whole game was this simple. --------------- Using Elevators --------------- Go to the control panel and press the Action Button. Walk up to the button select inside the elevator, change the floors with the d.buttons or left analogue stick and select your floor using the Action Button or Punch Button. Simple. ---------------------------- Locating and Disarming Bombs ---------------------------- Use Sensor A or B as described in File 6 to locate the bomb. Get to a position where you can see it in FVP. Equip the Coolant Spray and spray it on the bomb till the light goes red and the detonator stops ticking with a click. ------------ Guiding Emma ------------ Un-equip any weapons and hold TRIANGLE to take Emma's hand. You will only move slowly, so clear the area first. Her life bar is very short, so if you are attacked, it is more than likely she will die, resulting in a Game Over. ------------------- Holding your Breath ------------------- Twice in the game you will be required to hold your breath. If you played MGS1 you will know what to do...this is very like Ocelot's 'interrogation', but no- where near as difficult. Press triangle repeatedly and quickly to refill your O2 bar. When this empties, your life bar will begin to decrease - then you are fighting for life, not air. These times are very brief and you should have no problems - however, be sure to fill your life bar up before bringing the virus to Emma in Shell 1 Core. If you die during these it will be Game Over as normal. If you do die during these incredibly easy tasks, you should feel really, really stupid. ____________________________ /File 6: Items and their Uses\_________________________________________________ ----- Items ----- As far as I am concerned, Items refers to the equipment in the left hand and menu, that is the menu brought up by pressing the L2 button. After you win a boss battle, the amount of each item that you can carry will rise, as will your LIFE bar. For more information about an item, call Otacon in the Tanker Chapter or Pliskin in the Plant Chapter with the item equipped. I'm also sorry to say that these were added as I though of them and are not in alphabetical order. The Item Locator is in Alphabetical Order unless items are in the same category i.e. boxes. ------ Ration ------ This is a military ration that you can use to restore your life. If you select it in the open window and press the CIRCLE button, you will eat the ration, restoring part of your life bar. Alternatively, so you don't waste rations, if you have a ration equipped, when your life bar reaches zero your character will automatically eat the ration. If you use them like this, you must be careful that if you have to equip another item at any time, be sure to re-equip the rations. If you forget, when the life bar reaches zero, you will die; be careful. Here is another very useful trick to using rations. If you are carrying as many rations as possible and your life bar is not full and you come across another ration you can't carry, use one of your existing rations to fill your health bar, then take the other ration to fill the empty space in your Inventory. If you are playing in a higher difficulty were you want to get the most health out of rations as possible, you may just want to leave it where it is and come back for it later. ----- Scope ----- This is a pair of military level binoculars used for long distance recon. When equipped, the view changes to FVP (First Person View i.e. you see through the characters eyes). Zoom in with CIRCLE and out with X. ----------- Body Armour ----------- This is a bulletproof vest. The damage taken when this is worn is cut in half. --------- AP Sensor --------- Approaching Personnel sensor. This sensor, when equipped vibrates when someone is nearby. The level of vibration increases as the distance between you and the person decreases. Useless on all but the highest difficulty levels. -------- Sensor A -------- This detects Fatman's normal C4s. When this is equipped and you are near one of these, a yellow smudge will appear on your radar. This is a visual representation of the ionized gas emitted by the C4s. It is quite a large area, and I advise you search near the centre of the smudge. -------- Sensor B -------- This detects Fatman's odourless C4s by using a neutron hydrogen scintillator. Obviously. When this is equipped and you are near one of these you should hear a beeping sound. The more frequent the beeps, the closer you are to the bomb. This operates as the crow flies so even it is very quick, you may not be able to access the bomb from where you are, even though you are very close. Search carefully in FPV on all planes i.e. up, down - not fighter jets. If you can't find it I suggest you search in a circle from all angles, with the centre being the most frequent area of the beeps. ------------- Mine Detector ------------- This detects optically camouflaged Claymore mines. These are not ordinary mines. Not only are they invisible to the naked eye, but also they have a motion sensor attached. These are pointed in a certain direction and have a 60- degree field of detection. If this is entered, the mine will go off, scattering hundreds of ball bearings in all directions, dealing massive damage. This is kind of like a motion sensitive shotgun. Ouch. On your radar, the yellow dot is the mine itself. The yellow cone shape is its field of detection. Enter this and you are toast. Crawling through these mines means that you will take no damage and the Claymore will be picked up and added to your Inventory. Sorted. --------------- Thermal Goggles --------------- When these are equipped, your surroundings change colour, as thermal goggles detect heat. If something is red it is hot, if it is blue, it is cold. The rest aren't hard to figure out. As these detect heat, you can use them to not only see through optic camouflage, which reveals Claymores and people using stealth gear - but these can be used to detect infrared beams - which is useful if you are not sure if you have shot out all of the control units or not. These seriously mess up your distance perception and tire your eyes out. ---------- Cigarettes ---------- Snake managed to sneak these out through Otacon's obviously lax security, and passes them on to Raiden. These can be used to look like a thug, reveal infrared sensor beams, and seriously damage your health. Not advised. ------------- Coolant Spray ------------- Given to you in the Plant chapter, you must use this do disarm the C4s. When equipped, the view changes to FPV. Point at the bomb and spray with SQUARE. The harder the button is pressed, the more thick the spray will be. You can also use this to wake up unconscious guards much faster than normal by spraying their heads with it. -------- PAN Card -------- This is effectively a security card. It works in conjunction with your body's own electronic field to 'talk' to the doors in the plant chapter. If the security clearance level of your card is high enough - the door will open. The normal security clearance levels range from Lv.1 to Lv.5, 5 being the most restrictive. When you get a new card, it can be worth backtracking to see what items you have missed in other areas and can now access. --- BDU --- This is an enemy uniform, worn only by soldiers in the Shell 1 Core. Used in conjunction with the AKS-74u, you can disguise yourself as a Shell 1 Core guard. If you fall over, hurt yourself or bump into another guard, the uniform will come off, revealing your sneaking suit! Unless you can quickly re-equip it, the guard(s!!!) will know you are not one of them. Failing this, subdue the guard immediately so he cannot call for help. If you don't: get out of there, lie low for a while and try again. ------ Camera ------ This is a digital camera with top-of-the-range auto-focus and zoom features. Press CIRCLE to zoom in and X to zoom out. Take the picture with SQUARE. You can over-write pictures with the L1 and R1 shoulder buttons and pictures can be saved to your memory card. ------- Bandage ------- This is not just an ordinary bandage. Use this to stop bleeding, which can give away your position, immediately. It is made from alginate fibres. When these touch blood or other liquids, the colloid gels cool and produce a moist condition to speed up healing. Crouching has a similar effect. ------------- Cardboard Box ------------- Equip this to wear it. Guards may just think it is an empty box. Moving you can get away with if you are careful. Going up stairs however; cameras won't be fooled. Guards generally aim their weapons at chest height. Because you are smaller in the box, some fire will miss and this is useful for dodging it. It is only made from paper though, so it WON'T protect you from bullets and DON'T get it wet! Also, there are different types of boxes. Wearing one for storing electrical equipment in a room where food is stored is not a good idea. ---------- Binoculars ---------- Auto-focus and zoom. CIRCLE to zoom in and X to zoom out. These are great on the connecting bridges for seeing guards in the distance, and for finding the IR control boxes. You can also see some guards on other struts! Look at a strut very far away from where you are. Zoom in. The quality of graphics is unbelievable! What was only a distant blur is now a beautifully sharpened thing. Thank Hideo Kojima. -------------------- Night Vision Goggles -------------------- These let you see in the dark by amplifying the light. Hurt your eyes after a while. -------- Medicine -------- This is cold medicine. If you have been in the cold or rain for too long, you may catch a cold, causing your character to sneeze at exactly the wrong moments. This instantly cures colds. You can use this in advance just in case - I think. ---------- Pentazemin ---------- An anti-depressant and muscle relaxant. This eliminates shaking when sniping for a short while. ---------- Cell Phone ---------- Given to you by the Ninja, she sends you important e-mails in the Plant Chapter. It does not have to be equipped for the e-mail to be received. ------------ Item Locator ------------ This gives the location of all the 'rare' items that you will not find more than one of in each chapter. _______________________________________________________________________________ | ITEM | DIFFICULTY | LOCATION | |=======================|============|========================================| |AP Sensor-Plant | VE-EE | Starting Item | |-----------------------|------------|----------------------------------------| |AP Sensor-Tanker | VE-EE | Starting Item | |-----------------------|------------|----------------------------------------| |BDU | VE-EE | Strut E, Heliport-Ninja | |-----------------------|------------|----------------------------------------| |Body Armour | VE-EE | Shell 2 Core, Filter Chamber 2 | |-----------------------|------------|----------------------------------------| |Cardboard Box 1-Plant | VE-EE | Deep Sea Dock+Strut L, Perimeter | |-----------------------|------------|----------------------------------------| |Cardboard Box 1-Tanker | VE-EE | Deck D, Crew's Quarters | |-----------------------|------------|----------------------------------------| |Cardboard Box 2 | VE-EE | Strut F, Warehouse B1 | |-----------------------|------------|----------------------------------------| |Cardboard Box 3 | VE-EE | Strut E, Heliport | |-----------------------|------------|----------------------------------------| |Cardboard Box 4 | VE-EE | Shell 1 Core, B2 | |-----------------------|------------|----------------------------------------| |Cardboard Box 5 | VE-EE | Strut E, Parcel Room, 1F | |-----------------------|------------|----------------------------------------| |Wet Box | VE-EE | Navigational Deck | |-----------------------|------------|----------------------------------------| |Cell Phone | VE-EE | Strut E, Heliport-Ninja | |-----------------------|------------|----------------------------------------| |Digital Camera-Plant | VE-EE | Strut E, Parcel Room, B1 | |-----------------------|------------|----------------------------------------| |Digital Camera-Tanker | VE-EE | Starting Item on Second Play of Tanker | |-----------------------|------------|----------------------------------------| |Mine Detector | VE-EE | Strut F, Warehouse B1 | |-----------------------|------------|----------------------------------------| |Night Vision Goggles | VE-EE | Shell 2 Core, Filter Chamber 2 | |-----------------------|------------|----------------------------------------| |PAN Card Lv. 1 | VE-EE | Strut C, Dining Hall-Stillman | |-----------------------|------------|----------------------------------------| |PAN Card Lv. 2 | VE-EE | Strut E, Heliport-Ninja | |-----------------------|------------|----------------------------------------| |PAN Card Lv. 3 | VE-EE | Shell 1 Core, B1-Ames | |-----------------------|------------|----------------------------------------| |PAN Card Lv. 4 | VE-EE | Shell 2 Core, 1F-President Johnson | |-----------------------|------------|----------------------------------------| |PAN Card Lv. 5 | VE-EE | KL Connecting Bridge-Emma | |-----------------------|------------|----------------------------------------| |Scope | VE-EE | Starting Item | |-----------------------|------------|----------------------------------------| |Sensor A | VE-EE | Strut C, Dining Hall-Stillman | |-----------------------|------------|----------------------------------------| |Sensor B | VE-EE | Strut C, Dining Hall | |-----------------------|------------|----------------------------------------| |Shaver | H-EE | Strut A, Deep Sea Dock | |-----------------------|------------|----------------------------------------| |SOCOM Suppressor | VE | Strut B, Transformer Room | |-----------------------|------------|----------------------------------------| |SOCOM Suppressor | E-EE | Strut F, Warehouse B1 | |-----------------------|------------|----------------------------------------| |Thermal Goggles-Plant | VE-EE | Strut A, Pump Room | |-----------------------|------------|----------------------------------------| |Thermal Goggles-Tanker | VE-EE | Navigational Deck, Crow's Nest | |-----------------------|------------|----------------------------------------| |USP Suppressor | VE-EE | Navigational Deck, Crow's Nest 2nd Play| |_____________________________________________________________________________| _______________ /File 7: Weapons\______________________________________________________________ ------- Weapons ------- Weapons are in the right hand menu, which can be accessed by pressing and holding R2. After you win a boss battle, the amount of ammo for each weapon you can carry is increased. ------- AKS-74u ------- Assault Rifle. Press SQUARE gently to aim and fully to fire. Can be equipped with a suppressor. Equipped along with the BDU this is part of a disguise, which will allow you to pose as a Shell 1 Core guard. ---- Book ---- Porn magazine. When placed in or near guard patrol paths, this will distract the guard so you can walk past. -- C4 -- Plastic explosives with 1.4 times the power of Semtex. Set with SQUARE, can be remote detonated using circle. Stay out of the blast. -------- Claymore -------- See items section - look under Mine Detector. ------------- Coolant Spray ------------- See items section. ---------------------- Directional Microphone ---------------------- Picks up small sounds. Used in FVP. Point at source of sound. ------- Grenade ------- Frag Grenade. Fire with SQUARE. Allow time for detonation. Kills all enemies within range by exploding sending shards of metal through the air. ------------- Chaff Grenade ------------- Same as Grenade. Non-Lethal. Disrupts ALL electronic equipment. ------------ Stun Grenade ------------ Flash-bang Grenade. Same as Grenade. Knocks out all enemies within range. -- M4 -- Assault Rifle. Similar to AK. Cannot attach suppressor. -- M9 -- Tranquilliser dart gun. Fires one round a clip. Is most effective when pointed at head or groin. Elsewhere, the tranq will take time to take effect. -------- Magazine -------- Empty ammo clip. Throw to distract guards. How hard SQUARE is pressed determines distance thrown. ------ Nikita ------ Remote controlled rocket launcher. Can be controlled in normal or FVP. En-equip to detonate, or hit something. Cannot move when controlling rockets. ---- PSG1 ---- Semi-automatic sniper rifle. Zoom with CIRCLE out with X. Five round clip. Lethal. ------ PSG1-T ------ Same as PSG1-T. Fires tranq darts instead of bullets. Non-Lethal. ---- RGB6 ---- Grenade launcher. 6-grenade clip. Uses parabolic trajectory. Aiming takes skill. ----- SOCOM ----- Special Operations Command Pistol. Lots of stopping power. Semi-automatic. Lethal. ------- Stinger ------- Missile Launcher. When equipped, view changers to lock-on. When square is red target is locked. Holding R1 will switch to FVP. Fire using SQUARE. The most powerful weapon. --- USP --- Similar to the SOCOM, but is smaller and is light equipped. Can be equipped with a silencer. -------------- Weapon Locator -------------- This gives the location of all of the 'rare' weapons that you will only find one of in the game. _______________________________________________________________________________ | WEAPON | DIFFICULTY | LOCATION | |=======================|============|========================================| |AKS-74u | VE-EE | Strut F, Warehouse B1 | |-----------------------|------------|----------------------------------------| |Coolant Spray | VE-EE | Strut C, Stillman | |-----------------------|------------|----------------------------------------| |Directional Microphone | VE-EE | Shell 1 Core | |-----------------------|------------|----------------------------------------| |M4 | VE-EE | Strut F, Warehouse 1F | |-----------------------|------------|----------------------------------------| |M9-Tanker | VE-EE | Starting Item | |-----------------------|------------|----------------------------------------| |M9-Plant | VE-E | Strut A, Roof | |-----------------------|------------|----------------------------------------| |M9-Plant | N-EE | Strut F, Warehouse 1F | |-----------------------|------------|----------------------------------------| |Nikita | VE-EE | Shell 2 Core, Filter Chamber No. 2 | |-----------------------|------------|----------------------------------------| |PSG1 | VE-EE | Strut F, Warehouse 1F | |-----------------------|------------|----------------------------------------| |PSG1-T | VE-EE | Strut F, Warehouse 1F | |-----------------------|------------|----------------------------------------| |RGB6 | VE-EE | Strut F, Warehouse 1F | |-----------------------|------------|----------------------------------------| |SOCOM | VE-EE | Strut B-Pliskin | |-----------------------|------------|----------------------------------------| |Stinger | VE-EE | Shell 1-2 Connecting Bridge-Snake | |-----------------------|------------|----------------------------------------| |USP | VE-EE | Navigational Deck-Olga (stolen) | |_____________________________________________________________________________| ________________________ /File 8: Previous Stories\_____________________________________________________ First two taken from disk 1 of Metal Gear Solid. ------------------------- Metal Gear - Outer Heaven ------------------------- The year 1995. Deep in South Africa, 200km north of Garzburg. Outer Heaven -- an armed fortress nation established by the legendary mercenary. He was feared in combat by both his friends and foes as a hero and a lunatic. The "Western" nations have found out that a weapon of mass destruction capable of rewriting war history is under development at Outer Heaven. They have called upon the high-tech special forces unit FOX-HOUND to take care of the situation. In response to this order, Big Boss, commander-in-chief of FOX-HOUND, sent Gray Fox, the man with the code name "FOX", which is given to the best member of the unit. "Operation Intrude N313"... After a few days, his last message being "Metal Gear...", Gray Fox was missing in action. Taking the situation seriously, the top men of the "West" again called for FOX- HOUND. Big Boss selected Solid Snake, who has just recently joined FOX-HOUND, as the agent and entrusted everything to him. Successfully making a solo infiltration to Outer Heaven, Snake got in touch with local resistance members Schneider, Diane and Jennifer. With their cooperation, Snake succeeded in rescuing Gray Fox. Gray Fox then laid out the terrifying facts about Metal Gear. Metal Gear was the development name of a nuclear warhead-equipped two-legged walking tank. It can walk through even the roughest terrains that would stop normal tanks. It can conduct local warfare by itself with unique weapons like its Vulcan cannon and anti-tank missiles. It was indeed a new-type of weapon that can conduct a nuclear attack against any place on the face of the earth from any land surface... With Metal Gear, Outer Heaven was trying to establish its military superiority over the entire world. In order to destroy Metal Gear, Snake rescued Metal Gear's chief engineer Dr. Pettrovitch and his daughter Elen, who was taken hostage to force her father to continue with his development. Snake hears from Dr. Pettrovitch how to destroy Metal Gear. However, as Snake approached the heart of Outer Heaven ad Metal Gear, well-designed traps are set all around Snake -- as if all his actions are being leaked to the enemy... In the midst of the escalating battle, the leader of the resistance, Schneider, fell into the hands of the enemy, and Snake himself, was injured through the deadly battles with Outer Heaven's best mercenaries. But Snake's indomitable spirit lead him to the 100th floor basement of the secret base where Metal Gear was developed. Evading the powerful defence system that wipes out all intruders, Snake ultimately succeeded in destroying Metal Gear. Snake tried to escape from Outer Heaven upon completing the mission. However, during the escape one man -- FOX-HOUND commander-in-chief Big Boss, confronted him. Big Boss laughs at the astounded Solid Snake and told him of the truth about his mission. While serving as the commander-in-chief of FOX-HOUND, Big Boss also ran a mercenary dispatch company utilizing his connections and capital from his years as a merc. He was planning to build this company a larger military establishment, and he built Outer Heaven as its base. His purpose for sending the rookie Snake to Outer Heaven was to cause information confusion against the "West." However, Big Boss miscalculated. He never thought that Snake would make it this far... Having lost Metal Gear, Big Boss activated the self-destruction system of the underground base. While the countdown to destruction continued, his scream echoed in the emptiness. "You have gone too far. Too far!" On the 100th floor basement, the battle between two men commenced -- free of ideology and politics... The armed fortress nation, Outer Heaven, collapsed. The impenetrable fortress made from the best military technology, and occupied by the toughest mercenaries burned in flames. Behind him, the flames reached Skyward, as Outer Heaven fell, leaving Solid Snake all alone... ----------------------------------------- Metal Gear 2: Solid Snake - Zanzibar Land ----------------------------------------- 1999, the world was facing an energy crisis. It was obvious that the supply of petroleum would run out faster than expected. However, the development of an alternate energy resource is far from completion. The price of petroleum has skyrocketed and the world economy is in confusion. The 21st century was expected to be one of chaos. One man's invention changed the entire situation. A Czech genius and biologist, Dr. Kio Marv, invented "OILIX" a microorganism that refines petroleum to produce a highly purified form of petroleum. The world was filled with hope upon the discovery of the messiah to solve the energy crisis, but at the same time the world entered a time of tension regarding this new algae. Just when the whole world's attention was drawn to OILIX and Dr. Marv, he was abducted by someone and disappeared. Nations began investigations immediately, and a name soon appeared... "Zanzibar Land." Zanzibar Land was a democratic military regime that suddenly appeared in Central Asia in 1997. When their uprising took place, the CIS army, formed around Russia, sent a suppressive unit immediately. Zanzibar Land resisted by gathering a band of mercenaries from nations around the world and fortifying most of its land. As a result, the CIS army was repeatedly defeated and Zanzibar Land declared its independence. Due to the active role mercenaries played, this war was called the Mercenary War, and Zanzibar Land was referred to as an armed fortress nation. A military nation with a group of strong mercenaries, surrounded by a tough fortress... According to the latest information, Zanzibar supposedly was armed with nuclear weapons. The whole scenario was crystal clear. By obtaining OILIX in addition to nuclear weapons, Zanzibar Land was trying to establish its economic and military superiority over the entire world. Concerned about the situation, the United States ordered Roy Campbell, commander-in-chief of high-tech Special Forces unit FOX-HOUND, to rescue Dr. Marv. Campbell was a former member of FOX-HOUND. He brought back Solid Snake, the man who single handedly brought down the armed fortress nation of Outer Heaven 4 years ago, and asked Snake to bring back both Dr. Marv and OILIX. Successfully infiltrating Zanzibar Land, and with the help of CIA agent Horry and others, Snake was able to go deep into the fortress and meet again with Dr. Pettrovitch, the chief engineer of Metal Gear at Outer Heaven. He too was abducted to Zanzibar Land and was forced to develop another Metal Gear. He told the surprised Snake of an even more shocking fact. Big Boss, the man Snake had defeated at Outer Heaven, turned out to be the general commander of Zanzibar Land. Snake rescued Dr. Pettrovitch in cooperation with Natasha, Dr. Marv's guard and former Czech International Secret Police agent, and then headed for the confinement facility deep in the fortress to save Dr. Marv. When Pettrovitch and Natasha crossed the narrow suspension bridge over the deep valley, a missile blew the bridge away. Natasha flew into the air because of the explosion. While unable to do anything to save Natasha, Snake started hearing a well-known voice. "Hey Snake. We are good buddies. I can let you go. Just leave this place at once!"...Gray Fox. Snake saw Gray Fox controlling Metal Gear. The best soldier in FOX-HOUND who, after the fall of Outer Heaven, disappeared as if he followed Big Boss. Losing Natasha on front of his eyes and letting Pettrovitch get taken away, Snake screamed, "Fox! I will not give up!" After a series of deadly battles with mercenaries, Snake finally made it to Dr. Marv's confinement facility. However he arrived to late. He saw Dr. Marv's corpse and Pettrovitch, who could do nothing but just stand there. Pettrovitch told Snake that Dr. Marv could not withstand the repeated tortures because of heart problems. Snake then received an emergency call from Horry. The information she supplied was very shocking. Pettrovitch had been voluntarily visiting Zanzibar Land to develop Metal Gear. The abduction of Dr. Marv was conducted under the directions of Pettrovitch himself. After the truth came out, Pettrovitch attacked Snake, but Snake easily put an end to him and obtained the structural plan of OILIX. While trying to escape, Snake was confronted by Metal Gear again, controlled by Gray Fox. The tremendous battle took place in the underground base. Snake finally succeeded in destroying Metal Gear. However, Gray Fox did not submit and challenged Snake to the final battle. In the midst of a minefield, Snake and Fox fought without any weapons. A fist- to-fist duel involving no hatred or murder intent. During that weird moment of purity, the two were bound by forces transcending words and emotion. Snake won the tough but pure battle against Gray Fox. However, there was still someone else Snake had to fight -- Big Boss. Just like 4 years ago at Outer Heaven, Big Boss was waiting for Snake. "One who has experienced the tension of battle can never leave the battlefield. I am the one giving you something to live for, and that is war." Snake was infuriated at the arrogant Big Boss. "There is only one battle I have to fight. To free myself from you, to shatter the nightmare...Big Boss, I will kill you!" With the structural plan of OILIX, Snake and Horry escaped from Zanzibar Land on a rescue helicopter. Snake once again saved the world. However, there was no smile on his face. Big Boss's last words kept ringing in Snake's head. "Whoever wins, our battle does not end. The loser is freed from the battlefield, but the winner must remain there. And the survivor must live his life as a warrior until he dies." Snake then disappeared into the white lands of Alaska, alone... ------------------------------- Metal Gear Solid - Shadow Moses ------------------------------- On the Substance disk, several versions of this can be read. They will not be re-typed here! ;) ___________________________________________ /File 9: Sons of Liberty General Information\__________________________________ This is a stealth game where you have to infiltrate enemy strongholds. You should read the manual to learn about the camera, intrusion view, controls and different simple manoeuvres that have not been mentioned above. ------ Gauges ------ There are various gauges in the game and every one is extremely important. When certain items are equipped the gauges effects change, so these are a description under normal circumstances. -Life Gauge- Shown in the top left corner of the screen. Decreases when you suffer pain. When it is empty you are dead. A Game Over screen will appear. -Partner Life Gauge- When you are working with a partner this gauge will appear. It is your duty to protect them. This gauge decreases when they feel pain. If this gauge reaches zero, there will be a Game Over as if you had died. -Boss Life Gauge- During a boss battle this gauge will appear under your LIFE bar and above the boss's name. When this is empty the boss battle will end and you will be the winner. This gauge is decreased when the boss is hit with a lethal weapon or attack. -Boss Stun Gauge- A small purple bar under the boss's life gauge. This acts in the same way as the boss life gauge, only this is decreased by hitting the boss with a non- lethal attack or weapon. When fighting a boss, you should concentrate either on the stun bar OR life bar. ---------- Difficulty ---------- When you start a new game, you will need to choose a difficulty setting. Here are some descriptions to help you. -Very Easy- Enemies are thick. Guards are knocked out with one flip/kick. Tranqs take effect immediately wherever enemies are hit. Rations restore more health and are found more frequently. Bosses take maximum damage from your hits. You take minimal damage from bosses' hits. -Easy- Enemies are a fair bit more intelligent and are no longer deaf or blind. You need to be a bit more accurate here. Less rations. Tougher bosses. Good starting place if you are new to the action genre. -Normal- Enough guards to be annoying. Guards are smarter and patrols/clearings are well organised. Lockers and boxes do no longer mean definite safety. Bosses are as strong as you - you take about the same damage as you deal them per hit. Still pretty easy and a good starting place for all. -Hard- If you are caught in a gun battle with guards, your chances of survival are minimal. Increased guard ability. -Extreme- Very difficult. Guard's sight and hearing double normal setting. 2 hits from a boss means death. You can choose 'Game over if discovered' option. -European Extreme- Practically Impossible without weeks of practice. You'd need to be mad. Guards are nearly as strong as you and can see like normal people. They have ultrasound hearing so be careful. The only option is complete stealth. None of that 'shoot everyone from under their noses and walk through' stuff like on normal. Bosses kill you in 1 hit. You can choose 'Game over if discovered'. This is about as hard as it would be to ACTUALLY complete this mission yourself in real life. Difficulty levels affect: -duration of grip meter -the amount of damage done to you by falls -amount of rain/cold exposure it takes for you to catch a cold -amount of items/ammo in an area -severity of shaking when sniping -amount of health a ration restores -dog tags -amount of 'Tough Guys' in a level -eyesight of guards -hearing of guards -intelligence of guards -accuracy of guards -damage done to you by bosses/guards -damage you do to bosses/guards -length of time guards stay unconscious -number of assault team members -length of evasion/alert modes -how thorough clearings are -tranq effect time -no of C4s in the Plant Chapter ----- Codec ----- The codec is a means of contacting other characters. It works something like radio. It directly stimulates the small bones of the ear, so enemies won't be able to hear your codec calls. To call someone, press SELECT, tune their frequency using the arrow keys or select a character from the memory. Press CIRCLE to make the call. When the codec beeps, you can receive calls by pressing SELECT. During a call... You can skip text using X. The other buttons have slight variations on this. You can move the characters by using the appropriate analogue stick. You can zoom in on a character by pressing the appropriate analogue stick. You can hear your character's thoughts by holding R1 and R2! -Frequencies- -Tanker- Otacon : 141.12 Will give you help with the mission and equipment. Otacon - Save : 140.96 Saves your game and tells you his own version of a Chinese Proverb. -Plant- Colonel : 140.85 Will help you with controls, objectives and general information. Rose : 140.96 Saves your game and nags you. Most annoying in game/ world. Mr. X : 140.48 Calls you with warnings, usually to do with Claymores. Stillman : 140.25 This is the bomb disposal 'guy' who gives you tips on bomb disposal and info on Fatman. Pliskin : 141.80 Will tell you about anything useful to do with whatever's going on at the time or items. Ames : 141.72 A messenger of the Patriots or the "La-Li-Lu-Le-Lo" who reveals the location of the President and gives you info regarding the Big Shell and Metal Gear. Pres. Johnson : 141.32 Explains much of the story and tells you of Solidus' plans and reveals how Solidus orchestrated the Shadow Moses incident. Tells you everything about the Patriots and lots about Arsenal Gear and Emma Emmerich. Emma : 141.52 Designed GW and the 'virus'. Talks about this and some of the Patriots more obscure plans. Olga : 140.48 Revels her true identity and purpose. Otacon : 141.12 Similar stuff to Pliskin. Gives you info about Pliskin. You cannot contact Mr. X and Ames, Pres. Johnson and Olga only call you during cut-scenes. ____________________________________ /File 10: Sons of Liberty Walkthrough\_________________________________________ Welcome to the walkthrough. You may notice that there are more items and ammo in each area than I have listed. This is because I have listed only those which are available to you at that time. Also, if you do an area by yourself, I recommend that you check the main section before you leave in case you have missed something. If we understand each other, read on... The game begins with a fantastic cut-scene. A character is walking along the George Washington Bridge. He is completely covered by a rain-coat type thing, but you can see that he is smoking. The atmosphere is fantastic - it is raining very heavily, lightning flashes and thunder rumbles. There is some sort of appropriate music going on in the background. The character throws away his cigarette with a flick of his wrist. You begin to wonder...Could it be that star of MGS1 again? Suddenly, the character throws off his rain covering, and |
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