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[Text/Video] Platinum Walkthrough in under 10 hours


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METAL GEAR SOLID 2 

-- BIG BOSS RANK --

 

 

 

– BIG BOSS REQUIREMENTS –

  • Extreme Difficulty.

  • 3 alerts or less.

  • No kills.

  • No rations used.

  • No continues.

  • Under 3 hours.

  • Under 700 shots fired.

 

– COMPLETION RESULTS –

  • Play Time - 02:31:51.

  • Save - 8 times.

  • Continue - 0 times.

  • Alert Mode - 3 times.

  • Persons - 0 killed.

  • Rations - 0 used.

  • Ammo - 536 used.

  • Total Dog Tags.

    • Tanker - 79 (76 required, we get 29 in this playthrough).

    • Plant - 126 (121 required, we get 39 in this playthrough).

 

– UNLOCKABLES (from the total dog tags) –

  • Special Item - Stealth (tanker).

  • Special item - Stealth (plant).

 

– LEGEND –

  • Pink - Optional, best to avoid.

  • Blue - Trophy.

  • Red - Critical information.

 

– KEY TIPS –

  • Free HP refill - Your HP will be automatically refilled after defeating each boss.

  • Bleeding / Critical Health - Crouch and these will cure themselves eventually.

  • Cough - Staying outside for 30+ seconds will give you a cold. Crouch or crawl to prevent and this will cure itself either passing through so many rooms or after a certain time has passed. You can also use Medicine to cure it, if you can find any that is!

  • Critical Health - When in critical health (approx below 25%), crouch and you will heal back to normal health.

  • Pausing the Timer - You can pause the in-game timer by pausing the game with the options button. This is the screen where the area name is written.

 

TITLE SCREEN

  • Load Game - Load your recent cleared save with the Very Easy and Easy dog tags.

    • Tanker - Plant.

    • Extreme.

    • Radar Off.

    • Game over if discovered.

 

START - TANKER

 

– AFT DECK –

  • Starting Equipment - Items.

    • Camera.

    • AP Sensor.

    • Cigs.

    • Digital Camera.

    • Dog Tags x 50.

    • Bandana (do NOT equip this ever).

  • Starting Equipment - Weapons.

    • None.

  • Go south to the railing, then follow it west and north and crouch against the wall until the northwest guard walks back.

  • Now quickly enter the 1F door on the western side beside the stairs before the guard turns your way.

 

– DECK-A, CREW’S QUARTERS –

  • Dog Tag - Alexandra Rattay - Lean against the right corner to make sure the southern guard is walking away, then hold him up and tranq him afterwards.

  • M9 Bullet x 15 - In the southeast locker in the central locker room.

  • Then take the northeast exit.

 

– DECK-A, CREW’S LOUNGE –

  • Lean on the wall to the left of the path leading west so that you can see the enemies ahead. Wait for the nearest guard to walk back into the lounge area out of view, then knock on this wall in the corner and quickly run to the wall to the right of the path and crouch lean against it (to prevent sneezing).

  • Dog Tag - Bruce Murphy - Once the guard comes to investigate the knocking noise, quickly hold him up as he looks towards the entrance, then tranq him afterwards.

  • Dog Tag - Patrouillault Celine - Wait for the far west guard to look north into the lounge area, then start running over to him and hold him up, tranq him afterwards.

  • Dog Tag - Patrick F Coley - Now carefully crawl towards the west stairwell guard who at this point should be walking up the western steps and will stop and look out the northwest window for a short time. Once you have crawled to him, stand up and hold him up, then tranq him. The reason you crawl to him from the previous guard is to prevent sneezing.

  • M9 Bullets x 15 - In the lounge area, in the northeast corner behind the bar.

  • Now go up the southern steps and take the southeast exit.

 

– DECK-B, CREW’S QUARTERS –

  • Dog Tag - Enrike Vargas Suarez - Go north, then west and hold up the northern guard, then tranq him.

  • M9 Bullet x 15 - Behind the northeast steps.

  • Now ascend the far west steps.

 

– DECK-C, CREW’S QUARTERS –

  • Wait beneath the camera using the blind spot for it to turn fully south, then run past it.

  • Now climb the central stairs.

 

– DECK-D, CREW’S QUARTERS –

  • Dog Tag - Andre Perron - As soon as possible, run south and hold up the nearest enemy before he gets to the fork. Now grab him and move him back near the middle out the way of the southeast enemy, but be careful you don’t run into and nudge him as the southeast guard will hear it. Then get the dog tag and tranq him afterwards.

  • Now open the west door and tranq the far west stubborn guard once he walks north and stops near the hanging saucepans. Do this quick before he looks your way.

  • Dog Tag - Matthew M Wilcox - Now knock on the wall near the 1st guard to attract the southeast guard, then crouch against the wall near the stairs to avoid the guard when he comes through the canteen door. Then hold him up and tranq him.

  • Now go west into the canteen, go south between the 2 tables and then go through the southeast door while keeping to the south wall to avoid the camera and go up the southern steps.

 

– DECK-E, THE BRIDGE –

  • After the cutscene, take the west door.

 

– NAVIGATIONAL DECK, PORT WING –

  • Boss - Olga.

    • Defeat Olga with the M9. 

    • In the middle of the crates where you start is a gap, we will be shooting Olga through this gap.

    • Straight away, go to the gap in the crates to the left, crouch about a step away from them and then look through the gap in first-person, a small cutscene should trigger.

    • Now quickly shoot Olga anywhere before she runs to the far corner and triggers another cutscene.

    • Now assuming you shot her once before she ran away, she should hide behind the left crate and attempt to throw grenades. At this point, be ready to shoot her in the foot to interrupt the animation. Don’t shoot instantly as you seem more likely to miss, I usually wait a second before shooting.

    • After hitting her and interrupting her throw, she will run away and then come back to the same spot and you just repeat this until she is defeated.

    • If any cutscenes trigger again, just resume shooting here as she will run back to the same spot afterwards.

    • If you make a mistake at any time due to bad positioning or you miss a shot, she may try to throw grenades from the right which is a little harder to hit her. Though if you stand up and exit first-person directly after making a mistake, she seems more likely to run back to the same spot then allowing you to crouch and try to recover the strategy.

    • Don’t try to do anything else or you may upset the pattern or positioning.

    • The key is to defeat her before she hides behind the sheet and turns on the spotlight

  • USP - Acquire this after the boss fight automatically.

  • Dog Tag - Olga Gurlukovich - Pick up and then drop her.

  • Enter the west entrance door you came through.

 

– DECK-E, THE BRIDGE –

  • USP Bullets x 15 - In the northeast corner.

  • Go back through the west door.

 

– NAVIGATIONAL DECK, PORT WING –

  • USP Suppressor - Climb up to the middle of the central tower.

  • Thermal Goggles - Climb to the top of the central tower to find these.

  • Dog Tag - Malcolm W Bullmore - Get this from the stubborn guard who appears from the east door. Then tranq him.

  • Now enter the eastern door.

 

– DECK-E, THE BRIDGE –

  • Go down the central steps.

 

– DECK-D, CREW’S QUARTERS –

  • Tranq the guard to the right, then wait on the steps for the north guard to come and investigate (crouch against the stair wall to prevent sneezing) then tranq him also.

  • Dog Tag - Miyaji Masayuki - Go to the west stubborn guard in the canteen, who should now be walking north, but keep near the south wall to avoid the camera. Then hold him up and tranq him afterwards.

  • M9 Bullets x 15 - Inside the pantry, in the southwest corner.

  • Dog Tag - Guyver M Scott - This guard spawns briefly when you enter the pantry, though you must be quick before he despawns. Entering the pantry, grabbing the items and then exiting and pressing again the wall at the fork will usually allow you see him and then hold him up from behind as he walks away. Tranq him afterwards.

  • Now head down the northern steps.

 

– DECK-C, CREW’S QUARTERS –

  • Dog Tag - Adam Christopher Vazquez - Crouch near the left wall and wait for the guard to come back, then hold him up and tranq him.

  • Now shoot the west camera with your USP and then descend the west steps.

 

– DECK-B, CREW’S QUARTERS –

  • Dog Tag - Akihito Oshima - Go south and wait for the southern guard to patrol back to the east, then hold him up. Then tranq him afterwards.

  • Now enter the middle eastern door.

 

– DECK-A, CREW’S LOUNGE –

  • From the entrance, quickly tranq the guard (in the body followed by the head) below when he reaches the steps and then tranq the guard who investigates.

  • Now enter the nearby door.

 

– ENGINE ROOM –

  • Dog Tag - Nicholas A Kowalcyk - Hold up the guard through the west door, then tranq him afterwards (1F).

  • Dog Tag - Yuji Gotoh - On the next floor below (2F). Move him slightly away from the railing before you get the dog tag, just don’t knock into him as the guard below may hear. Then tranq him afterwards. Be careful as his dog tag can drop down into the void if he is too close to the railing.

  • Dog Tag - Tomi S Hakulinen - On the next floor below (3F), then tranq him afterwards.

  • Dog Tag - Suneel Buggal - Now wait against the right side of the nearby pillar so that you can see part of the central walkway. Once you see the enemy appear in the middle and then start walking back, go and hold him up, then tranq him.

  • Dog Tag - Fahim Mumin - Now run north along the left part of the central catwalk until the lower far northwest guard starts to walk towards you. Now go back and wait at the bottom of the steps of the central walkway for this guard to start walking back. Then go hold him up and tranq him.

  • Dog Tag - Anibal Rodriguez - Now carefully head up to the guard at the top of the western floor, then hold him up and grab this. Tranq him afterwards.

  • Dog Tag - Adam M Conrad - Carry on up to the 1F, go through the door and then head north for a small scene where a guard spawns to the south. Head south and wait outside the door, then hold up the stubborn guard when he comes through. Tranq him afterwards.

  • Continue north to the final passage near the lockers and shoot the control unit on the small ledge above the first laser field (you can just see this from the southwest corner). Then shoot the far northeast control unit for the 2nd laser wall ahead. Now crouch or lay down and shoot the final control unit on the far northwest wall.

  • Then take the northern door.

 

– DECK-2, PORT –

  • Dog Tag - Devin P Mccourt - Run forward until you see the guard ahead, then hide in the next small room on the right. Now shoot the light on the east wall with the M9, hide in the corner and hold up the guard when he comes close. Then tranq him afterwards.

  • Dog Tag - Takahiro Hanaoka - Carry on running to the corner ahead and hold up the guard that comes from around the corner. Knock him out afterwards with a melee combo.

  • USP Bullets x 15 - Near the guard above in the corner.

  • USP Bullets x 15 - A little further along the passage to the east.

  • Dog Tag - Jinagxi Konglong - Carry on east to find a stationary enemy who keeps falling asleep. Wait for him to be asleep, then drag him into the middle and hold him up. Tranq him afterwards with the M9. The reason you need to drag him first is because sometimes the hold up won’t work and he will spot you, so grabbing him to turn him away from you is safer.

  • Now head through the east door.

 

– DECK-2, STARBOARD –

  • CRITICAL SAVE 1/8 - 0000:15:54

  • M9 Bullets x 15 - Behind the pipes beside the entrance.

  • USP Bullets x 15 - In the first corner nearby.

  • Now continue on to trigger the Deck-2 Hallway battle. This triggers a story related alert.

  • Hallway Battle.

    • Go to the front right corner behind the crate and tranq the enemies from here. You’re more open here, just try to crouch when they appear, then stand up and shoot before they go back into cover.

    • Try to tranq the first 8 before they start throwing grenades. 

    • If any grenades do come, be sure you’re ready to move.

    • Then when an additional 3 enemies try to storm your position, go and stand on the left, then tranq them all with headshots

  • Once you kill the final 3, cutscenes will follow and you will regain control in Hold No.1.

 

– HOLD NO.1 –

  • M9 Bullet x 15 - Open the door behind you at the start and you will find this inside the small room.

  • Now descend the ladders down to the bottom floor.

  • M9 Bullets x 15 - Climb the far southwest ladder.

  • Dog Tag - Sinichi Furusho - This is the guard patrolling slightly in the far northwest corner. Crawl beneath the projector and be careful on the loud flooring to the west.

  • Now take the northwest door.

 

– HOLD NO.2 –

  • Dog Tag - Phil A Marchant - Now carefully head east and then north to the guard patrolling slightly near the northeast corner and hold him up, then tranq him.

  • Now take the northeast exit.

 

– HOLD NO.3 –

  • Immediately go left to the middle of the south wall and take a photo of Metal Gear.

  • Now go to the southwest corner and take another photo of Metal Gear.

  • Now take the southwest exit back into Hold No.2.

 

– HOLD NO.2 –

  • Dog Tag - Daisuke Mercury Shimada - Go to the west wall near the entrance and then south 2 steps, then knock on the wall to attract this guard. Wait for him to walk back, then hold him up and tranq him.

  • Now go back through the entrance.

 

– HOLD NO.3 –

  • Dog Tag - Jeremy J Drake - Immediately hold up and tranq the guard in the nearby left corner.

  • Dog Tag - Fred A Thiele - Now hold up the guard near the northwest steps and tranq him afterwards. Now drag him to the far top left corner, but leave him in view of the path so the next guard sees him when you attract him.

  • Dog Tag - Nagisa Kase - Go to the far top left corner and keep knocking on the south part of the wall here that gives you a view to the south. The middle patrolling guard will shortly hear the knocking and come to investigate, be ready to hold him up as he comes around the corner, then tranq him.

  • Now go beneath the stage and to the far northeast corner and then take a photo of the Marine logo on the east side of the Metal Gear.

  • Now go to the southeast corner and take a southeast photo of Metal Gear.

  • Dog Tags x 79 - This is how many you should currently have as Snake. You need 50% (or 76) of the Tanker dog tags to acquire the Stealth Camo upon finishing the game.

  • Now go to the terminal and upload the photos to finish the Tanker mission.

 

START - PLANT

 

– STRUT A DEEP SEA DOCK –

  • Starting Equipment - Items.

    • AP Sensor.

    • Scope.

    • Digital Camera.

    • Dog Tags x 87.

  • Starting Equipment - Weapons.

    • None.

  • Now take the north door and head into the warehouse.

  • After the codec call,  interact with the northeast node and input your details. Then once on the options screen, choose to exit.

  • Run straight to the far southeast guard, grab him and drag him onto the middle pallets. Then choke him 8 times once he wakes up, release him and then repeat until he falls unconscious, but be sure he is facing north.

  • Now knock on the middle crates to attract the west guard, then do the same to him once he turns his back.

  • Now go towards the outer southern limit of the northwest guard's field of view until he notices something, this will lure him away from the elevator.

  • Then enter the elevator quickly for a cutscene.

 

– STRUT A ROOF –

  • Now take the west exit.

 

– STRUT A PUMP ROOM –

  • Now take the northwest exit.

 

– AB CONNECTING BRIDGE –

  • Being mindful of the loud flooring, go southwest to the bottom guard and choke/release until he is unconscious.

  • Then take the west exit once the northern guard has walked away.

 

– STRUT B TRANSFORMER ROOM –

  • Socom - You get this after the cutscene.

  • Socom Bullet x 12 - Near the southeast node.

  • Socom Bullet x 12 - In the 1st northern locker.

  • Now take the northwest exit.

 

– BC CONNECTING BRIDGE –

  • Chaff Grenade x 2 - On the right along the bridge.

  • Take the north exit.

 

– STRUT C DINING HALL –

  • Now head north for a cutscene where you will encounter the bomb deactivation tutorial.

  • Coolant Spray - You acquire this after the cutscene above.

  • Sensor A - SoA.

  • Keycard Level 1 - SoA.

  • Dog Tag - Yuta Shimizu - Go to the south and wait for the far southeast guard to walk west past the corridor. Then hold him up and choke him unconscious.

  • C4 Bomb - Now go into the east toilets and defuse this bomb above the sinks.

  • Now quickly take the south exit before the guard wakes up.

 

– BC CONNECTING BRIDGE –

  • Destroy the cypher with your socom by shooting the base ring 3 times or the camera once.

  • Take the south exit.

 

– STRUT B TRANSFORMER ROOM –

  • C4 Bomb - Now quickly defuse this which is in the northwest corner of the node room behind the open cabinet door.

  • Now enter the west hallway via the southwest door in the node room and then exit via the far southeast door.

 

– AB CONNECTING BRIDGE –

  • Dog Tag - Ruben Alexander Van Ophuizen - Go to the entrance leading outside and look east to see a guard on the southern path looking in your direction. Once he walks away, make your way over to him being careful on the loud flooring and hold him up, then choke him unconscious.

  • Now take the east exit, but be careful of the northern guard.

 

– STRUT A PUMP ROOM –

  • Now climb up the southwest stairs and take the door at the top.

 

– STRUT A ROOF –

  • Dog Tag - Makoto Shiragaki - This guard begins patrolling east along the bottom of the roof, so go southwest and then approach him from behind. Then hold him up and then choke him unconscious.

  • C4 Bomb - This is on the tank just outside the southeast fence, defuse it through the fence.

  • Chaff Grenade x 2 - Outside the east door.

  • Now enter the east door.

 

– STRUT A PUMP ROOM –

  • Now go down the stairs and take the southeast door into the pump room.

  • C4 Bomb - Then go to the small southeast steps to find yourself behind a guard that patrols around the outside of this room in a clockwise direction. Now go north over these steps and start crawling beneath the pipes heading northwest until you reach the red pipes. Then crawl south beneath the red pipe to reach this, then defuse it.

  • Dog Tag - Spencer P Gallagher - Now crawl back to the steps and if timed right, the guard should have finished a lap and be back at these steps also. Wait for him to walk past the steps, then hold him up and choke him unconscious.

  • Dog Tag - Richard W Hair Jr - Hold up the northern stubborn guard on the way out, then choke him unconscious.

  • Now take the lower northeast exit.

 

– FA CONNECTING BRIDGE –

  • Quickly shoot down the cypher to the northeast by hitting its base head, the far guard should be too far away to hear your shot.

  • Dog Tag - Artmed S Hernandez - Now quickly head northeast, go down the far steps and quickly hold up this stubborn guard before he turns back, then choke him unconscious.

  • Then go back up the steps and take the upper northeast exit.

 

– STRUT F WAREHOUSE –

  • M9 - Wait for the nearby guard to walk back, then quickly grab this from the open room on the right.

  • M9 Bullet x 30 (2) - SoA.

  • Dog Tag - Greg T Mcdaniel - Go into the corridor and wait behind the nearest guard who sends a radio update to HQ. Once he walks left, look to the east to see a 2nd guard walk to the wall, then quickly hold him up and tranq him before he turns your way.

  • Dog Tag - Yoshihiro Sakai - Now go left following the 1st guard, then hold him up and tranq him. Careful you don’t bump into him though.

  • Now quickly jump over the west part of the central railing and drop down onto the western crates below.

  • C4 Bomb - Now defuse this on the lower western crates without dropping down further.

  • Dog Tag - Ai Shimamatu - Now hold up the lower northwest guard once you can safely get behind him, make sure the lower southeast guard isn’t nearby. Then tranq him.

  • Now quickly exit the room via the southwest exit and then reenter.

  • Dog Tag - Ikuo Uchiumi - This guard should be slightly on the right looking south, hold him up and then tranq him afterwards.

  • Cardboard Box 2 - Grab this from the southwest room.

  • Socom Suppressor - SoA, but crawl into the southwest vent and follow it east into the back of the southeast room where you will find this.

  • Socom Bullets x 12 - SoA.

  • Mine Detector - This is in the front of the southeast room.

  • Stun Grenade x 2 - This is between the lower northern crates in the middle part.

  • Now take the upper northeast exit.

 

– EF CONNECTING BRIDGE –

  • Carefully shoot down the 3 cyphers patrolling the bridge. If quick, you can destroy all 3 safely without moving straight after the codec call cutscene.

  • Now head out of the entrance passage and onto the bridge and you will receive a story codec call.

  • After the call, look up at the heliport walkway high above to the north, then shoot the guard with the M9 once he appears. This will prevent any chance of him seeing you in this room.

  • Claymore x 3 - Crawl north along the middle between the 4 tanks to defuse these.

  • Now take the north exit.

 

– STRUT E PARCEL ROOM, 1F –

  • First move forward a few steps, then look northwest and quickly tranq the southeast guard that you can just see.

  • Now go into the southeast corner of the main room, take out the 2 cameras on the southeast and southwest pillars, then go west and destroy the camera on the far northwest pillar.

  • Now tranq all 4 enemies, preferably in this order.

    • 1 patrols to the southwest on the inside of the conveyor belt, but you already tranq’ed this guard at the start.

    • 2 are standing stationary near the middle.

    • 1 patrols the eastern steps and then to the middle of the room.

  • C4 Bomb - This moves along the central east to west belt on the north side of a silver case, then the northwest to northeast belt and finally the southeast to southwest belt and then it will repeat this. It will always start on the central east to west belt and if quick, by the time you have destroyed the cameras and tranq’ed the 4 enemies, ot should shortly be passing along the northwest to northeast belts. Defuse this before performing the next steps.

  • Now head out the northwest exit and re-enter to reset the enemies status report timer.

  • Now carefully wake up the guards 1 by 1 using the coolant spray, get their dog tag and then tranq them again. Make sure you don’t wake up 2 at once so move some apart if you need to such as the 2 stationary guards.

  • Dog Tag - Mikko Pellervo Rekola - This is the middle stationary stubborn guard.

  • Dog Tag - David Gomez - This is the other middle stationary guard.

  • Now head out the northwest exit and re-enter to reset the enemies status report timer again.

  • Stun Grenade x 2 - Beneath the middle conveyor belt.

  • Dog Tag - Kouji Yamashita - This is the stubborn southwest guard.

  • Dog Tag - Makoto Chiba - This is the guard that patrols the eastern stairwell.

  • Now take the eastern exit up the 2 sets of stairs.

 

– STRUT E HELIPORT –

  • Now head south for a cutscene.

  • Dog Tag - Brendan Oconnor - Once the cutscene finishes, continue to the top and approach the western guard from the north and hold him up. Then tranq him with the M9.

  • Stun Grenade x 2 - Between 2 western containers.

  • Dog Tag - Grant Drain - Now hold up the 2nd helipad enemy who has just patrolled to the south of you, then tranq him afterwards.

  • C4 Bomb - Now crouch beneath the middle of the northern fighter plane and defuse this bomb.

  • Cardboard Box 3 - On the southeast corner of the heliport, grab it on your way back to the stairs.

  • Dog Tag - Masayuki Yabuki - Now head back downstairs and hold up the far northwest guard. Then tranq him with the M9.

  • Claymore x 4 - Beside the guard above.

  • Now take the same eastern exit that you entered from.

 

– STRUT E PARCEL ROOM, 2F –

  • Tranq any enemies who have woken up and may be in your way, then head through the northwest exit.

 

– DE CONNECTING BRIDGE –

  • Dog Tag - Wayne A Hindman 2 - Head northwest and hold up this guard, then tranq him afterwards.

  • Now take the lower southwest exit.

 

– STRUT D SEDIMENT POOL –

  • Now tranq the 4 guards from where you gain control upon entry. First tranq the upper northeast guard and then tranq the far lower southwest guard, preferably when he’s not near a hatch (you can shoot the wall near them to make them stop for a second). Then tranq the other upper north guard when he goes to investigate the 1st, then tranq the upper central guard when he comes down to investigate you or his colleagues, though remember you can shoot a wall near him to make him pause and try not to tranq him near a C4 bombd hatch.

  • C4 Bomb - This is on the roof directly above the entrance.

  • Now head back out the room the way you entered and then re-enter to reset the enemy radio check.

  • C4 Bomb - This is below the lower hatch just to the right of the northern stairs.

  • Now head back out the room the way you entered and then re-enter to reset the enemies.

  • Dog Tag - Ryo Hanzawa - Now quickly head to the far lower southwest corner staying beneath the upper catwalk and hold up this guard, then tranq him afterwards. Just be sure he finishes his radio update and walks away from the hatch a few steps before you hold him up.

  • C4 Bomb - Now open the lower southwest hatch and freeze the bomb with the coolant spray. To use the coolant spray, equip it and tilt forward on the right analogue stick.

  • M9 Bullets x 15 - Behind the northern steps.

  • Dog Tag - Mixalis Tsakiris - This is the upper northeast stubborn guard, wake him up to get this, then tranq him again.

  • Now head out the upper east door and then re-enter to reset the radio update.

  • Dog Tag - Sonny Skinner - Cross over to the middle guard and wake him up to get this, then tranq him again.

  • Dog Tag - Edward Evans - Wake up the upper northwest guard for this, then tranq him again.

  • Now take the upper west exit.

 

– CD CONNECTING BRIDGE –

  • Destroy the camera almost immediately above you with your socom.

  • Dog Tag - Callum G Whitehurst - Wait for the guard to walk back, then hold him up and tranq him afterwards.

  • Now take the southwest exit.

 

– STRUT C DINING HALL –

  • Sensor B - Now head into the north room where you spoke to Stillman earlier and take this from the northeast storeroom.

  • Now head back out the entrance you came in and then re-enter to spawn the 2 enemies.

  • Dog Tag - David Yu - Now quickly go into the northwest room and you should be behind this stubborn guard as he walks back west. Hold him up and then tranq him.

  • Now wait in the main corridor for the southern guard to come around the corner, then tranq him. Make sure you’re far enough away so that he won’t spot you.

  • Then head through the south exit.

 

– BC CONNECTING BRIDGE –

  • Now quickly shoot the cypher down to the south with the socom.

  • Take the south exit.

 

– STRUT B TRANSFORMER ROOM –

  • Dog Tag - Roy Grizzly - Go right and enter the eastern room, then hold up the guard who is currently patrolling south in the node room. But hold him up behind the lower pumps so that the eastern guard can’t see you. Then tranq him.

  • Dog Tag - Murat Sahiner - Now hold up the stubborn guard patrolling nearby to the east, then tranq him.

  • Now take the southeast exit, but avoid the 2 cameras on the northwest walkway.

 

– AB CONNECTING BRIDGE –

  • Now tranq the southern guard.

  • Dog Tag - Leevi Mursula - Now wait for the northern guard to patrol back to the east, then hold him while being careful of the loud flooring and then tranq him.

  • Now take the east exit.

 

– STRUT A PUMP ROOM –

  • Now head up the southwest stairs and take the upper west exit.

 

– STRUT A ROOF –

  • Now go onto the elevator to ride it down automatically.

 

– STRUT A DEEP SEA DOCK –

  • Socom Bullets x 12 - These are in the middle on the south side of the crates.

  • Head to the far southwest room where you started and then go to the far south wall behind the water.

  • C4 Bomb - Go to the shelf against the west wall beside the water and this is up on the west wall above it.

  • Then once the bomb is defused, head back towards the elevator to trigger a boss fight.

  • CRITICAL SAVE 2/8 - 0000:47:40.

  • Boss - Fortune.

    • Equip a cardboard box and keep running from left to right and you should avoid most of her attacks.

    • You want to time it so that she fires twice in the time it takes you to pass from one side to the other.

    • If any liquid spills, be careful as it will eventually catch on fire.

    • When she starts shooting the lights down, she normally shoots at them 5 times before she resumes shooting you.

    • Also be careful when the 1st lift cutscene triggers as she will pause for a few seconds before she attacks again. This pause will happen when she reloads as well.

    • Socom Bullet x 12 - Along the east wall of the boss arena.

 

– STRUT A ROOF –

  • Claymore x 2 - Now go through the northeast gate and crawl to the eastern exit to obtain these.

  • Then take the east exit.

 

– STRUT A PUMP ROOM –

  • Lean against the left wall at the bottom of the steps to see the guard, then tranq him when he turns away.

  • Now take the lower northeast exit.

 

– FA CONNECTING BRIDGE –

  • Take the far northeast exit, there is a guard patrolling on the way, but he should be walking away from you.

 

– STRUT F WAREHOUSE –

  • Tuck into the southwest corner beside the entrance door and then shoot the guard that stops briefly in the corridor on the right.

  • Now take the far north exit while following the left path.

 

– EF CONNECTING BRIDGE –

  • Carefully shoot down the cyphers x 3 that have respawned.

  • Then tranq the guard at the top of the heliport ahead.

  • Now take the northern exit, but keep to the middle along the way as it's free of claymores because you collected them earlier.

 

– STRUT E PARCEL ROOM, 1F –

  • Go forward a few steps, then look northwest and tranq the southwest guard before he moves away.

  • Now go to the east corridor, wait for the guard to walk west from the stairwell and then head up the eastern steps and take the upper east exit.

 

– STRUT E HELIPORT –

  • Socom Bullet x 12 - These are at the top of the stairs.

  • C4 Bomb - Defuse this which is near the letter H on the top of the heliport. Once done, a cutscene will trigger followed by a boss fight.

  • CRITICAL SAVE 3/8 - 0000:52:27.

  • Boss - Fatman.

    • M9 Bullet x 15 - These are in the northeast corner near where the 2nd C4 bomb was/is.

    • Stun Grenades x 2 - In between the western containers.

    • Socom Bullet x 12 (3) - Spawns in the northwest, southwest and the east between some containers.

    • Stay where you are, then turn left and knock the boss down by hitting him in the skates with the M9. Then wait a second when he falls and headshot him twice with the M9.

    • C4 Bomb - Now defuse this quickly on the south side of the crates immediately on the left.

    • Now go back towards the northeast bomb where the boss will stop again, then quickly shoot the boss in the skates to knock him down, then headshot him twice with the M9 again.

    • Now place a claymore on the south side of the bomb facing northwest, then go to the north side of the bomb, get your coolant spray ready and wait. Once the boss comes towards you and gets knocked down by the claymore, defuse the bomb and then quickly headshot him once.

    • When the boss recovers and starts dancing because you defuse all the current bombs, shoot him in the skates and go for the 2 headshots.

    • Now when he is trying to place more bombs, quickly chase him and knock him down with socom x 6 and then headshot twice with the M9 (you must be very quick to headshot twice when knocking him down with body shots). Do all this quickly otherwise he will place too many bombs and it will likely be too hard to defuse them all in time.

    • If you lose track off him, you can use recent bomb placements or skate marks on the floor ro sometimes locate him.

    • Then just repeat this until he is knocked out completely and defuse any remaining bombs to trigger a cutscene.

    • Alternatively, you can also knock him down with stun grenades, dodging into him, shooting his skates or by placing claymores, but 6 socom bullets is the quickest.

  • Dog Tag - Peter Stillman - Now pick up Fatmans body, then drop him and grab this.

  • C4 Bomb - This was beneath Fatman, defuse this to trigger a codec call.

  • Now head south for a cutscene.

  • B.D.U (Field Uniform) - You acquire this after the cutscene.

  • Phone - SoA.

  • Keycard Level 2 - SoA.

  • Once you get control back on the lower path, then head back through the entrance door.

 

– STRUT E PARCEL ROOM, 2F –

  • Immediately crawl downstairs until you see the nearby guard walk back down, then go behind him and take the southeast exit.

 

– EF CONNECTING BRIDGE –

  • Throw a chaff grenade and then take the south exit, be sure to take the middle path which is clear of claymores.

 

– STRUT F WAREHOUSE –

  • Go west to the nearest northwest corner and tranq the furthest south enemy. Then shoot the crate near the nearest guard and he should investigate, then tranq him.

  • Now go to the right side of the crates ahead (east) and tranq the 2 lower enemies from near the railing.

  • Now jump over the railing and drop down below, then enter the lower northwest door.

  • Socom Bullet x 12 - Along the northern wall.

  • Dog Tag - Derek Faria - Go clockwise around the room and hold up this guard who is looking at the northeast corner, then tranq him.

  • AKS-74u - Grab this in the northeast corner.

  • AKS-74u Bullet x 30 - In the northwest corner.

  • AK Suppressor - This is along the western wall.

  • AKS-74u Bullet x 60 (2) - Along the southern wall.

  • Now head back up the stairs and head back through the entrance.

 

– EF CONNECTING BRIDGE –

  • Throw a chaff grenade.

  • Claymore x 1 - Go to the centre of the main platform and then crawl left to the western steps to acquire this on the way.

  • AKS-74u Bullet x 30 - Now run west along the bridge and grab this near the far door.

  • Now take the west exit.

 

– SHELL 1 CORE, 1F –

  • Destroy the camera up on the right wall in the entrance passage.

  • Now equip the B.D.U item and the AKS-74u weapon. With these equipped, you will be disguised as the soldiers, make sure to only switch weapons to hold up enemies when you are behind them or out of sight.

  • Dog Tag - Henry Van - Keep knocking on the wall beside the entrance door until this guard comes to investigate, then hold him up and tranq him.

  • Dog Tag - Nicholas G Benson - Now knock on the wall near the steps to attract the 2nd eastern guard, then hold him up and tranq him.

  • Now destroy the 3 cameras in the east corridor.

  • M9 Bullet x 15 - This is in the 1st locker in the southern node room.

  • Chaff Grenade x 2 - SoA, but on the crates.

  • Dog Tag - Takashi Saitou - Hold up the northern guard, get his dog tag and tranq him.

  • Go over to the far northwest exit corridor, then shoot the western camera once safe to do so.

  • Dog Tag - Rhys J Perkins - Now hold up this western guard and tranq him.

  • Socom Bullet x 12 - Beside the west faulty door.

  • Now make sure your full disguise is equipped and then enter the northern elevator and take it down to B2.

 

– SHELL 1 CORE, B2 COMPUTER ROOM –

  • Dog Tag - Tooru Morita - Head down the eastern steps and hold up the guard you reach at the bottom. Then tranq him afterwards.

  • Now make sure the disguise is equipped.

  • Books x 3 - Head over to the furthest southwest locker. Make sure nobody is looking, then melee this locker to make all the books spill out. Just be careful if a guard comes to investigate the noise.

  • Socom Bullet x 12 - Locker beside the one with the books.

  • Now use the books to distract the 3 guards in the middle. Make sure you place the books when the guards are not looking and then quickly resume the full disguise.

  • Dog Tag - Erik Po Appelblad - Hold up the southwest guard, then tranq him.

  • Dog Tag - Chris S Austin - Hold up the northeast guard, then tranq him.

  • Dog Tag - Tony Pawlik - Hold up the northwest guard last, then tranq him.

  • Cardboard Box 4 - In the northeast corner.

  • AKS-74u Bullet x 30 - SoA.

  • Microphone - In the northwest corner.

  • M9 Bullet x 15 - In the 1st locker along the southeast wall.

  • Now equip your disguise, then head back to the elevator and take it up to B1.

 

– SHELL 1 CORE, B1 –

  • Stun Grenade x 2 - Go southwest to the locker room and this is in the 1st locker.

  • Socom Bullet x 12 - SoA, but in the 3rd locker.

  • Dog Tag - Hongoh Yuki - This guard will patrol to the south, hold him up and then tranq him.

  • Dog Tag - Nicholas R Fuentes - This is the northwest guard facing south. Hold him up and get this, then tranq him.

  • Dog Tag - Roy PC Smillie - This is the northeast stubborn guard, hold him up and get his dog tag, then drag him to the southeast door while he is conscious to unlock it.

 

– SHELL 1 CORE, B1 HALL –

  • Equip your disguise and quickly find Ames, he is wearing trousers, has long brown hair and will be in a random spot. Be careful passing some of the hostages, if you’re too close, they may trip you up and your disguise will unequip.

  • Then once safe to do so, aim your microphone at him and press triangle for a cutscene. Even if somebody notices you doing this, you should be able to trigger the cutscene before the alert is triggered providing nobody is within about 6 steps distance when they notice you.

  • Keycard Level 3 - You will acquire this after the cutscene.

  • As soon as you get control back, equip your disguise to exit the room.

 

– SHELL 1 CORE, B1 –

  • Go to the left wall opposite the entrance and then tranq the northeast guard once he walks into view.

  • Now ride the elevator up to 1F.

 

– SHELL 1 CORE, 1F –

  • Go to the back of the elevator and tranq the guard outside it.

  • Now exit the lift and tranq the guard who will shortly patrol to the northeast corner.

  • Next, stand in the northeast corner and then tranq the guard to the south once he stops, then tranq the other guard that comes around the far corner.

  • Finally, carefully tranq the riot enemy guarding the eastern exit passage.

  • M9 Bullet x 15 - Go back to the initial east entrance where you will find these.

  • Socom Bullet x 12 - SoA.

  • Now continue out the east exit.

 

– EF CONNECTING BRIDGE –

  • Now throw a chaff grenade and quickly take the southeast exit, running where you have already defused the claymores.

 

– STRUT F WAREHOUSE –

  • Now run to the passage to the left and tranq the 2 enemies that you will shortly see to the south.

  • RGB6 - Go left to the middle walkway and enter the northwest room. You will find this inside in the far left corner.

  • RGB Bullet x 12 (2) - SoA.

  • Claymore x 4 - Exit this small room and then enter the northeast room and these will be on the right.

  • C4 x 8 (2) - SoA.

  • PSG1 - This is in the southeast room.

  • PSG1 Bullet x 20 - SoA.

  • PSG1 Bullet x 20 - SoA, but in the locker.

  • PSG1 Tranquilizer - SoA, but enter the eastern crawlspace to find this.

  • M4 - This is in the southwest room, when you enter, 1st shoot the laser control unit atop the locker on the left.

  • M4 Bullet x 90 (3) - SoA.

  • Socom Bullet x 12 - Now head to the far southern passage and enter the room on the left to find this.

  • Grenade x 6 (3) - SoA.

  • Now head back out through the north entrance.

 

– EF CONNECTING BRIDGE –

  • Now throw another chaff grenade and then quickly take the north exit.

 

– STRUT E PARCEL ROOM, 1F –

  • Now go forward a few steps, then look northwest and tranq the southwest guard.

  • Now head to the northeast corner of the room following the east wall, just be sure you wait for the eastern guard to walk to the middle of the room from the stairwell.

  • At the north part of the room, press against the conveyor belt structure so that you can see the middle guards.

  • Then once the middle guard turns back south, quickly take the far northwest exit.

 

– DE CONNECTING BRIDGE –

  • Dog Tag - Zeeshan Raza – Go down the 1st set of steps and hold up the stubborn guard at the bottom, then tranq him.

  • Now quickly tranq the remaining guard to the northwest.

  • Head up the far northwest steps now and take the upper northwest exit.

 

– STRUT D SEDIMENT POOL –

  • Now tranq the northeast enemy and then take the northern door.

 

– SHELL 1-2 CONNECTING BRIDGE –

  • Pentazemin x 5 - Directly on your left when you enter.

  • Now you need to use your PSG1 to shoot the 5 x control units on the path ahead along with the cypher x 1. They will all be listed below in order from closest to furthest. Use pentazemin if required.

    • There is 1 above the entrance.

    • Go to the corner where the pentazemin was, then stand on your tippy toes with L2 and R2 and you will see 1 near the front of the bottom level.

    • There are 2 just down the steps in front of you.

    • Go down the steps a little, then turn south and look down to the left to see this on the wall below.

    • There is 1 on the nearest tank ahead to the north.

    • There is 1 on the floor to the left of the 2nd tank.

    • There is 1 behind the far northwest flag.

    • There is 1 on the outside of the waist height wall to the left of the far doorway.

    • There is 1 on the left of the far doorway and 1 on the right.

    • There is 1 on the top of lower structure on the northeast part, a bunch of birds will be perched around it.

    • The 2 cyphers above the Strut ahead. Carefully shoot the control units on their heads.

  • With the semtex defused, head forward for a cutscene.

  • CRITICAL SAVE 4/8 - 0001:12:05.

  • Stinger - This will appear in front of you after the cutscene

  • Stinger Bullet x 10 - SoA.

  • Boss - Harrier.

    • Quickly grab the stinger missile, then aim up and shoot the boss 4 times.

    • Then go to the top of the west steps, this will be your main attack position, but don’t attack just yet.

    • Now look southeast as that is where it will fly next, then follow it to the far eastern sky. Once you see the flash and the lock on appears, shoot a missile and then go down 4 steps to avoid the attack.

    • From the steps, once the missiles land, go back to the top of the steps and resume attacking. You should be able to shoot at him twice just before he flies behind the south strut.

    • Now shoot him twice more as he flies across the eastern sky.

    • Then when he gets around to the west again, turn east as that is where he will fly to next.

    • Now wait for him to fly behind the crane on the south strut briefly and shoot again, then when he loops back, try to shoot him once more just before he flies around the north strut.

    • But as soon as you have fired the last missile, go to the middle and grab the Ammo and then quickly go down the steps and beneath the upper level for cover from his 60% health barrage.

    • Straight after the first explosion, run back up the steps and look to the west to see where the harrier flies to next, then attack and evade the usual way. If he flies to the far western sky, hide around the north corner near the steps and do the quick usual shot when the lock on appears, then crouch against the wall ready to avoid the missiles.

    • After the flyover, shoot him once and then get ready for him to fly beneath. Shortly after, he will rise up on the east side and assault you with a barrage of missiles. As he rises, shoot him once then quickly go down 4 steps and then crouch until the attack stops.

    • Once the attack stops, go back up and quickly shoot him 3 or 4 times, try to shoot him on the target nearest the direction he is moving in, then it should still hit him even if he strafes.

    • Straight after, watch where he goes as he will now fly into the distance for that common far distance attack, evade and attack as advised.

    • Afterwards, hide behind the southwest corner of the only remaining tank and carefully move around this to evade the machine gun fire until he stops.

    • Straight after, resume the usual attacking spot and then look south followed by west and/or east to try and determine which side of the distance sky he has flown to.

    • Then keep evading and attacking until he is defeated. If you run out of ammo, Pliskin will eventually drop some more.

  • PSG1 Bullet x 20 - Carefully dodge across the gap and then grab this near where you land.

  • PSG1-T Bullet x 10 - Head up the steps to find this.

  • Now dodge across the next gap, run across the flooring quickly to avoid any trapdoors and then jump over the northeast railing to land on the lower catwalk.

 

– LG CONNECTING BRIDGE –

  • Use a pentazemin and now tranq the 2 guards that have just appeared using your PSG1-T.

  • Continue east along the catwalk, dodge over the 1st gap, then hop over the railing and shimmy to the right to pass the 2nd gap.

  • Then climb the ladder at the end.

 

– STRUT L PERIMETER –

  • Now carefully make your way to the east, but be careful of the enemies in the windows.

  • Follow the 1st enemy by pressing against the walls between windows, then once at the 3rd window and the 1st guard walks back left, wait for the 2nd guard to walk back right and for the 1st guard to stop and look out a window before continuing.

  • Then shimmy along the narrow ledge and jump over the far railing, then drop down to the next catwalk.

 

– KL CONNECTING BRIDGE –

  • AKS-74u Bullet x 30 - Beside where you dropped down.

  • Chaff Grenade x 2 - Now head north, then go left up the steps, then take a right to find these at the end.

  • PSG1 Bullet x 20 - SoA.

  • Now throw a chaff grenade and then quickly head west along the broken bridge dodging across the gaps and take the far west exit. If quick enough, you should be able to avoid the cyphers while they’re disabled.

 

– SHELL 2 CORE, 1F AIR PURIFICATION ROOM –

  • M9 Bullets x 15 - Once you get control back, head down the nearby steps and this will be beside the southwest steps.

  • Chaff Grenade x 2 - These are down the southwest corridor.

  • M4 - SoA if you don’t already have it.

  • M4 Bullet x 30 - These are in the small northeast node area.

  • Now use the northern elevator and ride it to B1.

 

– SHELL 2 CORE, B1 FILTRATION CHAMBER NO.1 –

  • Nikita - Head east and dive underwater, then go right at the first fork and then left at the far east fork. Continue on and take the next left followed by the next right and this will be just before the southern wall ahead.

  • Now go back to the elevator and ride it back to 1F.

 

– SHELL 2 CORE, 1F AIR PURIFICATION ROOM –

  • Now open the door beside the southwest steps and destroy the 2 gun cameras inside with the socom.

  • Nikita Bullet x 10 - Same room as the cameras, climb onto the crate.

  • Nikita Bullet x 10 - Near the southeast steps.

  • Socom Bullet x 12 - On the crates near the southeast steps, climb onto them to obtain this.

  • Standing on the crate where the socom bullets were, shoot a nikita through the vent to the north. Then guide it left, right, left, right, left and then right to eventually reach the President. Careful you don’t hit him while destroying the power units to the northeast. If the President is sleeping near the power units, detone the missile at the opposite side of his room to wake him up.

  • Now head right and around to the northern door for a cutscene.

  • Keycard Level 4 - The President will give this to you.

  • Socom Bullet x 12 - Near the President.

  • Now head back to the northern elevator and ride it to B1.

 

– SHELL 2 CORE, B1 FILTRATION CHAMBER NO.1 –

  • Night Vision Goggles (N.V.G.) - Go east into the water, take the first right followed by the first left to find these.

  • Now go back to the fork, take the next 2 lefts followed by a right and then take another right in the far southeast corner.

  • Continue south while staying low to avoid the mine and open the far door on the right.

  • Now swim through the lower gap in the wreckage on the left, then swim over the next wreckage on the left as well.

  • Stinger Bullet x 10 - Then swim down to the right to find this below an air pocket between the 2nd and 3rd wreckage.

  • Now swim over the next wreckage via the gap on the right and open the far door.

  • Now swim through and then go right to finally exit the water.

  • Then head through the door in front for a cutscene and boss fight.

 

– SHELL 2 CORE, B1 FILTRATION CHAMBER NO.2 –

  • M4 Bullet x 60 (2) - Near the northeast corner.

  • RGB6 Bullet x 6 - In the northeast corner.

  • Boss - Vamp.

    • Lay down facing southwest in front of the northeast door, and then hit Vamp with the M9 whenever he crouches down to attack you. Try to headshot him if you can by aiming high ready as he will always crouch in the same spot.

  • M9 Bullet x 15 - In the northwest corner.

  • Now go through the north door and then go west into the water.

  • Body Armor - While keeping low to avoid the mines, take a right in the water and head to the far east wall. Then turn left here to find this near the far wall.

  • Now go back to the corner, go right followed by right again and follow this central northern path to exit the water.

  • Pentazemin x 5 - Behind you on the left after going down the steps in the locker room.

  • Now open the middle top locker to find Emma.

  • Now retrace your steps with Emma in tow all the way back to the elevator and ride it to 1F. Be quick in the underwater sections using the air pockets if required, then use triangle to take her hand and escort her when walking. Once near the elevator, you will have to open it, then get her in a chokehold and drag her into it

 

– SHELL 2 CORE, 1F AIR PURIFICATION ROOM –

  • Dog Tag - Ryo Harada - Now hold up the west guard as he patrols to the northwest corner. Now drag him into the northwest corner and tranq him there. Make sure he will be facing the corner if he wakes up.

  • Dog Tag - Hugo L Vidal - Now go south and hold up the stubborn guard below the southeast steps. Now drag him into the northwest corner directly opposite the steps and tranq him there so that he is facing the corner.

  • Now escort Emma left out of the elevator to the node room entrance and another western guard will appear.

  • Dog Tag - Rick Bigban Laiso - Now wait near the west corner, and hold him up as he approaches his unconscious comrade and stops, then tranq him there as well.

  • Now escort Emma to the southwest steps and a cutscene will trigger showing a guard arriving on the elevator

  • Dog Tag - Josh Garcia - Now quickly go to the southeast steps where you will now find another guard, then hold him up from behind and tranq him.

  • Dog Tag - Clayton R Worrell - Now quickly go back to the northwest corner and hold up this guard as he goes to wake up his 2 comrades. Then tranq him.

  • Now escort Emma up the steps and into the southeast corner.

  • Dog Tag - Matthias Sauermann - Now wait for this final guard from the east passage to walk away to the north, then hold him up and tranq him.

  • Now finally head through the east exit with Emma.

 

– KL CONNECTING BRIDGE –

  • First of all, quickly run outside onto the bridge about 6 steps from the exterior doorway, then turn around and tranq the guard on the roof above.

  • Now quickly shoot down the 2 cyphers to the east. The 2nd cypher will shortly rise up from the bottom.

  • Chaff Grenade x 2 - This is at the start of the bridge.

  • PSG1 Bullet x 20 - SoA.

  • Now escort Emma to the eastern fork and release her.

  • Dog Tag - John Guest Jr - Now hold up the guard near the middle to get this and tranq him afterwards.

  • Now extinguish the southern flames using the coolant spray.

  • Then escort Emma through the southern door.

 

– STRUT L SEWAGE TREATMENT FACILITY –

  • Dog Tag - Lei Adnan - Once you get control, knock on the wall and then throw a magazine to the far east to attract the nearest guard to it. Then hold him up when he goes to investigate and tranq him afterwards.

  • Socom Bullet x 12 - In the east corner.

  • From the entrance passage, look south until you see the far guard turn away, then quickly run south and press against the wall on the left of the doorway that leads to the shaft. You should have a good view of the remaining guard here and are also close enough to get to him in between his direction changes.

  • Dog Tag - Sunny Lee - Now hold up the remaining guard once he turns away again and then tranq him.

  • Now open the southern door and escort Emma through for some cutscenes.

 

– STRUT L OIL FENCE –

  • CRITICAL SAVE 5/8 - 0001:43:31.

  • Thermal Goggles - These will be in front of you if you haven’t already acquired them.

  • PSG1-T Bullet x 5 - These will spawn if your ammo drops below 5.

  • PSG1 Bullet x 20 - These will spawn if your ammo drops below 5.

  • Now you need to protect Emma as she crosses the water. Use the thermal goggles to better see enemies, claymores and the cyphers.

  • Take a position near the railing to the far right as you look at the ladder you came down.

  • First tranq the guards on the 1st silo and 2nd silos. Just shoot them once as they should fall unconscious before they become a danger.

  • Use a pentazemin when you start swaying, but keep 2 for Vamp at the end. Only use these for the guards or claymores, don’t waste them on cyphers.

  • Then destroy the 5 claymores on the first path followed by the 6 claymores on the 3rd path. One of the far claymores is difficult to see.

  • Then be ready to tranq the 3 guards that appear on the 1st silo as Emma draws close. Kill the bottom right guard 1st followed by the bottom middle guard and finally the upper right guard.

  • Now stand where the PSG1-T ammo spawns so that if you do run out, you will collect it automatically. If you don’t collect it automatically, just un-equip and equip your weapon which should collect it.

  • Now destroy the 2 cyphers along the 2nd and 3rd paths.

  • Be ready to tranq another guard that appears on the 1st silo as Emma walks around it, but don’t waste a pentazemin on this single enemy.

  • Now destroy the 2 cyphers that spawn as Emma crosses the 2nd path.

  • Then be ready to tranq the 3 guards that appear on the 2nd silo. Shoot the upper left guard first, followed by the bottom right and finally the bottom left.

  • Now quickly destroy the cypher which has appeared behind Emma.

  • Be ready to tranq another guard that appears on the 2nd silo as Emma walks around it, but don’t waste a pentazemin on this single enemy. At the same time, a cypher will appear from the 4th silo, quickly destroy that straight after.

  • Once Emma gets onto the 3rd path, call Snake for help after you get the codec call, then destroy the cypher that appears in the middle of the 3rd path.

  • Snake should now take care of the remaining 2 cyphers, 1 will spawn behind Emma and the 2nd of these spawns in the sky nearer to you.

  • Once the Vamp fight begins, quickly stand where the PSG1-T ammo spawns so that if you do run out during the Vamp fight, you will collect it automatically. If you don’t collect it automatically, just un-equip and equip your weapon which should collect it.

  • Now keep shooting him in his head with the PSG1-T to defeat him and trigger some more cutscenes.

  • Keycard Level 5 - You acquire this after the cutscenes.

 

– STRUT E PARCEL ROOM, B1 –

  • Open the nearby north door and then go through the next door on the left.

  • Dog Tag - Christopher R Martinez - Now head clockwise around the room following the outer wall to eventually reach the guard in the southeast corner. Then hold up the guard and tranq him afterwards.

  • Now take the southeast exit.

 

– EF CONNECTING BRIDGE –

  • Now throw a chaff grenade, then take the far west exit while dodging across the holes in the bridge.

 

– SHELL 1 CORE, 1F –

  • Enter the northern elevator for a few cutscenes where you will trigger the trophy below. But make sure you’re ready to spam the triangle button during the interrogation cutscene to hold your breath.

 

– ARSENAL GEAR - STOMACH –

  • Take the northeast doors to enter the next area.

 

– ARSENAL GEAR - JEJUNUM –

  • Wait for the nearest guard to turn back, then head up the eastern steps for a codec call.

  • Now wait north at the top of the steps until the guard around the corner faces west. Then quickly run up to him and melee combo him from behind.

  • Now quickly continue north being sure you dodge across the gap and crouch in the far northeast corner behind the crates, just past the exit passage.

  • Wait for the exit passage guard to come out and face south, then head east and through the exit.

 

– ARSENAL GEAR - ASCENDING COLON –

  • Now run from the south door to the north door and keep answering the codec when it calls until you speak to Rose and Snake.

  • Dog Tag - Hideo Kojima - Now attack Snake with the blue H.F. Blade, then run into and behind him to force him to melee you, he should miss you. Now wait for him to turn around, then repeat this until he falls unconscious. Pick him up and drop him to collect his dog tag, then drag him to the north exit. Drop him once you reach it and the next cutscene should trigger as he stands up.

  • Dog Tags x 126 - This is how many you should currently have as Raiden You need 50% (or 121) of the Tanker dog tags to acquire the Stealth Camo upon finishing the game.

 

– ARSENAL GEAR - ILEUM -

  • CRITICAL SAVE 6/8 - 0001:58:40.

  • You will now need to survive multiple waves of enemies with Snakes help, though you can skip this section using a door skip.

    • First from where you spawn, headshot tranq the first 7 enemies ahead of you with the M9.

    • Run to the north door while throwing stun grenades to prevent anybody shooting at you.

    • Once at the north door, press against it and enter FPS.

    • Now stop pressing against the door, then perform a full melee combo while still in FPS.

    • Then during the kick of the melee combo, exit FPS and you should trigger the cutscene where you exit through the door if done right.

 

– ARSENAL GEAR - SIGMOID COLON –

  • Now head forward for another battle. Using the blade, keep running around blocking bullets and attack the enemies with the blue H.F. Blade. If you get low on health, crouch to recover out of critical.

  • Once you’ve attacked enough enemies, some cutscenes will follow.

 

– ARSENAL GEAR - RECTUM –

  • Stinger Bullet x 10 - Multiple of these will spawn in the arena if your ammo gets low. While the boss is talking, run around and grab this ammo to stock up ready.

  • CRITICAL SAVE 7/8 - 0002:06:46 - Make this once the boss fight begins.

  • Boss - Metal Gear Ray x 20.

    • Following this strategy, your last Ray should be E01L.

    • Dodge forward, then shoot the leg and head of the middle Ray, then the leg and head of the right Ray followed by the leg and head of the left Ray and then repeat this attack sequence one more time.

    • Straight after doing the loop twice, now shoot the leg and head of the middle Ray, followed by the head only of the right Ray.

    • Now run back and then dodge just before it lands. Then run right to avoid its laser and then kill it with a quick headshot while its mouth is open.

    • Now quickly run right to the ammo at the east position (assuming you started the fight facing north) and kill the right Ray from here with a leg and head shot.

    • Then turn to the far left Ray and kill that from here also.

    • Now run halfway towards the northeast ammo and then wait for the 4th Ray to jump onto the arena, then leg and headshot it twice. Straight after, damage (leg/head) Ray #6 which should be the left Ray out of the two you can currently see outside the platform, then quickly switch back to the Ray on the platform and finish it off.

    • Now go to the northeast ammo as this is where we will kill the remaining Ray’s.

    • The idea is to leave Ray #5 (A05E) untouched as it seems to not attack that way, but you must make sure you have damaged another Ray before you kill the current Ray on the stage because otherwise A05E will jump on. The key is to just keep looping between 2 Ray’s as A05E stands at the back inactive. The next Ray to jump on the platform after killing the current one will either be the next one in name order or the one with the least health.

    • So from the northeast ammo location, Ray #6 should be walking around to the far side of the arena now and then it will jump on. As it lands, damage it twice with leg/head shots x 2, then quickly switch to the next Ray waiting on the right behind you. Shoot that Ray in the right leg and then the head, then quickly switch back to the middle Ray and finish it off.

    • Now the Ray you just damage will walk around to the far side and jump on and you can continue the pattern.

    • You need to get used to the timing of firing before the target appears. Usually after damaging a Ray, it will move both feet and then it can be attacked again, so always time it so that your rocket will hit shortly after it puts its 2nd foot down.

    • It’s tricky to get this down, but it’s the most effective method. Just be sure to remember that this strategy involves keeping A05E alive and outside, and you have to damage the next Ray in line otherwise A05E will jump on and mess this strategy up.

    • The positioning and time waiting for the Ray to jump on the arena is also important. If you stand somewhere else, the next Ray may shoot missiles before it moves to the far side and if you shoot the next Ray anymore, it may jump on the platform earlier and closer to you. The main attack location is good as well because the next Ray spawns almost exactly beside you to the right making it easier to hit and then switch back.

  • After some cutscenes, you will need to keep spamming the on-screen button prompt to hold your breath, be sure you’re ready to do this.

 

– FEDERAL HALL –

  • CRITICAL SAVE 8/8 - 0002:17:20 - Make this once the boss fight begins.

  • Boss - Solidus.

    • Use the H.F. Blade (blue) to block his attacks and if necessary.

    • For phase 1, hang on to the lower part of the roof and wait for him to begin his attack where he slams down with both swords.

    • Then climb back up as soon as he starts this attack and then punch him 3 times, but with no more than 2 consecutive strikes at a time. So either 1 punch, wait a moment, then 2 punches OR 2 punches, wait a moment, then 1 punch. Then hang on again and repeat.

    • The key is not to knock him down so that he tries to attack you at the ledge more often and quicker.

    • You can use the same method for phase 2, but it’s a little trickier. When he does the double sword slam, you will now need to climb up just before the attack lands. This will most of the time, cause him to try and kick you as you climb up, but it will miss as you are still invulnerable from the climbing animation. Then do the 3 punches, hang on again and repeat.

    • When he does his dash attack in phase 2, he can sometimes hit you with the combo afterwards. You can risk it by hanging on and moving slightly and hope it misses or he doesn't do the combo, or you can try blocking the dash attack and then hang on the roof afterwards.

    • You can quickly equip the B.D.U to extinguish flames.

  • Unlockables.

    • Stealth (tanker).

    • Stealth (plant).

  • TROPHY - Poodle - Get the Tanker stealth suit.

  • TROPHY - Shiba Inu - Get the Plant stealth suit.

  • TROPHY - Pacifist Run - Clear the game without killing anyone.

  • TROPHY - Big Boss - Earn the title of Big Boss.

  • TROPHY - Extremely Solid - Collect all trophies.

  • Make sure you make a cleared save when asked.

 

Edited by Optinooby
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  • 2 weeks later...

First of all that brutal guide you threw yourself, you make it a lot easier to see, but I have two doubts.

 

1 - For someone like me who never touches the saga, I'm just playing the first one, do you think it's very difficult the route with your guide?

2 - For the trophy of the 500 vr missions how to handle?

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4 minutes ago, SalvadorGamer_21 said:

First of all that brutal guide you threw yourself, you make it a lot easier to see, but I have two doubts.

 

1 - For someone like me who never touches the saga, I'm just playing the first one, do you think it's very difficult the route with your guide?

2 - For the trophy of the 500 vr missions how to handle?

 

I've made it as easy as possible here, but also as fast as possible while trying to keep that 'easy' approach.

 

That being said:

 

1 - It won't get any easier than what I've done here. It can get longer yea, due to unoptimal or just casual guides, but easier, no as this is the easiest it can be. I do get some dog tags in extreme here to remove a normal playthrough, but getting the dog tags in extreme isnt actually much more work as you already have to dispatch of enemies carefully due to No Alerts or Kills allowed, and I just take that a little bit further here.

 

2 - You only have to do 50 VR Missions here and get 1st place. Again though, I've got a video here on how to do the 50 easiest missions fast, think I do them all in like 25 minutes. No need to do 500 in this rerelease!

 

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34 minutes ago, SalvadorGamer_21 said:

That's enough for me, you don't know how motivated your guide put me, in short I'll get up to speed starting the year with the metal Gear, I thank you very much.

 

 

 

The Big Boss rank is the problem and I would say it is like a 7/10 or 8/10 difficulty due to that.

 

I didn't have a guide like mine to use so I hope it will be easier for you when following my acquired strategies, but it will still take a bit of practise, just hopefully not a crazy amount ;)

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  • 3 months later...
On 12/12/2023 at 11:24 PM, SalvadorGamer_21 said:

First of all that brutal guide you threw yourself, you make it a lot easier to see, but I have two doubts.

 

1 - For someone like me who never touches the saga, I'm just playing the first one, do you think it's very difficult the route with your guide?

2 - For the trophy of the 500 vr missions how to handle?

Clearing all VR missions was a trophy for the PS3 version of the game but has been removed for this one, as were some other trophies.

The guide linked above the trophies covers the PS3 version and also works for this version but is kinda overkill, since we need way less Dog Tags now, too.

 

Use this guide right here if you want the most efficient approach.

 

  On that note: Thank you for the guide, @Optinooby! It really is the easiest way to go at it. People new to the game can take their time getting used to game mechanics during the first playthrough, too, as the requirements of not getting discovered and not killing anyone can be left for the last playthrough - those are requirements for the Big Boss rank anyways. I like that! 👍

 

The Moving Day trophy (all Boxes) did glitch on me, sadly. I reset the game multiple times, to no avail. It worked eventually though, after I deleted and reinstalled the game. I started it WITHOUT updating or installing the JP language DLC and got it. No idea what exactly was at work there. Maybe just quitting the game and restarting it instead of using the in-game reset would have been enough. Or maybe it's the DLC bein present that glitches it. Who knows... But I thought I'd let everyone know regardless. 👀

 

EDIT:

Just noticed that the Big Boss trophy wasn't in the PS3 version so that's actually new, I guess. 😲

 

EDIT 2:

I finally made it! Geez! Took me about 2 weeks, just working my way from save to save.

I decided to get the Dog Tags on Normal beforehand and use that as a dry run. Turned off the radar, handled situations like I would on Extreme and tried to learn boss strategies in that run. It helped a lot but I struggled anyways. Not even because of the bosses but rather because so many situations went wrong so easily.

I don't like it when trophies basically require of me to learn how to speedrun a game because that's pretty much what I did here. Just that I won't ever do this again. 🤣

Edited by Windflare88
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  • 4 weeks later...

This is pretty phenomenal. However, I do have just a few suggestions or strats regarding the Big Boss run which might be worth considering for players who are a little less confident or who may need additional guidance. Apologies if some of this stuff is already covered in the video.

 

Firstly, make sure you load a completed game save to get New Game+, rather than selecting New Game, as the OP does. This saves a little time by allowing you to skip the Stillman bomb tutorial. Lastly, Cautions from guards noticing that you've shot at someone do not affect your ranking. Remember also that Alerts count as soon as you hear the alarm go off; even if you save and then quit without going into another room, it will still count. However, aside from a few situations (such as the heavily armed reinforcements who appear during the Caution state in Shell 1, who will instantly cause an Alert if they see you; just FYI, don't try to hold them up either), guards will take at least five seconds to radio in an Alert (unless you manage to interrupt them or move to another section), whereas cameras and cyphers will Alert much quicker, right after they make a clicking sound. Last but not least, Chaff not only disables cameras, it also disables guard radios. ;) I never even knew this, and I've been playing this game since 2001. However, don't hang around if you are seen, because the guards who see you will run through the nearest loading boundary door and call in a Caution (not an Alert) if they aren't taken out. This can be used to make things much less risky in certain areas. However, you only have a 35-second window, unless you throw another, and of course they're limited, but still very useful.

 

Deck B: you can just hold up the guard, then roll through him. You'll make it to the next screen long before he recovers and calls for backup. This can be done both times you pass through this area. This tactic and groin punches can be done to save the occasional round, although it isn't really necessary; personally, I believe the hit detection for groin punching isn't great, so I personally avoid it.

 

Deck D: Just hold up and tranq the first guard you see, then knock on the wall to draw the guard behind the Semtex lasers. After that, simply crawl under the lasers (you can also tap R2 rapidly to move quicker). This is much easier IMO; you can go through the canteen on your way back (there is also M9 ammo under the table closest to the camera).

 

The Olga fight: sometimes, I found that getting her into the loop where you can shoot her through the boxes was a little difficult, especially if you go to grab the M9 ammo first. It didn't always work for me just going straight to the spot, and it can be very easy to screw up the timing. However, if you run to the wall directly opposite the gap in the box, place your back against it, then roll forward and crouch, it will almost always trigger her grenade-throwing animation, regardless of which side of the map she's on (although it's safer if she's on the right, since she can't hit you from there). This is what you want her to do; you then have a full five seconds to hit her in the leg before she tosses the grenade, after which she will be stuck running back and forth. You may have to try it a few times to get it to work, or to adjust your sights if you end up too close to the box or too far to the left or right, but once you master this technique, you can get a consistent run each time. You can do this repeatedly without much risk, although you do have to be a little quick, since she can hit you while up against the wall, albeit only if she moves to the left, behind the tall grey object (and remember, two hits and you're dead during this fight). If she does manage to start throwing grenades, these are very easy to dodge (they have a small blast radius), and moving forward will often cancel the throwing animation altogether. You should also never go past the boxes to the left side; use them as your boundary.

 

Navigational Deck: there's no need to get the USP silencer or Thermal Goggles at all, since you don't need to use them on the Tanker (I know the guide highlights this, but just to be clear)

 

Engine Room: You can shoot the big bag of flour next to the watertight door behind the Semtex lasers if you want to be sure you don't bump into them. You can also move in closer once you shoot the first or second control boxes, in order to get closer to the last one and avoid accidentally shooting the Semtex, since the laser beams deactivate one at a time rather than all at once.

 

Hold No. 1: Remember that these guards have NVGs, and will see you from further away than normal. They will also instantly go into alert mode for some reason rather than radioing for backup, so be aware of this. I recommend boosting the gamma on your TV so you can see them ASAP, but when it comes to the first guard in the hallway, your darts won't hit him until he starts moving, even though you can technically see him before this happens with the brightness turned up. I'm guessing this is some sort of collision detection or spawning issue, since he doesn't move until you get within a certain distance.

 

The first save: personally, I think using your first save on the Tanker is way too early, but that's just me. I actually held off on my first save until prior to the Fortune fight. This may seem like a huge gamble (around 45 mins of gameplay, give or take), and it is, but once you've mastered the Tanker and the bomb defusal, it actually becomes quite easy. The only major issues are the Olga and Deck-2 fight; once you git gud at them and get the guard layouts sorted, it's surprisingly easy. I advise at the very least to wait until the Plant chapter, or until you receive the Coolant Spray. Having an extra save for the Vamp fight is well worth it IMO. Remember, if you sace before an Alert is called in, it won't count against you; try to get as far as you can through the Plant before saving. The odds of you being instakilled prior to Fortune are almost zero.

 

Hallway Battle: I stayed where I was and used the X button to make quick jumpout shots. This was much easier than fiddling with the shoulder buttons for me. The enemy behind the box with the grenades will also throw one where you're hiding, then a second one further back behind you, so if you run away, then run back, you can avoid being hit.

 

Deep Sea Dock: Firstly, I suggest grabbing the Infrared Goggles from the pool; they're very handy for spotting Claymores. Most importantly, all three guards can be placed in the lockers in the wetroom before you touch the node; they will never wake up prior to that. This may seem like a huge waste of time, but it only takes a few minutes max, and is absolutely foolproof and risk free. Remember, you have three hours; my run ended up being 2:30, well within bounds. This just seems like a no-brainer for players who lack confidence and who don't want to start the Tanker all over again. "You really wanna travel down that long road again?"

 

Getting the M9 first: in my opinion, going straight to Stillman with no M9 is extremely risky; you have no fallback if something goes wrong, and if it's your first time, then something likely will. I advise less confident players to go to Strut F first; if you run straight over the top floor of the FA Connecting Bridge without waiting, neither the guard nor the cypher will see you. The guard in Strut F will always be facing away from you and calling on the radio, so grabbing the M9 plus ammo in the room on the right is easy as long as you don't dawdle. Leave Strut F the way you came in. Then on the way back, go down the steps to the left on the FA Connecting Bridge , tranq the guard (who will be mirroring your movements and coming down the steps opposite you) and grab the Chaff grenades at the end of the bottom floor of the bridge before returning to Strut A. This only takes a few minutes, and as long as you don't go crazy, it won't affect the 700 shot requirement. I ended up with something around 630-640 by the end of the game. Don't take unnecessary risks if you can avoid them.

 

Strut B Transformer Room: Taking out the two cameras in the hallway is worth it IMO, since you can just run through here on your way to defuse the Deep Sea Dock bomb. Yes, there is a limit on the amount of mechs you can disable, but unless you go crazy, two extra cameras shouldn't be an issue.

 

Strut D Sediment Pool: The single bomb outside the hatches in this room NEVER appears in that location for me. It always shows up under the steps leading to the Shell 1-2 Connecting Bridge. I don't know what causes this, but if this is the case for you, enter on the upper floor. This makes it much easier to tranq the guards, while leaving the one who constantly radios in on the lower level until last. I'm always able to get the bombs frozen and leave long before anyone shows up.

 

Strut E Parcel Room: It is very easy to be spotted in here, or to forget to shoot one of the cameras. You can always throw a Chaff for safety.

 

Fortune: Try to stay between the two barrels when running back and forth at a slight angle, using them as a boundary marker, and remember that if she hits one, it will explode very shortly therafter (within a second or two). If you are near it when this happens, it's an instakill, even on full health, so move away from it for a couple of seconds. If you haven't saved before this point, do so now. When she reloads or shoots the ceiling lights, it can also be helpful to go to the far left or right side of the room behind the one of the sets of boxes (as long as she hasn't destroyed them already, which she shouldn't have if you've stayed in the middle for the most part) and wait for her to resume shooting. It's all about getting into the correct rhythm. At least being hit by her railgun isn't an instakill, so there is a little leeway here, but not much.

 

EF Connecting Bridge: since you've cleared the mines already, just use Chaff; this saves time, and prevents the need to destroy Cyphers, use ammo or tranq the guard.

 

Shell 1 Core: AFAIK, the only hostage who trips you up is the one at the very bottom right of the hall, who is on his own and facing the back wall. Additionally, if you leave one of your saves until after the Ocelot/Ninja cutscene and load during the Caution phase, then it will disappear, which is really handy; however, I needed the save before Fatman on my first BB run, so I wasn't able to do this, although I did manage it the second time. Just a small thing if you managed to beat Fatman without saving beforehand, but I highly recommend doing so, as getting out of the Core isn't very hard, whereas Fatman absolutely is.

 

Shell 1-2 Connecting Bridge: Just FYI, the pentazamin here never seems to run out, so there's no need to ration it.

 

Harrier: Firstly, you can avoid the Harrier's long range machine gun or missile attack by simply jumping over one of the barriers for invincibility frames, then hopping back up, although the timing might be a bit tough for newbies. A much safer spot to avoid damage is the covered area on the Shell 2 side next to the fire. Simply hide behind whichever end the Harrier is flying towards if he's coming from far away. When it comes to his deadliest attack, the missile barrage, as long as you're crouched and pressed up against the barrier closest to the Harrier and facing the strut, the missile barrage attack won't hit you. However, you have to be in the exact position, right in the corner, facing the "Shell 2 G" letters; being pressed against the other barrier facing away from the Harrier will result in death, even though it's just a few inches from the safe spot. You can also avoid the extended machine gun barrage in this area by going prone, although you have to be right up against the barrier opposite the strut (using the cardboard box also seems to work). It's a bit cramped, but a lot less risky than dodging behind the tanks; remember, the missiles are a one-shot kill, even at full health. However, I recommend going to this spot only after the Harrier does the cluster bomb attack which wrecks the bridge, since you don't want to be caught in that mess (which won't kill you outright even at low health, but will drop you to low orange/bleeding and set you on fire to boot, which will just kill you anyway). Another safer spot to avoid the machine gun attack is under the bridge, using the cardboard box to manouvre and running around the big block-shaped object closest to the steps; remember, the Harrier will always start shooting from the side where he launches the missile barrage, then he will move clockwise from that position around to the other side, so simply mirror his movements. Once you've practised a bit, it's very easy to do.

 

Shell 1-2 Connecting Bridge (after Harrier): IMO, there is absolutely no need to risk jumping over the gap and potentially having to do the Harrier fight all over again; you don't really need anything that's over there. Yes, once you've practised the jumping, it's fairly easy to do, and you will have to jump the KL Bridge, but one small slip and you're fucked. You will get plenty of PSG ammo later, you don't need the AK suppressor, and the two guards on the LG Connecting Bridge are easy to dispatch with your M9. Jump over the railing with the bit hanging out and shimmy over onto the pipe, then crawl; yes, this is the coward's way across, but remember, you don't get points for being ballsy. The extra minute or two this takes should not affect your time ranking at all.

 

Strut L Perimeter: You can literally just crawl along this section. No, really, I'm dead serious. The guards won't see you, and while it can be pretty scary, the traps won't kill you as long as you keep moving. Much easier than dodging between windows or trying to tranq.

 

Shell 2 Core, 1F Air Purification Room: Firstly, you can destroy those grates covering the vents if you hit them enough times with explosives; the easiest access point is in the room where the machine gun cameras were. Also, make sure the Prez isn't next to the transformer when you hit it; sometimes, the explosion will kill him instantly, even if he's lying flat on the ground, but bizzarely on other occasions he'll be crouching next to it and it won't hurt him at all. It's totally inconsistent; this probably has something to do with the hit detection, which ranges from pinpoint accuracy to jank. Just don't risk it.

 

Shell 2 Core B1: Tapping Triangle reduces the speed at which your O2 bar decreases; not really necessary, just something else I never knew, despite playing this game on and off for nearly 25 years.

 

Vamp: I understand that some of you may want to do this legit, but if you just want to win, then you should really use this strat:

 

 

This enables you to finish the fight in under a minute without using any ammo except for some grenades or SAMs. This will take some practice in order to avoid being hit by his knife while getting up (you have to wait until the last possible moment, and this is easier to time while he's walking from right to left, since he does a big right-angle turn; however, the direction he approaches from is random) or while punching him, and sometimes Vamp will jump back in the water (this happens if you get up too early, get too far away from him or do a full combo, but sometimes he'll just do it for no obvious reason); however, you don't have to restart if this happens, and you can try again, but when his health gets to a certain point, he will start moving around a lot more and may jump up onto the balcony and start throwing knives, so listen out for that and shimmy out of the way. Falling in the water is an instant game over, so this is why I recommend leaving a save for this fight. Sometimes he co-operates, sometimes he's annoying.

 

Swimming with Emma: Pentzaemin can slow Emma's O2 consumption, but you shouldn't need to bother. Also, be aware that her dangly bloody legs can set off the mines; thanks EE (you can survive a single blast at full health though).

 

Shell 2 Core, B1 Filtration Chamber No. 2: DO NOT go down the left side of the Vamp boss fight room on the way back with Emma, always go right. The left side is now boobytrapped with ClaymoresWho the hell even placed these things? Was it Vamp?

 

Shell 2 Core, 1F Air Purification Room: If you grab Emma right away, head straight to the opposite wall and simply follow it through the break room and all the way down to the stairs, you can avoid the first guard completely, plus the one that comes up the elevator.

 

KL Connecting Bridge: You may want to throw a Chaff here to be safe, the guard overlooking the bridge can sometimes spot you even if you're right beneath him.

 

Strut L Oil Fence: The pentazamin in this area does respawn, but only once before Vamp shows up and once after, so use it sparingly. The effects also last after the cutscene where Emma is grabbed by Vamp. Additionally, Emma being spotted absolutely does NOT count as an alert, I've confirmed this myself. She can tank a fair bit of damage from guards, but Cyphers will cut her down quick, so don't dawdle; also, be aware that her health will NOT refill when she's grabbed by Vamp, so if she's almost dead when she gets there, you're SOL. Furthermore, if you check your stats here, you will see that you mysteriously have one alert now. This is either a glitch, or related to the Alert you receive on the Tanker, and will not affect your ranking.

 

Vamp Part 2: Personally, I recommend simply shooting Vamp in the knee (his left knee, to be precise). You can rapid fire to whittle his stamina down in seconds, it's much less fiddly to aim at, and there is far less risk of headshotting Emma.

 

Shell 1 Core: DO NOT turn left after entering the Core; there are claymores (planted by Snake? Asshole). There's no need to go down there anyway, but just in case you're hunting for extra ammo.

 

Arsenal Gear Stomach: I've never been hit with a cold here, but if you somehow catch one, there's medicine in the locker in the Torture Chamber.

 

Arsenal Gear Jejenum: Instead of running up the first set of stairs on the right and having to jump the gap, wait for the first guard you see to turn around after he does his left/right glance. The minute he does, simply run down the middle of the corridor on the ground floor, slightly to the right of the line in the middle of the floor; no, seriously, this actually works! You'll sail straight past the second guard, who should be travelling from left to right. When you reach the third guard, stand behind the big box, tap it to get his attention, then go around the right side and up the stairs on the left. After the codec call, run down the upper level on the right hand side until you reach a box; wait for the guard to turn around, then cross the bridge (don't worry, they won't hear your footsteps). On the other side, wait behind the box for the guard to turn around, run under the camera, then cartwheel through the guard and rush to the door. You'll hear the action music for Arsenal, but don't worry, it doesn't count as an Alert. Alternatively, if you're afraid to run through the guard, you can run past him to the end of the room, crouch behind the box, then wait for him to come back and run behind him when he moves back towards the camera.

 

Soldius Choking Section: Buying a turbo controller wouldn't hurt. I purchased a TERIOS on Amazon. Not only does it work perfectly, but it's cheaper than an official PS4 controller. However, Soldius is a fairly easy boss, so a full health bar doesn't help that much. Still, it's much better than having to do the RAYs all over again.

 

That's all the suggestions I would make, or strats that helped me which I stole, er, "borrowed", from people who are way better at this game than me.

Edited by Fat_Pie123
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