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Date Posted: 12:29:38 02/05/03 Wed
Author: Axidred
Subject: HE HE

Konami's highly anticipated action thriller...avec la sexy art.


T A C T I C A L E S P I O N A G E A C T I O N
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########################## S O N S O F L I B E R T Y ######################

for
Playstation®2

Tactical Espionage Handbook
Metal Gear Solid 2 Strategy Guide and Walkthrough
Written by AdrenalineSL
Version 1.88: Released February 3, 2003


The very latest versions and updates can be found at GameFAQs:
http://www.gamefaqs.com

_____________________________________________________________________________

This is currently [Version 1.88] of Adrenaline's Metal Gear Solid 2 Strategy
Guide.

If you find any errors, please report them to the author immediately! Thanks!

Contact me: toiletrabbit(at)hotmail(dot)com


Metal Gear Solid 2 is rated "M" for MATURE. After all, this game contains a
copious amount of violence, blood, visual tutorials on how to snap someone's
neck, wooly armpits and so on and so forth. Screw it. Who am I kidding? No
one listens to me nowadays.


* This Metal Gear Solid 2 FAQ/Walkthrough is intended for the US Release. If
you own either the PAL or the Japanese version, then this guide may not
fully benefit you. For this, I have accommodated a new section called "US-
to-PAL Changes" as reference for both US version and PAL owners alike. PAL
owners should definitely read that section before the rest of the guide.

* This is not a plot synopsis. I am comfortably certain that you are *NOT*
part of the MGS staff or Hideo Kojima, especially when you're e-mailing me
from an AOL account. So shoo, guys.

* Lastly, please do NOT send ANYMORE CONTRIBUTIONS. Corrections are welcome,
though. Any "Useless Trivia" contributions will be deleted immediately.


-------------------------------------
--- HOT! HOT! (Version History) ---
-------------------------------------

Version 1.65 | July 31, 2002
One last update. I expect I will not touch this document again. Ever. Unless
a glaring error is pointed out to me, which I will honor immediately. I spent
this version cleaning up the writing in some places--mainly the basics and
the walkthrough, so you may notice some changes. I want to apologize to
everyone who has e-mailed me in the last 5 months before July 7, 2002 because
I somehow managed to screw up my hotmail account. I stored a lot of
contributions and have now lost 80% of them. I salvaged only a few e-mails.
So if you've e-mailed me and I have not replied, please send me your message
again. Sorry again. Thanks for reading, everyone!

Version 1.6 | April 20, 2002
In this update, I've cleaned out as many errors as I could find. Also removed
some false information. Many Frequently Asked Questions were added to the FAQ
section. If you cannot find your answer in the walkthrough, the FAQ is bound
to have your answer (I dearly hope so). In addition, some more changes were
added to the US-to-PAL section. It's taken me almost a month to get this
update out. And in case any of you have ignored the note at the top: do not
send anymore contributions! My brain hurts.

Version 1.58 | March 23, 2002
Thank you all so kindly for flooding my inbox with the same stuff. Now that
that's out of the way, everything should be in tip-top shape as far as the
differences between the US and PAL versions are concerned. How you say? Why,
I've created a new section, of course. It's listed as "US-to-PAL Changes",
found under the Appendices chapter. I've also went over certain sections of
the guide and edited stuff. Ya know, like stuff. Major thanks to Manwards and
a bunch of other people for this update's additions. And of course, myself,
for putting up with the swarm of complaints, and putting off this update 'til
now without losing my sanity.

Version 1.54 | March 5, 2002
Another update of zero importance. Just wanted to clean up a few things
before the European release of this game. I've re-written certain parts of
the introduction to make the guide more "cheerful". For some reason, I
sometimes get "hesitant" e-mails (Why is that? Do I scare you?). So, no more
b****ing from me. I just have a guilty feeling in the pit of my stomach, yet
no one e-mails me about it. Besides that, I've caught up on some neat
contributions that were just screaming to jump in this FAQ. Now...je suis
tout raplapla parce que j'ai mal dormi. So the update stops short. For those
French-literate folks, excuse the infinite amount of errors in just that one
sentence. Pardon-moi! Ok, I gotta stop my pathetic attempts.

Version 1.52 | February 14, 2002
Happy Valentine's Day, everyone! Just popped in with some other refinements--
the Extreme Boss strategies, mainly. Also, a very frequently asked question
was added to the bunch. You CANNOT save Emma!!! Ok?! Whew. That's all, folks!
Huhuhuhuhu.

Version 1.5 | February 8, 2002
I got the chance to talk with Morph, the author of the Extreme mode FAQs, the
other day. With his help, I've improved upon the Extreme mode boss
strategies. He's granted me permission to use tips from his FAQ. The purpose
of this update was to refine some parts of the guide, make a few corrections,
polish the boss strategies and add a few more contributions. Also, I've moved
the Item and Weapon section to Chapter 2 for convenience. There are still a
few more contributions in my mailbag--those need to be looked into before
they will be added to the FAQ. Well, it's about 1AM here, now so if there are
any awkward sentences and stupid errors, blame um, that guy over there.

Version 1.41 | January 22, 2002
My e-mail address is now (more) open for questions. I will answer you as long
as it's not in the guide. Just finished proofreading the guide and cleaned up
the remaining errors (I did my best, anyway). All contributions have finally
been caught up. The guide is now more complete than ever, and unless anything
else comes to light, it's unlikely that there will be any more major updates.

Version 1.3 | January 20, 2002
The guide is now officially complete. Dog Tags, Secrets, Hard-Extreme Notes
and Fun Stuff--they're all complete. The Boss Guide has been patented with
Hard and Extreme strategies. I also gave the walkthrough a slight facelift so
you could find each area section more easily. Some contributions have been
looked over and added in (not all, but most). I apologize to those who have
sent me something and I have not added it in. I can't afford to add every
single one. I'll have the next version up and running with the remaining
contribution backlog cleared out (over 80). A perusal of the guide is pending
for grammar errors and such. Look forward to that shortly. I wrote a lot of
the new stuff while I was half-asleep, so please excuse the many drunk
errors. ^_^ Enjoy the new version!

Version 1.1 | January 3, 2002
Bless the 50+ people who e-mailed me for the same BDU correction, and then
adding the same note about their having been in the military. Thank you all.
Although I've only credited 3 people with this because they were the first of
millions to e-mail me. Anyway, finished Boss Guide, added contributions, and
started Dog Tags section. Any questions? No? Good. Keep it that way!

Version 1.05 | December 16, 2001
Well, a reader that e-mailed me today brought this my attention. I've just
finished proofreading the entire guide. It was well worth it. I found so many
mistakes, I could write a book entitled "Grammar-don'ts for Dummies". I did
my absolute best to clean those out. But after staring at the screen for 2
straight hours, my brain hurts and my eyes are tired. I didn't want to add
any more hours to this session by updating the guide with more info. Sorry! I
PROMISE the next update will be refreshed with new stuff!

Version 1.03 | December 15, 2001
What's this??!! Another update so soon?! :) As you can probably see, it's not
a huge update. Just popped in and finished the Items section. Another update
won't be happening for a while, so now is good.

Version 1.0 | December 14, 2001
After watching Harry Potter, I had wanted to try flying on my own broomstick,
but obviously that didn't go too well. So that explains the huge delay on my
updates...Ok, so that wasn't a really great excuse. The long wait for Version
1.0 was well worth it. The walkthrough is now complete and several new
sections have been opened and others have been completed. Check out the Table
of Contents. Unfortunately, the Dog Tag section will have to wait. I'm going
to go play the game over again to make new sections and hopefully, create a
little plot section. Enjoy the first complete version of the guide!

Version 0.5 | November 24, 2001
So the expected update was a little late. At least I've gotten further than
I would have. The walkthrough will be finished in the next version for sure.
That's all I've been working on, so other sections are incomplete or haven't
even been created yet. Walkthrough up to defusing the 5th or 4th bomb. Who
cares. Also, I've added some contributions. Others are still sitting around
in the inbox. Will get to those later.

Version 0.3 | November 17, 2001
"Adrenaline, you oaf!" I know, I know. Too many projects at once is insanity,
but I'm here now and you can't do a thing about it! Haha! Anyway, I got a lot
of stuff done, even though it may not seem like it. It took 5 hours of my
life to type all this crap, so appreciate it or break yo'self. Anyway, as
with all my FAQs, the first versions are always crap, so don't expect much.
The walkthrough is _almost_ nonexistent. But the next update should be
further than where it pathetically is now. If you see huge errors, don't send
about a million rude e-mails about why I'm better off working at McDonalds or
something.
_____________________________________________________________________________




|_________________________________TABLE OF__________________________________|
|-------------------------------------CONTENTS------------------------------|


01. Introduction
02. Chapter 1: Basics & Lists
Basic Controls
System Dissection
Actions
Items
Weapons
Infiltration Logic
03. Chapter 2: Walkthrough
Tanker
Part One
Part Two
Plant
Part Three
Part Four
Part Five
Part Six
Part Seven
Hard-Extreme Notes
04. Chapter 3: Appendices
Boss Guide
Dog Tags
Item Locator
Weapons Locator
Node Locator
US-to-PAL Changes
05. Chapter 4: Secrets & Easter-Eggs
Secrets
Fun Stuff
Campbell Gibberish
Song Lyrics
06. Chapter 5: Outro
Frequently Asked Questions
Legal Junk
Sources
Credits, Plugs, and Extra Junk
Contributor Credits
Closing Statement

_____________________________________________

-WALKTHROUGH NAVIGATION GUIDE-

The walkthrough featured in this guide has been split into seven sections and
I've created this little navigation guide to help direct you to your rightful
place without searching through the masses of text. Please read the parts
carefully and use Ctrl + F whenever necessary.

* Part One: Beginning of Tanker to the Engine Room, right before entering
Deck-2 area.
* Part Two: From blasting the control units at the Deck-2 entrance to the end
of the Tanker.
* Part Three: Beginning of Plant to the end of BC Connecting Bridge (where
you first met Fortune).
* Part Four: Strut C, Dining Hall (where you meet Peter Stillman) to
defeating Fatman.
* Part Five: After Fatman's grand finale to the end of infiltrating the Shell
1 Core.
* Part Six: Excursion to the Shell 1-2 Connecting Bridge and eventually to
Shell 2 Core to save Emma from Vamp.
* Part Seven: Starting from after the 2nd Vamp fight to the end of the game.

_____________________________________________________________________________


The Gameshark codes have been removed. If you want GS codes, please visit the
official Gameshark site or Gamesages.com for them.

_____________________________________________________________________________




|¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯|
¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯
/// Introduction ///
_______________
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¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯


Metal Gear Solid on the Playstation was a revolution. And afterward, anything
at a mere whisper of Metal Gear was viewed with limitless enthusiasm. In some
games, you pay attention to every detail. You observe it almost like you
would a movie and drink in every facet. Metal Gear Solid 2 falls exactly
under that, and that's what makes it so majestic. It offers countless
options. Choices are what Metal Gear Solid 2 is all about. Shoot various
stuff, and they shatter with astounding physics. The graphics are immaculate.
There are certain things you'd pay about as much attention to as you would a
pile of old socks, but it's there; it floats and mingles with the air.

The plethora of hype has informed you about it. You've went as far as to just
purchasing Zone of the Enders to play only the demo; but nothing can prepare
you for the surge of adrenaline (no pun intended) that MGS2 takes you on this
feat of design and storytelling. Everything on the screen twitches and
bounces with life. The concept and the cinematic plot is enthralling. Hideo's
latest installment into the series transcends the standards of revolutionary
gaming.

The ultimate goal for this guide is to provide a comprehensive source for the
heart-stopping, stealth-based action game that is Metal Gear Solid 2. Beware!
Each event written in this guide is guaranteed to have spoilers slathered all
over; look for information you need, bookmark the guide, and get out! Well, I
am pretty sure that with each guide/FAQ you look at, you are definitely at
risk of ruining your gaming experience. I tried my best to minimize the
number of spoilers. It's true that the twists involved would be better placed
in a story section than being thrown at you against your will, but sometimes
you can't blame me--they just slip out.

In short, the intent of this powerful MGS2 guide is to help you through the
game with the best possible, yet conceivably easy, methods of play. Although
I pray that you would read through the entire thing before giving up. That's
the entire reason I wrote this. If worse comes to worse, you may even have to
figure out whatever you are having trouble with by yourself and play the
game!

Also, let me say that I appreciate all those who have actually perused the
guide before coming to me, and those who drove me on to continue this. The
writing tone may seem scornful (as said by a reader), but I assure you that
this was a labor of love, and I'm eternally grateful to all the contributors
of the FAQ, whom I owe many of my thanks to. And of course, I can't forget
the readers--they are the ones who have helped me arrive at where I am today.
If it weren't for any of those fine people, the guide wouldn't have evolved
into what it has become. Uh, thanks.

At some points in the walkthrough, I will heavily assume you don't need me to
tell you to "walk forward" or "open the door". It's quite instinctive. While
I may have been a little too strict in directions, it's your job to explore
and then consult my guide for help. Well, we've gotten that out of the way;
I'm sure you're sick of my prelude by now, so yeah.




|¯¯¯¯| 0000111.92899 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 0886660000113 |¯¯¯¯|-|¯¯¯¯|
¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯
/// Chapter 1: Basics & Lists ///
_______________
| LOADING... | 00000000111999666 |¯¯¯¯|-|¯¯¯¯|-|¯¯¯¯| 983300111666 |¯¯¯¯|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯ ¯¯¯¯


Wait a minute! Can't you find this information in the instruction manual? Hm,
THAT is true. But you see, I'm merely expanding on the contents of the
manual. I also generously condensed all that info into several topics. That,
I believe, is more desirable than perusing an instruction booklet that's
equivalent to the size of an encyclopedia. This could prove useful to: those
who have lost their manual, those who have one but just can't quite
understand the fundamentals, those who like my guides (ok, nobody likes them,
everyone LOVES them), those who borrowed this game from Blockbuster, and
probably those who have looked past the better things in life to sit down and
read this.


Controls:
----------

D-Pad - * Navigates character
* Moves highlighter on menu screen

Left Analog Stick - * Navigates character
* Moves highlighter on menu screen

Right Analog Stick - * Changes Camera Angles

Circle Button - * Confirms selections
* Punch-punch-twirling kick combo

Cross Button - * Cancels selections
* Press once to crouch; twice to engage in crawl position
* Press while running to roll

Triangle Button - * Action button (open doors, climb, etc.)

Square Button - * Attack button (shoot, throw, strangle, etc.)

L1 Button - * Aims
L2 Button - * Opens Item inventory
* Quick equip item
R1 Button - * Goes into first-person view
R2 Button - * Opens weapons & equipment menu

START Button - * Pauses game
* Help Stuff

SELECT Button - * Opens Codec screen


______ ______
/__/\__\_____________________________________________________________/__/\__\
\__\/__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__\/__/
___________________
| System Dissection |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


Learn about the basics of Metal Gear Solid 2, and how to get started. I'll
strip each segment down for easier comprehension of the game basics.

_______________________________
/ DIFFICULTY MODES /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Metal Gear Solid 2 features a non-exclusive option, which allows the player
to select a difficulty setting that conforms to his game-playing abilities.
Here's a quick breakdown.

The option to choose the level of difficulty becomes available as soon as New
Game is selected. The only significant difference between the modes is having
less or more guards on duty. Other minor disparities include the capacity of
items and the degree of handicaps. An example of a handicap is exhibited in
Hard difficulty: getting discovered by a guard dictates an instant game over.
It's over for you, bub. Go back to the drawing board. Huss! Boo! Get off the
stage! According to the manual and my experience, you can actually switch
that option on or off. It pretty much depends on your preference.

I'm very verbose if you haven't already noticed. Basically, four difficulty
modes will be laid out on the screen for you to choose from. These modes
range from Very Easy to Hard (and Extreme). I won't go into TOO much detail,
for the sake of brevity. Ok, here's the real breakdown:

* Very Easy * Simple stuff. Very few guards will be patrolling the areas you
will try to infiltrate. Not to mention that you have a bigger capacity for
items, but you'll have the same life bar length as you would have in any
mode. In the Plant Chapter, radar maps will automatically be downloaded upon
entering a new area. Also, if you leave an area during Alert mode, it will be
canceled upon entering a new area.

* Easy * Insert words where you see fit. Easy speaks for itself. Actually,
they all speak for themselves! But anyway, just a _tad_ more difficult than
Very Easy. If you enter another area during Alert mode, it will be canceled
immediately.

* Normal * Normal is what you'd generally go for if this is your first walk
through the game. The walkthrough in this FAQ will be covering the Normal
mode, only because the author is an oafish idiot who can't do anything better
than Normal and feels that doing a walkthrough on Easy would appear wussy.

* Hard * Ho-hum. Can you say "Holy fruit salad"? Normal was already a wee
bit more than I can handle, but unless you pass Hard, you ain't hardcore! I'm
somewhat hard-pressed to say that I won't be able to complete this mode
without some initial practice with the strangling and mangling part. Not to
mention overcoming that extreme paranoia of getting caught by guards.

* Extreme * Damn. That pretty much sums it up. But for the sake of acting
professional, this mode will definitely induce house-breaking, cup-flying
frustration that will haunt you in your sleep. Basically, item storage is
minimized, the AI of guards shoots through the ceiling, damage dealt to you
is much more agonizing and bosses are disgustingly tough. So it's infiltrate
stealthily or be shot in the ass.

_____________________________
/ GAME CHAPTERS /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Metal Gear Solid 2 is composed of two "chapters". The first part of the game
takes place on a Marine transport ship that's on its way down the Hudson
River. Also known as the "Tanker" chapter. You play as Snake trying to
infiltrate the tanker after having learned about a Metal Gear prototype being
carried onboard. But things don't go as planned, as Snake helplessly watches
the ship being hijacked by Russian soldiers--probably mercenaries. Anyone who
has played the demo already has had a taste of this chapter.

For reasons you will see as you play through the game, the second part of the
game sets its course on a giant offshore facility called the Big Shell. Also
known as the "Plant" chapter. The remainder of the game takes place here. You
assume the role of a rookie member, who is a part of the special forces unit
FOXHOUND. As a "substitute" for Solid Snake, he's been heavily trained to
refine his skills through VR training. He has had no previous experience from
real-life combat situations. His mission on the Big Shell will be his first.

______________________
/ GAUGES /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The Life Gauge itself and how it functions is self explanatory, but let's go
over what makes the Life Gauge decrease. Getting repeatedly, or even once,
impaled by a barrage of bullets, running out of oxygen underwater, getting
caught in the midst of an explosion, smoking, and looking at dirty posters
for too long (leads to chronic deficiencies) all contribute to a gradual
decrease in the character's life gauge, which is shown at the upper left
corner. Wow, that was a long sentence. Anything that has to do with hazardous
stuff will HURT your characters, ok? They're not invincible just 'cause they
are the heroic sprites on your TV.

Now, a grip gauge is something else. This gauge indicates how much longer
your character can keep his grip on a ledge, rail, himself, etc. Whenever the
need for a grip is ordered, the gauge will appear right below the character's
health.

In the beginning, it depletes like mad, but doing pull-ups will help your
character strengthen his biceps, triceps, fore muscles and other muscles for
a longer, lasting clutch. When the gauge exhausts itself from overuse, his
grasp will loosen, and he will drop. If there is no support whatsoever within
the next oh, 100 meters, to break his fall, he will die a heart-wrenching
death.

________________________
/ BLEEDING /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

If Snake's life is excessively being dwindled down either by physical force
or by puffing on his tobacco too much and then getting shot, Snake will begin
to bleed, leaving large blots of blood on the floor. If this persists, soon
the floor will be mottled with dark blood stains, making it obvious to the
enemy that someone has invaded their territory. To remedy this and nurse his
wounds, simply lie low in one spot for a while. Eventually, the blood will
clot and stop flowing. However, if Snake has no possible way to rest and let
his wounds heal, use a Bandage to patch up the nasty gash.

____________________________
/ COMMON COLDS /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

This game is so detailed, it's possible for your character to catch the flu
bug. Contracting the flu results from being drenched in the rain for too long
or being exposed to coldness for an extended period. You know your character
has come down with the flu when he starts to sneeze. Sneezing too often risks
alerting guards in the vicinity.

Alleviate his symptoms by popping a Medicine, which is a counterpart of
Tylenol Cold or something. Sneezing can be caused by other things as well,
like getting sprayed with a busted fire extinguisher or scattered flour. In
such cases, a Medicine isn't needed. If your character has become seriously
ill-stricken, the pill's effect may be negated. However, the nasal
decongestant found at the very end of the game can stabilize the symptoms.
It's imperative that you administer the medicine after the first sneeze, or
as soon as possible.

_________________________________
/ READING THE RADAR /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

To be as simple as possible about understanding the radar, I will try to
pound this into your brain harmlessly. Ok, the YELLOW dot is you--Snake, the
man, the player. The RED dots are the locations of the guards. While the
radar is handy and keeps you well-informed about the surrounding uh, people,
what it doesn't do is tell you _exactly_ where they are.

In many areas, there will be several levels, or floors. Each floor (depending
upon what mode you're playing) could contain a guard that is making his
rounds. The radar only shows you that he's there, but it's hard to determine
whether he's on the same floor as you until you check. Sometimes these little
things can be distinguished by their faint existence on the radar and their
"cone's" gradual darkening when you approach them, but the radar isn't
extremely reliable. Just keep in mind to always be alert and be weary about
the guards around you.

Other than the plain dots of human presence, you'll also notice a light being
emitted from the dot. The light indicates the approximate range of what the
guard is capable of seeing. Make sense? So, if you're outside of his field of
vision, you're safe, and the guard won't notice you even if you're in his
direct line of vision from afar (this is true as long as you have other
obtrusions around the area and you're playing VE, Easy or Normal). However,
if your character breaches his vision field, he'll catch him and go into
Alert mode. Or, he'll catch a glimpse of a shadow and investigate. The wide
field of the "light" also indicates the direction he is facing. The manual
calls this the enemy's "cone" since it's shaped like one. But we don't need
that fancy shmancy term--the "light" works just as well.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[OTHER STUFF] Submitted by Kenshiro (Ehren)

I've noticed while playing the game (on Normal difficulty, at least--haven't
looked into this on easier modes yet) that a guard will indeed notice you
even if you're just in his line of sight up to a fair bit of distance outside
the cone that represents his field of vision. While it doesn't send the game
into Alert Mode, it does make the guard suspicious, and will change the
field-of-view cone from blue to yellow (a status already explained in your
FAQ). This holds true for sentries posted on walkways/decks above and below
you -- even through they may not be able to "see" you according to the radar,
line-of-sight still can present problems for Snake in these instances.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/


Different colored "lights" express how vigilant the guard is. If it's blue,
it's normal, and the guard is just making his routine rounds. If it's yellow,
something's got his attention, and he's confused and curious. When this
happens, he'll look around, and a question mark will appear above his head.
Do this repeatedly and he will go to your current position and investigate
if possible. If it's red, your character has been discovered!

During Evasion mode or Alert Mode, the radar will not be displayed unless you
have chosen a specific kind of radar screen. Once you've cleared the two
modes, the radar will pop open again in Caution mode.

_____________________
/ CODEC /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

The Codec is the communications device used by Otacon and Snake (and anyone
else interacting with your character). Calls are made by inputting special
sequences that reach certain people for special reasons. Each Codec code is
carefully programmed to reached the recipient safely. It's specially designed
to block out any outside attempts to "tap" into the line.

Characters in the game will constantly contact you through nanocommunications
(aka Codec), which is the basic form of "silent speech". This means that
anyone trying to eavesdrop will have no luck since he can't, like, hear the
conversation.

Memorizing the codes isn't necessary since they will be listed in the Codec
book, which you can access by pressing Down on the D-Pad. The process of
saving your progress is done through the Codec device. Otacon does it for the
first portion of the game, and someone else will become his substitute later.
Otacon presents you a different code made strictly for saving only. As you
meet more people that can help, they will provide their propriety frequency
number for contact. Once you've contacted the person once, the frequency will
be listed in the Codec contact book afterward.


/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/
[USELESS TRIVIA]

During a Codec conversation with anyone, press the R1 or R2 buttons to listen
in on your character's thoughts. You can hear a faint dialogue in the
background. They relate to what you're thinking. Often times, they are funny,
especially with Pliskin and Emma.

Thanks to James Anderson and Michael Overby. Clarification by Matthew.

/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/!\!/

_________________________________
/ CAUGHT IN THE ACT /***/ /
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Several things occur when you're discovered by a guard. A guard's first
instinct would be to shoot your character down, then call for back-up via his
radio. When he does, a special seek-and-destroy team will be deployed. These
special forces are often equipped with destructive weapons and wear bullet-
proof armor to deflect any shots you may endeavor.

During this time, you will want to HIDE. When the teams aren't able to find
your character, you'll go into Evasion mode. While in Evasion Mode, stay
hidden and avoid the cavalry for the time being. If they can't find your
character by the time the gauge reaches zero, Caution mode kicks in. In
Caution mode, guards are in greater numbers. They will cover every inch of
the vicinity and circle the perimeter. It will be very risky to make a move
during this time. Just stay put.

Once that mode ends, everything will return to normal, and the teams will be
called back to their original positions.

If your character stirs up a commotion repeatedly in the same area, the Alert

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