Metal Gear Solid HD Collection

Hello, and welcome to the walkthrough for Metal Gear Solid HD Collection. As you may have seen on the way to the opening of this walkthrough, there's quite a lot to do if you want to fully complete this game. If you have the disc version of the HD Collection, you should also have the disc for Metal Gear Solid: Peace Walker, but that has its own, separate achievement list and isn't in the same "game". For now, you can be very grateful that there is no letter ranking system in MGS2/MGS3.

As an achievement hunting website, people have been known to have a reputation of trying to get the achievements in a game as fast as possible, and then move on to something else immediately; some angrily call it "not enjoying the game". I plead guilty to this way of playing on some occasions, but I'm very glad I held back on that for my first playthroughs of the games. After really appreciating them, I've found that these two Metal Gear Solid games contain that special quality of a game that you could've easily played over and over as a kid.

Most of your time will definitely be spent in Metal Gear Solid 2: Substance, and you'll discover why in the next section of the walkthrough. If you're familiar with the series, you may have already heard of the infamous dog tags and virtual reality missions. These are the real time eaters here, but try to enjoy and appreciate these games' stories to their full extent before going into these. There will also be a massive amount of time spent in cutscenes. On your first time through each game, don't skip them, and maybe have some popcorn nearby. After your first runs of the games, you should already know what happens and skipping cutscenes will save you loads of time.

And with that, we will start off with Metal Gear Solid 2. As these games have a lot to them, the walkthrough will be very wordy, but I suggest reading through all of the general hints and tips as well as whichever page you read when you need it.

HD Collection (Raiden)

Metal Gear Solid 2: Sons of Liberty is known as Metal Gear Solid 2: Substance in its HD remake. The version you're about to play has many additions to the game that the original release did not have. The controls in MGS2 are also significantly different from other games. If you've played Ground Zeroes, Phantom Pain, or even Peace Walker, you will find that the controls will still take some getting used to. I actually recommend starting the game off with a couple of VR Missions to get used to the controls before starting off with the story. Also, as fair warning, it should be said that this is not a game focused on Solid Snake; it's more focused on introducing Raiden into the series before he continues his story through Metal Gear Solid 4 and Metal Gear Rising. Below are a list of tasks in Metal Gear Solid 2 that will be covered in order for you to get all 24 achievements for this game. You should do number 1 first, of course, and then go through the rest in your own order.

  1. Play through the prologue and main story, preferably on Very Easy to prevent being stuck on a boss fight, to get the grasp of the controls and to experience the story (but at the same time doing small things for fun achievements like kissing a poster in a locker and listening in to a soldier with bowel problems). Try not to worry about dog tags or anything like that in your first runs because when you follow the walkthrough for these, you might not remember which ones you've gotten before.
  2. Get 218 dog tags throughout each difficulty of the Plant story (Tanker dog tags don't matter for the achievements, but they will be included for the sake of having a complete walkthrough). The amount of soldiers with dog tags increases with difficulty, and the dog tags found on Very Easy differ from those found on Easy, and those differ from the ones on Normal, and so on. This does require you to play through the game at least six times (if you followed the first step for practice and for fun). After collecting a certain number of dog tags, however, you will be rewarded with gear that gives you unlimited ammo or makes you invisible to enemies, as well as others. These make the only real challenge in harder difficulties the boss fights, which will be detailed on the dog tag pages.
  3. Finish Boss Survival, unlocked after beating the game. This is actually quite easy after a smidge of practice, because you can do this on Easy for the achievement related to Boss Survival.
  4. Complete all VR Missions. There are seven different characters with their own sets of VR Missions, all totaling up to a little over 500. They start off easy with Raiden's missions, and become notoriously difficult for Snake in his MGS1 sneaking suit. Each group of missions will have its own playlist link, with each mission being its own video for your convenience. More about VR Missions will be detailed later.
  5. Finish all five Snake Tales. Upon initial release of MGS2, people were upset that the game wasn't entirely about Solid Snake (which is the developers' fault for using Snake in pre-release footage of the Plant, where Raiden's story takes place). Their apology was five non-canon Snake Tales, put in the game for fun for players to enjoy. They are all set at around Easy-Normal difficulty, so it's a good idea to take these on after some experience.

And after having read two pages of introduction, let's get on our way to playing the game. If you need more tips on the controls, you can find the manual when choosing which game to play and using cn_Y.

Before we start with the story of MGS2, it may or may not be in your best interest to know the story of this game's prequel, Metal Gear Solid. If you don't feel like it, that's also fine, but things will make a lot more sense if you learn about the events that took place in that game. If you don't understand what happens by the end of the Plant story, feel free to re-watch cutscenes on dog tag playthroughs.

The game will start off by asking which section of the story you want to play, Tanker, Plant, or Tanker & Plant. I suggest that your first time through should be the only time you choose Tanker & Plant, and on other playthroughs just specify the section you want to play. Saving works so that after you beat the game, you need to continue off that beaten save in order to save any progress towards achievements, as well as dog tags. It is also recommended you choose Very Easy as your difficulty this time so that you can figure out how the game works. Your first time through should include watching every cutscene like normal as well as going for the misc achievements to get them out of the way for later. Other achievements will either be found in the Plant story or are cumulative. All miscellaneous achievements for MGS2 can be found in the playlist below.

Metal Gear Solid 2: Substance | Misc Achievements

The guide below is for Very Easy; there will be more guards on higher difficulties and item placement will be different. All miscellaneous achievements for the Tanker Incident will be detailed here, and a summary of all important cutscenes will be included as well, in case you want to re-read what happened if you take a break or if you didn't understand what happened. I recommend never taking any dog tags from soldiers, but taking the one after the first boss battle is up to you since you can get it on another playthrough.

Opening Cutscenes

Upon arrival at the tanker, Snake's stealth camo will be busted on impact. That's fine though, because Snake is supposed to be stealthy anyway. Otacon reminds him that they're part of Philanthropy, an anti-Metal Gear group now, and that he's at this tanker to reveal the construction of a new Metal Gear, designed to attack other Metal Gears. After these cutscenes, there will be one going over the equipment Snake has on him. Snake then does some reconnaissance of the Marines patrolling the tanker, but then a helicopter flies in and Russian soldiers will take out the Marines that he was previously looking at. After Otacon gives you the frequencies to reach him or to save, you'll then have control of Snake.

Aft Deck

There isn't much to do out here when you get control of Snake. You can get used to the inventory controls and practice knocking out or killing guards on the upper platforms of this area, though. to switch items in your inventories, hold cn_LT or cn_RT and scroll through each one to select items you have on you. The door to the next area will be up some stairs to the right of where you started, so take out the guard near the door. Otacon will call you, this time it will be optional (optional ones are blueish-green). To pick up optional calls, press cn_back. After explaining how to open doors using the "action button", press cn_Y several times near the door's hatch to get it open.

Deck B (Crew's Quarters)

There will be a guard north of your position, so wait until he turns around before walking behind him with your M9. You can also try holding him up by pressing in the cn_LS when close enough behind him. The door you need to go through will be shortly south of where you started from.

Deck A (Crew's Lounge)

After a brief cutscene of a guard walking along the hallway, you will again regain control of Snake. Take care of that guard and go south of his position through the doorway.

Deck A (Crew's Quarters)

After walking down to the lower corner, go through the automatic doors to find a locker room. Open the lockers using cn_Y to find some supplies. In the northwestern locker, you will find a poster of a Japanese model in a bikini. First, use first person mode by holding down cn_RB for about ten seconds, and then call Otacon using cn_back. If it works right, Snake will be busy pleasuring himself while Otacon responds in disgust.

  • Snake Beater

    Get caught by Otacon stimulating yourself

    Snake Beater
    2 guidesOffline Game ModeSingle Player

What an achievement. Then you're going to want to enter the locker until you automatically close it, but this time hold cn_LB and cn_RB while looking at the model's mouth until you hear a smooching sound.

Now you can make your way back to the area you were just in.

Deck A (Crew's Lounge)

You should be back in the room where there was a cutscene of the guard walking across the hall. Go back to the middle of the room with the set of stairs that branch left and right. Go back through the right door, you should be backtracking.

Deck B (Crew's Quarters)

The guard up north might be patrolling again, so take him out if he is and go to the very left of the room, where you should find a staircase going up.

Deck C (Crew's Quarters)

There will be a small cutscene where Snake looks down the hall, and then up to find a security camera. A good way to get past it would be to just push yourself up against the wall and shimmy across, making note of the vision cone coming from the camera. If you get caught in it, an alarm will go off and soldiers will rush you. At the end of the hall will be a staircase bombarded with boxes that aren't movable. Now you can practice crawling. Press cn_A to crouch, and then start moving in any direction to crawl. In the same little room as the broken staircase will be a small grate on the north wall. Crawl in it to find a ration (useful to restore health later), and then crawl back out and make your way to the staircase in the middle of the hall.

Deck D (Crew's Quarters)

After heading up those stairs, ignore the room on the left and head all the way to the right to pick up a signature cardboard box. Soon after, a yawning guard will come in, so you'll need to help him get to sleep in order to get back out into the hallways. Head south of where this room was to have Otacon try to call you; this time it's important, so answer him. He will explain the semtex mechanism in front of you, and say that it would work to reveal the infrared sensor beams by shooting the fire extinguisher next to it. Before shooting it, wait for the guard in the hall past the beams to walk right next to the extinguisher, and then fire at it. Then tranquilize the stunned guard.

  • Down in Smoke

    Disorient an enemy with a cloud of smoke from a fire extinguisher

    Down in Smoke
    2 guidesOffline Game ModeSingle Player

After everything is back to normal, you should see the beams. Crawl under them in order to continue, which you should now understand how to do from earlier. After making it to the other side with the KO'd guard, continue left to find another staircase leading to the control room.

Cutscene: Deck E (The Bridge)

Upon arrival at the ship's controls, Snake will find many marines and then watch as Kasatka-60's, Russian choppers, fly overhead. He will call Otacon about the coordinates of his location, which will draw some comments from Otacon himself. A sudden noise will cause Snake to hang up on him, and outside will be a Russian woman using the radio. When the cutscene ends, open the hatch to the left of the control room.

Cutscene: Navigational Deck

Snake will listen in on the woman's conversation with the commander of this operation. Everything is in place, full control of the hold, explosives, and now a man named Shalashaska has arrived. The commander orders her, who is now revealed to be pregnant, to leave the tanker at once, but she is hesitant because she wants to remain with her unit. She orders the incoming Kasatka to take off without her.

Snake will hold Olga up, taking all precautions. After Olga fires a shot at him and she gets behind cover with her second pistol, the fight begins.

The first thing you'll want to do is shoot out the light, dodging her bullets. There is also a green tarp covering some crates; shoot the strings at the bottom to release it. The reason for this is that Olga will eventually use these for cover if you don't get rid of them sooner, so it's best to just get rid of them now.

Since you're using an M9, the damage you do won't be actual damage to her blue health bar, but to her stamina, which is her gray health bar. For the entirety of MGS2, though, it doesn't matter whether a boss or enemy dies or not in the long run.

To win this fight, you'll have to shoot your M9 at Olga until she becomes unconscious, which means firing at her whenever she's not behind cover. Headshots will make her take more damage than normal body shots. That's all there really is to this one, since her abilities don't compare to those of the FOXHOUND unit at Shadow Moses Island (MGS1). If you run out of rations or M9 ammunition, there should be some lying around in Snake's side of the fight. If your health bar turns orange and you hear beeping, this means Snake is bleeding out. To fix this, either use a ration to restore health or lay on the ground. Laying on the ground will restore health to the point where your health is blue again, but getting hit once more will return it to orange. After Olga's stamina has been drained, she will pass out.

Cutscene: Post-Olga Battle

Snake will take Olga's pistol, the USP, which unfortunately lacks ammunition. And even further bad luck: an unmanned army robot called a CYPHER has spotted Snake aboard the tanker. Why was the army's machine here if this is the marines' Metal Gear?

Otacon tells Snake the identity of the leader of the Russians, Sergei Gurlukovich, Olga's father. Gurlukovich was one of Revolver Ocelot's allies, whom he was supposed to meet up with after the Shadow Moses Incident. He also tells Snake that the information about the Metal Gear being here wasn't dug up by Philanthropy, but from an anonymous tip. The sender was E.E., which was also what Otacon used to call his stepsister when he was around her. He admits to have been sentimental and took Pentagon information to be sure.

Navigational Deck

If you unequip your right-inventory item and hold cn_X near Olga's head or feet, you will drag her body around until you let go of the button. Doing so will drop her dog tag, which is the only way to get it from her (since obviously you can't hold her up). Picking it up now is up to you, you can always pick it up on another run when getting all the dog tags, so you don't really have to right now. To the southeast of where Olga is will be a staircase heading up. At the top of the stairs will be a tower with a ladder, and at the top of this tower should be a pair of thermal goggles, which you won't really need for the Tanker anyway. Head back into the control room using the door directly east of Olga.

Deck E (The Bridge)

Back in the control room, you should find some ammunition for your new USP. Go back down the stairs to Deck D.

Deck D (Crew's Quarters)

There will be a guard patrolling where you used to be when you had to crawl under the infrared sensors. Wait for him to come near and then either tranquilize or kill him before crawling under the beams again. You could also shoot the little panel with a green light next to the fire extinguisher to completely disarm the bomb, allowing you to pass through without having to crawl. After you're through, go down the stairs near the middle of this deck.

Deck C (Crew's Quarters)

With the USP, you'll be able to shoot out the camera, rendering it useless. Try doing this; you'll be doing it a lot throughout your time in MGS2, and it also lets you pass by areas without being detected (so long as the shot wasn't heard by enemies).

Deck B (Crew's Quarters)

The guard in here will again be patrolling from left to right, and you will have to take him out once more. Do so and head east, and then south, and enter the first door to the left.

Deck A (Crew's Lounge)

The soldier will walk by the hall again, so take care of him. Go all the way to the east to find a staircase. Head downstairs to find the door to the engine room.

Engine Room

This room can be difficult to see guards due to its darkness. Using a mixture of first person view (cn_RB), leaning (by pressing cn_LT and cn_RT when in first person view), and bullets take out the two guards near your starting position. One will be near the stairs on your way down, and one will be right outside the door you came out of. Move west on a bridge near the second guard and continue west to find more stairs. At the bottom floor will be only one guard, so knock him out and return to the top by the door you came out of. There's only going to be one enemy left now, and he's in the middle area of the room. Continue moving to the left and wait until he looks south with some binoculars; at this moment, you should run up behind him and hold him up with cn_LSc. Press it again to lower your weapon, and enter first person mode once more to aim an M9 round at his head. After he's down, continue to the left and up the stairs into the small area with some electrical equipment.

A soldier will have repaired the door that he just walked out of. Wait until he finishes his report before getting rid of him; otherwise the communications commander will suspect something is wrong and send guards in to investigate. Head north of where this guard was and Otacon will call you (codec calls marked by a red light are automatically picked up). He will explain that in order to deactivate the next set of bombs, you'll have to shoot the control box with a USP bullet. On this difficulty, there is only one bomb panel to shoot out. It should be fairly easy to see, and it's on the ground in the mix of sensors in front of the door, but if you can't find it, here's the video of where it is on Very Easy.

Deck 2 (Port)

Upon entry to Deck 2, a marine will announce a briefing over the speakers to the other marines onboard. Walk through this dark hallway, going into the first two openings on the right to find a ration and USP ammo. Up ahead will be a guard in the dark, so be careful about taking him out, and then after him will be another jamming out to some music. After you reach the end of the hall, move east, but be wary of another guard. Shortly past this guard should be another hatch to open.

Deck 2 (Starboard)

Now go south down the hall. There will not be any enemies, but on the left in a little opening will be another ration and USP ammo if you need them. A cutscene will start when you go far enough. Some guards will have secured the hatch they went through, and Gurlukovich will tell them that their "preparations" will be ready before the marine commandant finishes his speech, and orders the soldiers to keep his daughter safe. After their conversation is over, they will walk down the hall towards you until one spots you without any means of doing so.

This is considered a boss battle because of the amount of soldiers you will be going up against. All you really need to do here is neutralize all of the enemies, whether it be with the M9 or the USP. Equip the rations you have; doing so will recover health automatically when your health reaches zero, preventing a game over. I suggest using the M9, because on this difficulty, it only takes one shot with it to knock an enemy out. If you decide to go with the USP, there's more ammo for it, as well as yet another ration, behind your starting position for this fight.

Watch out if they decide to throw grenades, because they will do a nice chunk of damage to you. You can also move forward towards the enemies if you want to shoot them better. If you need more ammo or another ration, walk south to find them. After taking down all of the Russians, a cutscene will start.

Cutscene: Deck 2

Snake will make his way in through the door the soldiers recently closed, and a surviving soldier will close it behind Snake to pretend that nothing went wrong. Shalashaska arrives behind him however, and is smart enough to see what went on here. He kills the soldier and finishes closing off the door, promising to the soldier that the colonel will die soon as well.

Otacon and Snake will talk about how the mission is going, and Snake will point out that the marines have no idea that the ship has been taken over by Gurlukovich's men. Snake can't see the Metal Gear from here, so he'll have to go around to the bow. Additionally, someone is monitoring their current call, and to take precautions, Snake will have to send the photos of Metal Gear to Otacon using a computer nearby instead of automatically. Snake will have to take these pictures in about seven minutes, so he doesn't get spotted after the commandant finishes his speech.

Hold No. 1

Once in control of Snake, go down both ladders and make your way to the left side of the room. The projector will be blocked if you walk in front of it, which will alert everyone of your presence, so you will have to crawl under the light. There are also grates on the left side of the room, and moving too fast on them will create noise that will also alert guards. You can crawl or roll over these (to roll, press cn_A while moving), but here it's best to crawl.

Hold No. 2

In this hold, marines will switch their viewing range between two positions, depending on which projector is on at the moment. At the start of this room, you'll want to equip your camera and keep taking pictures of the screen on the right when it's in use until you get a picture of Hideo Kojima, the mastermind behind the Metal Gear Saga.

Now move to the southeastern corner of the room, again crawling under the projector's lights, and make your way back into the previous room.

Hold No. 1

You're going to want to poke your head out from the corner of the box you should be behind now, and equip your camera. There will be a marine wearing no pants in this hold, and this is a great angle to take a picture of him. You're going to want to keep snapping pictures with cn_X until Snake says "Good". This is going to be a good picture to send to Otacon, so make sure you don't save over it with another picture. Return to Hold No. 2 using the same door you just came out of.

Hold No. 2

Directly north of your position will be the easiest way to make it into Hold No. 3, so take care to walk slowly over the grates on the floor and make note of which way the soldiers are facing. Once at the end of the room, take a right at the boxes so that you can reach the door unseen.

Hold No. 3

Scott Dolph, the commandant, will be in this room, along with another group of marines. Snake will have finally found what he's been looking for when he enters this room: the missing link between infantry and artillery, Metal Gear. This one's design is different from that involved in the Shadow Moses Island, Metal Gear REX; this one is also codenamed Metal Gear RAY, and if you've been listening to Dolph, this one is also amphibious.

The first thing you'll want to do is upload that picture of the marine so you don't have to worry about it later. The computer should be to the right of you up ahead, so use it with cn_Y and send the marine to Otacon.

  • Sexting

    Send Otacon a picture of the marine with no pants

    Sexting
    3 guidesOffline Game ModeSingle PlayerMissable

There should be a soldier up ahead, sleeping while standing up. He will eventually wake up, so to prevent him from doing so, either tranquilize or kill him. It should be in this room (or the previous holds if you took your time) that Dolph will have the marines "stretch" by looking in several directions, so stay in cover when this happens.

Otacon needs four pictures of Metal Gear RAY, from the front, left, and right, as well as as a picture of the logo of the U.S. Marines. The logo can be found on the very right of RAY, past the guard you took care of earlier. Once you have some of the pictures, you can send them to Otacon so he can tell you what's remaining. When he has them all, the commandant will be finishing up his speech.

Ending Cutscenes

Shalashaska will reveal himself to Dolph, and then reveal himself to be Revolver Ocelot, one of the former members of the FOXHOUND unit Snake went up against in Shadow Moses. He claims that he's not going to steal RAY, he's taking it back. Gurlukovich will take Dolph by surprise and hold him at gunpoint, leaving the armed marines at an impasse. The ship is ready to blow whenever Ocelot wants it to.

Gurlukovich tells Dolph why he's involved: He wants Russia to return to the superpower it once was, and he will be able to do that using Metal Gear RAY. After all, according to him, the first Metal Gear was built using Russian technology. Ocelot tells Gurlukovich that he's been double-crossed, and that he's bringing RAY to the Patriots. Dolph, surprised, responds by saying, "The La-Li-Lu-Le-Lo!" which will be explained later. Gurlukovich asks if Ocelot is still in contact with Solidus, whom some may know from the very end of MGS1 very briefly. (At the time of the Shadow Moses Incident, Solidus had just become the president of the United States.) Ocelot turned against Russia during the Cold War. Reasonably upset, Gurlukovich starts what could've been an attack on Revolver Ocelot, but his expertise with revolvers kills Dolph and Gurlukovich in mere moments.

Ocelot ignites the semtex, and the tanker goes into chaos. Snake catches up to Ocelot, which triggers his right arm to react sharply (Ocelot's arm was previously cut off in MGS1). The arm was once the arm of Liquid Snake, the genetic twin of Solid Snake, both clones of the legendary soldier Big Boss. Liquid Ocelot (what he's been known as when the arm takes over Revolver Ocelot's mind) gets inside the cockpit of Metal Gear RAY while Snake's helplessly watching.

Metal Gear RAY and Ocelot make a mess of the place. Ocelot uses RAY's hydro cutter (it's not a laser beam) to get out of the tanker and into the water to escape. The camera now focuses on Ocelot's conversation to Solidus. He's set to bring RAY to the location they discussed. And as for Solid Snake?

Alright, this is the main portion of the story, which takes place two years after the Tanker Incident. This is where the dog tag runs will be taking place; you can get tags on the Tanker if you want to, but that will not affect the Great Dane achievement. After selecting Very Easy difficulty, the first cutscenes will begin.

Opening Cutscenes

The Colonel fills Raiden in on the mission, describing the situation at an offshore cleaning facility known as Big Shell. In the meantime, "Snake" enters the Big Shell through a hole in the fencing underwater. After talking with the Colonel a bit more, "Snake"'s codename changes to Raiden.

Strut A (Deep Sea Deck)

Directly in front of you should be a rack, underneath it will be an M9, which will help with tranquilizing enemies. Up the stairs in the middle locker is a ration, which I recommend taking. You shouldn't need to use these a whole lot on Very Easy, but it definitely doesn't hurt to have as many as you can find. To the right of the door is 30 rounds for the M9; climb onto these boxes with cn_Y and collect these, then head for the door. After a short talk with the Colonel, head inside to the next room.

Looks like someone beat you to the elevator. The Colonel will teach you about nerds, or nodes. These are found in each area of the Big Shell, and logging into them will activate the radar to appear on the top right of your screen. However, since this is on Very Easy, you won't need to use these, since the maps will be already available for you. Press cn_Y near this first node (because the story requires you to). Enter whatever you feel like on this screen, it will show up very briefly near the end of the story. To save, the Colonel has enlisted Rose, Raiden's girlfriend, to help out. Eventually, Rose will ask you about whether or not you remember what happened on April 30th, but you can't recall right now.

The enemies will start to wake up, so hide in the little U-shaped area made of boxes in the center of the room until the elevator comes down. Alternatively, you could just knock them out with the M9. If you're fast enough, the other guard will still be knocked out when you get to the elevator.

Strut A (Roof)

The colonel will inform you that the terrorists that have the President hostage are calling themselves the Sons of Liberty and are led by Solid Snake. But that can't be the real Solid Snake, he died during the Tanker Incident two years prior. The SEALs have landed on Struts B&C, and the Colonel will tell you how the Big Shell is structured. It might look complicated, but it's really simple.

Once the call with the Colonel is over, you should see some bandages on some boxes nearby. These stop bleeding if you're bleeding out, which happens when your health is low and colored orange. Bandages won't be useful for this run on Very Easy (and hopefully you won't have to use them on other difficulties), so it's up to you whether you want to pick them up. To the southwest will be more M9 ammo. To get inside Strut A, there is a small opening in the fence to the northwest of this area. You'll have to crawl through it by holding down cn_A. You should be picking up even more M9 rounds while doing so.

Strut A (Pump Room)

Once inside, you'll see that there will be only one guard in here, who's protecting the node, which you don't need. To continue onward, there will be a door to the northwest, which leads to the AB Connecting Bridge. You'll want to go there.

AB Connecting Bridge

The Colonel will teach you how hanging works, so pay attention if you didn't learn this from playing the Tanker. You'll also get to listen in to the situation will SEAL Team 10 and the president. To get past this bridge, you could try hanging like the Colonel said, but it's always very easy to just tranquilize these two enemies.

Strut B (Transformer Room)

Upon reaching Strut B, the rest of Alpha Team is swiftly eliminated by a strange man, armed with only a knife. He is later introduced as Vamp, and soon a survivor of Alpha Team starts firing at him. Unfortunately, this doesn't do much and you and the soldier are left alive in Strut B. The soldier introduces himself as Lieutenant Iroquois Pliskin, and after a bit more conversation with him about the both of you and Vamp, you'll continue on with your mission, now with a sense of uncertainty.

Rose will soon ask you if you want to save the mission data, and use the opportunity to ask you again about the importance of April 30th. Head north out of Strut B to Strut C.

BC Connecting Bridge

The last of the SEAL troops will be firing at a woman on the bridge to the Shell 1 Core. All the bullets will fly around her, "Fortune". Vamp will take the president and a black suitcase back into the Shell 1 Core. With a last attempt, the SEALs launch a grenade at Fortune; it doesn't blow up, but it leads to one of the best voice lines of the game, "A dud!?" Using her pretty big weapon, Fortune will wipe out the SEALs, destroying the bridge along with them. The Colonel informs you that your infiltration was a complete success, but Dead Cell has control of a Harrier 2. To make things worse, there's still C4 scattered across the Big Shell; the bomb disposal expert that came with the SEALs is in Strut C.

The only thing of importance on this bridge is the supply of chaff grenades on the way north. Chaff grenades work like EMPs, or stun grenades for electronic devices. These might be useful later, so pick them up and head into Strut C.

Strut C (Dining Hall)

Go north into Strut C until you hear a noise inside one of the rooms. You'll meet the bomb disposal expert, Peter Stillman, here; Pliskin will meet you here. Stillman will tell you about Fatman, the third member of Dead Cell. With the task of bomb disposal passed down to Raiden and Pliskin, Raiden will get nervous due to his lack of bomb disposal training. Stillman will show you how it's done, so pay close attention. Pliskin will take care of Shell 2, so you're going to work on Shell 1. Stillman will give you the security card with Lv1 clearance. Stillman will doubt Pliskin's status as a SEAL, which hopefully to you has been very obvious.

After these cutscenes, head to the east to reach the CD Connecting Bridge. You'll be making a full circle around Shell 1 to dispose of all six bombs on each Strut, but it's a bit more convenient to just leave the bomb on Strut C for last. If you want a visual for where each of the bombs are, here's a video for how to find them.

CD Connecting Bridge

There shouldn't be anything here, so just head straight to Strut D. There's going to be a camera at the end of the walkway by the door, so either shoot it out with the USP or just walk under it.

Strut D (Sediment Pool)

As soon as you walk in, there should be a lone soldier in the center of the area. Either tranquilize or kill him from where you are and make your way to the side of the railing that you can hang onto. Do so, and you'll be dangling above the waters below. You're going to want to wait til the guard on the lower level begins to walk towards the right of the room, and then let go with cn_A, but immediately start spamming cn_Y so you can catch yourself on the rail below. You may be able to hear some beeping now. Once back on solid ground (press cn_Y again to flip onto the floor again) there should be a black square lid on the ground. Get near it and press cn_Y to open it up, where you'll find the first bomb. To use the coolant, all you have to do is point it at a bomb when it's equipped and hold cn_LSu until there's a clicking noise. Then make your way to the DE Connecting Bridge by going back to the upper section of Strut D, and going to the right.

DE Connecting Bridge

If you go into first person view by holding cn_RB, you should see two enemies by the rails up above the bridge. They'll probably see you if you try to cross, so tranquilize them from afar and make your way to Strut E.

Strut E (Parcel Room)

There will be only one enemy in here, walking through all the machinery. He shouldnt be hard to find on your radar. In the lower right will be a path up to the heliport on Strut E, which is where you're going to want to go.

Strut E (Heliport)

You'll overhear Olga Gurlukovich and someone else talk about some things, and Raiden will try to hold her up. Then, Olga does a flip over the railing out of existence.

You should be able to see a harrier on the heliport. The bomb will be under it, so crawl down and defuse it. Head back the way you came into Strut E. Once back in the Parcel Room, go even further south in this room to find the door to the EF Connecting Bridge.

EF Connecting Bridge

Once in the open, you'll get a call from someone who gives you a tip about claymore mines being on the ground nearby. He'll call himself Deepthroat (which is in reference to MGS1, which in turn was referencing Metal Gear 2) but then change his name to Mr. X to avoid confusion.

Before trying to find those claymores, there will be a guard right above you, similar to how those guards watched over the DE Connecting Bridge. If you don't know what I'm talking about, he should appear on the radar. Get rid of this soldier first, or he'll spot you. Finding the claymores is very important, because you'll be coming back to this bridge a few more times. To collect the claymores without blowing them up on you, you'll have to crawl over them, and you can use the mine detector to find out where they are exactly. I've got no idea where the mine detector is, but I do know that they're all on the left part of this bridge, so crawl across the center, then between the two cylinders on the left, and then on the very left part of the bridge. You won't need to worry about the walkway that leads left until later. Once everything seems pretty safe, move into Strut F.

Strut F (Warehouse)

This strut's bomb will be between some crates, and it's inaccessible unless you fall onto the crates from the second floor of the strut by swinging over the railing. You will start on the second floor, so that's about half the work done for you. There should only be one guard per floor of this strut, but if they bother you, take them out whenever. The FA Connecting Bridge will be on the south side of the second floor of this strut.

FA Connecting Bridge

All you should have to worry about here is one guard and one CYPHER. Both can be taken down with lethal rounds. It should be a straight path to Strut A.

Strut A (Pump Room)

Immediately to the south of where you came from will be a door to another room. The bomb will be in the center of this easy little crawling maze, which you enter from by the small staircase thing on the righthand side. Now that we've gone full circle for Shell 1, explaining things can be a bit easier. Head on back to the AB Connecting Bridge.

AB Connecting Bridge

Rose will call to talk to you about your first date. There won't be an enemy on the west side of the bridge anymore; that guy's just gone. The soldier on the east side will still be patrolling that side, so just take the west side and go into Strut B.

Strut B (Transformer Room)

There's now two soldiers in here, one in the hall and one in the room with the electrical equipment. Take care of the one in the hall, and then go for the other one. Near that second guard should be a suppressor for your lethal pistol, so pick that up and equip it when you feel like it. The bomb in this strut is going to be to the north in the electrical room. There's an open panel to some buttons and whatnot, which you need to close with cn_Y. The bomb should be right behind it. The bomb disposal gang will talk about each other about the situation, and you'll get a bit of backstory from Stillman. Once you're all done talking, make your way back to Strut C.

BC Connecting Bridge

This time around, you're going to have only one new problem when traversing this bridge. a CYPHER will be patrolling the left side of the bridge, which you can either eliminate with the SOCOM or just a chaff grenade.

Strut C (Dining Hall)

So the bomb is in the ladies' room above the mirror, but there's also some supplies, including pentazemin (which you'll need later) in the stalls of both bathrooms, so it's best to open all of them and get what you need. Once you talk to Pliskin and Stillman a bit longer, grab the Sensor B, which is in the pantry that Stillman was hiding out in earlier. Pliskin will freeze the last C4 in Shell 2, but that causes the big set of C4 that Stillman's looking at to start counting down. As he said earlier, if that bomb and the one at the bottom of Strut A explode, the Big Shell will collapse. You've got 400 seconds to get to the bottom of Strut A, which might sound like a lot when Raiden says "400 seconds?!" but that's more than six minutes for you to just move two struts away, which is more than enough time.

Strut C (Dining Hall) ==> Strut A (Roof)

This will be a short trip. On the BC Connecting Bridge will be that CYPHER if you didn't take care of it earlier with SOCOM rounds. In Strut B, if you for some reason left those two guards awake, they'll be awake (naturally) when you return to walk through here. And the AB Connecting Bridge's now lone guard will have moved to patrol the west side of the bridge instead of the east side. Once you've made it to Strut A, go back up the stairs on either side to get to the roof of the strut to reach the elevator.

Strut A (Deep Sea Deck)

To find this proximity C4, backtrack to where you started this infiltration, to the very south of the area. The C4 will be attached to the underside of the submarine-thing that's hanging from the ceiling. Make sure not to get too close when you spray the coolant on this bomb; remember that you can crouch if you need to. Time to get back to rescuing the President.

Just your luck, Fortune decided to follow you down here. She'll start talking to you before someone else calls the elevator back up. Time for your first "boss fight" of the Big Shell Incident.

I say "boss fight" in quotes because all you have to do is avoid the railgun shots until the elevator comes back down. You can just hide behind all the crates and things until they're destroyed. If everything's destroyed before the elevator is down for some reason, you can just do some cartwheels to dodge the shots.

The fight ends when the Colonel calls you about Fatman calling you out, and to meet him on the Strut E Heliport. The President is going to have to wait. Vamp was the one who came down the elevator, and after a cutscene involving the two of them, Raiden will take the opportunity to get back to the roof. Fatman's next bomb will give you 500 seconds to defuse, which is again way too much time to be threatening.

Strut A (Roof) ==> Strut E (Heliport)

When you go back down the stairs to the main part of Strut A, watch out for two claymores, which will be on the way to the staircases on either side. You're naturally going to want to go to the FA Connecting Bridge instead of going the long way around. The one guy on the FA Connecting Bridge shouldn't be a problem, so you can just walk to the other side.

When you make your way to the heliport, you'll find that the harrier that was once parked here is gone, and a bomb lies in its place. You can walk right up to this one, so spray it with the coolant and get ready to meet Fatman.

He'll go on about how he likes bombs, but when you talk about the ransom, he has no idea what you mean. Like many villains, Fatman will tell you how the fight with him will work: he plants bombs, and you have to defuse them on top of defeating the man as well.

It's best to just take out the bombs first, so if he plants another you only have to worry about the new ones. On Very Easy, this fight can be done really fast if you know a basic control function that I didn't know until I already did most of the game on Extreme. If you hold down cn_LB, your rounds will lock onto targets, making Fatman a piece of cake. Once the bombs are disabled, hold cn_LB and fire a few rounds until he falls over. To make him take damage, go into first person view with cn_RB and aim for his head. Repeat this until he's down and you'll get your first achievement from the Big Shell Incident.

His last words will be yet another bomb, which he starts a countdown for when his life slips away. This is supposed to be a crazy search for this last bomb, but it's actually just right underneath him, so drag him with cn_X when you have your weapons unequipped, and spray this last C4 package. When you let go of him, a dog tag will fall out of him. It's up to you whether you want to pick it up now or later, since you'll be going through this again on Very Easy anyway. I personally think it's best to just let it be and get it later.

The Colonel will remind you of your orders to rescue the President, as well as reassure you that there's nothing suspicious going on. Pliskin will call you next, informing you that the enemy must have control of that harrier that was parked on the heliport earlier. Just when you think you've heard enough talk, Mr. X will show up out of nowhere to let you know how to find the President's location, which is by finding a man named Ames on floor B1 of the Shell 1 Core. To figure out which of the hostages is Ames, you'll need a directional microphone to listen to his pacemaker. Mr. X also gives you the uniform of one of the terrorists and you learn that you'll need to somehow use a real soldier's eyes to bypass the retinal scan in order to reach the hostages. Not only that, but a Metal Gear is also being held within Big Shell, Well, according to a cyborg ninja.

Strut E (Heliport) ==> Shell 1 Core (1F Floor)

Getting to the Shell 1 Core is very simple, just head to the EF Connecting Bridge and you'll be going across the bridge to your left. This bridge will have panels that will fall off, though, so make sure not to stay in one place too long. Once you're in here, Rose will call to tell you that she found out where Solid Snake's body is being held, and that he's definitely dead. For some reason his right arm was missing, but it must have just been because of the circumstances of the tanker being destroyed.

Since enemies will recognize you if you don't have a weapon to go along with your uniform, you'll need to get the gun located in the southern room of this floor. It won't be in a locker, it'll just be sitting there for you to take. Once you have it, equip both the gun and the B.D.U. to get past the security camera at the elevator when you call for it with cn_Y. You're going to want to go to the B2 floor to pick up the directional microphone.

Shell 1 Core (B2 Computer Room)

In the room are only a few enemies; since they think you're just another soldier, you could easily just walk right in and take the directional microphone (be careful not to bump into them or the B.D.U. will become unequipped), or you could tranquilize/kill them. Either way, the microphone is inside the central room of this floor; when you get it, you'll be ready to go to the B1 floor and find Ames.

Shell 1 Core (B1 Floor)

The retinal scan into the hostage room is on this floor, and opening it is actually pretty simple. On your radar you should see a room with three guards; one will move around to a place where you can hold him up easily with cn_LSc, so do this and grab him with cn_X. Hold the button and move towards the scan. After some time he'll try to break free, so before he does that, let go of cn_X and press it again to continue holding him. Lead him to the scanner and he'll open the door.

Shell 1 Core (B1 Hall)

Ames will always be in the same spot, so go all the way to the right wall of the room, and then follow the southern wall to the left until you reach a metal structure. Right next to you should be Ames, so use the directional mic and ask if he's Ames.

Ames will say he was sent in by the La-Li-Lu-Le-Lo, like you were, which shouldn't make any sense. It also looks like Revolver Ocelot is watching your little chat, but as soon as you switch to nanocommucations, he can't hear you and will seem slightly annoyed. It looks like the President was moved to the first floor of the Shell 2 Core. Ames will explain the black case, which is always carried around near the President in case of a nuclear threat. Raiden asks why they'd hide a Metal Gear in an offshore plant, but it looks like Raiden's well under-informed of what's actually going on in this mission. Ames will interrupt the conversation when he see's Snake, who approaches Revolver Ocelot. Raiden will pull out the microphone to listen to the conversation.

Now, you could listen to them, or you could listen to a guy from MGS1 take a dump, which is what we're going to be doing. Instead of aiming the mic towards Snake and Ocelot, aim it to the left to hear Johnny on both ends. The video below will show both places where you have to listen to Johnny, but this is going to be the first half of the video.

Once he says "Ah... There's no paper...", then you're good. After listening to the rest of the conversation, Ames will say that Solid Snake is dead, but this man is claiming to be him. Either he's dead, or there's two of them. After mentioning the ransom, he'll say that the nuclear strike wasn't a threat, it was the objective for Dead Cell this whole time. The goal is to use the nuclear launch as kind of an EMP to put Manhattan in the dark. Ocelot will enter the room, so Ames cuts the conversation again.

You'll get the Lv3 security card from Ames, but you'll have to equip your AKS-74U before Ocelot approaches you. Ames and Ocelot will talk a bit before Ames' pacemaker fails him, causing him to have a heart attack (and a FOXDIE moment). It looks like nobody knows which squad Raiden is in, and Ocelot points his revolver at him. Before he can shoot, Mr. X comes down from above and almost cuts off his left arm. He'll cover your escape out of the room, but now the alarm is sounded.

Shell 1 Core (B1 Floor)

You'll ask the Colonel about the false information, and his explanation is that it's not like he's given all the right information either. On the way to the elevator, there's one guard up above, so either wait for him to come in view or run in after him before he turns around. You're going to want to go back up to the first floor.

Shell 1 Core (Floor 1) ==> Strut F (Warehouse)

Just go right and back towards Strut F, we're going to pick up a sniper rifle now that we have the security card for Lv3.

On the upper floor, there are four rooms, one to the northwest, northeast, southwest, and southeast. The sniper rifle will be in the southeast room. You can find C4 and claymores in the northeastern room, and a grenade launcher in the northwest, both of which are things you don't really need. In the southwest room will just be an M4 and some ammo, which you don't really need either since you have the AKS-74U, but this room has a bomb inside, so if you want to get it, make sure you shoot out the panel to the left.

Strut F (Warehouse) ==> Shell 1-2 Connecting Bridge

To get to where you need to go, you have to go back to Strut D. Once inside, stay on the upper floor and use the door in the center (not the center of the room, but between the doors on the left and right). This will take you to the Shell 1-2 Connecting Bridge.

There's a few of those little bomb panels that you need to shoot out, because if you try to pass the sensors without doing so, the bridge will detonate. One will be way off in the distance on top of a CYPHER, so you can either be very careful or use a pill of pentazemin if you have any; it's best to save your pentazemin for later, though. There's two other panels on the walkway right in front of you, but be careful, because they're right next to some explosives. Another will be directly in front of you on the cylindrical structure. The fifth is going to be on the other side of the bridge, seen on the wall, and surrounded by five explosives. The last is going to be on the northwestern corner of the bridge. If you want to better see where these panels are, the video below will show you where they are.

You'll know when you got them all when a small cutscene plays out, showing the sensors being deactivated. Snake will call to let you know he's found a Kasatka, and his partner Otacon is piloting it. To save all the hostages, they'll have to make two trips. But what strikes Raiden as important is Otacon, whom he recognizes from the details of the Shadow Moses Incident. Otacon and Snake have been branded as a terrorist organization just for destroying Metal Gears all over the world. As sure as Snake is dead, this Otacon can't be the same as Hal Emmerich from the Shadow Moses Incident. But if Snake is dead, he can't be the one in charge of Dead Cell.

Pliskin and Otacon will pass by in their Kasatka towards the Strut E Heliport. This Snake will appear on the other side of the bridge, claiming to not only be the boss, but the boss that's better than even Big Boss, who's been involved in Solid Snake's missions since the 90's. But as soon as he claims to be Solid Snake, Pliskin will come back around and say that this man is definitely not Solid Snake. He'll call Pliskin his brother, who does not recognize him as such. He'll then call Pliskin "Snake" (which should have been obvious), which Raiden is surprised at.

When Snake starts firing at him, he tells Snake that he's completely different from Liquid Snake. His name will be revealed as Solidus Snake when he uses his suit to somehow gain muscle mass. Snake will hit him with the grenade launcher, and Solidus will fall... right onto the Harrier being piloted by Vamp. The Kasatka can't stand up to the Harrier, so you're going to have to shoot it down with the stinger that Snake tosses onto the bridge.

First things first, pick up the stinger, which will be right in front of you. If you're fast enough, you can equip it and launch about two or three missiles into the Harrier before it takes off. It'll fly out of range, so get ready to aim another missile towards where it's going to come back from. Snake should toss you a ration in this time. If the Harrier starts to hover over the bridge, it's going to burn you with its jets, so pelt it with missiles as a punishment. If it goes right into launching some red glowing missiles at you (which you'll see in a small cutscene), then you're going to have to dodge these. You can do this by either finding a place on the lower floor of the bridge or by flipping onto the railing when they fall, or coming back onto the ground when they fall (either will put you in a state of invincibility).

If Solidus says "I'll let you go out in style" when he's out of range, that means his next attack won't be dodge-able by cartwheeling. Lock a missile onto him as soon as you can and hide behind the cylinder, and lean into it with cn_LS. His next attack should be a missile barrage, and the missiles go so slowly on this difficulty that you should be able to run around on the bridge to hide from them. If you can't, then that's fine, you should be able to survive a few of them. When he's done firing, you'll have a few seconds to launch more stinger missiles at him. The Harrier should be wrecked around this point, but if not, continue reading.

If the Harrier is still working after you've hit it from the missile barrage attack, it'll go back out of range, into the attack where you have to hide behind the cylinder. After this should be an attack where it fires a bullet spray on you, but on this difficulty (and with Snake providing rations) you should be okay to just take a few hits and rain ammo onto the Harrier. After each boss battle, your health will be restored to full, so if you're about to beat him and you're low on health, just hang in there and try not to use the rations in case you need it later.

The Harrier will crash into the bridge, and as it falls, Metal Gear RAY will swoop up to nab it before coming back down. It looks like Solidus' eye was taken out in the fight, making him resemble Big Boss even more. RAY and Solidus will dive down into the water, while Vamp just runs on the water and up walls to get wherever he's going.

Snake and Otacon will talk about why they're doing what they're doing. Otacon is also here for his sister, who's being held in the Big Shell somewhere. Rose will call to save the data (remember you can also just save whenever you feel like it).

To get off this rubble, you're going to have to go around the perimeter of Strut L to get to a connecting bridge. Flip onto the edge of the railing that's leading off into the air by pressing cn_Y and shimmying across until you're above the orange pipe. Then drop down by pressing cn_A and slowly walk to the end; moving too fast near the bird poop will make you slip off the pipe into the water below. Make your way around and flip over the railing further on to get onto a partially broken bridge. The first broken section will not have a railing for you to hold on to, so you're going to have to lean into the wall-isa side of this bridge and slowly move your way across. The second part will have a rail for you to move across. Go up the ladder and you'll be on the outside of Strut L.

Strut L (Perimeter)

There's a few windows here, and it wouldn't be a challenge unless there's enemies looking outside them. Make sure you don't get caught by them and keep going to the right. At one point in the perimter, the floor will start to fall off, so you're going to have to get off those panels fast. Up next will be another floorless area, so you'll have to lean into the wall again to get across. There's a structure coming out of the wall that will be in your way, so you'll have to crouch with cn_A to move across. Once you're across, you'll most likely get a cutscene of a guard who needs to pee really bad. Calling the Colonel when the pee is directly on your head will make for a nice dialogue.

KL Connecting Bridge

Flip over the railing here to land on the bridge. On the far side of this bridge is a ration. Like the EF Connecting Bridge, you're going to want to move into the core, so go left and across yet another broken bridge to reach it. Watch out for CYPHERs; you can either shoot them down or just use a chaff grenade to disable them.

Shell 2 Core (1F Air Purification Room)

Once inside, Raiden will pull out the directional microphone to listen in on Olga's conversation. You'll learn that the President is being kept inside a room guarded by an electrified floor. To make things more complicated, the only way to disable it is in the room that the President is in. The Colonel reminds you of your VR Training, that you'll need to use a Nikita missile launcher to direct a missile through the air ducts into the room. To find the nikita, make your way around the room, picking up ammo as you go. There are no enemies in here yet, so you can go straight to the elevator.

Shell 2 Core (B1 Filtration Chamber No. 1)

This floor appears to be flooded. Once you dive underwater with cn_B, the Colonel will automatically call you to teach you how the swimming controls work. The nikita should be right in front of you on the floor, so pick it up and go back up the elevator.

Shell 2 Core (1F Air Purification Room)

With the nikita now in tow, all that's left to do is find the air ducts. Go back around this floor to a stack of three containers shaped like an L. Climb onto the lower one and fire a nikita missile into the air duct to the north. Directing it through the ducts is kind of hard to explain with words, but it should be fairly straight forward. Make sure you don't hit the president when blowing up the circuitry; if the president is sleeping standing up in front of it, the explosion will still kill him, so you'll have to fire a shot in there to use as an alarm clock.

The President was expecting you to kill him for his betrayal, which he is prepared for. But what Raiden isn't prepared for is for the President to check if he's a man. He'll explain that he input the code because he wanted power, but now that he knows that Dead Cell wants destruction, he's not going to work with them anymore. He's just a figurehead; the real power belongs to the Patriots. They're made of twelve men, who make up the Wisemen's Committee. The reason President Johnson wanted Metal Gear RAY was to use it to bargain, so that he could join the Patriots.

Raiden will ask about Solidus, who was the President of the United States before Johnson, who went by the name of George Sears. He too was offspring of Big Boss, but came after the twin Snakes Solid and Liquid. Solidus was given the presidency until he was forced to resign after starting the Shadow Moses Incident four years ago. Before the Patriots could kill Solidus, Ocelot helped him go into hiding. Solidus' plan is to steal the Patriots' new Metal Gear and declare war on them. But RAY isn't the new Metal Gear, the new Metal Gear is the entire facility; the Big Shell is just a guise for what's underneath.

This Metal Gear, Arsenal Gear, is being protected by several RAY units and has control of the U.S. armed forces. Arsenal will maintain the Patriots' control as the rulers of the United States, but their one threat is digital information, which there is more and more of every day. They plan to censor it to create their own truths to control the public. Arsenal is going to be fully completed as soon as GW, an artificial intelligence, is integrated into it. To stop GW from being integrated, you'll have to find Emma Emmerich, who's stuck in the B1 Floor, past all of that water you saw briefly. Johnson will give you a virus to give to Emma, who knows how to use it to stop GW.

Johnson still needs to pay for his betrayal of the Patriots. Before he gets you to shoot him, Ocelot pulls the trigger himself and leaves. Once you leave the room, Raiden will call the Colonel about the mission, and Snake will call to ask about the President. Snake will go over what happened on the Tanker two years ago. Turns out that Emma Emmerich is in fact Otacon's sister, but he has no idea what she's doing here. Time to go back down to the B1 floor.

Shell 2 Core (B1 Filtration Chamber No. 1)

Swimming should be pretty straightforward, and it's made a lot easier with the radar. Once you come up for air early on in the flooded floor, Otacon will call to tell you that E.E. is afraid of water because she almost drowned with her step-father (Otacon's father) in their swimming pool; his father didn't survive. Eventually you'll find a room with a door that you can turn the handle of. Open it and you'll come across a slight surprise.

In the next area, you're going to have to swim around a bunch of collapsed trusses. In one of the pockets of air in here, you'll find the PGS1-T, a sniper rifle that shoots tranquilizing darts. At the end of this room is another handle to turn, and on the right after that door are the stairs out of the flooded area.

Shell 2 Core (B1 Filtration Chamber No. 2)

Vamp will talk about the nuclear threat for a little bit, and then tell you about the water in this room, in which you'll sink like a rock if you fell into it.

When fighting Vamp, there's an incredibly useful exploit to this fight that makes him a piece of cake, which is extremely effective on the harder difficulties. You're going to want to get a head start on Vamp's stamina, so shoot him once with a tranquilizer dart before he dives into the water. Now walk slowly towards the open water in the center of the room, which will cause Raiden to automatically grab onto the ledge. Once Vamp comes up, he'll walk towards you to slash you with his knife, and when he starts this attack is when you want to press cn_Y to come back onto the floor. He'll swing again, so move out of harm's way and punch him after he swings. This cycle will repeat as long as you're close enough for him to swing again after you're done punching, BUT if you punch too fast, you'll go into that kicking combo, which you don't want to do, so punch in small intervals to prevent this from happening. Vamp should fall quickly.

When you make your way into the next flooded section, check the room next to the air pocket to find body armor, which is in the same place on all difficulties, so don't forget to take this every time you get to this place. The body armor reduces damage you take by half, so it'll be pretty useful later on, especially on harder difficulties. After you get it, finding your way to the next room should be a piece of cake; this area isn't very big.

In this locker room, you'll find pentazemin out in the open, and you're really going to need it later. In the lockers are C4, a book, and thermal goggles, all of which you don't really need, but feel free to pick them up if you want to. If you look at your radar, you can see a small dot indicating which locker Emma is in. Open it and you'll surprise her hard enough for her to pee herself.

You'll fill her in on some details, and she'll be at a loss for words when you tell her Otacon is here too. Turns out that he was right, Emma really doesn't want to swim. Once she prepares herself, you'll be swimming in the previous room. The only new dilemma is that E.E.'s oxygen bar is pretty short, so treat the situation as if that's your maximum oxygen now. Once you make it out, you'll have to guide Emma along by holding cn_Y, since her legs were injected with something to make them weak. In the next room, Emma will talk a bit about how it used to be when she and Hal were kids.

The Colonel will call, and will remind you that Olga said something about an oil fence on the bottom of Strut L, so you're going to have to use it to get to Shell 1. Then you'll talk to Snake, and you'll put Emma on the line with Hal to have a bit of an awkward conversation. After this, you'll only have to guide E.E. across the room to the door to get to the rest of the water. Don't go to the left, someone has now placed claymores on that side of the room somehow (not that you would go left anyway, since you're already on the right side of the room).

Raiden starts to get curious about the Patriots, so he asks Emma to tell him what she knows. The Patriots want to delete any digital information that might be harmful to them, and the physical structure that does it is inside GW. The Patriots also used the Y2K bug to their advantage. E.E. will ask if her parrot is okay. If you shot it earlier on in the story, she's probably not going to be too happy about that.

Make your return trip back to the elevator whilst keeping an eye on E.E.'s oxygen. Upon reaching the elevator you'll see a lot of bugs moving around. E.E. is scared of them, and tossing a grenade at the bugs won't work to get rid of them. Tranquilize E.E. and drag her into the elevator.

The main floor doesn't have many guards patrolling it, so you should be fine guiding her along, stopping to take out an occasional enemy. The last one only spawns when you and E.E. are close to the area, so going there beforehand won't work for him. Once you're both at the other side of the room, return outside to the KL Connecting Bridge.

KL Connecting Bridge

There's a few CYPHERs floating about, which you can either shoot or disable with a chaff grenade. The one enemy at the other side of the bridge shouldn't be a problem for you, so you can ignore him and extinguish the fire that's blocking your way with the coolant. Once you get to the door you'll find that the door has Lv5 security and you can't get in, until E.E. pulls out her ID, which has the necessary clearance.

Strut L (Sewage Treatment Facility)

There's only two guards in this small strut, and on the other end is your way to the oil fence.

Strut L (Oil Fence)

E.E.'s legs are working again, and the walkway can only support one person at a time, so you'll have to cover her with sniper fire while she goes first. Snake will tell you over the codec that there might be claymores, but they don't appear here on this difficulty. Since there aren't any, you won't need the thermal goggles from the room you found E.E. in.

Inside this video is also the moment when you need to use the directional microphone for the one miscellaneous achievement in the Plant section of the story. When E.E. starts to cross, look towards the first pillar she's going to, and try to shoot out any enemies that come around the upper and lower perimeters. On this difficulty, Snake will call you to tell you he's in position when E.E.'s about halfway across the first bridge. Call him immediately after the current conversation is over to have this section become infinitely easier. For some reason, Snake can only fire on things visible in your scope, but that's still very useful. You can try this out now, having any enemy or CYPHER in view of your scope will cause Snake to shoot it down quickly, making this little to no work on your part, save for the aiming.

When E.E. reaches the second pillar, pull out your directional microphone and listen to the beautiful conversation that ensues. This location's moment starts at 01:22 in the video.

Time for the last stretch. With Snake doing all the work, all you really have to do is zoom your scope out and focus it over Emma. But it seems Vamp didn't actually die from when you defeated him earlier, and he's prepared to kill Emma. A well placed headshot should finish him off, but do you think he's really gone?

Unfortunately, Emma's been stabbed, so Snake rushes her to the Computer Room while Raiden dashes across to keep up.

Strut E (Parcel Room B1) ==> Shell 1 Core (B2 Computer Room)

Emma is working with the virus, and now you're on the lower floor of Strut E. On the EF Connecting Bridge are a couple CYPHERS patrolling about, but you have more than enough time to shoot them down. Inside the Shell 1 Core, if you straight north to the elevator, you'll cross paths with a claymore. But you can just go around the long way or crawl onto it to remove it.

The virus won't upload past 90% for now, and Emma is slowly dying. She mentions not adding another page to their family's dark history, a history found inside later titles such as Peace Walker and The Phantom Pain. You'll see a few more cutscenes involving Emma and Hal, before Hal leaves to rescue the hostages and the virus loads enough to be effective. To get inside Arsenal Gear, Snake has an alternative plan for your entry inside. Rose will call to save your data again.

Arsenal Gear (Stomach)

After calling you "Jack the Ripper", Solidus will scan you with his tentacle thing, in which you will have to mash cn_Y so you keep breathing. It seems Raiden learned all his skills from Solidus, which he explains to you. After Ocelot says he finds the whole experience nostalgic, Olga will walk in and talk to you over the codec. She says she's being sent in by the Patriots to support you, because the Patriots have her child. If Raiden fails, the Patriots will consider it a failure for Olga too, and they'll terminate her child. Olga will let you go after she's left the room, and Rose will call to ask if what Solidus said was true. Raiden will remember more of what happened back then and tell Rose about it. After that emotional conversation, Raiden will be released, and after realizing he's fully naked, will cover himself with his hands. The way into the next section will be to the northeast.

Arsenal Gear (Jejunum)

The Colonel will call, and after some fuzzy communications, Raiden will ask about why he keeps saying "role". The answer is simple, it's a role-playing game. After things start to get very suspicious, the Colonel will say "We have Rosemary" before stopping communications.

When naked, you won't be able to attack or hang over railings, so you basically can just run, walk, crawl, and cartwheel. To sneak up to where Snake is, stay on the lower level until you reach the very end of the hall; on the left are some stairs leading to the upper catwalk. Cross the nearby bridge and continue east to find Snake.

When you get near the end of the hall, you'll get a very strange call from the Colonel, and you'll continue to get these strange calls, even when you enter the next room.

Arsenal Gear (Ascending Colon)

You can listen to these calls as long as you feel like, but when you're ready to move on, move north towards the door and eventually one of the calls will be from Rose. She'll say her little secret backstory, being that she's been reporting everything about you to the Patriots. After Raiden gets reasonably upset, the call will start to fade out, with Rose saying she's carrying Raiden's kid.

After Snake makes his appearance, Raiden will ask why Snake didn't tell him about Olga earlier. Like most things during their time on this mission, it's because he never asked. He'll also give you the sword Olga was using earlier. Snake will give you a bit of a tutorial on the sword controls, and you'll be given some time to practice swinging it. You'll have some time to grab the ration at the southern end of the hall, and after enough time, the story will continue once you move towards the door to the north. If a cutscene doesn't start when you approach the door, try moving back to the middle and moving to the door again.

Snake can supply you with infinite ammo, since he's got a bandana on his head. Tengu are more advanced than the enemies you've seen up to this point, and some will have swords of their own, so be careful as you take down the guards in this hall. At the end, more Tengu will drop down than before, and after they're all down, Otacon will reveal to you his new findings: Raiden has been talking with an AI this whole time, not the Colonel.

Arsenal Gear (Sigmoid Colon)

The Colonel will call once more, to say that Rose has been captured. Snake reassures you that this isn't possible, and you almost have a reality crisis.

For this section of fighting Tengu, you're going to want to pull out your sword. Snake does an excellent job of killing enemies in this area and you can run around swiping down anyone you come across. If you have enough ammo, feel free to use it as well, just as long as it isn't stinger ammo. After a while, Fortune will come to greet you, and fight the man she thought killed her father on the tanker two years ago.

Arsenal Gear (Roof)

At the top of Arsenal Gear, Solidus will go on a bit of a monologue. After a while, he'll sic his army of Metal Gear RAYs on you. Fortunately, on this difficulty, you only have to take down about three of them. Good thing it's not something ridiculous like twenty.

To destroy a RAY, it's going to take one stinger missile when its "mouth" is open. A sure way to get its mouth open long enough for you to launch a missile into it is to fire at a RAY's knees. Do this three times and the fight will end. It's pretty simple and should be a very, very quick fight.

Just as all hope seems lost, Olga will appear to defend you, since if you die, her child will die as well. Solidus will make quick work of her. Soon after this, E.E.'s program will have started to corrupt GW. Arsenal Gear is also going haywire. Fortune has captured Snake, and you'll soon be prompted to save.

Solidus will attempt to literally squeeze the information he wants out of you, and to combat this you'll have to mash cn_Y (which won't be too hard on this difficulty). It appears what Solidus was after the whole time was the names of the Patriots, the twelve people in the Wisemen's Committee. To make things even more confusing for you (don't worry, I was confused too my first time through), Ocelot has been working for the Patriots the entire time, and this entire ordeal - Raiden's infiltration, Solidus' plan, Dead Cell, the cyborg ninja - all of it was just to create as close a replication to the Shadow Moses Incident as possible. Ocelot sees the S3 Plan as a means to create a soldier whose skills are leveled with Solid Snake. All of this was just to recreate the same kinds of situations, except for Snake himself making an apppearance. Even Solidus' and Raiden's relationship mirrors the one between Solid Snake and Big Boss.

"Given the right situation, the right story, anyone can be shaped into Snake."

Ocelot reveals to Fortune that he's the reason her father died, as well as her husband. She'll try to fire a shot at him, but he uses his signature revolver to actually shoot her in the chest. It seems she wasn't able to be hit by weaponry because she's been shielded by the Patriot's advanced technology. She'll try to fire at Ocelot again, but he's got the same tech Fortune had. Solidus, naturally upset by his position as just a pawn, attempts the same on Ocelot, but to no avail.

With Ocelot in the cockpit of a Metal Gear RAY, Snake's handcuffs will get hit by a ricocheted bullet. With Ocelot ready to fire a huge payload on Raiden and the Snakes, Fortune gets up to make her last stand. It appears she might have something to her after all.

Before Ocelot can fire the metal cutter thing at you, the amputated right arm taken from Liquid Snake starts to act up, and Liquid takes control of Ocelot. As soon as Liquid and RAY start to leave, Snake takes after them and dives with them into the ocean. Arsenal will have crashed into the coast, and Solidus and Raiden land on top of Federal Hall. Solidus finds it funny, so Raiden asks why. He asks the biggest question in the entirety of Raiden's mission: Do you know what day it is today? And the answer is: April 30th.

Federal Hall (Roof)

If you're an American you should probably know that April 30th is the day George Washington first took office. For me, this moment was a really really big moment, because if you can recall from that node in the bottom of Strut A at the beginning of the game, you had to put in your name and birthday, which would be applied to the save data. Right after that was the first time Rose asked you the importance of April 30th, so when I put in my actual birthday (April 30th) I thought that my birthday actually mattered this whole time.

Solidus wanted to retain liberty and freedom, something the Patriots would be getting rid of if they were successful in their plan of censoring digital information. He'll then talk about genetics for a bit and that the three brothers cannot reproduce. Since they can't pass on their genetic code as proof of their existence, Solidus aimed to leave his mark on history, as the man who defeated the Patriots.

Now that you've heard from Solidus, it's time to hear from the Patriots themselves. They'll explain a lot of things about themselves and the reason they're trying to censor digital information. After that, they'll explain what the S3 Plan really was, and why they chose Raiden to test the plan. The Patriots need you to kill Solidus to complete the exercise for them, but you don't want to. The Patriots swiftly remind you of Olga's child, and that's enough to convince you.

Solidus starts talking again, to say that unless you kill him and face your past as a child soldier, you'll remain tied to Solidus. To top it all off, now the only information that can lead to the Patriots is inside Raiden's nanomachines, so Solidus now has a reason to kill you.

So, to sum up, you have to fight Solidus because of Olga's child, because Solidus will remain tied to you like Snake was tied to Big Boss, because The Patriots want you to, and because Solidus wants to kill you for information. That's a lot of pretty good reasons. Solidus will toss you a sword for you to use in the fight.

For this fight, all you really need to do is swing at Solidus until he's off balance/off guard, and then you should be able to get three swings in at him. His attacks should be easily dodge-able on this difficulty, so you should be fine there; some attacks can't be blocked with the sword, but your health on Very Easy should be able to take quite a lot of hits, especially if you equip the body armor from earlier. Once he's taken enough damage, the second phase of the fight will start, where he knocks off his tentacle-thing. From now on, all of Solidus' attacks can be blocked with your sword, making this final stretch easier for you.

After this, there will be a few final cutscenes, which I will sparsely describe so you can just enjoy them and watch (as if you relied on my descriptions for these cutscenes anyway). First, Snake and Raiden will have a little chat, and then Rose will ask if you remember Federal Hall, and Raiden will finally remember what's so special about April 30th: it's the day he and Rose first met. Again, for me I thought that the day was centered around which day you put in as your birthday, so up until this point I thought that Raiden couldn't remember his own birthday - for the entire game. Snake closes up the game with a nice speech on humanity, and then you're given a last exchange between Snake and Otacon, which will set up some of the plot for future Metal Gear Solid titles.

And there you have it, if you have completed the Tanker story on this same save file (please get used to saving over the same file, you'll need to for the dog tags) then you'll unlock this next achievement.

  • A Cut Above

    Beat the Tanker and Plant chapters on any difficulty

    A Cut Above
    1 guideOffline Game ModeSingle PlayerMain Storyline

Now that you've played the game's story, you can either go and knock out the Boss Survival mode, start doing some dog tag runs (I recommend trying it out on the Tanker on Very Easy first so you get a feel for what to do), or you could start the intense slog through 511 VR Missions.

There are still some miscellaneous achievements you can get through the story, but you shouldn't really worry about these because you'll surely be getting them throughout your five dog tag runs for the Big Shell Incident. All three are very self-explanatory.

Note: If you're looking to only get the Great Dane achievement, you do not need any of the Tanker Incident dog tags. The guides for them are here for those who feel like getting them anyways. I still recommend at least getting them on Very Easy for practice before heading into the Plant on Very Easy.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

Above is an entire playthrough of getting all the dog tags in the Tanker Incident for this difficulty. The chart below shows all the information found from a dog tag, as well as the time of where the tag is found within the video. To check which tags you've previously obtained, go to "Special" in the main menu and go to the dog tag viewer.

IDNameDate of BirthBlood TypeLocationVideo Time
000Olga Gurlukovich09/23 A Navigational Deck02:44
001Josh Spires07/16?Aft Deck00:00
002 Tonomi Nasu08/24BAft Deck00:00
003Stephen M Driver12/17AAft Deck00:00
004Brendan McLeod05/10ABNavigational Deck 02:44
005Hajme Tusima06/07ADeck A (Crew's Quarters)04:48
006Yuki Hongoh05/07BDeck B (Crew's Quarters)04:13
007Takahiro Yura01/19ADeck A (Crew's Lounge)02:05
008David P LaFrenier03/05ADeck A (Crew's Lounge)04:25
009Eric Bravo08/06ADeck A (Crew's Lounge)04:25
010Miguel Luis Cunha03/04ODeck D (Crew's Quarters)02:23
011Eiji Senke03/22BDeck D (Crew's Quarters)03:15
012Yohsuke Sakaguchi08/02ADeck 2 (Port)06:51
013Jan Friese10/16ADeck 2 (Port)06:51
014Marius Torsud12/24?Deck 2 (Port)06:51
015Andrej Pedercina Mimica01/13?Engine Room05:05
016Mike J Corbitt12/05OEngine Room05:05
017Aaron T Powell11/11OEngine Room05:05
018Jeff A Saylor Jr11/10?Engine Room05:05
019Kazuki Tokunaga12/24OEngine Room05:05
020Kamil Mania07/10?Hold No. 107:36
021Ismael Miranda de Andrade04/21BHold No. 107:36
022Darryl F Kemp08/24BHold No. 30:08:42
023Yoshitoshi Toyoda07/26AHold No. 308:42

If you've played through the Tanker the way I was hoping you would, you should think that the Tanker is fairly long, while the Plant is much much longer. I have some good news for you, because after playing through normally once, you should now be morally okay to skip cutscenes using cn_A. Using cn_Y works on codec calls. Cutting down on cutscenes can reduce a playthrough's time to incredibly low amounts, which is fantastic for when you'll be running through the Plant five times more, and the Tanker if you feel like it.

Aft Deck

The first thing you want to do as soon as you skip all the cutscenes and have control of yourself is to head left until you find an enemy walking around on the main floor of this area. Wait behind a wall until he turns around, and then run up behind him and hold him up by holding cn_X/cn_LSc, Then lower your gun with cn_LSc and walk in front of him, enter first person view (hold down cn_RB) and then aim the gun at his head until he gives up his tag. He'll first shake his head in fear, and then jiggle around to make his dog tags fall off. Some enemies will require a lethal weapon's round in the arm or near their body in order to be intimidated enough to give you their tags, but they will be mentioned when it happens.

Normally, you'd just shoot this guy with your M9 to tranquilize him and be on your way, but if you want to try a different strategy, try lowering your weapon yet again after he drops his tag (don't put the M9 away, just lower it) and walk straight into him so that you're behind him; only when he's looking away from you should you unequip your weapon. Once your hands are free, mash cn_X behind him to break his neck and kill him. The reason for this is that we will need everyone on the Aft Deck to be dead or gone in order for you to do some pull-ups, which will be necessary for some dog tags at the end of the story. If you don't want to try this and want to just play it safe, simply tranquilize him and drag his body to the north near a small door flap, where Snake will toss his body into the ocean.

Whichever way you go about it, take this man's dog tags (01/24) 001 Josh Spires and then head up the stairs nearby to the top level, where you'll find another guard. You won't have to kill this one, but it wouldn't hurt to. Hold him up (02/24) 003 Stephen M Driver and go right to reach another set of stairs going down. Keep your eyes on the radar and wait until the guard below is looking away before you hold him up and take his tags as well (03/24) 002 Tonomi Nasu. Make sure you either kill this particular guard, or toss him overboard, because he's going to get in the way of your fitness routine.

Later on in this mission in the three holds full of soldiers, you'll have to shimmy across a railing for quite some distance, but only if you want 100% of all the dog tags for the Tanker on this difficulty. To maintain your grip gauge across the entire set of railing, you'll need to increase your grip level to at least Lv2, but I suggest pushing to Lv3 to play it safe; it's also required to raise your grip to Lv3 for an achievement, if you haven't gotten it already. Flip over some railing nearby with cn_Y and hold cn_LT and cn_RT simultaneously to do a pull up. Once Snake's legs are locked in place, the pull up will have counted, and you can release the trigger buttons. You should be able to do five pull ups per grip gauge before flipping back up the railing to restore it. To get to Lv3, you'll need to do 200 pul ups, which will take a little over ten minutes.

When you're all set, go back to the left side of the ship and enter from the door over there; it's the best position to enter from, and on other difficulties, it'll be the only place to enter from, so you may as well get used to it (assuming you continue getting Tanker dog tags).

Deck A (Crew's Quarters)

Head right and south to come across the room where you should've gotten the two achievements for kissing a poster and calling Otacon while doing some dirty business. In the left-most chunk of lockers, the southernmost locker will have a ration in it. Rations are practically everywhere on Very Easy, so you don't really need to pick this one up. Moving on, to the right of this area will be a single enemy. He will require lethal intimidation from the USP, which you get after defeating Olga, so we'll come back for him later. Tranquilize him and continue into the Crew's Lounge.

Deck A (Crew's Lounge)

After a brief cutscene, you'll be free to move around the lounge. There's only going to be one enemy, who will be sitting at the bottom of the stairs. This is going to be an easy hold up (04/24) 007 Takahiro Yura, so get his tags and head up the stairs to the right.

Deck B (Crew's Quarters)

The way to Deck C is to the left up the stairs, and in the way is just one enemy. Like earlier in Deck A, this guy will also require some more intimidation, so just ignore him and knock him out to get to the next area.

Deck C (Crew's Quarters)

There's only the camera in here, sneak past it by backing up against the wall it's on to get by.

Deck D (Crew's Quarters)

You're going to want to go left into the dining room and around the camera (staying as far away from it as possible will prevent you from being seen) and catch the soldier here off guard while he's looking away. Hold him up (05/24) 010 Miguel Luis Cunha and then head upstairs for the Olga battle.

Navigational Deck

The first thing you'll want to do is shoot out the light, dodging her bullets. There is also a green tarp covering some crates; shoot the strings at the bottom to release it. The reason for this is that Olga will eventually use these for cover if you don't get rid of them sooner, so it's best to just get rid of them now.

Since you're using an M9, the damage you do won't be actual damage to her blue health bar, but to her stamina, which is her gray health bar. For the entirety of MGS2, though, it doesn't matter whether a boss or enemy dies or not in the long run.

To win this fight, you'll have to shoot your M9 at Olga until she becomes unconscious, which means firing at her whenever she's not behind cover. Headshots will make her take more damage than normal body shots. That's all there really is to this one, since her abilities don't compare to those of the FOXHOUND unit at Shadow Moses Island (MGS1). If you run out of rations or M9 ammunition, there should be some lying around in Snake's side of the fight. If your health bar turns orange and you hear beeping, this means Snake is bleeding out. To fix this, either use a ration to restore health or lay on the ground. Laying on the ground will restore health to the point where your health is blue again, but getting hit once more will return it to orange. After Olga's stamina has been drained, she will pass out.

After she's been knocked out, drag her around and drop her so that she drops her own dog tags (06/24) 000 Olga Gurlukovich. Then head to the right until a small cutscene of a guard plays; hold him up too (07/24) 004 Brendan McLeod and head back inside Deck E.

Deck E (Bridge)

Once back inside the tanker, look around here for some USP ammo and a ration. Be sure to grab the ammo, because you'll need it for cameras and the intimidations mentioned earlier that require the USP.

Deck D (Crew's Quarters)

There will be an enemy up in the central hall of this floor now, but he's actually the guy who used to be on the side that you leave Deck E from, so you already have his dog tags. Walk past the camera again and wait until his back is turned before dragging him into the dining room (hold cn_X when behind him). Make sure he's either out cold or dead, because a new guard will be passing by the central halls soon and he needs to remain hidden in this room.

After he's dealt with, you can go back and shoot out the camera to get some more USP ammo. Head back over to the bomb and enter first person view to find a small panel with a green light on it; you should be familiar with how to disarm it from your first time on the tanker for the story; if it's been a while and you've forgotten, all you have to do is shoot it with the USP, the M9 won't work.

Now head to the northeast to find a door to a food storage room and hide to the southern part of this room, near a cardboard box that you can pick up. An enemy will come up the stairs from a different floor to come in here specifically to take a nap, and he's going to take a little while getting there, so wait until his back is facing you (he would be facing north) before you walk up to his side and hold him up. Point the USP at his head (you can switch from the M9 to the USP without putting your gun away) and he'll make some snarky comment to you. Shoot him in the arm, or near his arm, to freak him out, causing him to cave in and give his dog tags to you (08/24) 011 Eiji Senke.

Deck C (Crew's Quarters)

There's just that camera in here, you can shoot it out to make things easier for you.

Deck B (Crew's Quarters)

Time to get this guard now that you've got the USP. Wait behind the corner for him to turn to the east before getting behind him. Like the pantry guard, shoot a USP round either in or around his arm to spook him, and collect his dog tags (09/24) 006 Yuki Hongoh.

Deck A (Crew's Lounge)

There will be a soldier walking from the left side of the room to the right; this is actually a different enemy from the one who used to be sitting on the steps, so hold him up when he's far enough to the right and take his tags (10/24) 009 Eric Bravo. Then go to the left side of the room to find a staircase down to a small area with a guard all by himself. Hold him up as well (11/24) 008 David P LaFrenier and go back to the right side of the room to get to the Crew's Quarters of this floor.

Deck A (Crew's Quarters)

The guard from when you first came in here will now be on the left side of the room, and he'll be pacing back and forth from north to south. When he walks north again, get behind him and get ready to use the USP to intimidate him (12/24) 005 Hajme Tusima. There will be a new ration back in the previously mentioned locker if you want to get it. After you have this guy's tags, go back into the Crew's Lounge and make your way down the right staircase into the Engine Room.

Engine Room

Five enemies are going to be in this room, and the first will be right outside the door to the main area. For whatever reason, if you die in this room, this particular enemy will never reappear, so be careful if you want to get absolutely all the tags on this difficulty. I suggest dragging him away from the railing and into the room you started from so you can get a good position on him. While he's recovering from your grab, hold your gun out to immediately hold him up when he's able to put his hands up. If everything went smoothly, you'll get (13/24) 018 Jeff A Saylor Jr.

There will be a second guard on the level just below you, so flip over the railing the first enemy was looking over to drop to that level. Look at the radar to see which direction he's facing, and sneak up on him when the moment is right. Nab his dog tags (14/24) 015 Andrej Pedercina Mimica and then swing over the railing in front of the pillar that the third enemy is standing behind. Drop down here and wait for him to turn to the left or right, and then hold him up from the other direction in order to take yet another man's dog tags (15/24) 016 Mike J Corbitt.

The next guard will be in the center area of the room, where the actual engines are, but on the upper catwalk. He should be easy enough to get behind since he's most likely going to be looking to the south, but if you need to readjust his position so you can point the gun at his head easier, just drag him backwards and hold him up when convenient (16/24) 017 Aaron T Powell.

The last soldier in the Engine Room will appear after repairing the door near the bomb panels at the end of this area, so head up there and wait for him to arrive. Make sure you let him finish his report about the door before holding him up, or else the commander will become suspicious and set a backup team to investigate (17/24) 019 Kazuki Tokunaga.

The bomb panel to deactivate the sensor should be easy to find, but for the sake of completeness there is going to be a video showing where these are on each difficulty, because the number of panels increases as difficulty rises.

Deck 2 (Port)

Walk straight ahead until you see a guard on your radar walking south; you should be near a small alcove to the right, so hide in there until he looks back to the north and hold him up then (18/24) 012 Yohsuke Sakaguchi. Then continue until you reach the corner, where a guard listening to music will walk to the left. He will be really easy to sneak up on, so you shouldn't have any trouble with him (19/24) 013 Jan Friese. Finally, continue looking at the radar until you see an enemy soldier falling in and out of sleep. Wait for the right moment and hold him up when his eyes are closed, and take his tags as well (20/24) 014 Marius Torsud.

Deck 2 (Starboard)

If you don't recall, you'll be fighting the big group of soldiers just down the hall, so if you need any ammo, be sure to pick up whatever's lying around on the starboard side of Deck 2 before then. You shouldn't need to worry, though, because you should still have so much ammo on this difficulty that it shouldn't be a problem.

Beating these guys is super easy, which only makes sense due to the difficulty being Very Easy. Only one M9 round will put an enemy to sleep, so it's better to use it than the USP. If you need another ration for some reason, there will be one right behind you during this fight, as well as some USP ammo. Overall, this fight shouldn't take long and you'll soon be on your way to the end of the playthrough.

Hold No. 1

There are two marines with dog tags in here, and one is going to be standing right next to the projector in this hold. Go down both ladders and crawl under the projector lights (or the marines will notice something blocking the light and spot you) and sneak up to that guy. Do the usual procedure and he'll grant you his tags (21/24) 021 Ismael Miranda de Andrade.

The next thing you'll want to do is a bit of a tutorial on how the save system works in this game, and can be useful when getting dog tags on later Tanker difficulties or when you're going for the dog tag achievement for the Plant. After you take a dog tag, you'll have it after a game over, meaning you can get a tag and be sent back to the beginning of an area with no consequences. Try it now: check how many dog tags you currently have with the cn_LT menu, and then run or roll into the marines and cause a game over, and you'll start at the top of the two ladders again. Check your tags again, and it'll be the same amount, and your time will be reset to full.

Now what you'll want to do is go down one ladder and then flip over the railing, and shimmy all the way over to the left until you can come back up in an area with a guard in it. This is why you raised your grip level to Lv2 or Lv3 at the beginning of this run. Point your gun at him and reposition him if you have to, and take his dog tags (22/24) 020 Kamil Mania. Head through the door in this small area to get to Hold No. 2.

Hold No. 2

Now that you're way up here, just shimmy across the railing again to reach the upper area of Hold No. 3.

Hold No. 3

Once you're in Hold No. 3, you'll immediately see a marine right in front of you, facing the commandant. Hold him up, and you'll get the second to last of the dog tags for this run (23/24) 022 Darryl F Kemp. To the north of here is a fire pole that you can slide down, and you'll be in the area where you can get a picture of marine logo on RAY. But to the south of you will be a marine falling in and out of sleep, and he's got the last tags to complete the set. Drag him towards the fire pole to give you more room to work with, and hold him up while he's standing back up (24/24) 023 Yoshitoshi Toyoda.

Now all that's left to do is take the four pictures of RAY and you'll be done with the Tanker on Very Easy. If you're looking to continue the Tanker dog tags, keep in mind that none of these runs are going to affect the achievement in any way, but it gives you some good practice for what to do on the Plant. You won't be receiving any special items after you get all (or almost all) of the dog tags for this run, but after you finish the Easy run for the Tanker, you'll be getting the Bandana, which grants you infinite ammo.

Note: If you're looking to only get the Great Dane achievement, you do not need any of the Tanker Incident dog tags. The guides for them are here for those who feel like getting them anyways. I still recommend at least getting them on Very Easy for practice before heading into the Plant on Very Easy.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

Above is an entire playthrough of getting all the dog tags in the Tanker Incident for this difficulty. The chart below shows all the information found from a dog tag, as well as the time of where the tag is found within the video. Separate timestamps are found within the video's description to make it easier for you to find where you left off if you take a break.

IDNameDate of BirthBlood TypeLocationVideo Time
000Olga Gurlukovich09/23A Navigational Deck02:03
001Justin P Verrier05/11?Aft Deck00:00
002Ryouichi Matsumoto05/01AAft Deck00:00
003Michael S Futter02/09BAft Deck00:00
004Michael Vogt04/02ONavigational Deck02:03
005Kei Kudou Mon04/10ODeck A (Crew's Quarters)00:52
006Eetu Holmqvist12/07ADeck B (Crew's Quarters)02:38
007Matthew W Hunt11/14ABDeck A (Crew's Lounge)02:54
008David W Pelster07/11?Deck A (Crew's Lounge)01:05
009Takumi Shimada02/02ADeck A (Crew's Lounge)01:05
010Cary J Schwartzman02/16BDeck D (Crew's Quarters)01:36
011Danilo NE Carbone04/26ODeck D (Crew's Quarters)01:36
012Adam Lloyd07/18?Deck 2 (Port)04:52
013David E Palm05/06?Deck 2 (Port)04:52
014Yuki Aoki10/19BDeck 2 (Port)04:52
015William N Bruce09/10OEngine Room03:21
016Chien Jen Liang04/29OEngine Room03:21
017Luke Boulerice08/15?Engine Room03:21
018Yusuke Sasaki09/24BEngine Room03:21
019Travis J Long02/19OEngine Room03:21
020Steven A Weekes04/08OEngine Room03:21
021Marco Silvano01/06?Hold No. 105:29
022Xesk Malone12/17OHold No. 106:44
023Michalis Taubert07/05AHold No. 307:18
024Lee A Myers12/30BHold No. 307:18
025Rock Young09/11ABHold No. 307:18

Time for Round 2, which is "even less optional" than your Tanker playthrough on Very Easy. It does help build up practice for later, though. You're going to become a pro at MGS2 when you've got all the achievements. It's highly advised that you preserve as much M9 (tranquilizer) ammo as possible for the last areas of the Tanker for two particular dog tags.

Aft Deck

Like on the difficulty before, you'll want to head to the left and wait for the right moment to hold up the guard here (01/26) 001 Justin P Verrier. Then kill him (by simply not shooting him and going behind him to break his neck) or toss him overboard by using the gate to the northwest of him. Head upstairs here to reach the top deck, where you'll spot the second guard on the Aft Deck. When he turns away from you, get behind him and go through the usual procedure for his dog tags (02/26) 003 Michael S Futter. Finally, head to the right and downstairs to find the third enemy, and do the same thing when he looks away to clear this area (03/26) 002 Ryouichi Matsumoto.

Time to do some pull ups. You can do just fine in the hold areas with full health and Grip Lv2, but I like to play it safe and easier, and max it out to Lv3. It's up to you which of the two levels you're willing to tolerate grinding, but if you want 100% of the dog tags, you'll have to do this here. Once you're done, head inside Deck A by using the left entrance.

Deck A (Crew's Quarters)

Like on Very Easy, there will be a ration and some ammo in the lockers on the left and right side of the locker room, respectively. But unlike the last run, the guard in here can be held up without you having to use the USP from later in the story (04/26) 005 Key Kudou Mon.

Deck A (Crew's Lounge)

There will now be two enemies visible upon entering the Crew's Lounge, one on the stairs and one walking around. The guy on the stairs will require you to have the USP, so wait for the walking guard to turn his gaze away from him and tranquilize him from afar. Then run towards the walking guard; he can be held up immediately, so it's best to just do so now (05/26) 009 Takumi Shimada. While you're here, you may as well go downstairs and hold up the soldier surrounded by moths (06/26) 008 David W Pelster. After he's been taken care of, go up the center staircase to Deck B.

Deck B (Crew's Quarters)

The guard in here will require you to have the USP, so you can just ignore him for now and continue to Deck D. Deck C will still have the camera as before.

Deck D (Crew's Quarters)

At Deck D, go right into the pantry and wait for the guard to come in and fall asleep before holding him up (07/26) 011 Danilo NE Carbone, then go around the camera in the dining hall to reach the second enemy. He'll occasionally move around, so watch for a good time to run up to him (08/26) 010 Cary J Schwartzman. If you haven't been picking up rations and think you'll need one to fight Olga for some reason, there's one in the dining hall by the ovens/stoves and one in Deck E.

Navigational Deck

The fight against Olga is basically the same as it was on Very Easy, except she just takes more hits before going down. You can shoot out the spotlight and the tarp whenever you feel like it, but eventually she'll start to use them as cover.

After you defeat her, drag her around and drop her to get her dog tag (09/26) 000 Olga Gurlukovich. Before you go to the right, head up the stairs in the center of the Navigational Deck to find a ladder. After finishing the Tanker story at least once, the USP suppressor will appear on the second level up the ladder; it wasn't necessary on Very Easy, nor will it be on this playthrough, but you'll really want to be as silent as possible on the later difficulties, so now you know where it is. Whether you decide to take the suppressor or not, head on over to the right side of the deck to start the cutscene with the enemy entering the area from Deck E. He's an easy hold up, so you should get his tags without a problem (10/26) 004 Michael Vogt. When you've taken his tags, return to Deck B, destroying the sensor and camera in Decks D and C if you feel like it.

Deck B (Crew's Quarters)

Now that you have the USP, you can hold the enemy in here up (11/26) 006 Eetu Holmqvist.

Deck A (Crew's Lounge)

For whatever reason, the guard you need to use the USP on won't reappear unless you enter the Crew's Lounge from the Crew's Quarters area of Deck A, so go to the right and south and come back to make him spawn. Hold him up (12/26) 007 Matthew W Hunt and make your way to the Engine Room.

Engine Room

Again, if you haven't been doing so already, preserve as much M9 ammo as you can for the last few areas filled with marines, as you'll need over 40 rounds of ammunition to get the job done.

Like on Very Easy, the first enemy you come across will not re spawn if you get a game over before taking his tags or accidentally killing him, so be careful when holding him up (13/26) 019 Travis J Long. I suggest dragging him into the starting room just to give you more space to move around him. After he's out of the way, sneak up on the soldier on the middle deck of the right side of the room, which you can do by dropping from the railing on the left after he passes, and hold him up (14/26) 019 William N Bruce. To get the last soldier's tags on this side of the room, flip over the railing to the south of the middle deck, and drop when you're parallel with the pillar and the guard himself, then wait until he looks away to catch him by surprise (15/26) 016 Chien Jen Liang.

After sweeping the right side of the room, move over to the middle and you'll find an enemy to the south; he never seems to look north, so sneaking up on him should be very easy (16/26) 017 Luke Boulerice. You might have to drag him into the long vertical path to hold him up better. A new enemy will be patrolling the small area on the left side of the room, by the door to the bomb panel area. Wait patiently until he turns to walk north before dropping in on him, because he tends to look to the staircase leading up to him (17/26) 018 Yusuke Sasaki. Finally, head inside the door and walk north to trigger the last guard. Wait until he finishes his report before holding him up, or else the command post will call backup to investigate (18/26) 020 Steven A Weekes.

There's been an increase of bomb panels to deactivate from a measly one panel to a grand total of two. After Otacon calls you about them, crouch and look to the left in first person view to find one very slightly exposed. The second will be where it was on Very Easy, which is in the middle of the hallway to the right.

Deck 2 (Port)

Deck 2 will play out exactly as it did before, with three guards acting exactly the same way. Walk north until the first enemy walks south, and hide in the small alcove to the right until he walks north or south again before holding him up (19/26) 012 Adam Lloyd. At the bend will be the earbuds-guard jamming out to something (probably Love Deterrence); it will be very simple to hold him up, just as before (20/26) 013 David E Palm. The last guard will be falling in and out of sleep, so wait until he falls asleep again before standing right in front of him and taking his tags (21/26) 014 Yuki Aoki.

Deck 2 (Starboard)

Before you make your way to the boss fight, stock up on as much ammo as you can. There will only be one box of M9 ammo; do not use the M9 against the soldiers. Fortunately for you, there's more than enough USP ammo in this area to support your fight against them.

This fight will still be a cakewalk, especially since you should be maxed out on USP ammo for it. If you ever feel like you need to restock on ammo or get another ration, these items will be behind you during the fight.

Hold No. 1

Time to get this M9 trouble out of the way. As you climb down the two ladders to the bottom floor, you should spot a single marine wearing only underwear. This is also the guy who has a dog tag. The way to go about this is to tranquilize as many people to the left and south of this guard so that they don't spot you as you approach him. Don't tranquilize any of the three easternmost columns of enemies, as you'll be pushing through them soon. Make sure you also knock out the marines standing to the far right of the room, as well as by the projector. You can see who's still awake by looking at the radar. You won't need to tranquilize anyone in the front row, or anyone to the very far front left, as their range of vision won't be able to see you throughout this whole process. Don't worry about Commander Dolph letting the soldiers stretch or anything; that only happens in the other two holds.

To get to the underwear soldier, simply hold up every enemy in these three last columns of marines. The reason for this is because, unlike the other half of the room, holding these enemies up allows them to fall over after falling asleep. This allows you to easily carve your way through the crowd until you reach the pants-less marine. Once you're finally behind him, drag him back to a safe distance and go through the motion of holding him up (22/26) 022 Xesk Malone. If you don't want to do this now or don't have enough ammo, but want to get a full collection of all the dog tags in the game, simply come back here after this run; after getting enough tags, you'll be granted the Bandana, which provides you with infinite ammo.

If you've gone after the pantless marine's tag, roll into the standing crowd and get a game over to reset your time. Don't worry, you'll still have the dog tag. After you're back, shimmy across the railing after going down one ladder to reach the second guard with tags in this hold (23/26) 021 Marco Silvano. If you're at Grip Lv2, you might want to use a ration to bring your health to full before moving across the railing; your grip deteriorates much slower at full health.

Hold No. 2

The only way to the next area from here is to once again shimmy across some railing.

Hold No. 3

As soon as you enter the area, there will be a marine right in front of you with a set of tags. Hold him up (24/26) 023 Michalis Taubert and go down the fire pole to find another marine falling in and out of sleep. Drag him closer to the fire pole to get a better area to move around in if you need to (25/26) 024 Lee A Myers.

The last marine with tags will be in the front row, in the fourth column from the left. You'll have to tranquilize the right half of the room, but make sure to keep the first four columns intact and awake. Just like Hold No. 1, simply hold up the enemies until you come across that particular soldier. However, unlike before, you won't be able to tell this soldier from the others, so be careful so that you get the right one. In addition, Dolph might make the soldiers stretch or look a certain direction, so you'll have to hide behind one of the large crates in the area to prevent being spotted. Dolph will never actually be able to see you, regardless of how many of his men are passed out on the floor. When you finally get to that specific marine, drag him back and take the last tags for this difficulty (26/26) 025 Rock Young.

Note: If you're looking to only get the Great Dane achievement, you do not need any of the Tanker Incident dog tags. The guides for them are here for those who feel like getting them anyways. I still recommend at least getting them on Very Easy for practice before heading into the Plant on Very Easy.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

Above is an entire playthrough of getting all the dog tags in the Tanker Incident for this difficulty. The chart below shows all the information found from a dog tag, as well as the time of where the tag is found within the video. Separate timestamps are found within the video's description to make it easier for you to find where you left off if you take a break.

IDNameDate of BirthBlood TypeLocationVideo Time
000Olga Gurlukovich09/23A Navigational Deck01:59
001Garret L Peters09/20ABAft Deck00:00
002Sunny Hsu11/06AAft Deck00:00
003Pablo Maisuls05/29AAft Deck00:00
004Samuel B Sandoval12/14ANavigational Deck 01:59
005James I Bartelle04/14?Deck C (Crew's Quarters)03:13
006Daniel Kucan11/30ODeck A (Crew's Quarters)03:39
007Ronan Khim
11/05ABDeck B (Crew's Quarters)1:13
008Masanori Inui10/14ODeck B (Crew's Quarters)1:13
009Jeng L Valencia08/04ABDeck A (Crew's Lounge)00:45
010Seth T Hay04/20ODeck A (Crew's Lounge)03:25
011Daniel W Dennison03/12?Deck A (Crew's Lounge)00:45
012Flavio Camargos07/27ADeck D (Crew's Quarters)01:40
013Brad R Whitefield10/05ABDeck D (Crew's Quarters)02:27
014James Broome04/08?Deck D (Crew's Quarters)02:27
015Hiromasa Watanabe05/16A
Deck 2 (Port)06:03
016Kieran Keegan11/11ABDeck 2 (Port)06:03
017Hirokazu Takahashi10/06ADeck 2 (Port)06:03
018Marwan Abdullah Al-Harbi01/01OEngine Room03:52
019Henning Rhoden10/05BEngine Room03:52
020Marcelo Zamorano08/28AEngine Room03:52
021Simon F Picard05/15OEngine Room03:52
022Haden K O'Neil03/07?Engine Room03:52
023Yuji Higuchi03/22BEngine Room03:52
024Husain Abdulrazaq Al-Hasan05/14?Engine Room03:52
025Robert R Bruce11/16AHold No. 107:30
026Kenzi Tanda03/28OHold No. 106:43
027Ivan E Saldarriaga09/10OHold No. 106:43
028Christopher G Hercus12/11OHold No. 208:41
029Tomohiro Katoh09/26BHold No. 209:05
030David D Crumpler05/14BHold No. 307:54
031Joao E Martins11/14AHold No. 307:54
032Mika A Taavela11/18?Hold No. 307:054

If you're attempting this dog tag run, it's assumed you've already done so on Very Easy and Easy; this means you should now have the Bandana, which gives you infinite ammo when equipped. This will make things a lot easier, even though you won't be carving through marines like you had to do at the end of the Easy run.

Aft Deck

Now that you have the Bandana, try to keep it equipped at all times so you're not losing any ammo when holding up guards. Holding up all three guards will play out exactly as it did on the previous two difficulties; just wait for them to look away like usual and hold them up. Just as before, you should work your way around starting from the left guard (01/33) 001 Garret L Peters, followed by the one on the upper catwalks in the middle (02/33) 003 Pablo Maisuls, and finally the guy near where you'll be doing some more pull ups (03/33) 002 Sunny Hsu. And yes, if you do want all of the dog tags, you'll need to level up your grip strength like on your previous runs. Once you're ready, enter Deck A from the left side of the ship as usual.

Deck A (Crew's Lounge)

The one guard in Deck A (Crew's Quarters) will require you to have the USP, so you can just skip him for now. There's a ration and ammo in the lockers, though, in the same places they were before.

As soon as you enter the area, head into the upper half of the room separated by a glass wall when it's safe to do so and grab the guard inside. Take him to a safe place, like by the stairs to the engine room, and hold him up (04/33) 009 Jeng L Valencia. The reason for this is because if you try to hold him up in that room, the guard walking along the main hall will very likely spot you in the process. With the first enemy out of the way, go ahead and hold up the walking guard when he turns around to walk to the left (05/33) 011 Daniel W Dennison. The guy surrounded by moths down the stairs to the left will require a USP shot on this difficulty, so you can head upstairs after you've taken these two tags.

Deck B (Crew's Quarters)

After the small cutscene, hold the guard to the north up as soon as you can get to his right side; there's no point in waiting for him to turn to the left (06/33) 007 Ronan Khim. A new guard has been added to Deck B for this difficulty, in the southern half of the floor. head south and you'll find him shortly on your radar. He won't be too hard to sneak up on (07/33) 008 Masanori Inui.

Deck D (Crew's Quarters)

A new guard has also been added to this floor, and you'll see him walk into the dining hall as soon as you're up the stairs. Follow him inside and knock him out with the tranquilizer; you'll be back for both him and the pantry guard as soon as you get the USP from Olga in just a few minutes. As you get to the stairs to Deck E, sneak up on the guard near the sensor when his back is turned and take his dog tags away from him (08/33) 012 Flavio Camargos.

Navigational Deck

Again, nothing's really changed with this fight except Olga will be able to take more hits and you'll take more damage, which is to be expected in an increase in difficulty. The big benefit to you from now on, though, is that you have the Bandana. Make sure to keep it equipped when fighting Olga, and you should get through this fight in less than three or four minutes for sure.

Olga will drop her own tags when defeated once again (09/33) 000 Olga Gurlukovich. You'll need the USP suppressor for the Engine Room, so head up the stairs in the center of the area and go up the ladder two "floors" to find it. If this is somehow your first time with a suppressor in your inventory, all you have to do is equip both the suppressor and the USP at the same time, and it'll be applied to it from now on. Continue to the right side to find the guard coming out of the doorway yet again (10/33) 004 Samuel B Sandoval.

Deck D (Crew's Quarters)

Now that you have a silent USP, shoot the sensor to the right's panel next to the fire extinguisher, as well as the soldier whose tags you've already taken. Now for the guard in the dining room. He's going to be standing completely still and look to the left and right four times, before switching between north and south. Because of this, it might take a while for him to finally turn away from whichever door you feel like coming into the dining room from (11/33) 013 Brad R Whitefield. After he's taken care of, drag that first guard into the dining room, because the pantry guard will spot him upon his stroll to the pantry otherwise. Hide in the back area of the pantry as usual, and when he walks in and starts to sleep, hold him up (12/33) 014 James Broome. When Deck C is loading, get ready to immediately head left and point your gun at a guard's back.

Deck C (Crew's Quarters)

As soon as you can, run up to the guard walking towards the camera and hold him up from behind. From this position, shoot out the camera with the USP, and then walk in front of the soldier to continue the process (13/33) 005 James I Bartelle. If you're too late to hold him up before he passes too far into the hall, you can just walk back upstairs and down again.

Deck A (Crew's Lounge)

Only the walking guard will be an issue for you as you return to the Crew's Lounge, so take care of him however you please and walk to the left to hold the moth guard up (14/33) 010 Seth T Hay.

Deck A (Crew's Quarters)

The enemy from earlier will now be on the left side of the room, so head on over there and wait for him to walk to the north before getting behind him (15/33) 006 Daniel Kucan. If you want to pick up another ration, one will be in the same locker as before.

Engine Room

When you walk into the main area, you'll be greeted face-to-back with a guard; drag him back into the starting room to get some better room to hold him up (16/33) 023 Yuji Higuchi. Then flip over the railing or head downstairs in order to sneak up on the middle-right guard (17/33) 018 Marwan Abdullah Al-Harbi. Then flip over the railing to the south on this floor parallel to the last guard and column, and hold him up when he's looking the other way (18/33) 019 Henning Rhoden.

Move on to the center and you'll see a guard to the south as usual. Hold him up and drag him to a better position if necessary (19/33) 020 Marcelo Zamorano. You'll have to use your USP on him in order to get his tags, but you should have no issue with that now that you have the Bandana. Move on to the lower floor of the left side of the room; the soldier down here might start to walk upstairs after you're close enough. If he does this, lean up against a wall and knock on it with cn_B to get his attention, and use this strategy a few more times if necessary to get behind him. If he continues walking along the lower floor, it shouldn't be long before he turns around (20/33) 022 Haden K O'Neil. Finally, go to the top floor and hold this last guy up (21/33) 021 Simon F Picard.

Head into the sensor room, and the guard will repair the door like usual. Wait for him to finish the report before holding him up (22/33) 024 Husain Abdulraziq Al-Hasan and then walk over to the sensors.

Only one panel has been added from Easy, meaning there's only a mere three in total to destroy. One will be in the far left corner, which was the panel added from Very Easy to Easy, and the original will still be in its place in the center right of the hall. The new, third panel will be much closer to the ceiling. In the middle of the room are three rectangular structures; climb up onto the one with some ammo on it and look towards the hall and up to the right. The third panel will be here.

Deck 2 (Port)

As you would have imagined, the next three guards are going to behave just like they have been before. The enemy walking down the hall will give you (23/33) 015 Hiromasa Watanabe, the music guard will give you (24/33) 016 Kieran Keegan, and the one trying to fall asleep will give you (25/33) 017 Hirokazu Takahashi. There will be some ammo scattered along the way, but if you've been equipping your Bandana the entire run, you shouldn't need any of it.

Deck 2 (Starboard)

The Bandana makes this fight incredibly simple, just use the USP the entire time and you should have no trouble shooting everyone down.

Hold No. 1

Fortunately, you won't be doing anything too extravagant in this hold like you had to on the last playthrough. Head to the bottom floor and crawl under the projector; to the left of the marine by the projector will be another marine standing out from the crowd. Drag him over to the southwest corner of the room to give you more space to hold him up (26/33) 027 Ivan E Saldarriaga, but be careful about the grate on the floor, because if you run on it, it'll make too much noise, causing a game over. Walk slowly over it by simply moving cn_LS with less force. Now you'll want to get behind the projector guy and hold him up as well (27/33) 026 Kenzi Tanda before causing a game over to reset your time and position.

Flip over the railing one ladder down and move across to the other side. If your grip is at Lv2, use a ration if you have one to bring your health up to full, because your grip deteriorates slower when you're at full health. There will be a marine up here like in the past, and he'll have the third of three tags in this area for you to take (28/33) 025 Robert R Bruce.

Hold No. 3

After entering the hold from the upper portion of Hold No. 2, there will be a marine directly in front of you for you to hold up (29/33) 030 David D Crumpler. Slide down the fire pole to the north of him, and move south to find a sleepy guard in your way. Drag him over to the fire pole to give yourself some space to properly hold him up in (30/33) 031 Joao E Martins. A third marine will now have dog tags in here, and he's located on the far left side, standing out of the crowd. Be wary of any grates on the floor as you sneak up on him. It's probably a good idea to drag this guy into a secluded spot so the rest don't see him if Dolph tells them to look a certain direction (31/33) 032 Mika A Taavela.

Now that you've taken the tags from this hold, head to Hold No. 2 from the left door.

Hold No. 2

As you can see upon entering, you'll be faced with several tall boxes, which is what prevents you from being spotted by the crowd if you were to try to enter Hold No. 3 from the main floor. There's an enemy out of the crowd just to the south of you, but the catch this time is that he'll actually be walking around to the left of the crowd. Wait until everyone turns to look at the screen on the right and drag him back up to the north when it's safe to do so, giving him air when he needs it. Take his tags (32/33) 028 Christopher G Hercus and return to Hold No. 3. All you'll be doing here is entering Hold No. 2 again, this time by using the door on the right.

You'll want to sneak your way all the way back to the projector and hold the guy there up. The reason you don't just walk in here from Hold No. 1 after taking the first two guards in Hold No. 1's tags is because getting a game over will reset you to Hold No. 2, which isn't what you want. Naturally, wait until the left screen is being used, and walk slowly over the two grates on the path to the back of the room before holding this last marine up (33/33) 029 Tomohiro Katoh. If you wanted to, you could get a game over in this hold to set yourself back to Hold No. 3, or you could sneak back in there and finish the mission.

Once you get past the mission stats screen, you'll be given another item, wonderfully named "Stealth". This item is actually the stealth camouflage Snake used to get onto the Tanker in the story cutscenes, and will render you completely invisible (except during boss fights). You wouldn't be able to tell what it is just by looking at the picture of it. Having this will make things much, much easier in regards to sneaking up on enemies; now you can walk up a soldier immediately with it equipped. You'll have to switch from the camo to the Bandana to actually get the tags once an enemy is held up, though, because he can't be too scared of a guy he can't see. Should you decide to continue with the Tanker dog tag runs, you'll find the only challenge now to be in the mere two boss fights per the two remaining playthroughs.

If you were wondering, these two items are specific to the Tanker mission, and will not carry over to Raiden for the Plant dog tag runs. Don't worry, he gets items like these as well.

Note: If you're looking to only get the Great Dane achievement, you do not need any of the Tanker Incident dog tags. The guides for them are here for those who feel like getting them anyways. I still recommend at least getting them on Very Easy for practice before heading into the Plant on Very Easy.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

Above is an entire playthrough of getting all the dog tags in the Tanker Incident for this difficulty. The chart below shows all the information found from a dog tag, as well as the time of where the tag is found within the video. Separate timestamps are found within the video's description to make it easier for you to find where you left off if you take a break.

IDNameDate of BirthBlood TypeLocationVideo Time
000Olga Gurlukovich09/23A Navigational Deck03:01
001Pawel Adamczyk01/01OAft Deck00:00
002Jonathan S Wilson04/18OAft Deck00:00
003Peter A Sattaur07/30AAft Deck00:00
004Ako Kudou08/04ANavigational Deck03:01
005Johan Hana10/30ADeck C (Crew's Quarters)03:31
006Dex J Delfrate02/12?Deck A (Crew's Quarters)00:51
007Joseph R Larger01/23?Deck B (Crew's Quarters)01:36
008Kouji Takemoto05/30ODeck B (Crew's Quarters)01:36
009Mahde M Mansur11/21ODeck A (Crew's Lounge)01:08
010Sauzando Aran09/27BDeck A (Crew's Lounge)01:08
011Kouhei Yoshizumi11/11ADeck A (Crew's Lounge)03:46
012Hidetosi Suzuki08/17BDeck D (Crew's Quarters)01:58
013Joelmir Mazon01/01ADeck D (Crew's Quarters)01:58
014Michiel A Hendriksen02/16BDeck D (Crew's Quarters)01:58
015Masahiro Takahashi07/01ADeck D (Crew's Quarters)01:58
016Christopher C Osterwald01/20ADeck 2 (Port)06:12
017Lee Seung Min02/12BDeck 2 (Port)06:12
018TSZ TING12/18ADeck 2 (Port)06:12
019Manabu Nishiyama07/17BEngine Room04:03
020David Heng Liu04/12AEngine Room04:03
021Wei Zhang01/01AEngine Room04:03
022Han Tao11/24BEngine Room04:03
023Takashi Shiohama05/20BEngine Room04:03
024James C Layton12/14BEngine Room04:03
025Jesus Auron Noatsuma01/01AEngine Room04:03
026Ha Su Jung12/16BHold No. 106:43
027Minako Nakazawa05/21BHold No. 106:43
028Kel M Booker01/28?Hold No. 106:43
029Asif A Ali08/29AHold No. 208:55
030Tatsumi Mizuguchi09/13AHold No. 208:55
031Ali Karar05/21ABHold No. 307:39
032Benjamin Phoon04/30AHold No. 307:39
033Jason L Hines12/07AHold No. 307:39
034Kurt W Bartholomew07/02ABHold No. 307:39

Now that you have the stealth camouflage, you can easily hold up any enemy, making this and the Extreme playthrough much easier in this regard. The boss battles will still increase in difficulty, though; you might have some actual trouble with Olga this time around.

Aft Deck

As you might have guessed, the three guards patrolling the Aft Deck are going to behave exactly as they have been on all previous difficulties. Equip your stealth camouflage and you'll be able to immediately walk right up to the guard on the left; there's no reason to wait for him to turn around anymore. Hold him up and then switch to the Bandana so you're not losing any ammo when taking this guy's dog tags (01/35) 001 Pawel Adamczyk. Then switch back to the stealth camo and continue with the upper guard (02/35) 003 Peter A Sattaur and finally the guard on the right (03/35) 002 Jonathan S Wilson. You're going to once again have to do pull ups, and I'll once again recommend Grip Lv3 instead of Lv2 just to be safe. If you've put the guard on the right to sleep, drag his body off the ship by using the small gate directly underneath the area he patrols.

Deck A (Crew's Quarters)

Once inside the ship, hop into the locker room and check the lockers to the far right to find a ration, like usual; pick it up, because it's better to be safe than sorry for Hard difficulty's Olga fight. There's ammo to the far right as always, but with the Bandana there's really no need to pick up ammo anymore. Hold up the guard in here (04/35) 006 Dex J Delfrate and continue to the Crew's Lounge.

Deck A (Crew's Lounge)

All three guards will always be present in this area for this playthrough, which will make things a lot easier. Head over to the lounge area and drag the enemy out from there to somewhere safer, like near where you started from. Hold him up (05/35) 009 Mahde M Mansur and then tranquilize the guard that walks along the main hallway; he will require you to have the USP, so you'll get him later. You can get the guard covered with moths now, though, so head down the left staircase and get his dog tags (06/35) 010 Sauzando Aran.

Deck B (Crew's Quarters)

When you're done with the small cutscene when you walk north, continue north and hold the guard here up (07/35) 007 Joseph R Larger. There will be another soldier in the southern area of this deck as well; he's not hard to sneak up on, especially now that you can be completely invisible. Do the same thing to him (08/35) 008 Kouji Takemoto and continue upwards.

Deck D (Crew's Quarters)

There will now be an astonishing four enemies crammed into this small floor, including the pantry guard who appears later. Head into the dining hall and hold this first soldier up (09/35) 014 Michiel A Hendriksen, and then head to the stairs and wait for the guard here to get closer to them. You'll want him to be out of the third guard to the north's range of vision, so having him by the stairs is the perfect position for him to be in (10/35) 012 Hidetosi Suzuki. Now curve back through the dining hall and hold up that third guard (11/35) 013 Joelmir Mazon and drag his body into the dining hall, or else the pantry guard will see him upon his walking over to the pantry. Hide in the pantry once again and wait until the guard enters the room. With the stealth camouflage, you won't have to wait for him to get to the food racks; you can just run up to him as he's walking over to his sleeping spot (12/35) 015 Masahiro Takahashi. Be sure to get the ration in the kitchen inside the dining hall, because you might need it when fighting Olga.

Navigational Deck

Hopefully you haven't been having too many problems with Olga in the past three difficulties. If you've been passing through those fights just fine, now is the time you might have a bit of a challenge. Everything's the same except for the amount of damage you deal and receive, but that's what the problem is. Always have your Bandana equipped for this fight; the stealth camouflage won't hide you from whenever Olga tries to look for you. The same thing happens with the stealth camouflage that Raiden gets after he collects enough dog tags, where it's useless in boss battles. If you need a third ration (assuming you picked up the two from earlier), there's one more to the southwest of where you fight Olga.

After Olga's been knocked out, drag her around again for her dog tags (13/35) 000 Olga Gurlukovich and then head up the ladder in the center for the USP suppressor, as you should have done on Normal. Once it's yours, continue to the right and you'll come across the enemy leaving Deck E again. Hold him up (14/35) 004 Ako Kudou and return to the inside of the ship. Be sure to pick up the USP ammo in Decks D and E since you don't start out with any at all.

Deck C (Crew's Quarters)

A soldier will be walking to the left past the camera as you come downstairs, but now that you have the stealth camouflage, you can just shoot out the camera with ease from where you start from. With that out of the way, you'll be much safer in trying to hold him up when you switch from the camo to the Bandana (15/35) 005 Johan Hana.

Deck A (Crew's Lounge)

When you now try to hold up the guard in the main hall, the one in the lounge might be a problem. Tranquilize him (or kill him, it won't matter) to make sure he won't spot you, and then use your USP to squeeze those dog tags out of the walking soldier (16/35) 011 Kouhei Yoshizumi.

Engine Room

Drag the enemy immediately in front of you when you enter the main engine room into the small starting area, and take his dog tags (17/35) 024 James C Layton. Then go through the middle guard (18/35) 019 Manabu Nishiyama and the lower one (19/35) 020 David Heng Liu for this side of the room like you've been doing for the last three runs. You'll have a much easier time now that you have the stealth camo.

Then go to the center of the room to find that the guard here is now pacing between the north and south ends of the long catwalk. This, of course, won't be a problem for you since you've got the camo. Hold him up (20/35) 021 Wei Zhang and continue to the left side of the room, where you'll find an enemy moving between the first two floors (21/35) 023 Takashi Shiohama and another on the upper floor (22/35) 022 Han Tao. Then head inside and wait for the guard who repaired the door to finish his report before holding him up (23/35) 025 Jesus Auron Noatsuma.

There's actually no difference between the amount and locations of these bomb panels from Normal difficulty, which is surprising given how things get harder in the Plant story. One panel will require you to climb on top of the rectangular structure nearest the lockers; look to the right and near the ceiling to find it. The other two will be near the door on the left, and in the middle of the room on the right side.

Deck 2 (Port)

Nothing's changed with these three guards since last time. Run up to the first guard who walks down the hall (which you can now do immediately with the stealth camo) and hold him up (24/35) 016 Christopher C Osterwald. Then go for the music guard (25/35) 017 Lee Seung Min and then the one about to pass out (26/35) 018 TSZ TING. Yeah, his name is in full caps when you check the dog tag names in the main menu.

Deck 2 (Starboard)

If you for some reason need more ammo, which you shouldn't need if you've been switching from the camo to the Bandana every time you're holding someone up, there will be plenty of it on the way to the next boss battle. Another ration will be in the small room to the left, just before the line where the fight starts.

As you could have expected, this fight is still going to be super simple with the Bandana in tow, because unlike Olga, these guys' health won't really scale all that much with the difficulty. The fastest and safest way to defeat them all is still the USP, so take it out and fire away.

Hold No. 1

There's three tags in this hold; one is across the railing like usual, and two are very conveniently placed guards that won't give you any trouble whatsoever. Head down to the main floor, equip your stealth camo if you haven't already, and then walk along the right side of the room to reach the front. From there, head on over to the left side of the room, where you'll find a marine sticking out from the crowd. You can hold him up without moving him; he and the marine below won't be close enough to be in anyone else's range of vision (27/35) 028 Kel M Booker. After he's knocked out, do the same to his friend just south of him (28/35) 027 Minako Nakazawa and then get a game over to reset your time and bring you back to the top.

Go down one ladder and shimmy across the railing to find the third marine with dog tags in this hold, who gives you (29/35) 026 Ha Su Jung when held up. Head on forward all the way through to Hold No. 3.

Hold No. 3

Hold up the marine directly in front of you, like always (30/35) 031 Ali Karar and slide down the fire pole yet again. Drag the sleeping marine closer to the pole and hold him up as well (31/35) 032 Benjamin Phoon. Then run to the left side of the room, and hold up the guard standing near a container (32/35) 033 Jason L Hines. When he's unconscious, drag his body behind the container so that nobody sees him if they ever stretch or Dolph commands them to turn to the left.

A new, fourth guard will be walking in a really weird pattern towards the right side of the room, so run back over there and hold him up (33/35) 034 Kurt W Bartholomew. If you're too late, you can always just wait until he walks back to the left side of the room again. When you've taken his tags, return to Hold No. 2 through whichever door you please.

Hold No. 2

As you should've been able to tell, the last two soldiers will be in this hold. Both are on opposite sides of the area and will walk in a small space, making it easy to spot them on your radar. Always wait until the crowd looks the opposite direction, walk slowly on grates, and try to drag the marines behind a box so that when they're knocked out they're not spotted by their friends. The marine on the left will give you (34/35) 030 Tatsumi Mizuguchi and the one on the right will have (35/35) 029 Asif A Ali.

If you've managed to finish the Tanker dog tag collection on Hard, congratulations, because not only did you not have to, but now you're much more experienced than others who just went into the Plant without any practice whatsoever. You may as well do the Extreme Tanker run if you've made it this far.

Note: If you're looking to only get the Great Dane achievement, you do not need any of the Tanker Incident dog tags. The guides for them are here for those who feel like getting them anyways. I still recommend at least getting them on Very Easy for practice before heading into the Plant on Very Easy.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

IDNameDate of BirthBlood TypeLocationVideo Time
000Olga Gurlukovich09/23A Navigational Deck03:30
001Isao Miyamoto03/22ABAft Deck04:44
002Matt Holt03/03AAft Deck04:44
003Patrick James Torrence04/20OAft Deck00:00
004Malcolm W Bullmore07/04?Navigational Deck 03:30
005Adam Christopher Vazquez12/15?Deck C (Crew's Quarters)04:28
006Alexandra Rattay11/10ADeck A (Crew's Quarters)00:26
007Enrike Vargas Suarez05/28ODeck B (Crew's Quarters)01:26
008Akihito Oshima10/25ADeck B (Crew's Quarters)01:26
009Bruce Murphy01/30ODeck A (Crew's Lounge)00:38
010Patrick F Coley02/01ODeck A (Crew's Lounge)00:38
011Patrouillault Celine03/21ODeck A (Crew's Lounge)00:38
012Andre Perron03/04ADeck D (Crew's Quarters)01:45
013Matthew M Wilcox02/12ABDeck D (Crew's Quarters)01:45
014Miyaji Masayuki06/11ABDeck D (Crew's Quarters)04:05
015Guyver M Scott01/22ABDeck D (Crew's Quarters)01:45
016Devin P McCourt01/22ODeck 2 (Port)07:15
017Takahiro Hanaoka02/06BDeck 2 (Port)07:15
018JinagXi Konglong09/26BDeck 2 (Port)07:15
019Yuji Gotoh03/15OEngine Room05:19
020Tomi S Hakulinen09/01?Engine Room05:19
021Suneel Buggal12/29OEngine Room05:19
022Anibal Rodriguez03/30OEngine Room05:19
023Fahim Mumin08/31?Engine Room05:19
024Nicholas A Kowalcyk12/15AEngine Room05:19
025Adam M Conrad08/04?Engine Room05:19
026David Oh07/14OHold No. 107:48
027Shinichi Furusho08/23ABHold No. 107:48
028Daisuke mercury Shimada12/18ABHold No. 209:31
029Phil A Marchant10/06OHold No. 209:31
030Landon F Hilde06/18ABHold No. 308:39
031Jeremy J Drake10/28?Hold No. 308:39
032Fred A Thiele07/18?Hold No. 308:39
033Nagisa Kase02/25OHold No. 308:39

If you're going to go after the dog tags for the Tanker on Extreme, you'd better at least have the bandana and stealth camouflage. It's good that you're here for this run, because it builds up practice and skill that you're going to need for all of the Plant dog tags, as well as the 511 VR Missions. Again, as stated on every dog tag page for the Tanker, the Tanker playthroughs are completely unnecessary. If you're still going to continue with this run, you're going to just be that much better at the game than those who don't make it this far.

Aft Deck

Surprisingly, there's finally been some changes to the way you collect the three dog tags. Only the middle guard on the upper level's tag will be available to you with the M9, so kill the guard on the right (or toss him off the ship) and head upstairs to get that guy's tags (01/34) 003 Patrick James Torrence. Do your last sets of pull ups with the railing on the right, since you've already removed the soldier there.

Remember to use the bandana whenever you shoot any sort of round at any time; you're extremely limited on ammo and ammo capacity for this difficulty, so you want to make sure you're not carelessly using up bullets.

Deck A (Crew's Quarters)

The enemy in here can be held up immediately; do so and continue onward (02/34) 006 Alexandra Rattay.

Deck A (Crew's Lounge)

All three enemies can be held up from the start here as well. Drag the soldier in the lounge back to the far right side of the area and hold him up there (03/34) 009 Bruce Murphy before running over to the left and doing the same to the guard walking in the main hall (04/34) 011 Patrouillault Celine. The "moth guard" will finally be moving around, and will only walk up and down the stairs and stand around the window near the top for a little while. Hold him up (05/34) 010 Patrick F Coley and then drag him around to find the only ration available to you before the Olga fight. You're definitely going to need this ration, so don't forget it.

Deck B (Crew's Quarters)

The two enemies here are also easily willing to give up their dog tags. Head for the northern guard first (06/34) 007 Enrike Vargas Suarez and then the southern guard (07/34) 008 Akihito Oshima.

Deck D (Crew's Quarters)

This deck will be as crowded as ever, but it's not hard to work with. Head to the stairs to Deck E and hold the enemy here up when he's by the stairs, or just drag him near the stairs if you don't want to wait (08/34) 013 Matthew M Wilcox. Then knock out the guard in the dining hall, and take the dog tags from the soldier near the entrance to the pantry (09/34) 012 Andre Perron. Drag him into the dining hall and hide inside the pantry like usual. If the pantry guard doesn't actually go in there after arriving at Deck D, just leave and hold him up wherever he is (10/34) 015 Guyver M Scott.

Navigational Deck

Olga is SUPER hard to beat on Extreme, which only makes sense given the name of the difficulty. Make sure you equip the ration you have from the Crew's Lounge for the duration of the fight; with it you'll be able to take a maximum of three shots from Olga before you die. I found a workaround to this fight that takes a few tries to pull off; I'm sure someone must have figured it out before or has done it faster a different way. If you haven't been watching the videos on boss fights up until this point, I highly recommend watching this one. It's only 40 seconds long, so you won't be losing too much time.

Equip the ration and get on your stomach in line with the small gap between two boxes. Olga will be just in view for you to headshot her. Make sure you do, because the backbone of this strategy is pulling off four headshots to knock her out. After you hit her, stand back up and immediately run to the southeast corner and aim where Olga's head should pop out from the box on her side of the map. Lean to the left with cn_LT while in first person view, keeping your gun ready to shoot. After she fires a few rounds from behind the box, stop leaning and get ready to headshot her again when she pokes her head out. She'll either get behind the racks to the end or stay behind the box; if she's behind the racks, you might have a hard time hitting her, but the only downside is prolonging the fight to when you have to shoot her through the tarp (you can't destroy the tarp and spotlight on Extreme). You should be able to push those last two headshots in before she runs over to the tarp, allowing you to finish this fight in a nice time on par with what speedrunners do for this game.

Drag Olga for the last time and take her dog tags once more (11/34) 000 Olga Gurlukovich and then head up the ladder to get the USP suppressor like usual. Head back inside Deck E by using the door on the left and get the ammo to the right side of the room. Return to the Navigational Deck by using the left door again and curve around to activate the guard leaving Deck E from the right door. Hold him up with the USP (which is why we needed the bullets inside Deck E) and get those tags (12/34) 004 Malcolm W Bullmore.

Deck D (Crew's Quarters)

Now that you have the USP, take care of any guards in the main halls, as well as the bomb panel if you feel like it, and return to the dining hall to get this guard's dog tags (13/34) 014 Miyaji Masayuki. You won't be finding any rations in here for later.

Deck C (Crew's Quarters)

Equip the bandana and stay far from the guard and camera while you shoot the camera out with the USP, and quickly become invisible again. Hold up the guard with ease (14/34) 005 Adam Christopher Vazquez, and make your way back outside the ship.

Aft Deck

Since the only way between the inside and outside of the ship is the door to the left on Extreme, hold the guard on the left up first since he'll be right in front of you (15/34) 001 Isao Miyamoto. Then run around to the right and do the same to that guard (16/34) 002 Matt Holt before returning inside.

Deck A (Crew's Lounge)

Don't go into the Engine Room just yet; since you beat Olga, all the guards have "reset" since you first started the mission, which means that moth guard has a new ration. Take it for later, although you hopefully won't need it for the last boss battle.

Engine Room

Hold the guard just outside the starting room up (17/34) 024 Nicholas A Kowalcyk and flip over the railing he was looking over, so you can drop down behind the guard that will soon walk by underneath. You can also just go downstairs since you have the stealth camo (18/34) 019 Yuji Gotoh. Then go for the soldier on the lowest floor of the right side of the room (19/34) 020 Tomi S Hakulinen, which will cause the middle guard, who now walks around, to investigate. Use this opportunity to hold him up as well (20/34) 021 Suneel Buggal. If you miss this chance, just continue on and you'll still be able to sneak up on the middle guard easily.

For the left side of the room, go for whichever guard you think is a higher priority; it won't really make too much of a difference. The lower guard gives you (21/34) 023 Fahim Mumin while the upper guard gives you (22/34) 022 Anibal Rodriguez. Then head inside and go through the usual routine to hold up the enemy who repairs the door (23/34) 025 Adam M Conrad.

The panel locations haven't changed since Normal difficulty. I'm sure you're familiar with where the three panels are by now, since this is the third time dealing with three panels in this area.

Deck 2 (Port)

Surprise! Everyone's the same in Deck 2. Run up to the first guard and hold him up to get (24/34) 016 Devin P McCourt, and do the same for the guy listening to music (25/34) 017 Takahiro Hanaoka. The third guard still hasn't learned not to sleep on the job from the last four playthroughs; he won't be an issue for an invisible Snake (26/34) 018 JinagXi Konglong.

Deck 2 (Starboard)

This fight is, thankfully, still pretty easy with the bandana. Just fire away with the USP until everyone's dead. Hopefully you've picked up the ration after the Olga fight just as a precaution.

Hold No. 1

Head down to the bottom floor and walk on the right side of the room to get to the front, where you'll then continue to the northwest corner and find a marine walking around. Hold him up (27/34) 027 Shinichi Furusho and get a game over to reset yourself back at the top with full time.

Move across this railing for the very last time and catch the marine up here off-guard to get a dog tag with a very special name (if you're still using the 2002 names) (28/34) 026 David Oh.

Hold No. 3

After you've passed over Hold No. 2, you'll arrive here, with a guard right in front of you once again. Hold him up (29/34) 030 Landon F Hilde and equip your stealth camouflage before going down the fire pole. A walking marine will soon pass by here, and the time you come down the pole is a perfect time to hold him up (30/34) 031 Jeremy J Drake. Then head over to the left side of the room as soon as you can to find another walking marine, who will stop for a brief moment just a bit more to the left than the marine to the south of him. Hold up this walking soldier (31/34) 033 Nagisa Kase and then do the same to the marine south of him (32/34) 032 Fred A Thiele, and backtrack into Hold No. 2 using whichever door you please.

Hold No. 2

There will be two walking guards on both sides of the room like in the previous playthorugh; simply grab them and bring them back behind cover before holding them up, but only do so when the crowd is looking at the opposite side of the room. The guard on the left will give you (33/34) 028 Daisuke mercury Shimada whereas the one on the right has (34/34) 029 Phil A Marchant. The lowercase M for the left guard isn't a typo, either; I dunno why Konami wouldn't correct this.

If you've gotten all the dog tags on all five difficulties on the Tanker, congratulations, even more so if you've already gotten all the dog tags in the Plant story. I dunno why you'd want to collect more dog tags if you've already gotten the Great Dane achievement, but if you've now collected all the tags on all ten different playthroughs, you'll be presented with a link to a Konami website as compensation for your efforts. Unfortunately, the website doesn't even belong to Konami anymore, so you get nothing in return save for bragging rights.

Here is where the hunt for dog tags that matter starts. It will require you to get almost all of the dog tags on all five difficulties, and it's definitely best to start off on Very Easy and work your way up, because when you reach certain amounts of dog tags, you will be rewarded with items that will help out tremendously; you'll need about 218 total for the achievement, so you'll need to get as many as you can per difficulty. At the end of the Very Easy playthrough, you unfortunately will not receive any items after getting the tags on this difficulty. But don't worry, because after you get all (or almost all) of them on Easy, you'll get an infinite ammo wig, which will be extremely useful. Finally, try to fully follow the walkthrough and get every single tag. If you feel lazy and don't want to pick up a certain soldier's or section of soldiers' dog tags, you're going to be cutting it very close. If you do end up having to speed through a playthrough again, at least it'll be quicker than before for you.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

The videos that coincide with the text guides are very brief and to-the-point. They don't include the boss battles and other important sections, but those will be included here separately.

IDNameDate of BirthBlood TypeLocationVideo Time
000Iroquois Pliskin???? Arsenal Gear (Ascending Colon)14:11
001Brad I Lanning01/05ABStrut A (Deep Sea Deck)00:18
002Charles P Pinkerton04/09AStrut A (Deep Sea Deck)00:18
003Jason M Gillespie03/22BStrut A (Roof)04:33
004Samuel Andi Hendranata08/23OStrut A (Pump Room)00:51
005Yasuhiro Matsuzaki10/27BStrut A (Pump Room)05:28
006Artthapong Siriamonthep12/20OAB Connecting Bridge01:10
007Amadeus Knothe03/01AAB Connecting Bridge01:10
008Bob Fu04/08BStrut B (Transformer Room)04:51
009Yasuo Suzuki08/24OStrut B (Transformer Room)04:51
010Yiqiang Yao11/16BBC Connecting Bridge07:15
011Vanessa E Mejia03/15OStrut C (Dining Hall)06:34
012Anthony J Willreign Supreme03/21?Strut C (Dining Hall)06:34
013Marques Dean07/07ACD Connecting Bridge01:59
014Kevin M Miller07/20BCD Connecting Bridge06:24
015Mathias Ellemann Jensen02/23?Strut D (Sediment Pool)02:12
016Christian Ryan de Ramos11/14ABStrut D (Sediment Pool)02:12
017Derek Broadbent09/02ODE Connecting Bridge02:35
018Till Schlegel11/17ADE Connecting Bridge06:09
019Nana Mizuki01/21OStrut E (Parcel Room)02:51
020Csaba Millei03/07ABStrut E (Parcel Room)13:53
021Jordan J Davis06/03?Strut E (Heliport)03:05
022Luke Christian Roberts07/01ABStrut E (Heliport)03:05
023Sinya Tusunoda03/30BStrut F (Warehouse)03:46
024Asia R Pickle12/28AStrut F (Warehouse)03:46
025Daniel P Wells10/18?FA Connecting Bridge04:15
026David Anthony Wilson02/22OShell 1 Core (1F Floor)07:34
027Jasper A Hefko10/25?Shell 1 Core (1F Floor)07:34
028Steven L Harper09/02OShell 1 Core (1F Floor)07:34
029Yasuhiko Nakamura05/28OShell 1 Core (B1 Floor)09:31
030Chris Escobar11/26?Shell 1 Core (B1 Floor)09:31
031Elliott I Kugler04/09?Shell 1 Core (B1 Floor)09:31
032Mai Ohta06/16BShell 1 Core (B2 Computer Room)08:31
033Roth W Lanphear05/18?Shell 1 Core (B2 Computer Room)08:31
034Cheng Exs Cheng01/07ABShell 1 Core (B2 Computer Room)08:31
035Liam P Slater02/27?Shell 1 Core (B2 Computer Room)08:31
036Neill W Perry03/18OKL Connecting Bridge13:08
037Robert W Goodenow III12/26AStrut L (Sewage Treatment Facility)13:17
038Mathias Buntrock03/10OStrut L (Sewage Treatment Facility)13:17
039Andrei V Galinski09/19ABShell 2 Core (1F Air Purification Room)12:25
040Naoki Inoue06/19AShell 2 Core (1F Air Purification Room)12:25
041Hiu Fung Wong11/29?Shell 2 Core (1F Air Purification Room)12:25
042Peter Stillman11/16AStrut E (Heliport)05:58

It's probably just best to start a fresh new story save file, honestly. That way, you'll know that you're starting out with absolutely none of the dog tags. When you're going through the menus before the story starts, be sure to choose the "2002 Dog Tags" option, because those are the names used in this walkthrough. You can skip cutscenes with either cn_start or cn_A (for most cutscenes) or cn_Y (for codec calls).

Strut A (Deep Sea Deck)

Once the game starts, crawl under the shelves directly next to you to find the M9 tranquilizer. Then ignore all the cutscenes and head into the next room, and go through activating that first node again. When the first enemy wakes up, you're going to want to stand behind him and press in on cn_LS (or hold cn_X) to hold him up when he's back on his feet. To lower your weapon, just press in on cn_LS again; that way you're not wasting a bullet every time you hold someone up just to put your weapon down. In order to actually get the dog tag, you have to point the tranquilizer at his head (holding cn_RB to enter first person view to aim) in front of him, so he actually feels threatened and gives you the tags. The tag will fall to the ground, and it should be (01/43) 001 Brad I Lanning. To make the second soldier wake up faster, pick him up with cn_X and repeatedly just pick up and drop him. Once he wakes up, perform the same tactics on him to get the second tag (02/43) 002 Charles P Pinkerton. With these two taken care of, head into Strut A's interior.

Strut A (Pump Room)

On the roof will only be some supplies, so head into Strut A and find that one guard watching over the room. Hold him up and you'll receive (03/43) 004 Samuel Andi Hendranata. Once you're done with him, move to the AB Connecting Bridge.

AB Connecting Bridge

There's going to be two enemies to hold up here, one to the east and one to the west. I recommend going for the east one first, because at the moment he'll just be standing still. Aiming at his head might be a challenge, but bumping into him from behind will push him away from the edge, if that's necessary (04/43) 007 Amadeus Knothe. You can sneak up on the left enemy by sneaking up on him from the north, if necessary (05/43) 006 Artthapong Siriamonthep.

An important thing to know is that if you mess up and end up getting caught or accidentally kill an enemy, you can die in the room and it'll "reset". By this, I mean that all the enemies will be up and moving again, but the benefit to this is that you still keep all the dog tags you've already taken. I messed up on this bridge, for example, so I climbed over the railing and let go for a game over after only getting one of the two tags from this area. When the game reloaded, I still had that tag, so all I had to do was get the one I missed before moving on.

Strut B (Transformer Room)

The only thing of note in here is the SOCOM suppressor, which is going so save you a ton of time. Some enemies require you to intimidate them even further with a shot in the arm or leg, so having the suppressor makes it a lot easier on you so that other enemies aren't alerted. After all the cutscenes end, the suppressor will be directly south of you in the same room. The suppressor is only here on this difficulty, but obtaining it in later ones won't be hard.

CD Connecting Bridge

No enemies in Strut C, so meet Stillman and begin the bomb trek along the different struts. Once you make it to the CD Connecting Bridge, Pliskin will have knocked out the one soldier here. Waking him up with the coolant spray is much faster than repeatedly picking him up. Once he finally wakes up, take his tag and continue to Strut D (06/43) 013 Marques Dean.

Strut D (Sediment Pool)

Only one guard will patrol the upper floor, and is in the center of the room. Wait for him to move northward and hold him up (07/43) 015 Mathias Ellemann Jensen. Wait for the guard with the radio to walk past the stairs before holding him up (08/43) 016 Christian Ryan de Ramos. You should have enough time to defuse the bomb and exit the room well before any backup arrives.

DE Connecting Bridge

Above the bridge, on the lower level of the heliport, a single soldier is looking over the area, and he might spot you from up there. It's best to tranquilize him to make sure he doesn't cause an alert. Then move in and hold up the soldier that's actually on the bridge for (09/43) 017 Derek Broadbent. Time to move into Strut E.

Strut E (Parcel Room)

Again, only one soldier will be patrolling here for now. The ideal way to sneak up on him would be to go to the south wall of the room and crawl under the conveyor belt to catch him off guard (10/43) 019 Nana Mizuki. Once he's dealt with, go up to the heliport.

Strut E (Heliport)

After skipping the Olga cutscene, return down the stairs and walk to the left to find that one guard who was overlooking the DE Connecting Bridge. He'll be a pretty simple shakedown as well (11/43) 021 Jordan J Davis. Up on the heliport itself is another lone enemy. If you hold him up near the edge of the heliport, either do so when he's facing a direction other than north, or drag him away so you can actually hold him up. This is one of the enemies that requires a lethal intimidation, meaning you'll have to shoot his arm with the SOCOM first before you can get his tag (12/43) 022 Luke Christian Roberts. With the heliport clear, disable the bomb under the Harrier.

Strut F (Warehouse)

It should be a simple walk to Strut F, but make sure you watch out for the claymores on the EF Connecting Bridge.

On the upper floor of Strut F, walk around to the right side and wait for the enemy up here to turn left. Then hold him up for (13/43) 023 Sinya Tusunoda. The best thing to do at this point would be to drop down and get the bomb, and then head for the second guard. He should be a pretty easy hold up as well (14/43) 024 Asia R Pickle.

FA Connecting Bridge

There's going to be a guard and a CYPHER. You can use a stun grenade to disable the CYPHER if you've picked any up earlier, or you could just shoot it down with one bullet. For the guard, you could sneak up on him by climbing over the railing if you need to, but you can also just wait for him to walk back down the stairs (15/43) 025 Daniel P Wells.

Strut A (Roof)

A new guard will appear on the roof of Strut A, so take the stairs on the left (this will work out easier for you) to the roof. He should be moving to the right of the roof, and moving in on him from the left should make taking his dog tags a piece of cake (16/43) 003 Jason M Gillespie. Now, dispose of the bomb within Strut A and head towards Strut B.

Strut B (Transformer Room)

Two new guards will appear here, one in the hall and one near the transformers. Go for the one in the hall first, but be careful about the grates on the floor. Move slowly across them and hold him up for (17/43) 009 Yasuo Suzuki. The guard by the transformers will require an intimidation, so fire a round into his arm and take his tag (18/43) 008 Bob Fu. Take care of the bomb in here and all that's left to disarm will be the one in Strut C's bathroom.

BC Connecting Bridge

There's a CYPHER here now. A new enemy will appear here later, but not yet.

Strut C (Dining Hall)

After disabling the bomb in here and picking up the new sensor, make your way into the main area of Strut A BEFORE going down into the Deep Sea Deck. A new enemy will have appeared in the room where the bomb used to be, and he too requires an intimidation. You'll definitely have enough time to get his tag, so don't worry about the time limit (19/43) 005 Yasuhiro Matsuzaki. Now you can take the elevator down.

Strut A (Deep Sea Deck)

If you don't remember where the bomb was, it's under the submarine. After this comes the Fortune fight, and then back up to the heliport to fight Fatman.

All you have to do is avoid the railgun shots until the elevator comes back down. You can just hide behind all the crates and things until they're destroyed. If everything's destroyed before the elevator is down for some reason, you can just do some cartwheels to dodge the shots. The fight ends when the Colonel calls you about Fatman calling you out, and to meet him on the Strut E Heliport.

When you go downstairs to the pump room, watch out for claymore mines. Crawl to pick them up and avoid being hit.

Strut E (Heliport)

It's best to just take out the bombs first, so if he plants another you only have to worry about the new ones. On Very Easy, this fight can be done really fast if you know a basic control function that I didn't know until I already did most of the game on Extreme. If you hold down cn_LB, your rounds will lock onto targets, making Fatman a piece of cake. Once the bombs are disabled, hold cn_LB and fire a few rounds until he falls over. To make him take damage, go into first person view with cn_RB and aim for his head. Repeat this until he's down.

After fighting Fatman, drag him somewhere else and he'll drop (20/43) 042 Peter Stillman. You'll now see his final bomb under where he used to lay. Some new enemies have spawned in the areas surrounding Shell 1, so we'll be picking up their tags next before heading into Shell 1 itself.

DE Connecting Bridge

With now two guards patrolling this area, it may be hard to tell which one you already held up. Fortunately, the one closest to you will be the new guard, so you won't have to do much walking to find him. The original guard might spot you, though, so I recommend tranquilizing or killing him before holding up the new guy for his tag (21/43) 018 Till Schlegel.

CD Connecting Bridge

Another guard will appear on this bridge as well. After passing through Strut D, you'll come across the new guy by just walking across the bridge; he'll be walking away from you, so you can approach him immediately. Once you get his tag (22/43) 014 Kevin M Miller, you can ignore or take out the other guard and head into Strut C. Halfway there.

Strut C (Dining Hall)

With Stillman out of the area, two guards have started to walk around the dining hall. Head to the room Stillman was hiding in, and you'll find your first enemy (23/43) 011 Vanessa E Mejia. The other guy is going to be down the hall, and will eventually look into the bathrooms. That'd be your optimal time to sneak up on him, but if you get caught, you can always just tranquilize him and wake him up with coolant (24/43) 012 Anthony J Willreign Supreme. (That's definitely a fake name.)

BC Connecting Bridge

Joining the CYPHER will be a new soldier. Take out the CYPHER and hide before he gets too close to you. When he turns around, hold him up and take your next dog tag (25/43) 010 Yiqiang Yao. Now we can head into the Shell 1 Core and continue the hunt.

Shell 1 Core (1F Floor)

After skipping another codec call, one of the three enemies on this floor will be walking south towards you. Let him pass and you'll easily catch him off guard (26/43) 027 Jasper A Hefko. Drag his body into the corridor you entered from; the second enemy will be walking into the same hall from the north shortly. Once he turns around and goes back to the northern hall, run up to him and hold him up (27/43) 028 Steven L Harper. The last guy will be patrolling the left hall. If you're fast enough you can sneak up on him from the northern hall, but it's safer to either wait for the right time or sneak up on him from the south. If you do get caught, just remember that everything is okay with the coolant, as long as you don't kill him (28/43) 026 David Anthony Wilson. Time to go down to the computer room and get the directional mic; the AKS-74U will be in the southern room.

Shell 1 Core (B2 Computer Room)

Take the stairs down to the right and you'll find a guy who's walking around the outer halls of the computer room. He'll require some more intimidation before he gives up his tags, but the suppressor makes this a non-issue (29/43) 035 Liam P Slater. Now for the computer room itself, I went about it in a more advanced way that I went with on the spot, so I'll detail how I did that and I'll also give you an easier way of taking these three guys' tags.

I held up a guy when he was checking the computers in the center, and this caused the other two to check on him from the north of him. I swung around to sneak up on them from behind and held up those two at the same time, and took care of each guard at a time until they were all taken care of. Then I picked up the tags.

Usually what you should do, since you're still probably getting used to the game, is to knock on the left and right walls of the computer room so that one guard will investigate the noise. Make sure you have your AKS-74U equipped when he does, so you don't get caught, and then hold him up when his back is turned. Repeat this if necessary and you'll get these tags:

(30/43) 032 Mai Ohta
(31/43) 033 Roth W Lanphear
(32/43) 034 Cheng Exs Cheng

Now you can take the directional mic and go up to the B1 floor to find Ames.

Shell 1 Core (B1 Floor)

There's three enemies in here, but you'll have to keep the last one alive for the retinal scan. Equip your AKS-74U and wait for the first soldier to walk in front of the lockers in the small room. You can hold him here, but you can also play it safe and wait til he walks outside the room, or drag him out there. He'll require a bullet in his arm (33/43) 029 Yasuhiko Nakamura. The guy who's intensely watching the northern wall will also require intimidation, so drag him to at least the lockers before firing into his arm (34/43) 031 Elliott I Kugler. Remember, this last guy needs to be kept alive for the retinal scan, so approach him from his side and hold him up. Once you get his tag (35/43) 030 Chris Escobar, drag him over to the scan and head inside to find Ames.

Shell 1 Core (B1 Hall)

Talk to Ames, and escape the Shell 1 Core. The PSG1 you'll need for the bomb panels on the Shell 1-2 Connecting Bridge will be in the middle-right room on the upper floor of Strut F. Take it and head to the bridge, and get ready to fight the Harrier.

Shell 1-2 Connecting Bridge

There's a few of those little bomb panels that you need to shoot out, because if you try to pass the sensors without doing so, the bridge will detonate. One will be way off in the distance on top of a CYPHER, so you can either be very careful or use a pill of pentazemin if you have any; it's best to save your pentazemin for later, though. There's two other panels on the walkway right in front of you, but be careful, because they're right next to some explosives. Another will be directly in front of you on the cylindrical structure. The fifth is going to be on the other side of the bridge, seen on the wall, and surrounded by five explosives. The last is going to be on the northwestern corner of the bridge.

First things first, pick up the stinger, which will be right in front of you. If you're fast enough, you can equip it and launch about two or three missiles into the Harrier before it takes off. It'll fly out of range, so get ready to aim another missile towards where it's going to come back from. Snake should toss you a ration in this time. If the Harrier starts to hover over the bridge, it's going to burn you with its jets, so pelt it with missiles as a punishment. If it goes right into launching some red glowing missiles at you (which you'll see in a small cutscene), then you're going to have to dodge these. You can do this by either finding a place on the lower floor of the bridge or by flipping onto the railing when they fall, or coming back onto the ground when they fall (either will put you in a state of invincibility).

If Solidus says "I'll let you go out in style" when he's out of range, that means his next attack won't be dodge-able by cartwheeling. Lock a missile onto him as soon as you can and hide behind the cylinder, and lean into it with cn_LS. His next attack should be a missile barrage, and the missiles go so slowly on this difficulty that you should be able to run around on the bridge to hide from them. If you can't, then that's fine, you should be able to survive a few of them. When he's done firing, you'll have a few seconds to launch more stinger missiles at him. The Harrier should be wrecked around this point, but if not, continue reading.

If the Harrier is still working after you've hit it from the missile barrage attack, it'll go back out of range, into the attack where you have to hide behind the cylinder. After this should be an attack where it fires a bullet spray on you, but on this difficulty (and with Snake providing rations) you should be okay to just take a few hits and rain ammo onto the Harrier. After each boss battle, your health will be restored to full, so if you're about to beat him and you're low on health, just hang in there and try not to use the rations in case you need it later.

Shell 2 Core (B1 Air Filtration Chamber No. 2)

After fighting the Harrier, continue into the Shell 2 Core, find the nikita submerged in the water, and talk to President Johnson. After this is the Vamp fight.

When fighting Vamp, there's an incredibly useful exploit to this fight that makes him a piece of cake, which is extremely effective on the harder difficulties. You're going to want to get a head start on Vamp's stamina, so shoot him once with a tranquilizer dart before he dives into the water. Now walk slowly towards the open water in the center of the room, which will cause Raiden to automatically grab onto the ledge. Once Vamp comes up, he'll walk towards you to slash you with his knife, and when he starts this attack is when you want to press cn_Y to come back onto the floor. He'll swing again, so move out of harm's way and punch him after he swings. This cycle will repeat as long as you're close enough for him to swing again after you're done punching, BUT if you punch too fast, you'll go into that kicking combo, which you don't want to do, so punch in small intervals to prevent this from happening. Vamp should fall quickly.

After defeating him, pick up the body armor in the next flooded area, which reduces damage by half. You probably won't really need it on this difficulty, but you definitely will later, so you may as well get used to picking it up.

Shell 2 Core (1F Air Purification Room)

After taking E.E. through the water and up the elevator to the first floor, some new guards will have spawned. Leave her in the elevator for now, and sneak up on the guy inside the small room with the vending machine to get (36/43) 039 Andrei V Galinski. The second guard will be around where you had to launch the nikita missile. He should also be pretty easy to sneak up on (37/43) 040 Naoki Inoue. Now, take E.E. around near the exit; this will cause the third and final guy in this room to spawn. Make sure she's out of sight so that he can't see her, and hold him up (38/43) 041 Hiu Fung Wong.

KL Connecting Bridge

Leave E.E. by the door again, and take care of all the CYPHERs in the air. There's going to be a guy walking up and down the stairs on the right side of this area, so wait for him to turn around before holding him up (39/43) 036 Neill W Perry. I also recommend extinguishing the fire with coolant before bringing E.E. along.

Strut L (Sewage Treatment Facility)

Keep E.E. by the door once more, and drag the first guard into the area she's kept in. Hold him up for his tag (40/43) 038 Mathias Buntrock, and now you should be good to wait for the next guy to turn south before taking his (41/43) 037 Robert W Goodenow III. After this will be the cover fire segment, made easy by Snake doing all the work if you call him.

Strut L (Oil Fence)

When E.E. starts to cross, look towards the first pillar she's going to, and try to shoot out any enemies that come around the upper and lower perimeters. On this difficulty, Snake will call you to tell you he's in position when E.E.'s about halfway across the first bridge. Call him immediately after the current conversation is over to have this section become infinitely easier. For some reason, Snake can only fire on things visible in your scope, but that's still very useful. You can try this out now, having any enemy or CYPHER in view of your scope will cause Snake to shoot it down quickly, making this little to no work on your part, save for the aiming.

Strut E (Parcel Room B1)

With that out of the way, there's now one last enemy to hold up, and he's in this strut listening to some music. He should be right in front of you, with his back turned to you, so it should be a simple hold up as well (42/43) 020 Csaba Millei. Once he's taken care of, run over to E.E. in the computer room of the Shell 1 Core.

Arsenal Gear (Ascending Colon)

After Olga frees you and you meet Snake in the Ascending Colon, cartwheel into him a few times. Every time you do, he'll try to CQC you in retaliation, though. Do this enough times and he'll be knocked out. Drag him around and drop him so that he drops the final tag of this difficulty (43/43) 000 Iroquois Pliskin. Now all that's left are the last three boss battles.

Final Stretch

Snake can supply you with infinite ammo, since he's got a bandana on his head. Tengu are more advanced than the enemies you've seen up to this point, and some will have swords of their own, so be careful as you take down the guards in this hall. At the end, more Tengu will drop down than before, and after they're all down, you'll move on to the next section of the Tengu fight.

For the next section of fighting Tengu, you're going to want to pull out your sword. Snake does an excellent job of killing enemies in this area and you can run around swiping down anyone you come across. If you have enough ammo, feel free to use it as well, just as long as it isn't stinger ammo. After a while, the alarm meter will decrease, and you'll get to skip a bunch of cutscenes and fight the Metal Gear RAYs.

To destroy a RAY, it's going to take one stinger missile when its "mouth" is open. A sure way to get its mouth open long enough for you to launch a missile into it is to fire at a RAY's knees. Do this three times and the fight will end. It's pretty simple and should be a very, very quick fight on this difficulty.

For this fight, all you really need to do is swing at Solidus until he's off balance/off guard, and then you should be able to get three swings in at him. His attacks should be easily dodge-able on this difficulty, so you should be fine there; some attacks can't be blocked with the sword, but your health on Very Easy should be able to take quite a lot of hits, especially if you equip the body armor from earlier. Once he's taken enough damage, the second phase of the fight will start, where he knocks off his tentacle-thing. From now on, all of Solidus' attacks can be blocked with your sword, making this final stretch easier for you.

Now that your first playthrough is over, save and take a well-deserved break. Once you're ready to do this on Easy difficulty, choose LOAD on the save file you collected these tags on, which should be red. This is the way you're supposed to continue collecting dog tags; if you don't do this, you'll have two sets of tags on two different saves, which is useless. All five of your runs must be saved on the same save file.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

IDNameDate of BirthBlood TypeLocationVideo Time
000Meryl Silverburgh???AArsenal Gear (Ascending Colon)16:39
001Emiko Yokoshima06/19?Strut A (Deep Sea Deck)00:23
002Terry Cheung06/09OStrut A (Deep Sea Deck)00:23
003Jacqueline D Benzon10/03AStrut A (Roof)06:51
004Akihide Yonekura06/21AStrut A (Pump Room)01:07
005Goushi Kawamura03/10AStrut A (Pump Room)07:39
006William R Kelly03/25AAB Connecting Bridge01:23
007Ryosuke Sugie03/01OAB Connecting Bridge01:23
008Masanori Masabu Ihara02/04AStrut B (Transformer Room)07:06
009Hiroyuki Doi12/09AStrut B (Transformer Room)07:06
010Marius Alain Nguyen07/11ABBC Connecting Bridge09:22
011Kevin Chen03/17ABStrut C (Dining Hall)08:51
012Boudraa Reda07/27OStrut C (Dining Hall)08:51
013Yu Ya Nan10/12?CD Connecting Bridge02:08
014Takayuki Ueda06/20ACD Connecting Bridge08:25
015Luis Silva Garcia07/16OStrut D (Sediment Pool)02:25
016Brian A Brown10/21AStrut D (Sediment Pool)02:25
017Nicholas S DeGrazia07/23ABDE Connecting Bridge03:49
018Yuuki Ito05/23BDE Connecting Bridge08:13
019Anmar Saad Albinyan03/18?Strut E (Parcel Room)04:13
020Steve Masao Terada06/26?Strut E (Parcel Room)16:09
021Yuuki Yagi04/02AStrut E (Heliport)04:32
022Brigitte Dickenschied03/30?Strut E (Heliport)04:32
023Agmall Sarwari08/20AStrut F (Warehouse)05:00
024Naoto Yamazaki11/13ABStrut F (Warehouse)05:00
025Terry Matalas12/11AStrut F (Warehouse)05:00
026Sefie J Nolte12/15OFA Connecting Bridge06:23
027David Li-San Chen10/13AShell 1 Core (1F Floor)10:04
028Ginseng W Mileur01/31OShell 1 Core (1F Floor)10:04
029Remy Schuster01/01AShell 1 Core (1F Floor)10:04
030Matthew J Whitney11/15ABShell 1 Core (B1 Floor)12:02
031Ricardo Enrique Salazar07/17OShell 1 Core (B1 Floor)12:02
032Randall J Koerte09/17OShell 1 Core (B1 Floor)12:02
033Syouhei Yoshino09/08?Shell 1 Core (B2 Computer Room)10:49
034Mika M Claudepierre02/22OShell 1 Core (B2 Computer Room)10:49
035Joshua M Busby07/18BShell 1 Core (B2 Computer Room)10:49
036Oliver Swann03/12ABShell 1 Core (B2 Computer Room)10:49
037Toshifumi Kotogi01/04AKL Connecting Bridge15:15
038Erich Werdermann05/28?Strut L (Sewage Treatment Facility)15:37
039Kouhei Tuzita08/21ABStrut L (Sewage Treatment Facility)15:37
040Federico Biscetti03/24OShell 2 Core (1F Air Purification Room)14:36
041Matt R Miller02/07OShell 2 Core (1F Air Purification Room)14:36
042Jean Pierre LaForce11/30OShell 2 Core (1F Air Purification Room)14:36
043Peter Stillman11/16AStrut E (Heliport)08:01

To continue from your Very Easy save (which you have to do), choose Load Game from the menus and load your finished Very Easy save. If this is your third time playing the Plant (as was suggested), Raiden and Snake should be wearing some groovy shades for the entire game (every third playthrough of the same Incident causes this to happen).

Strut A (Deep Sea Deck)

This time, the M9 isn't under the shelves next to you. To find it, flip over the railing next to a chainlink fence in order to get past it. In this small area will be the M9. Once you have it, continue to the area with the two KO'd guards.

After activating the node, the two will wake up at relatively the same time. There's a little alcove of junk in the center of the room that you can hide in when they return to their normal patrols. When you've got a spot to hold them up, do so for (01/44) 001 Emiko Yokoshima and (02/44) 002 Terry Cheung.

On this difficulty and up, the radar won't appear on its own. You'll have to activate the nodes in each Strut to be able to see it, which is, of course, very useful.

Strut A (Pump Room)

In Strut A, this guard will patrol the node in the center of the room. Hold him up for his tag (03/44) 004 Akihide Yonekura, and access the node with cn_Y. Although you may be inclined to skip them due to having played the game before, this is how you'll know where soldiers and bombs are, so I advise accessing them on every difficulty.

AB Connecting Bridge

As before (you'll notice that these dog tag runs will be very similar to each other), two guards patrol this bridge on the left and right. Go for the guy on the right first, since he won't be moving much when you're walking in on him (04/44) 007 Ryosuke Sugie. After him, hold up his buddy on the other side (05/44) 006 William R Kelly and continue into Strut B.

Strut B (Transformer Room)

When Pliskin gives you the SOCOM, the suppressor won't be right behind you this time; rather, it's where it would reasonably be, inside Strut F. The node should be right next to him.

Strut C (Dining Hall)

Meet Stillman, and after mashing cn_start to skip all those cutscenes, all that's left to do in here is hit the node in the room to the left of where Stillman is hiding in.

CD Connecting Bridge

Pliskin will have knocked out this guy, so wake him up with coolant and hold him up (06/44) 013 Yu Ya Nan. Onward to Strut D.

Strut D (Sediment Pool)

Both of these guys won't give up their tags unless they're intimidated even further, and since we don't have the SOCOM suppressor yet, that might sound like a problem. Fortunately, it's not, with a little thing called dying. Put the guy on the lower level to sleep with a tranq dart so he won't hear you fire into his friend's arm. Next, of course, is to hold up the guard on the upper level. When you get his tag (07/44) 05 Luis Silva Garcia, flip over the railing and die; backup should be arriving soon since the radio soldier is passed out.

Now that you're back and still have Luis Silva Garcia's tag, tranquilize him and wait for the radio guy to give his report. After he moves towards the right, flip over the railing and catch yourself (basically just mash cn_Y after letting go with cn_A), you'll find that the bomb is in the same place as it was on Very Easy. In fact, all the bombs are in the same place as on Very Easy, which is a nice convenience. After defusing it, tail the radio guy until he's near the node on the other side of the room, then hold him up (08/44) 016 Brian A Brown. Activate the node and you'll be all set to continue onward.

DE Connecting Bridge

Don't forget about the guy looking over the bridge; tranquilize him before you do anything else. The lone soldier patrolling this bridge should be an easy hold up (09/44) 017 Nicholas S DeGrazia.

Strut E (Parcel Room)

The node in here will be directly east of the door you've entered the strut from. With it active, you can find a gap into the center of the room from the right side. Walk through here to sneak up on the single enemy in here (10/44) 019 Anmar Saad Albinyan, which is more convenient than crawling under the conveyor belt.

Strut E (Heliport)

After the Olga cutscene, walk back down the stairs to find the guy who was looking over the DE Connecting Bridge. Once you take his tag (11/44) 021 Yuuki Yagi, move back to the upper level and do the same to the enemy up there (12/44) 022 Brigitte Dickenschied. The bomb will again be under the Harrier. When you head to Strut F, make sure to crawl all around to pick up any claymores lying around.

Strut F (Warehouse)

There are now three enemies in Strut F. You're going to want to hit the enemy on the lower floor first, because the SOCOM suppressor and node are also on the lower floor (13/44) 025 Terry Matalas. Move to the southwestern room on the bottom floor to find a node. Then, in first person view (hold cn_RB), find a small opening in the wall. Crawl through here to find the SOCOM suppressor. Then head up and hold the other two enemies up. You might have some trouble not being spotted, so drag one of them to a corner if you have to. After you get (14/44) 024 Naoto Yamazaki and (15/44) 023 Agmall Sarwari, take care of the bomb and try to get out of there before backup arrives. If they do arrive, just hide somewhere until they leave; backup can be really incompetent.

FA Connecting Bridge

Only one enemy and a CYPHER are patrolling this bridge. With your suppressor now equipped, you should be fine to shoot down that CYPHER. After sneaking up on the soldier, take his tag (16/44) 026 Sefie J Nolte and return to Strut A.

Strut A (Pump Room)

The first thing you should do is head up to the roof and take the dog tags of the one guy patrolling up there (17/44) 003 Jacqueline D Benzon. Then go back downstairs and defuse the C4 in the pipes.

Strut B (Transformer Room)

Like on Very Easy, there are two enemies here. Take care of the one in the hall first (18/44) 009 Hiroyuki Doi and then go for the soldier in the other room (19/44) 008 Masanori Masabu Ihara. Finally, defuse the bomb, and continue to Strut C.

Strut C (Dining Hall)

The bomb will still be in the women's bathroom, and after defusing it, take the short walk to where Stillman was hiding to pick up Sensor B.

Strut A (Pump Room)

Don't forget the new guy in Strut A. Return to the pipe maze to find (20/44) 005 Goushi Kawamura, and then take the elevator on the roof to get to the Deep Sea Deck.

Strut A (Deep Sea Deck)

The last bomb will be on the bottom of the submarine, like last time. Time to fight Fortune and Fatman.

It's going to be a pretty easy fight, this is the Easy difficulty playthrough after all. if you run out of cover, cartwheel across the middle of the back wall, and don't use rations if you don't have to. After boss battles, your health gets restored to full.

Strut E (Heliport)

This should be very similar to last time as well; hold cn_LB when firing at him to lock on, and disarm the bombs when they're active.

After Fatman has been defeated, drag him away from his last bomb and you'll pick up (21/44) 043 Peter Stillman. Now we'll do the counter-clockwise loop around Shell 1, collecting the tags from newly-spawned enemies.

DE Connecting Bridge

Only one new guy spawns here, and he's on your side of the bridge. Hold him up (22/44) 018 Yuuki Ito and continue through Strut D to the CD Connecting Bridge. If you're worried about being spotted by the guy above, re-enter Strut E and return to the bridge to reset him, allowing you to pass immediately.

CD Connecting Bridge

The new guard will be walking towards Strut C, so hold him up to prevent him from moving any further along, and then dispose of the original guard without leaving where you're standing. Take the new guy's tags (23/44) 014 Takayuki Ueda and head to the next area.

Strut C (Dining Hall)

Again, nothing has changed since last time, so move into the room next to Stillman's room and hold that guy up (24/44) 011 Kevin Chen. Be wary of the direction the other guard is looking when you approach him, or you might have to tranquilize him and use coolant to get a proper hold up (25/44) 012 Boudraa Reda.

BC Connecting Bridge

The new guard and a CYPHER are looking over this bridge. Take out the CYPHER (or use a chaff grenade) and then sneak up on the enemy when his back is turned (26/44) 010 Marius Alain Nguyen. This is the last of the new guard, so it's time to continue with the story.

Strut F (Warehouse)

Unfortunately, Very Easy gave us a lot of benefits that we're going to soon take for granted. One of those is having the AKS-74U being inside the Shell 1 Core. Now it's in Strut F, which isn't really much of a setback since I'm telling you where it is. Finding everything on your own sucks, trust me.

The gun is located on the bottom floor. You should find two doors to the north of the floor, leading into a big room with a bunch of crates. In the northeastern corner of the room is the AKS-74U, so now that you have it, you can walk right out of there using the complete disguise.

Shell 1 Core (1F Floor)

There's now a camera in the small room you start out in, I recommend shooting it out since you'll be passing by this camera a few times during the story. The first soldier should pass by soon, so hold him up (27/44) 028 Ginseng W Mileur and take out the other camera if you feel like it. Since you have your disguise, you can hold up the other enemies without worrying about being spotted, so bag the upper guard's tag (28/44) 029 Remy Schuster. The last guard will be on the left side of the room, like usual (29/44) 027 David Li-San Chen. Head down to B2 Floor when you're done.

Shell 1 Core (B2 Computer Room)

The first enemy will be outside the computer room and should be an easy hold up (30/44) 036 Oliver Swann. Knock on the walls to isolate the guards inside and you'll get these three, not necessarily in any particular order:

(31/44) 033 Syouhei Yoshino
(32/44) 034 Mika M Claudepierre
(33/44) 035 Joshua M Busby

After picking up the directional microphone, move on up to the B1 Floor. Though you wouldn't need it after this part of the game, the node is in a small area to the east inside the computer room.

Shell 1 Core (B1 Floor)

To the right of the elevator is the room where the node for this floor is. The first guard, the one that actually moves, will give you (34/44) 030 Matthew J Whitney. The one facing the wall will give you (35/44) 032 Randall J Koerte. Remember to keep this last guy alive for the retinal scan; hold him up on the side, get his tag (36/44) 031 Ricardo Enrique Salazar, and drag him over to it alive.

Shell 1 Core (B1 Hall)

Ames' location will now unfortunately be different, so if you haven't actually tried to find him with the mic before (due to my giving you his location on Very Easy), you're trying to listen to a high-pitched beeping, much like a bomb. Be careful that the guard in here doesn't see you acting strangely, or it'll cause a game over. Killing him won't work either, because the radio guy will get suspicious of why there hasn't been a report.

Strut F (Warehouse)

After escaping the Core, return to Strut F to pick up the PSG-1 yet again, in the same location as before. If you don't remember, it's in the middle-right room of the upper floor.

Shell 1-2 Connecting Bridge

This hasn't changed much from last time, except there's now a panel directly above the doorway you came from. Any other panels will have carried over from before, or are completely visible.

This fight is also relatively the same as before. The only thing I noticed as a change (other than the health) was that the missile barrage attack is no longer at a snail's pace. If you want to dodge it, there's a great method in the video showing a little nook where this attack can't hit you whatsoever, you just need to crouch and lean into the wall at that spot.

Shell 2 Core (1F Air Purification Room)

Skipping along to when you enter this place, the only thing to do on this floor now is to find the node, which will be on the way to the elevator. The nikita, still in the B1 Floor will be slightly further along on the path (in plain sight near the ground) that you have to take to get to E.E., so don't forget the node on that floor, either. After firing the missile into the circuitry (fire it into the same air duct), talk to the President and go back through the water to fight Vamp. If the President is running right into the missiles, tap on the wall in the room with the node in it; that makes him put his ear to the wall, allowing you to freely direct your missile throughout that room.

Shell 2 Core (B1F Air Filtration Chamber No. 2)

If you have the trick to this fight down, which I hope you do by now, this fight shouldn't need an explanation. Remember, your health is restored to full after every boss fight.

After defeating Vamp, remember to pick up the body armor, which is in the same place as it was last time. If you don't remember, the next water area is small enough for you to not get lost looking for it.

Shell 2 Core (1F Air Purification Room)

Leave E.E. in the elevator and sneak up on the guy in the node room, who will give you (37/44) 040 Federico Biscetti. The guy on the southern part of this area will give you (38/44) 041 Matt R Miller. Bring E.E. through the path until near the door, and the last guard will spawn. Sneak up on him when he turns north to get (39/44) 042 Jean Pierre LaForce.

KL Connecting Bridge

Two CYPHERs will patrol this bridge. One will be visible when you look for it, and the other will take a little bit of time. The one soldier who looks over this bridge will now look towards the fire. To hide from him when he does this, I just walked right next to the fire, since his eyesight on this difficulty is abysmal. Once he's back to the top of the stairs, hold him up for his tag (40/44) 037 Toshifumi Kotogi. Extinguish the fire with coolant and head into Strut L.

Strut L (Sewage Treatment Facility)

Try to drag the first guard to the northern part of this strut as fast as you can, otherwise the other guard will see you, and make things a lot worse. Of course, if you have the patience, you could just tranquilize both of them, but the first guard will give you (41/44) 039 Kouhei Tuzita, and the one by the ladder down will give you (42/44) 038 Erich Werdermann.

After this would be the cover fire sequence.

Strut L (Oil Fence)

It's just like on Very Easy, just call Snake when he's done calling you, except this time, there are five claymores on the first walkway. As you may recall from the EF Connecting Bridge, you can't see claymores, so equip the thermal goggles that should be on the ground next to you and blow up the claymores with your sniper rifle.

Strut E (Parcel Room B1)

The last soldier to hold up is listening to music again, and is now in the center of the room instead of that closet on the lower floor. He won't move to different places, so you're clear to crawl under the conveyor belt and catch him off-guard (43/44) 020 Steve Masao Terada.

Arsenal Gear (Ascending Colon)

Skipping ahead to where Snake gives you the sword, cartwheel into him four times and he'll be knocked unconscious. Drag him around to get the final dog tag of this difficulty (44/44) 000 Meryl Silverburgh.

Final Stretch

The Tengu fight is fairly the same in that you can rush through it on this difficulty, especially with the body armor. For the first half, use your guns, and for the second, stick with the sword and run around the area in circles.

The RAYs are a bit sturdier this time, and require a little bit more than three shots in their mouths before breaking down. You'll also need to destroy five of them as opposed to three last time. If you're having trouble, one trick you could use is when you're dealing with a RAY on the platform, it'll readjust its legs after it gets hit. You want to fire a missile at the right time so that it connects with the hitboxes once they reappear; this prevents the RAY from ever attacking. You're going to want to learn how to do this for your Extreme playthrough, so learning it now would be a good idea.

The Solidus fight should play out fairly the same as Very Easy as well, he can just take more hits. We're not yet at the difficulty level where we can use a looping trick like we can with Vamp, so just swing at him whenever he makes an opening for himself. Make sure to equip the body armor, and only use rations when you're very low on health.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

IDNameDate of BirthBlood TypeLocationVideo Time
000Solid Snake????Arsenal Gear (Ascending Colon)15:11
001Jordan A Bowman09/27BStrut A Roof05:18
002Sean M Culhane07/08OStrut A (Pump Room)00:31
003Jamie DR Dickie04/10?Strut A (Pump Room)05:06
004Daichi Baba03/01BAB Connecting Bridge05:31
005David L Newell01/12AAB Connecting Bridge05:31
006Bren J Fraher02/28?Strut B (Transformer Room)05:59
007Gavin C Elliott08/25?Strut B (Transformer Room)05:59
008Johnny Chong07/19OBC Connecting Bridge07:30
009Chuoc Shan Lam03/06BStrut C (Dining Hall)07:06
010Markus Huendgen07/01?Strut C (Dining Hall)07:06
011Michael Roger Aarons08/01OCD Connecting Bridge00:59
012Takuji Tada04/13BCD Connecting Bridge06:53
013Joseph A McClaren11/02AStrut D (Sediment Pool)01:10
014Dustin Weger02/07AStrut D (Sediment Pool)01:10
015Wojtek Kujawa08/02OStrut D (Sediment Pool)01:10
016Kenji Yamaguchi09/03ADE Connecting Bridge02:03
017John A McCormick01/29ODE Connecting Bridge06:43
018Robert Viset04/26BStrut E (Parcel Room)02:21
019Tommi Eklof08/26OStrut E (Parcel Room)02:21
020Gary L Curtis08/25AStrut E (Parcel Room)14:51
021Court Stauff05/15OStrut E (Heliport)02:58
022Frode A Steine06/02AStrut E (Heliport)02:58
023Katharine Irene Hargrove12/10ABStrut E (Heliport)02:58
024David R Papps06/02AStrut F (Warehouse)03:38
025Matt D Huffman05/18AStrut F (Warehouse)03:38
026Ali H Rafati06/04ABStrut F (Warehouse)03:38
027Mais M Baali01/24OFA Connecting Bridge04:52
028Satoru Oda08/16OShell 1 Core (1F Floor)07:56
029Kamal Aggarwal10/23?Shell 1 Core (1F Floor)07:56
030Anthony Hampton01/29AShell 1 Core (1F Floor)07:56
031Ivan Lui04/24AShell 1 Core (1F Floor)07:56
032Hideaki Dei11/21AShell 1 Core (B1 Floor)10:04
033Cesar Pariona Oncebay05/23OShell 1 Core (B1 Floor)10:04
034Yuuko Hayashi12/04BShell 1 Core (B1 Floor)10:04
035Viktor Hamrefors08/24?Shell 1 Core (B2 Computer Room)09:14
036Miroku Sato10/25OShell 1 Core (B2 Computer Room)09:14
037Kojiro Hayama12/06BShell 1 Core (B2 Computer Room)09:14
038Mark S Eaton Fry12/12?Shell 1 Core (B2 Computer Room)09:14
039Han Yi Cheng12/20OKL Connecting Bridge14:05
040Yuta Tsubasa Teruya01/09?Strut L (Sewage Treatment Facility)14:22
041Mikiya Horiuchi11/01AStrut L (Sewage Treatment Facility)14:22
042Martin Johansson03/29BShell 2 Core (1F Air Purification Room)12:48
043TaRo ArAkAwA12/25OShell 2 Core (1F Air Purification Room)12:48
044Gaku Yamada06/24?Shell 2 Core (1F Air Purification Room)12:48
045Zheng Xuan03/16?Shell 2 Core (1F Air Purification Room)12:48
046Erasmo O Metos03/14BShell 2 Core (1F Air Purification Room)12:48
047Florian Busch05/02OShell 2 Core (1F Air Purification Room)12:48
048Peter Stillman11/16AStrut E (Heliport)06:33

The benefits to the wig you got on the last playthrough are that you have infinite ammo, as long as the wig is equipped. One good thing that comes of this is not having to worry about ammo in certain boss fights, like against Fatman or the Harrier, and so on. Another idea to keep in mind is that when you just want to get through a room that you've already taken the dog tags from, you can just mash cn_X while holding cn_LB to move and mow through anyone in your path.

Strut A (Deep Sea Deck)

The third playthrough of holding up guards. At least now we have the infinite ammo wig, which is a big help on boss fights. The M9 won't be in the Deep Sea Deck this time; instead, it's in where it naturally should be, in Strut F. That also means that the two guards in the Deep Sea Deck can't be held up, so they won't have dog tags anyway. Head up the elevator when you can, after the guards give you an opening to sneak up on them.

Strut F (Warehouse)

Luckily, the M9 isn't very far from where you enter this strut. Right across the hall is an open room, and in it is the M9 and a couple of boxes of rounds for it. Once you have it, the dog tag journey begins anew.

Strut A (Pump Room)

Now that you can actually hold him up, do so to the one guy sitting in Strut A by himself (01/49) 002 Sean M Culhane, and be sure to pick up the node if you haven't done so earlier.

The two guards on the AB Connecting Bridge require more intimidation, so we'll ignore them for now and pick them up later. There won't be any enemies until the CD Connecting Bridge, so be sure to grab the nodes in Struts B&C. The SOCOM suppressor will be in Strut F like on Easy, so we'll pick that up when we get there.

CD Connecting Bridge

The sleeping guy will have to be woken up, so use the coolant and hold him up for his tag (02/49) 011 Michael Roger Aarons.

Strut D (Sediment Pool)

Upon entering the area, immediately head to the north to find a new guard with his back facing you. Hold him up for an easy tag (03/49) 013 Joseph A McClaren, and then go for the middle guy when he's turned away (04/49) 014 Dustin Weber. For the last guard, wait until he passes the node and gives his report. When he heads back to the left, drop down to that floor by flipping over the railing. Grab the node and tail him all the way to the bomb; once he's reported in again, hold him up (05/49) 015 Wojtek Kujawa and defuse the bomb. All the bombs will be in the same locations on this difficulty.

DE Connecting Bridge

As per usual, there's a guy from the Strut E looking over the bridge, so tranquilize him before crossing. Sneak up on the enemy that should now be walking under the bridge and get his tag (06/49) 016 Kenji Yamaguchi before continuing into Strut E.

Strut E (Parcel Room)

Now that we're approaching higher difficulties, there's a second guard inside of Strut E, and he's blocking your path to the node. To get there without being spotted, try feather tapping cn_right while behind a box on the conveyor belt in front of him when it passes; he won't see you and you can reach the other side of the room this way. Once you've got your radar activated, sneak up on the "original" guard first, because the new one reports in every once in a while (07/49) 019 Tommi Eklof. Now you should do the same to the other guard (08/49) 018 Robert Viset.

Strut E (Heliport)

After the cutscenes end, go back down the stairs to find the guy looking over the DE Connecting Bridge and get his tag first (09/49) 021 Court Stauff. When you get to the top of the stairs, one of the two guards patrolling the heliport should be approaching from the left (10/49) 023 Katharine Irene Hargrove. The last guard on the heliport should be easy enough to spot, now that he's the only one remaining (11/49) 022 Frode A Steine. Remember, if you mess up and get caught, you can always just run off the edge of the heliport and you'll have any tags you've already nabbed.

Strut F (Warehouse)

As soon as you enter the room, head to the top of the stairs, but don't go down just yet. If you were fast enough, the guard nearby should have seen you and is coming to investigate. Stand at the corner and pull out your coolant, and start spraying. Once he turns the corner, he'll be stunned by it and you'll be able to quickly move behind him, switch to your M9, and hold him up (12/49) 025 Matt D Huffman. Then sneak up on the other guy on the upper floor, because he won't require a gunshot to give up his tags (13/49) 024 David R Papps. Make sure to tranquilize him, and not kill him, because when the commander sends backup into the area, they'll just wake him up and leave if he's asleep (as opposed to searching the area and sending a replacement guard).

From where you are on the upper floor, flip over the railing to freeze the bomb of this strut, and then hold the last guard up. Assuming the first two enemies are still asleep, you can freely fire your SOCOM into his arm or near him to freak him out, allowing you to get his dog tag (14/49) 026 Ali H Rafati. The last two things to do in Strut F are to activate the node and crawl through the tunnel again to get the SOCOM suppressor.

FA Connecting Bridge

A CYPHER and a guard patrol the area; shoot the CYPHER out when you can, and approach the guard however you see fit to hold him up (15/49) 027 Mais M Baali.

Strut A (Pump Room)

The guard that usually spawns during the Fatman countdown is here now, so we might as well take his tags while he's here. Enter the pump room and he should be walking the same pattern as usual (16/49) 003 Jamie DR Dickie. Once you've held him up, disarm the bomb and move upstairs to the roof.

Strut A (Roof)

The one guy on the roof should be a simple hold up like usual (17/49) 001 Jordan A Bowman. Now we can get those two guards on the bridge that we skipped earlier.

AB Connecting Bridge

Wait for the guard on the right to walk towards Strut B before holding him up (18/49) 005 David L Newell. Next would naturally be the guard on the left, who will soon move downward towards Strut A (19/49) 004 Daichi Baba.

Strut B (Transformer Room)

Like usual, sneak up on the guard in the hallway first (20/49) 007 Gavin C Elliott. At around the time you get his tag, the guard inside the transformer room should be in the perfect position to be held up. Take his tags (21/49) 006 Bren J Fraher and then disarm the bomb.

Strut C (Dining Hall)

All to do in Strut C right now is disarm the bomb, and next will be the Fortune and Fatman fights. No need to stop in Strut A this time, since the new guard appeared earlier on this difficulty.

Strut A (Deep Sea Deck)

The Fortune fight should be like usual, you can go the whole fight by somersaulting across the back of the room until the time runs out.

Strut E (Heliport)

The Fatman fight changes slightly by how many bullets Fatman can take, as well as slightly shortening the timer on the bombs he places.

Drag Fatman out of the way of his last bomb again, and you'll get Stillman's tags for the third time (22/49) 048 Peter Stillman. Now for the counter-clockwise circuit around Shell 1.

DE Connecting Bridge

The new guy on this bridge will act the same as usual, so hold him up when he passes by the bottom of the stairs (23/49) 017 John A McCormick. To get through this bridge without having a chance of being spotted, just continue along the lower walkway until you reach the stairs on the other side.

CD Connecting Bridge

The new guard on this bridge will be walking towards Strut C, so hold him up as soon as possible and drag him away from where the original guy patrols so he doesn't spot you. Once you take this new tag (24/49) 012 Takuji Tada, take care of the original guy so he doesn't spot you on your way out.

Strut C (Dining Hall)

The two guards in this area perform the same way as they usually do. Go for the one in the eating area first, since his back will be turned when you're entering the area anyway (25/49) 009 Chuoc Shan Lam. Next, of course, would be the other guard in here. If you don't want to risk getting spotted, you can always just tranquilize him and hold him up then (26/49) 010 Markus Huendgen.

BC Connecting Bridge

On this bridge are a CYPHER and a guard. Take out the CYPHER, and if you're lucky, the guard will see you and come to investigate. If he does, hide by the door until he turns around, giving you a better slot of time to hold him up (27/49) 008 Johnny Chong. If he doesn't, you have your regular two options: sneak up on him and hope he doesn't turn around, or tranquilize him and play it safe. I would recommend playing it safe, because aiming coolant at a guard's face for five seconds doesn't take very long.

Strut F (Warehouse)

All the way over in Strut F, you'll have to pick up the AKS-74U like usual, which is again in the northern room on the bottom floor. Feel free to tranquilize or kill any guards that get in your way, because any backup should be coming from the FA Connecting Bridge, and we're not going that way.

Shell 1 Core (1F Floor)

There will be a camera in the small hall you start out in, so shoot it out with your SOCOM, and fire another round into the wall. Hopefully, one of the guards in the main hall will come in to investigate; quickly switch over to your AKS-74U and hold him up (you can hold people up with other weapons with cn_LSc. If this doesn't happen to you, don't worry, because you'll still be getting everyone's tags anyway.

Since the patterns of each guard are so hard to track separately now, I won't be listing each guard's personal tag, like for the computer room. It's best to shoot out all the cameras you can, and then grab one of the enemies and bring him to an isolated spot before holding him up (the entry hall or the locker room should be fine). Grabbing the node in the locker room makes things easier as well. After holding up everyone on this floor, you should have obtained the following tags:

(28/49) 028 Satodu Oda
(29/49) 029 Kamal Aggarwal
(30/49) 030 Anthony Hampton
(31/49) 031 Ivan Lui

After you clear the floor, move on down to the computer room.

Shell 1 Core (B2 Computer Room)

Take a right after you exit the elevator to find a guard ripe for the holding (32/49) 038 Mark S Eaton Fry. Knock on the walls to isolate the remaining guards, and you'll get the following tags:

(33/49) 035 Viktor Hamrefors
(34/49) 036 Miroku Sato
(35/49) 037 Kojiro Hayama

After this, get the directional mic (and the node if you really feel like it) and head up to the B1 Floor.

Shell 1 Core (B1 Floor)

This floor will be like it has been. The guard that moves will give you (36/49) 032 Hideaki Dei, and the guy facing the wall will give you (37/49) 034 Yuuko Hayashi. Remember to keep this last guard alive when you hold him up for the retinal scan; he's going to give you the last tag of Shell 1 (38/49) 033 Cesar Pariona Oncebay. Finding Ames at this point should be super easy, just use first person view to find Ames, since his hairstyle gives him away. You don't even need the directional mic to find him (but you do have to pick it up and use it to talk to him).

Strut F (Warehouse)

All you're returning here for is the PSG-1 once again. With the infinite ammo wig equipped, you can carve through enemies with the SOCOM (recommended because of the suppressor) by holding cn_LB to move while firing.

Shell 1-2 Connecting Bridge

The number of panels on the bridge increase whenever the difficulty increases, so this time they added a panel behind the flag to the left, and in that group of seagulls to the lower right. If you don't feel like finding them all yourself, the video should be helpful.

This boss battle should be pretty interesting now that you have the infinite ammo wig; now you can fire as many rockets as you want at him. Just be sure to remember the tactics from previous runs: avoid the carpet bomb-ish attack by flipping over the rail at the right time, and hide from the missile barrage in that little nook on the other side of the bridge. Once you hit Extreme, this fight is a lot more precise in terms of how to efficiently defeat it.

When you're crawling back onto the KL Connecting Bridge, two guards will eventually appear to look at the damage and scope out the area. I had a hard time trying to sneak past them, so I eventually realized I could've just shot them. I recommend the same to you; once you can, save yourself the trouble and kill the two.

Shell 2 Core (B1 Air Filtration Chamber No. 1)

Skipping along to the first underwater area, you should come down here to find the nikita. Activate the node on this floor, because it's going to be a big maze otherwise. Take the path you'd normally take to reach E.E. and Vamp, and you'll eventually come across it. Surprisingly, it's not hidden away in some nook of the area.

Shell 2 Core (1F Air Purification Room)

Before you shoot the nikita missile into the President's room, stop at the node room. Grab it if you haven't already, and then knock on the wall that this room shares with his room. He'll put his ear up against it and not move from that spot, allowing you to not have to worry about hitting him. The correct entry hole for the nikita is the same as before, but this time, you direct the missile left at the first intersection.

Shell 2 Core (B1 Air Filtration Chamber No. 2)

The Vamp fight should be a piece of cake like usual, assuming you've been doing the little looping trick. I dunno why you'd do anything else.

The body armor is in the same place as it has been in, and you might actually find it useful when fighting the Tengu and Solidus this time around, if you haven't had trouble before. When you take your first stop with E.E. in the room you fought Vamp in, check her health. If you two got hit by a mine on the way over here, her oxygen bar will deplete much faster due to not having full health. Let her rest and sit down by simply not interacting with her for a while; her health will regenerate on its own, making the next swimming section a lot easier.

Shell 2 Core (1F Air Purification Room)

Keep E.E. in the elevator like usual. The guard in the node room will give you (39/49) 042 Martin Johansson, and then the guard in the southern area will give you (40/49) 043 TaRo ArAkAwA. Yeah, that's how Taro filled in his application to have his name be put into the game. Drag this guy to the bottom of the stairs, because a new guard will spot him if you don't. Bring E.E. to the node room and a new guard will spawn in the same hallway; he should be walking west into the hallway to the left, giving you a perfect time to sneak up on him (41/49) 045 Zheng Xuan.

Lead E.E. to the stairs, and when you turn the corner, another guard will pop out of the elevator. Continue leading E.E. to the bottom of the stairs, so that another guard spawns ahead. The elevator guy should stay around the node room area, so holding him up shouldn't be much of a challenge (42/49) 047 Florian Busch. Now bring E.E. to the bottom of the stairs, and that new guard will spawn in the southern hallway. Sneak up on him, or tranquilize him if you want to play it safe, for his tag (43/49) 046 Erasmo O Metos. Finally, approach the exit with E.E. and the last guard will spawn like usual. Wait until he faces northward to catch him off-guard (44/49) 044 Gaku Yamada.

KL Connecting Bridge

There's going to be a few CYPHERs flying about, so shoot those down before coming up to the one guy patrolling this bridge (45/49) 039 Han Yi Cheng. I recommend putting out the fire while you're out here so you don't have to stop guiding E.E. along later.

Strut L (Sewage Treatment Facility)

Alright, almost done. For this run, I recommend just tranquilizing both guards instead of taking the first one to the back. This is because the eyesight of the enemies increase with each difficulty, so the southern guard will most likely see you and ruin your plans. Tranquilizing is always a go-to method in any situation, especially with the infinite ammo wig. The first guard will give you (46/49) 041 Mikiya Horiuchi. His friend will give you (47/49) 040 Yuta Tsubasa Teruya.

Strut L (Oil Fence)

This section of the game is not too much harder compared to last time, although you will need to actually put in some effort this time. There's claymores on the first walkway like last time, but now there are a few dotted around the last walkway as well, all in plain sight when wearing the thermal goggles. Snake also won't call to give you backup until midway through the second walkway, so you'll have to fire at enemies and CYPHERs until E.E. gets to that point.

The best thing to do is to keep the thermal goggles equipped, pop a pentazemin pill, and get rid of the claymores immediately, then switch to the ammo wig and never take another pentazemin unless you have a lot or you really have to. Since you have the ammo wig, you can just fire as many rounds as you want with no consequence.

Strut E (Parcel Room B1)

Again, there's one soldier remaining in Strut E, but he's patrolling the area this time. It shouldn't be too hard to sneak up on him, and you have more than enough time to tranquilize him if you have to (48/49) 020 Gary L Curtis.

Arsenal Gear (Ascending Colon)

It's time to smack into Snake a few times, this time we'll actually be getting his own dog tags (49/49) 000 Solid Snake. They don't give any info on him in the dog tag viewer, though. If Snake has taken too much health out of you to be comfortable, you can always kill yourself with explosives in this room, or get Snake to do it for you. When you're back, you'll still have Snake's tags.

Final Stretch

With the ammo wig, things should be a lot easier now. You should be able to go the whole way to the first door by equipping a weapon like the AKS-74U and firing away endlessly into the enemy (make sure you hold cn_LB though). This "strategy" should carry you throughout both sections.

On Normal difficulty, you have to take down about 8-12 RAYs before the fight ends. Luckily for you, you no longer have to worry about finding ammo on the floor and you can just fire whenever you have the opportunity. If you haven't done so already, you should really try learning the attacks of the RAYs, because doing so is vital to finishing the Extreme run later.

Good luck with mashing cn_Y to breathe after this fight.

This fight doesn't really change a whole lot, save for health differences, of course. However, now you can use a tactic comparable to that which we use for Vamp, which is as follows:

  1. Swing at Solidus so that he blocks it with his swords. He should then go into a kicking attack.
  2. Block that attack and take two swings at him, which he won't be able to avoid.
  3. When he's getting back into a good stance and his swords cross, hit him again, but he should block it this time.
  4. He'll do his kicking attack again, so repeat as much as you can before it stops working.

This cycle isn't as reliable as Vamp's, but it definitely helps and it works. Sometimes you'll end up hitting Solidus on that third swing instead of having him block it, but it's not too much of a bad thing. Learning this cycle may take practice, but it's best to practice it now instead of later, because this is how you'll most likely be defeating Solidus on Extreme difficulty.

After this playthrough, you'll get an item called "Stealth", which is just an abbreviation of "Stealth Camouflage". This makes you practically invisible to enemies and CYPHERs, and more about this beautiful item will be detailed before your Hard playthrough. Congratulations on being a bit more than halfway done.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

IDNameDate of BirthBlood TypeLocationVideo Time
000Liquid Snake????Arsenal Gear (Ascending Colon)15:01
001Ihor Novosilets07/01OStrut A (Roof)06:01
002Julian Tan05/30?Strut A (Pump Room)00:30
003Max K Do01/01?Strut A (Pump Room)05:49
004Jenam Ryu06/21OAB Connecting Bridge06:20
005Kit M Paines02/28OAB Connecting Bridge06:20
006Stephen M Stretton04/24AStrut B (Transformer Room)06:36
007Adrian Styrsky Ellwood10/21OStrut B (Transformer Room)06:36
008Hanbum Son05/02ABC Connecting Bridge07:56
009Juan Luis Ruiz01/09?Strut C (Dining Hall)00:43
010Takayuki Kawakubo09/11BStrut C (Dining Hall)00:43
011Gregory M Roy02/01?CD Connecting Bridge01:02
012Randy Lee Way10/11ACD Connecting Bridge07:45
013Taggart D Ryan12/11?Strut D (Sediment Pool)01:14
014Sunny Hsu11/06AStrut D (Sediment Pool)01:14
015Sascha Norbert Behr03/20OStrut D (Sediment Pool)01:14
016Derrick S Edick01/22ABStrut D (Sediment Pool)01:14
017Michael Mantilla04/01ADE Connecting Bridge02:12
018Eiichiro Kimura09/03ADE Connecting Bridge07:34
019Omar Khettab02/21AStrut E (Parcel Room)02:28
020Ting Kae Lung03/16?Strut E (Parcel Room)02:28
021Eric J Melen07/17?Strut E (Parcel Room)02:28
022Chad P Bala07/22OStrut E (Parcel Room)14:42
023Gustavo L Lazo03/24?Strut E (Heliport)03:29
024Alan Chon03/16?Strut E (Heliport)03:29
025Christian Alexander Heinzer03/04ABStrut E (Heliport)03:29
026Daisuke Kato12/08BStrut F (Warehouse)04:08
027Takeshi Umeoka09/12OStrut F (Warehouse)04:08
028Masato Aoyama04/06OStrut F (Warehouse)04:08
029Yo Narita04/16BStrut F (Warehouse)04:08
030Michael S Chang05/11AFA Connecting Bridge05:34
031Lucky Zhu04/04AShell 1 Core (1F Floor)08:24
032Ryo Nitta01/23BShell 1 Core (1F Floor)08:24
033Shunsuke Katoh08/01ABShell 1 Core (1F Floor)08:24
034Toru Yamagishi05/18AShell 1 Core (1F Floor)08:24
035Sandra Stevic02/23?Shell 1 Core (B1 Floor)10:15
036Brady N Hartel10/02?Shell 1 Core (B1 Floor)10:15
037Daichi Sumitomo09/09AShell 1 Core (B1 Floor)10:15
038Chris David Adlam02/10?Shell 1 Core (B2 Computer Room)09:30
039Shingo Minakawa08/29BShell 1 Core (B2 Computer Room)09:30
040Victor Sjostrom10/03BShell 1 Core (B2 Computer Room)09:30
041Hiroyuki Sakashita07/10?Shell 1 Core (B2 Computer Room)09:30
042Kazuto Ikeda09/23OKL Connecting Bridge14:09
043Victor Melnik01/01AStrut L (Sewage Treatment Facility)14:22
044Tiago Monezi Pires de Avila04/28AStrut L (Sewage Treatment Facility)14:22
045Phil A Marchant10/06OShell 2 Core (1F Air Purification Room)12:38
046Yuusuke Kitamura10/29BShell 2 Core (1F Air Purification Room)12:38
047Carlos C Cresswell09/13BShell 2 Core (1F Air Purification Room)12:38
048Amir C Saya07/05AShell 2 Core (1F Air Purification Room)12:38
049Jeffrey Fong08/08OShell 2 Core (1F Air Purification Room)12:38
050Sverrir Fridiksson05/04BShell 2 Core (1F Air Purification Room)12:38
051Peter Stillman11/16AStrut E (Heliport)07:24

With the stealth suit, you can approach any enemy and hold them up from even in front of them. Not having to worry about being spotted in certain situations, like when trying to find Ames, is a huge burden off the two remaining dog tag runs. Just remember that after you're done holding someone up, switch over to the ammo wig so you don't lose ammo when dealing with the enemy afterwards.

Strut A (Deep Sea Deck)

The only notable thing in here now is a ration in the lockers, in the room you start out in. I'm making note of this because there are a lot less of them on Hard and Extreme, and you can only hold three at maximum now. Try not to use rations unless you're already stocked up and there's a fourth one lying around.

Strut F (Warehouse)

Since you no longer start out with the M9 Tranquilizer, you have to get it from Strut F. The M9 is on the top floor, in the southeastern room. It shouldn't take very long to get it.

Strut A (Pump Room)

Now that you're capable of holding some people up, hold up the one guy in Strut A at the moment (01/52) 002 Julian Tan. There's another ration in here, in the lockers next to the right staircase. Don't forget to activate the node in here, and the one in Strut B. Ignore the AB Connecting Bridge guards for now, we'll come back for them later.

Strut C (Dining Hall)

After you talk with Stillman, there will already be two guards patrolling Strut C. Again, this isn't a problem whatsoever with the stealth suit, so start with the guy in the node room after you activate the node (02/52) 009 Juan Luis Ruiz. Then hold up the guy at the entrance to the BC Connecting Bridge (03/52) 010 Takayuki Kawakubo.

CD Connecting Bridge

There will be one soldier here now; if you went through the Strut C guards fast enough, he should still be passed out on the ground. If you took a bit more time, he'll be patrolling the bridge. Hold him up (04/52) 011 Gregory M Roy.

Strut D (Sediment Pool)

The first soldier you should go for is going to be north of you (05/52) 013 Taggart D Ryan. Next, you should try to hold up the one patrolling the center of the room; if he doesn't walk over to investigate the first guard, try to make sure you won't be seen by the third guard on the top floor (06/52) 014 Sunny Hsu. Now, go for that third guard, who walks along the northeastern part of this floor (07/52) 016 Derrick S Edick.

Since the lower guard radios in every once in a while, it's best to save him for absolute last, which is now possible with the stealth suit. On Hard difficulty, more bombs are added for you to defuse, and even more are added on Extreme. One will be under the black panel right by the bottom of the stairs, and then there's the original position of the other bomb. After defusing these two bombs, activate the node, and then finally hold up that radio soldier (08/52) 015 Sascha Norbert Behr.

DE Connecting Bridge

With the stealth suit, you don't have to take out the guy watching over this bridge anymore. Just walk past him and down the stairs (make sure you don't deactivate the camo on the upper section of the bridge), and you'll find the soldier patrolling on this bridge (09/52) 017 Michael Mantilla.

Strut E (Parcel Room)

Head straight for the node, and then move towards the stairs to the heliport. There should be a soldier around the stairs; you'll have to drag him halfway up. He needs intimidation and we don't have the suppressor yet, so holding him up here won't cause any alarm (10/52) 021 Eric J Melen. Next, go towards the south of the room, and sneak up on the soldier there. As long as he's held up near the southern conveyor belt, you won't have to worry about the sound of the shot; it'll be too far away for the radio guy to hear it (11/52) 020 Ting Kae Lung.

Next, you're going to defuse the bomb, so that backup doesn't arrive from eliminating the radio guy. It might also be a good idea to destroy as many cameras as you can, firing from the back of the room (since they won't see you there) and wearing the ammo wig. You should also try to hit the camera near the radio soldier, so you won't have to worry about it when holding him up. Now, position yourself by the yellow conveyor machine in the southeastern corner. A new bomb will be stuck to a box, and you'll have to use coolant on it when it passes by. It may take two cycles of waiting for you to defuse the bomb, but it's a lot easier to stay in one place than to run around the room trying to guess which hole the bomb will come out of next. Finally, hold up the radio guy (12/52) 019 Omar Khettab, and then go upstairs to the heliport.

Strut E (Heliport)

Normally, we would go for the soldier at the bottom area first, but he needs a warning shot, and we still don't have the suppressor. Head for the soldier on the right side of the heliport and hold him up (13/52) 025 Christian Alexander Heinzer, and then go for the other guard on the left side (14/52) 024 Alan Chon. The only bomb on the helipad will be under the Harrier like usual. Now for the guy that watches over the DE Connecting Bridge. He's not much of a threat, so hold him up and get his tag before moving towards Strut F (15/52) 023 Gustavo L Lazo.

Strut F (Warehouse)

Head for the bomb first, which is in the same place as usual. Then, walk into the node room on the lower floor and open one of the lockers to find some pentazemin. You're going to need to pick this up, or you're going to have a really bad time with the Shell 1-2 Connecting Bridge panels and the E.E. sniping section. After you get that and activate the node, crawl through the small space in this room like usual to get the SOCOM suppressor, and equip it. You can return back to the normal area by climbing over the boxes in the suppressor room.

There should be a guard that "patrols" just outside of this room and the node room; once he's near the end of the corridor and is starting to fall asleep, hold him up and take his tags (16/52) 029 Yo Narita. If you're lucky, this will start a convenient chain of soldiers coming down to inspect the previously fallen soldier. If not, then it'll just take a bit more time. The other soldier on this lower floor will give you his tags only after you intimidate him, which will go smoothly with the suppressor (17/52) 028 Masato Aoyama. The two soldiers upstairs can be done in whichever order you feel like; having backup come in isn't a problem since you can escape this strut quickly (that and backup can't find you with the stealth suit equipped). Once you have their tags, (18/52) 026 Daisuke Kato and (19/52) 027 Takeshi Umeoka, continue on towards Strut A.

FA Connecting Bridge

There's a CYPHER and a single soldier on the bridge now. Take out the CYPHER first, and then sneak up on the soldier (20/52) 030 Michael S Chang.

Strut A (Pump Room)

The bomb in Strut A is in the usual place, but there's still a camera and a guard in here. Hit the camera first, and then curve around the pumps to find the new guard (21/52) 003 Max K Do. Then head up to the roof after disarming the bomb.

Strut A (Roof)

There's still only one guard up here; take his tags (22/52) 001 Ihor Novosilets and then walk to the southeastern part of the roof. Face south and go into first person mode, and you should be able to see a bomb. Pretty clever spot, right?

AB Connecting Bridge

Time to clean these two up. The guard on the left will give you (23/52) 004 Jenam Ryu, but he requires intimidation. Since it takes a while to take his tags, the eastern guard might walk around to investigate, but you'll still have plenty of time to take the tag and put your stealth suit back on. Hold up the eastern soldier (24/52) 005 Kit M Paines and then head to Strut B.

Strut B (Transformer Room)

In the hallway area of this strut, there are no guards; instead, some cameras watch over the hall. Shoot them out and then walk into the transformer room. One guard should be around the bottom of the staircase by now; hold him up (25/52) 006 Stephen M Stretton and do it quickly, because the other guard might spot you. An easy solution around this is to just tranquilize the upper guard before taking on Stretton. Afterwards, hold up the second guard (26/52) 007 Adrian Styrsky Ellwood, and disarm the bomb found behind the panel like usual.

Strut C (Dining Hall)

The only thing to worry about in here is the same bomb in the bathroom. After defusing it, take Sensor B from Stillman's hiding spot and start the rush to the roof of Strut A.

Strut A (Deep Sea Deck)

The bomb is cleverly hidden on the left side of the submarine. Flip over the railing and shimmy over to the right to reach an area with two white diving suits. There's a small little set of stairs here; walk up them partially and equip the coolant. You should be able to see the bomb from here, just be careful to not get too close.

The Fortune fight plays out like usual, just that hits to you are going to hurt a bit more. No need for actual tactics until the next playthrough; do cartwheels in the back of the room for entire fight and you'll be fine. After this, head to Strut E like usual for another boss fight.

Strut E (Heliport)

Fatman on Hard is actually fairly similar to the easier difficulties. Just make sure to hold cn_LB so you can fire your pistol and move at the same time (don't forget the ammo wig). The first thing you should do, though, is disarm the bombs. After a little bit of work, Fatman should drop fairly quickly. If this fight starts to frustrate you, practice makes perfect, so keep on trying and you'll eventually get it.

After Fatman is down, drag him off his final bomb and collect Stillman's tags once again (27/52) 051 Peter Stillman.

DE Connecting Bridge

After the Fatman fight is the counter-clockwise loop to pick up the new tags, starting here. The new guy will walk underneath the stairs right in front of you like usual, and to prevent being seen, make sure you have the stealth suit equipped. Hold this guy up (28/52) 018 Eiichiro Kimora and then continue onward.

CD Connecting Bridge

The new soldier will be walking towards Strut C, so run over to him before he gets too close to the original guard (29/52) 012 Randy Lee Way.

BC Connecting Bridge

Your first priority should be the CYPHER floating around. When it explodes, the guard might walk closer to you to investigate, so make sure you're invisible. Whenever you're ready to, hold him up for the last tag in this counter-clockwise loop (30/52) 008 Hanbum Son.

Strut F (Warehouse)

Since Mr. X gave you the BDM after defeating Fatman, all that's left is the AKS-74U like last time. It'll be in the same place as on previous difficulties; on the bottom floor in the northern room.

Shell 1 Core (1F Floor)

Upon entering Shell 1, shoot out all the cameras and then activate the node. You can really just do the four enemies on this floor in any order you want by dragging them into an empty hall or the locker room. The three enemies that walk along the northern and eastern wall give you (31/52) 032 Ryo Nitta, (32/52) 034 Toru Yamagishi, and (33/52) 033 Shunsuke Katoh. The guy that only walks along the western wall will give you his tags (34/52) 031 Lucky Zhu. Once you have all four tags, take the elevator down to the computer room.

Shell 1 Core (B2 Computer Room)

Take the stairs on the right, and you'll come across that one guard that stays outside of the computer room. Take his tags (35/52) 041 Hiroyuki Sakashita and then continue towards the computer room entrance. Knock on the walls, and you'll get the following tags:

(36/52) 038 Chris David Adlam
(37/52) 039 Shingo Minakawa
(38/52) 040 Victor Sjostrom

After these three are tranquilized or dead, take the directional mic and move to the B1 Floor.

Shell 1 Core (B1 Floor)

The first thing you should do is activate the node. Then, hold up the moving soldier in the break room (39/52) 035 Sandra Stevic. Next is the soldier on the left, facing the wall (40/52) 037 Daichi Sumitomo. Finally, hold up the final guy. It might be a good idea for you to drag him away from that corner first, though, so you have more room to go around him (41/52) 036 Brady N Hartel.

Strut F (Warehouse)

After escaping Shell 1, get the PSG-1 in the middle-right room of Strut F.

Shell 1-2 Connecting Bridge

The bomb panels here are a bit of a step up from Normal. Naturally it's pretty hard to describe all of their locations in words, so this video should help out with that. Keep in mind, there is one behind the Sons of Liberty Flag shown in the video. After this of course is the Harrier fight.

This should be just like usual, just dodge the attacks and fire whenever possible; this shouldn't be too much more complicated than it was on Normal. On Extreme, a lot more planning goes into beating him. On Hard, though, as long as you can remember the Harrier's attacks, this fight shouldn't take too many attempts.

Shell 2 Core (B1 Air Filtration Chamber No. 1)

In the underwater section, the nikita should be in the same place as it was on Normal, which is directly on the path to the area in which you fight Vamp. Don't forget to hit the node before swimming.

Shell 2 Core (1F Air Purification Room)

The missile path is the same as it was on Normal, so climb on those boxes in the southern part of the floor and fire them in there. Make one land kind of close to the President so that he wakes up; he's going to have to because he's sleeping right in front of the generator. Knocking on a wall in the node room should keep him there, but strangely for me he started running around after my second missile entered the room.

Shell 2 Core (B1 Air Filtration Chamber No. 2)

Hopefully you know the drill by now; hop on the ledge, wait for him to swing and get up when he does, then punch him between swings. You shouldn't really have trouble with this fight.

After he's defeated, continue in the shorter underwater section (don't forget the body armor), and you'll find some more pentazemin in the room E.E.'s held up in. Don't forget about that beloved sniping section up ahead.

Shell 1 Core (1F Air Purification Room)

After such a long trek of getting no dog tags, you'll finally be picking some more up in here with Emma in tow. Leave her in the elevator as usual and sneak up on the guy in the node room first (42/52) 045 Phil A Marchant. Then head for the southern area and hold that guy up (43/52) 046 Yuusuke Kitamura. Make sure to drag him to the bottom of the stairs on the left. Once you take Emma to the node room, another will spawn just down the hall. Take his tags (44/52) 048 Amir C Saya and then move her near the stairs. The fourth guard will appear out of the elevator; hold him up too, of course (45/52) 050 Sverrir Fridriksson. Along with that guard, the fifth will have spawned in the southern area (46/52) 049 Jeffrey Fong. Finally, the last guard will appear once you and Emma are close enough to the exit (47/52) 047 Carlos C Cresswell.

KL Connecting Bridge

The first thing you want to do is destroy the two CYPHERs outside before moving in on the one enemy here. After they're dealt with, make your move and take his tags (48/52) 048 Kazuto Ikeda. After that, extinguish the fire and then take E.E. into Strut L.

Strut L (Sewage Treatment Facility)

You're going to want to either knock out both guards before holding either of them up, or drag the first guard into the northern area with you and Emma. Once you have the first enemy's tags (49/52) 044 Tiago Monezi Pires de Avila. Then you should be free to take the second soldier's tags (50/52) 043 Victor Melnik. Time for everyone's favorite sniper rifle section.

Strut L (Oil Fence)

On Hard, the only change (not including damage given and taken, of course) is that there are more claymores laid between the second and third pillars. You'll have to shoot all of those out first, but try to be as accurate as possible; you can't wear night vision goggles and the ammo wig at the same time. Save at least one pentazemin pill for when Vamp pops out of the water.

Strut E (Parcel Room B1)

Only one new guard is walking around, listening to music like the last three playthroughs. Hold him up easily for the last soldier's tags of this run (51/52) 022 Chad P Bala.

Arsenal Gear (Ascending Colon)

Moving along to where you get the sword, cartwheel into Snake four times to knock him out. Drag his body around and you'll get the last tag on Hard difficulty (52/52) 000 Liquid Snake. Assuming you lost quite a bit of health from Snake's retaliation, you can keep hitting him to intentionally die, so you can return at the health you entered this room in. You'll still keep Liquid's tags, so there's no reason not to do this if you're uncertain your health will carry you through the Tengu.

Final Stretch

As you may well know, the Tengu fight is long and crazy. Don't even bother with the sword, just go in guns blazing with a weapon like the AKS-74U whilst holding cn_LB. You should make fairly quick work of enemies, but watch your health. One trick to kill sword Tengu is to keep shooting at them while walking straight into them.

The fight against the RAYs is pretty much the same, except this time you have to take down about 12 of the RAYs before the fight ends. This may take a few tries, but believe me, after enough practice with anything in this game, everything becomes a whole lot easier. When I went through Hard my first time, this fight took me over an hour to beat. When I was making the walkthrough, I did it in my first or second try, something I never expected. Don't be afraid to take breaks when things get too frustrating.

Good luck with mashing cn_Y when Solidus is choking you out. If you think this is tough on Hard, you're going to hate it on Extreme.

The body armor should help out a lot with fighting Solidus. Combined with the kicking loop explained on earlier difficulties, Solidus shouldn't be too much of a problem.

Once you beat Solidus on this difficulty and watch through the credits so that you can save, you'll get the third of four new items as a result of your dog tag collection. The orange wig keeps your grip at a constant 100%, which is basically only going to be useful for fighting Vamp. If you've managed to collect all of the dog tags so far, you should only have to collect about 30 more. However, since the real problems now are boss fights (and since holding up guards is pretty simple), it's best to just collect as many as you can on your final playthrough and save yourself the pain if you fall short by a mere few tags; missing only a handful will require you to play through the game again.

To prevent yourself from doing the same thing multiple times, it's vital to know that in order for you to keep your dog tags from previous runs, you need to start a new story run on the same save file as you did before. Otherwise, you'll have multiple dog tag runs on different save files, which gives you absolutely nothing.

IDNameDate of BirthBlood TypeLocationVideo Time
000Hideo Kojima08/24AArsenal Gear (Ascending Colon)16:00
001Makoto Shiragaki08/04ABStrut A (Roof)01:24
002Richard W Hair Jr10/22OStrut A (Pump Room)00:53
003Spencer P Gallagher02/28AStrut A (Pump Room)00:53
004Ruben Alexander van Ophuizen10/06ABAB Connecting Bridge01:47
005Leevi Mursula04/17OAB Connecting Bridge01:47
006Roy Grizzly07/26OStrut B (Transformer Room)02:08
007Murat Sahiner10/06AStrut B (Transformer Room)02:08
008Casey K Chan01/28?BC Connecting Bridge08:51
009David Yu09/20BStrut C (Dining Hall)02:41
010Yuta Shimizu06/15OStrut C (Dining Hall)02:41
011Callum G Whitehurst12/07ABCD Connecting Bridge03:11
012Matthew T Fenelon07/01OCD Connecting Bridge08:41
013Edward Evans05/21AStrut D (Sediment Pool)03:20
014Sonny Skinner02/21AStrut D (Sediment Pool)03:20
015Ryo Hanzawa03/06OStrut D (Sediment Pool)03:20
016Mixalis Tsakiris12/18OStrut D (Sediment Pool)03:20
017Wayne A Hindman II06/21ODE Connecting Bridge04:36
018Zeeshan Raza11/18ABDE Connecting Bridge08:29
019Mikko Pellervo Rekola05/01?Strut E (Parcel Room)04:49
020Kouji Yamashita11/03BStrut E (Parcel Room)04:49
021Makoto Chiba01/31OStrut E (Parcel Room)04:49
022David Gomez12/19?Strut E (Parcel Room)04:49
023Christopher R Martinez04/28OStrut E (Parcel Room)15:48
024Masayuki Yabuki10/10BStrut E (Heliport)05:59
025Brendan O'Connor02/07OStrut E (Heliport)05:59
026Grant Drain07/13ABStrut E (Heliport)05:59
027Yoshihiro Sakai09/09BStrut F (Warehouse)06:35
028Greg T McDaniel12/23?Strut F (Warehouse)06:35
029Ikuo Uchiumi12/31AStrut F (Warehouse)06:35
030Ai Shimamatu10/16OStrut F (Warehouse)06:35
031Derek Faria08/27BStrut F (Warehouse)09:04
032Artmed S Hernandez11/30ABFA Connecting Bridge07:46
033Rhys J Perkins10/03?Shell 1 Core (1F Floor)09:21
034Henry Van11/13?Shell 1 Core (1F Floor)09:21
035Takashi Saitou04/15BShell 1 Core (1F Floor)09:21
036Nicholas G Benson01/12ABShell 1 Core (1F Floor)09:21
037Hongoh Yuki05/07BShell 1 Core (B1 Floor)11:10
038Nicholas A Fuentes04/16OShell 1 Core (B1 Floor)11:10
039Roy PC Smillie12/09OShell 1 Core (B1 Floor)11:10
040Chris S Austin06/14?Shell 1 Core (B2 Computer Room)10:12
041Tony Pawlik06/19OShell 1 Core (B2 Computer Room)10:12
042Erik PO Appleblad05/27OShell 1 Core (B2 Computer Room)10:12
043Tooru Morita10/16BShell 1 Core (B2 Computer Room)10:012
044John Guest Jr03/18AKL Connecting Bridge14:55
045Sunny Lee11/04OStrut L (Sewage Treatment Facility)15:17
046Lei Adnan02/04BStrut L (Sewage Treatment Facility)15:17
047Ryo Harada04/24OShell 2 Core (1F Air Purification Room)13:35
048Hugo L Vidal08/10AShell 2 Core (1F Air Purification Room)13:35
049Matthias Sauermann07/10AShell 2 Core (1F Air Purification Room)13:35
050Rick BigBan Laiso04/16AShell 2 Core (1F Air Purification Room)13:35
051Josh Garcia04/09BShell 2 Core (1F Air Purification Room)13:35
052Clayton R Worrell06/22AShell 2 Core (1F Air Purification Room)13:35
053Peter Stillman11/16AStrut E (Heliport)08:19

Here it is, the last set of dog tags. With all three unlockable items now in tow, getting the tags is going to be the easy part. What you're going to be most frustrated with for sure are the boss battles and the cover fire segment, so almost all the videos for this run have been given much more detail for you to better understand the ways each battle works. You might quit at a seemingly impossible fight for a few months, like I once did with the Harrier fight, but after enough practice you can definitely get it down. If you want to get more practice in particular, there's always the VR Missions that you can look at.

And with that, here goes the last run. Don't stop at 218 (or when you think you have 218) dog tags, because learning that you don't have enough is probably the worst feeling in the world after finishing Extreme. Just get as many as you possibly can. After extensively searching through every locker and throughout both underwater sections, I was unable to find a single ration. If you get damaged in any way outside of a boss battle, it's best to just die without leaving the room to bring your health back to full. Ammo storage is at its lowest on this difficulty as well, so you'd best remember to switch to the ammo wig when holding someone up.

Strut A (Deep Sea Deck)

Like the last few runs, there's nothing for you here, since the M9 is up in Strut F. We'll also be taking a different approach this time around for obtaining the weapons, since this is Extreme. Equip your stealth suit and hide until the elevator arrives, and then move all the way to Strut C and ignore all of the guards along the way. Don't kill them, either, because we still need their tags.

If you want to find the bomb in the Deep Sea Deck before heading upstairs, it's up on the western wall near the center of the room.

Strut C (Dining Hall)

The reason we came here first instead of dealing with guards along the way is because Strut D requires you to use the SOCOM to intimidate a guard, and it's not the radio guy, so it'd cause an alarm; we come here first to get the first security card from Stillman so that we can get to the suppressor. Skipping along to Strut C shouldn't really be much of a problem for you, with the stealth suit and all. Once you've gotten Sensor A and the security card from Stillman, run on over to Strut F, and again ignore all the guards along the way.

Strut F (Warehouse)

Once you enter here from the FA Connecting Bridge, get the M9 and then hop downstairs to the node room. Activate it and check one of the northern lockers for some pentazemin for later (make sure you get it), and then get the SOCOM suppressor like usual. Once you're all set, leave and return to Strut A, where we'll finally start nabbing tags.

Strut A (Pump Room)

Since we've already started the bomb hunt, there's going to be two guards in Strut A when we return from Strut F. Hold up the first guy for his tag (01/54) 002 Richard W Hair Jr, and then head into the pump room. If you feel like it, take out the camera, and then walk around the place to find the second guard (02/54) 003 Spencer P Gallagher.

We'll also start the bomb hunt now, so slither through those pumps and get that bomb. After you've disarmed it, walk up to the roof.

Strut A (Roof)

There's only going to be one guard up here, along with the new bomb added from the Hard run. Hold him up (03/54) 001 Makoto Shiragaki and then disarm the bomb to the southeast.

AB Connecting Bridge

Like usual, there's going to be two guys here, one on each side. It doesn't really matter which order you take these guys' tags in, but the left guard gives you (04/54) 004 Ruben Alexander von Ophuizen, and the right guard gives you (05/54) 005 Leevi Mursula.

Strut B (Transformer Room)

The first thing you want to do is take out all the cameras in the hall, because we'll be dragging one of the soldiers in the transformer room into the hall to avoid detection from the second guard. Drag the first guy out there and take his dog tags (06/54) 006 Roy Grizzly, and then head inside to sneak up behind the other (07/54) 007 Murat Sahiner. Once you've taken care of these two, disarm the bomb and continue onward.

Strut C (Dining Hall)

Assuming you didn't take any tags from the guys in here earlier, there should be one about to walk down the hall towards the bathrooms. Hold him up first (08/54) 010 Yuta Shimizu before going into the actual dining hall and doing the same to his friend (09/54) 009 David Yu. The only bomb in here is still in the ladies' room, like usual.

CD Connecting Bridge

Since we took a reverse path to Strut F after our first time in Strut C, the guard here won't be on the floor, so you won't have to wake him up. Walk up to him and hold him up (10/54) 011 Callum G Whitehurst, and then move into Strut D.

Strut D (Sediment Pool)

The first guard you want to go for is the one in the middle, who gives you (11/54) 014 Sonny Skinner. Then, head over to the door to the DE bridge and wait for the guy who patrols the right side to come along to that area (12/54) 016 Mixalis Tsakiris. After that, go for the last guard on the top floor, who will give you (13/54) 013 Edward Evans. If the radio guy ever gets suspicious of something happening above him at any point, just continually drag the bodies away from him; a guard can only get suspicious three times in a row before returning back to his post.

Next, you'll want to activate the node, and then disarm the two bombs underneath the black panels like before. The first one, as always, is on the leftmost side of the lower floor, and the second one is near the bottom of the stairs. Now head back upstairs and walk to the stairs leading to the Shell 1-2 Connecting Bridge. Stand at the bottom of the stairs and look at them; you should find a new, third bomb here. With everything else taken care of, hold the last guy up (14/54) 015 Ryo Hanzawa and head to the next bridge.

DE Connecting Bridge

You don't really need to take the watchman on top out, so long as you hold the one soldier up when he's on the lower level of the bridge. Once you do so (15/54) 017 Wayne A Hindman II, walk into Strut E and get ready for a bit of planning.

Strut E (Parcel Room)

Activate the node, and then shoot out all the cameras. You should have enough ammo (and the suppressor) for the SOCOM to where you don't really need to put on the ammo wig and risk getting spotted, so just keep the stealth suit on for that. Then head towards the stairs and sneak up on the guy who walks among them when he's in the middle platform-thing of the stairs (16/54) 021 Makoto Chiba. The next guard to hold up is going to be the one who walks around the lower area in circles; wait for him to stand near the southern conveyor belt to get out of the sight range of the other two guards (17/54) 020 Kouji Yamashita.

There should only be two guards left, the radio guy and another normal guard. To get the normal guard away from the radio guy, knock on the northern face of the conveyor machine directly to the left of the staircase entryway. He should come closer to check it out, so run over to the southern side of it and knock on it there. As he moves around, grab him and drag him towards the stairs, where you'll be safe to hold him up (18/54) 022 David Gomez. Now, the bomb, which is now going to be facing a different direction on the same box that it was on last time. The best way to get as much spraying room on this bomb is to go where the second guard was standing, on the northern side of the southern conveyor belt, and wait for the bomb to pass. After you've disarmed it, hold up the radio guy (19/54) 019 Mikko Pellervo Rekola and head on upstairs.

Strut E (Heliport)

Go left and hit up that one guy looking over the DE bridge first (20/54) 024 Masayuki Yabuki. Then head up to the heliport and go left to find the second guard (or somewhere around to the left) (21/54) 026 Grant Drain. Around this time, the last soldier should be walking around the back end of the heliport, so go east to make things go faster (22/54) 025 Brendan O'Connor. After that, disarm the bomb under the Harrier and go to Strut F.

Strut F (Warehouse)

Flip over the railing to land on the crates and disarm the bomb like usual, and then wait near the node room for a guard to appear nearby. You'll want to drag him into the node room to prevent being seen by anyone else, so hold him up in there (23/54) 029 Ikuo Uchiumi and then go back outside to look for another soldier. One from upstairs should be coming down to make things harder, so just wait for him to walk back upstairs before grabbing the second downstairs guard and bringing him to the node room (24/54) 030 Ai Shimamatu.

The third guy to go after will be the northern upper floor guard, the one who isn't reporting back to the command post. The best way to do is to pull him to the small cove to the right of the northeastern door on this floor and hold him up there (25/54) 028 Greg T McDaniel. Finally, hit up the radio guy, which shouldn't pose any problems (26/54) 027 Yoshihiro Sakai.

FA Connecting Bridge

There's only a CYPHER and a lone enemy here like usual; destroy the CYPHER first and then hold the guy up to get his tags (27/54) 032 Artmed S Hernandez. Since all the bombs are disarmed, head on over to Stillman's closet in Strut C and get Sensor B to continue the story.

Strut A (Deep Sea Deck)

The last bomb is going to be on the left wall, up near the roof and towards the middle of the room. A good place to stand would be just to the left of the end of the yellow railing; you should be able to spray the bomb from there.

Your final fight against Fortune might be super frustrating due to how you can only take about two hits before dying. Since the barrels on the left and right explode shortly after being hit by her gun, I recommend hiding behind those for her first two bursts so that they're destroyed, and you won't have to worry about being caught in their explosion. The same rules for the previous difficulties apply here; just cartwheel in the back of the room. The only problem is that you might have some trouble keeping pace with the intensity of her attacks on Extreme.

Once you've been fortunate enough to have passed this part of the game, it's time to clean up another boss fight for the last time, Fatman.

Strut E (Heliport)

For fighting Fatman, always try to disarm the two initial bombs first. It's crucial that you know how to shoot while running by holding cn_LB here, as it makes the fight a piece of cake. Just unload rounds into him (with the ammo wig on, of course) and he'll fall down. Then hit him in the head, and the cycle continues. The only problem with this difficulty is that the timer for any new bombs is going to be only about 35sec.

Again, to stress the importance of knowing how to shoot while moving: I had no idea that I was able to do so for my first time running Extreme, and this fight took me well over two hours to finally get down, and involved a ton of complicated strategy that could've been easily avoided had I known how to shoot Fatman without making myself stand still.

Once Fatman's dropped the bomb, take Stillman's tag for the last time (28/54) 053 Peter Stillman and disarm that massive C4 underneath him.

DE Connecting Bridge

Now we circle counter-clockwise around Shell 1 again, starting with the DE bridge and its new guard. You don't need to worry about the old enemy and the one overlooking the bridge so long as you wait till you're downstairs to hold the new guy up (29/54) 018 Zeeshan Raza.

CD Connecting Bridge

Like always, the new guy is going to be walking towards Strut C. If you want to play it safe, eliminate the old guard first to get rid of any chance of someone spotting you while you hold the new one up (30/54) 012 Matthew T Fenelon.

BC Connecting Bridge

Now on this bridge are a CYPHER and a single guard, much like the FA bridge. Take out the CYPHER and then hold up this guard for his dog tags (31/54) 008 Casey K Chan.

Strut F (Warehouse)

Time to pick up the AKS-74U again, but this time there's a new soldier watching over that back room. He won't leave this room, and no old guards will enter the room, so holding him up should be pretty simple (32/54) 031 Derek Faria. After that, just get the AKS-74U and head into the Shell 1 Core.

Shell 1 Core (1F Floor)

The first orders of business are to destroy all the cameras in both sides of this floor, as well as activate the node in the locker room. There are six cameras in total: one is in the small hall you start out in, four are in the hall on the right, and one is in the hall on the left.

Since tracking each guard and the exact tag each one holds on this floor is a mess to keep track of, here's a list of the tags you'll find on this floor. You'll want to take every guard and drag them into the locker room or somewhere where they won't be spotted by another enemy.

(33/54) 033 Rhys J Perkins
(34/54) 034 Henry Van
(35/54) 035 Takashi Saitou
(36/54) 036 Nicholas G Benson

Shell 1 Core (B2 Computer Room)

Like before, there's going to be an enemy standing by himself near the end of the right staircase, hold him up first (37/54) 043 Tooru Morita. Knock on the outer walls of the computer room to lure guards out of it and obtain the next three tags in whichever order the guards come out in for you:

(38/54) 040 Chris S Austin
(39/54) 041 Tony Pawlik
(40/54) 042 Erik PO Appleblad

Almost done with the tags. Pick up the directional mic and head to the next floor.

Shell 1 Core (B1 Floor)

Once you leave the elevator, make sure to activate the node in the room on the right to make things a bit easier. You're going to want to drag every single one of these guards outside of the room when you hold them up, save for the last one since you need him for the door. The first guy will be leaving the break room; hold him up either after he leaves the room or after you drag him out of the room (41/54) 037 Hongoh Yuki. The soldier facing the wall will require a SOCOM bullet's worth of intimidation, and firing it in the break room will catch the attention of the other guard. Drag him outside to make sure you're safe, and then hold him up (42/54) 039 Roy PC Smillie.

For the last guy, you can just stand in front of him with the stealth suit, and then switch to the ammo wig when his arms are up. BUT, make sure that you tranquilize him with the M9 and not blast his head with the SOCOM, or else you'll have to return to another floor and come back for the guards to spawn again. After you've held him up and knocked him out (43/54) 038 Nicholas A Fuentes, drag him out near the retinal scan and wake him up with coolant to get inside the hall.

Shell 1 Core (B1 Hall)

Unlike any other difficulty, there's something very important in this hall. That would be the thermal goggles, which is going to be absolutely crucial for you to have in order to get past the E.E. cover fire section later. It's stowed away on the stage to the very left of the hall, behind the podium. Once you have it, just walk around with the stealth suit and the mic, and find Ames. Hopefully you remember what he looks like by now, just to make things easier.

Strut F (Warehouse)

After escaping the Shell 1 Core, you'll need to head to Strut F to get the sniper rifle once again, which is still in the middle right room on the upper floor.

Shell 1-2 Connecting Bridge

Here we are once again at the connecting bridge; get ready for what might be the most frustrating part of your Extreme run.

First off is the array of bomb panels laid across the bridge, which isn't too bad in itself. Try to only use one pentazemin pill for both CYPHERs in the air, and just use your pistol for the rest. Now for the real pain, the Harrier fight.

After hours of planning and strategizing, this might be the most efficient way for you to beat the Harrier on Extreme. No convoluted speedrunning tactics, just some sweet moves that you should be able to pull off through the experience you've gathered so far on previous runs. First, you always want to have the ammo wig equipped, of course. Immediately dash for the stinger and equip it, and try to hit 2-3 missiles into the Harrier as the fight starts. Then fight it like normal.

Now here's where you need to pay attention. Assuming you have full health, there's a small amount of space in difference between your health bar at full and the Kasatka's health at full. What you're going to want to do is throw stinger missiles into the Harrier until its health is between that of yours and the Kasatka's. When it matches the Kasatka's health, hit it only once more to make it where it needs to be. You do this because this is the lowest the Harrier's health will go and still do the burning jet attack (and not skip right to the carpet bomb).

When you've hit the Harrier an appropriate amount of times, get ready to skip a small cutscene of the Harrier descending onto the bridge, because that's when it's going to try to burn you with its jets. With this attack you can launch around five missiles into it, dealing a considerably high amount of damage. After this, there will be another short cutscene of it taking off; skip this one as fast as you can and you can hit it around two more times, a grand total of seven free hits from one attack.

After this will be the beloved carpet bomb attack; flip over the railing beforehand and flip back to the top when you see the bombs coming down. Flipping over railings gives you a small window of invincibility, as we've seen in the Vamp fights before. Next should be the missile attacks where you hide behind the cylinder, followed by the craziest missile barrage you'll ever see. If you haven't done so before, you can completely avoid this attack by going to the northernmost part of the bridge and waiting for the camera to face east. When it does, crouch and lean against some of the solid wall of the bridge, facing north, until the attack is over; then pelt the Harrier with a few more missiles. After that will be another cylinder-missile-dodge attack, followed by a machine gun spray. To dodge this, fall down to the bottom section of the bridge and crouch next to the large box to the north. As the Harrier moves to aim at you better, stand back up and move around to crouch again accordingly. The missile barrage and machine gun sprays will repeat until the fight is over.

With that fight out of the way, it's time to go to the Shell 2 Core and get cracking on the second half of the game.

Shell 2 Core (B1 Air Filtration Chamber No. 1)

The nikita will be in plain sight along the path to Emma, like in previous difficulties.

Shell 2 Core (1F Air Purification Room)

To get to the President, you'll have to first fire a wake-up shot to get him to move out of the way so he doesn't get blown up when the generator gets hit with your missile. Fire a missile through the same hole as all other times, and with enough tries with the ammo wig on, you'll eventually get your missiles inside the room.

Shell 2 Core (B1 Air Filtration Chamber No. 2)

This will be a breeze compared to the Harrier.

It's the same thing as all other times, grab onto the ledge and wait for him to swing at you. At least now you can use the orange wig we got from Hard, so you don't have to worry about the grip gauge decreasing.

Once you've beaten Vamp, get the body armor, which is in the same place as all other difficulties (you definitely need the body armor to fight Solidus), and then rescue Emma and take her back to the first floor. In her room is another pack of pentazemin if you want to refill your stock for the sniping section coming up.

Shell 2 Core (1F Air Purification Room)

Finally, back to dog tags. Leave Emma in the elevator like usual and sneak up on the guy just to the left of the node room (44/54) 047 Ryo Harada. Next is the guard in the southern part of the room, who gives you (45/54) 048 Hugo L Vidal; don't forget to drag his body over to the left staircase. Next, take E.E. to the node room, which causes another guy to appear down the hall. Hold him up (46/54) 050 Rick BigBan Laiso and then take Emma to the first set of stairs, spawning two more guards. Go for the elevator guard first, who gives you (47/54) 052 Clayton R Worrell, and then return to the southern area for the fifth soldier (48/54) 051 Josh Garcia. Finally, take E.E. closer to the exit and you'll come across the last guard of Shell 2. Take his dog tags (49/54) 049 Matthias Sauermann and then leave for the KL Connecting Bridge.

KL Connecting Bridge

Like before, take out the two CYPHERs, but this time equip your stealth suit and take a good look at the soliton radar. See the vision cone? A new soldier is looking over the KL bridge from on top of the Shell 2 Core. Shoot him down while still using the stealth suit and you'll be good to continue. Hold the one enemy on this bridge up (50/54) 044 John Guest Jr and then take Emma to Strut L.

Strut L (Sewage Treatment Facility)

There's two ways to go about this, like all previous runs. You can tranquilize both enemies, ensuring minimal problems with holding these two guys up, or you can grab the first soldier immediately upon entering Strut L and drag him to the northeastern corner, isolating him from his friend. Whichever way you decide to do it, the first soldier will give you (51/54) 046 Lei Adnan, and the guard near the ladder to the oil fence will give you (52/54) 045 Sunny Lee.

Strut L (Oil Fence)

This might take you a long time to get through as well, like the Harrier fight. The first order of business is to pop a pill of pentazemin and equip the thermal goggles we found in the Shell 1 Core, and look at the first walkway. Take out all the claymores, and be wary of your ammo; preserve as much as you can. Then look towards the third walkway, where you should find five more claymores from your position. You also need to keep an eye on the first column of the oil fence, to make sure Emma isn't hit with enemy fire. After all of the claymores that you can see on the third walkway are taken care of, get up and walk all the way north in the little amount of space that you have, and get back into a sniping position. Equip your thermal goggles once more to find one last claymore, which was hiding behind one of the big pillars. Imagine finally getting E.E. far enough to reach the third walkway just to have her die by that hidden claymore, making you do it all over again. Not fun.

Snake will only be ready for you to call him after E.E.'s on the third walkway, which isn't all too useful. This also means you're going to be putting in all the work, so stay sharp and destroy any enemy soldiers and CYPHERs whenever possible.

Strut E (Parcel Room B1)

Time to hit up the very last enemy soldier. He's going to be right next to the door to the EF bridge, which is convenient for us. Hold him up (53/54) 023 Christopher R Martinez and push forward to reach Snake and the crew.

Arsenal Gear (Ascending Colon)

After all those cutscenes and so forth, you'll be back with Snake and your new high frequency blade in the ascending colon for practice. Cartwheel into Snake four times total to get a very special dog tag, not to mention the last one (54/54) 000 Hideo Kojima. Assuming you've been hit by Snake in retaliation, it's in your best interest to keep attacking him so that he kills you. You'll return in the Ascending Colon with Kojima's dog tags, so nothing was lost, and you'll have your health restored to what it was before. You're going to need all the health you can get for the Tengu up ahead.

Final Stretch

You're almost there.

Going against the Tengu on Extreme should be done in a very unorthodox way compared to previous fights with them. The first section is always going to be the most troublesome; to alleviate this, try launching stinger missiles at the Tengu from very far away. This greatly reduces your chances of being hit by them, and reduces Snake's odds of running in at full force and stupidly getting cut down. When you reach the small area by the door, toss a few stun grenades and use the opportunity to tear into everyone with the AKS-74U and the ammo wig.

For the second, circular room, you should be completely fine pulling out the AKS-74U and spraying bullets like crazy, running in circles holding down cn_LB. Keep in mind that the only rations available to you on this difficulty are going to come from Snake when you're on low health in these two Tengu-infested rooms; only use them if you really think it's necessary. Remember that you can stop bleeding out by crouching.

When you've finally beaten the Tengu, you'll be at Arsenal Gear's rectum as Solidus monologues for a bit. Run to the center of the area to find a ration. Do not under any circumstances use this ration in particular; if you have another saved from the Tengu fight, that leaves you with a grand total of 2/2 rations that you can hold. Only if you have two rations should you consider using one for the Metal Gear RAY fight.

This fight might take you up to around 10 minutes, because you have to deplete 20 RAYs' worth of health before the fight ends.

At the start of the fight, try to reduce one of the three initial RAY's health down to the point where it'll hop onto the platform, making the fight a lot more controlled. As a RAY adjusts its legs around to get in a good attacking position, fire a stinger so that the missile hits the knees before the RAY can even attack. Then, fire one at the mouth to deal massive damage. As it fixes its legs after being hit, repeat the process, preventing any RAY on stage from attacking you as much as possible. You also need to look out for the occasional missile strike attack from the other two dormant RAYs around the stage. When a damaged RAY is leaving the fray, take the opportunity to get a few shots in at another Metal Gear nearby to get a head start on their health. Again, make sure you have at least one ration at the end of this fight, you'll need it for Solidus.

Good luck with mashing cn_Y when Solidus tries choking you out, your fingers are going to be really tired afterwards. Try your absolute hardest to maintain as much health as possible.

The final fight. The fight that determines whether or not all the time you spent collecting tons of dog tags will actually be rewarded with one single achievement.

Definitely equip the body armor for this fight; it reduces the challenge of this fight immensely, and it's still going to be pretty hard. Make good use of the Solidus loop here. If you forgot what that was, here's the basic rundown of it:

  1. Swing at Solidus at close range. This will cause him to go into a kicking attack.
  2. Block this attack, and successfully attack Solidus twice.
  3. As he recovers, hit him again. He'll block this attack, which is a good thing. This block will activate another kicking attack, restarting the loop.

In the second wave of the fight, Solidus will make the stupid decision of knocking his tentacle things off. The only attack you won't be able to block at this point is going to be his one attack where he takes both swords, lifts them above his head, and swings them down onto you, so block whenever an attack is coming. You can either get back into a Solidus loop in this stage of the fight, or you can just swing at him whenever you can. After you've finally defeated the man on Extreme, pat yourself on the back and take a breather. You're one of the extremely small population who've proven themselves masochistic enough to do this for 80G. Wanna do it all over again?

The achievement will pop after the credits roll. If you don't really pay attention to the beautiful song that plays, this would be the one time out of any to just sit back and enjoy it. After getting a minimum of 218/242 dog tags, you will be granted the blue wig, which gives you infinite oxygen underwater. Not only is that incredibly useless, but there should now be no reason for you to run through the Plant ever again, so you won't use this wig anyway. Not that you did this for the wig itself.

I dunno why you'd want to collect more dog tags if you've already gotten the Great Dane achievement, but if you want to get all the tags for the five Tanker playthroughs, meaning all the tags on all ten different playthroughs, you'll be presented with a link to a Konami website as compensation for your efforts. Unfortunately, the website doesn't even belong to Konami anymore, so you get nothing in return save for bragging rights.

VR Missions are going to be one of the two major obstacles for you in MGS2; it generally takes 20-30/35 hours for some people. It's recommended you start off your grueling journey of VR Missions with Raiden instead of Snake. This is because Raiden's three different characters are much easier than Snake's four characters, so you may as well get them done first so it feels like you've made some progress. There's nothing like dragging yourself through countless VR Missions and thinking you've done nothing significant towards this achievement.

Raider's VR Missions, like all other characters, are grouped into several categories. Each category will have a small description about them except for the variety missions, which are all fairly different from each other. It should also be noted that there is a leaderboard for each mission, similar to arcade cabinets with default scores. You don't need to place on the top three in order to have the mission count; finishing each VR Mission once is enough to get by. If you're doing Raiden's missions before starting the main game, this will be great practice on how to use the controls and getting used to certain functions.

The way that the save files work in VR Missions is that you should try to save every once in a while by scrolling to the bottom and overwriting your save. I've never experienced the game crashing, and I would be surprised if anyone else had. After saving, the file will show you your overall percentage of completion of all VR Missions.

Raider's sneaking missions are really easy. Some use larger maps than others, but with a bit of practice they're not too bad. Pushing up against walls and learning the guard's movement patterns goes a long way here.

Metal Gear Solid 2: Substance | Raiden VR Missions: Sneaking

The Eliminate All missions use the same maps as the Sneaking missions, and you're given some weapons to either knock out or kill every enemy in the level before the exit becomes available. After doing the Sneaking missions, these should be pretty easy to do as well.

Metal Gear Solid 2: Substance | Raiden VR Missions: Eliminate All

There are eight weapons Raiden will use for the next group. Each one has only five missions each (totaling 40), and all of them give you far more than enough ammo to get the job done.

Metal Gear Solid 2: Substance | Raiden VR Missions: Weapons

The First Person View missions take you through the basics of the controls for first person, except I don't think you can ever actually move in first person in the actual game like this. Since MGS2 provides a still position for the camera, normally you'd get a bird's eye kind of view of the enemies, but not in first person. These are mildly frustrating and should hopefully take up only a little bit of time. Fortunately, only Raiden and Snake have First Person View missions, so there's only ten total between both of them. Using cn_LS will make things a lot worse than they have to be; I used cn_dpad to move instead, and that was definitely better.

Metal Gear Solid 2: Substance | Raiden VR Missions: First Person View

Variety Mission 1: You will have to navigate through a course, dodging mines as you go. Your health can take a few of them, but in certain areas, hitting a mine means falling to your death. It's a good idea to become familiar with this course if you're having trouble, as well as perhaps practicing moving through the narrow walkway if you want to cut down on time.

Variety Mission 2: This mission uses the same course as the first Variety mission, but this time you'll have to shoot all the targets. The beginning's targets will be fairly tricky, and you may have to lean to shoot as many targets as you can before running over the blocks that phase out of existence. The beginning is the most tricky part, so if you get through that you should be good to go; the remaining targets are very easy to find.

Variety Mission 3: This short mission is all about knowing when to let go and hang on to the ledge below you. The beginning of this mission's video will be hard to replicate. Normally, you should try to make your way down the ledges in order to get to the bars and shimmy across those. As a reminder, press cn_Y to flip over onto a ledge, and press cn_A to let go. Pressing cn_Y again will make Raiden grab back onto the ledge. Moving across the bars will eventually bring you to the exit.

Variety Mission 4: Emma will be unconscious on the ground in a large open area, and you'll have to shoot eight enemies with a sniper rifle before they get to her. You'll have a PSG1 and a PSG1-T at your disposal, as well as pentjazemin to make your aim steady, so taking out all eight should be no problem.

Variety Mission 5: The mission takes place in the dark, similar to some of the First Person View missions. You will have to neutralize five enemies and get to the goal. There isn't much of a perfect strategy to this, except try to look in the dark for any soldiers and either choke them out or kill them. If they sound the alarm, don't worry, as reinforcements shouldn't be coming in. This will actually make finding the enemies easier by finding where they're shooting at you from. The difficulty set for Raiden is most likely only Very Easy, so you'll be able to take many hits before going down.

Variety Mission 6: Raiden has to sneak by several gigantic dinosaur-GRU soldiers and reach the end at the top of a tall building across the map. Normally, this would take a lot of trial and error through learning how each soldier (there's four of them) looks around, or you could also load up the video, which will show you the fastest way through all of them.

Variety Mission 7: Zako Survival. I can't stand these, and if you're committed enough to finally reach MGS1 Snake's Variety missions, you will also hate them too. Naturally, this Mako Survival is much easier than MGS1 Snake's, and has four waves to it. The first wave has only one soldier, so pick up everything scattered around the area and then take him out. The second wave has six soldiers, some of which will come after you while others will never leave their side of the map. The third wave has 14 soldiers, composed of tengu assassins, riot shield soldiers, and normal soldiers. The method to dealing with the assassins is to use coolant to distort them, and then kill them. When doing this, be wary of the riot shield soldiers and others coming to your side with shotguns.

Once all 14 soldiers are dealt with, you will face the mighty Gurgulon, one of the giants from the last Variety mission. I honestly have no idea how to legitimately defeat him, but the way I do it is to stand near the center structures until he blows them up. Underneath will be a book of pretty women, so lay it down on the ground and stand right on top of it. After he sees it, watch the short cutscene to see what happens to him.

Metal Gear Solid 2: Substance | Raiden VR Missions: Variety

These missions test how you are with finding bombs and neutralizing them. Most often, you should have at least one scanner in your cn_LT inventory, which should help out. For Raiden's missions, all five only require Sensor A.

Metal Gear Solid 2: Substance | Raiden VR Missions: Bomb Disposal

Elimination missions are just like the Eliminate All missions from earlier, except these take place on different sections of the main story. You will have to dispose of all enemies before the exit will open up.

Metal Gear Solid 2: Substance | Raiden VR Missions: Elimination

The Hold Up missions are my personal favorite, and are very good practice if you need to learn how to hold people up for dog tags. Pressing in on cn_LS will make you hold your gun out, and if nearby an unaware enemy, will hold them up. For pistols, this also works by holding cn_X, but I don't recommend using cn_X for VR Missions because you won't always have a pistol on you with other characters. Upon the successful hold-up of an enemy, he will phase out of existence, making it easier for you to reach remaining soldiers.

Metal Gear Solid 2: Substance | Raiden VR Missions: Hold Up

Photograph missions require you to take certain pictures, some of which will require some creative thinking. If you can't think of how to do them, you can always check the playlist below. If you don't like these missions, you're in luck, because only Raiden and Snake have Photograph missions.

Metal Gear Solid 2: Substance | Raiden VR Missions: Photograph

After finishing only one VR Mission, the game taunts you with this meager achievement.

While Raiden never wears Gray Fox's/Mr. X's cyborg ninja suit, he is granted it for another set of VR Missions. The only weapon Ninja Raiden has is his High Frequency Blade, so he has noticeably less missions than Raiden did. For example, he only has five weapon missions, which are all naturally for the HF Blade. Raiden and Snake are the only two characters that have First Person View and Photograph missions, so you'll be given even fewer missions.

Sneaking for Ninja Raiden is just about the same as for Raiden, but the soldiers' sight improves and they'll be able to see you better. If you don't want to lug your sword around, you could put it away whenever you want. You can also put it away without the sheathing animation by pressing cn_RT while pressed against a wall, which is faster than having to stand still during the animation, of course.

Metal Gear Solid 2: Substance | Ninja Raiden VR Missions: Sneaking

The Eliminate All missions work in the same way, except now you'll only be able to either break someone's neck, knock them unconscious, or slice them up. You still can't be caught, or else the mission will fail.

Metal Gear Solid 2: Substance | Ninja Raiden VR Missions: Eliminate All

Again, the only weapon Ninja Raiden can use is the High Frequency Blade, so he's got just five missions pertaining to it in the weapons section.

Metal Gear Solid 2: Substance | Ninja Raiden VR Missions: HF Blade

Variety Mission 1: This takes place in the dark, like one of Raiden's First Person View missions, except now you have to eliminate all seven guards in the area. The layout is basically always the same here. If you can't find anyone or cause an alert, that might make things go a bit faster since enemies will be rushing you, but make sure you can stay alive.

Metal Gear Solid 2: Substance | Ninja Raiden VR Missions: Variety

Disposing of bombs is just about the same, the only difference being that you can only use the HF Blade as a weapon. If you can't find a bomb, feel free to use the videos as guides.

Metal Gear Solid 2: Substance | Ninja Raiden VR Missions: Bomb Disposal

Elimination missions, as you'd expect, are also the same save for the weapon loadout. Getting caught won't stop the mission, but reinforcements never arrive in these types of missions.

Metal Gear Solid 2: Substance | Ninja Raiden VR Missions: Elimination

X Raiden isn't some super cool version of Raiden, it's actually just him when he's naked. He's only got one mission, comprised of sneaking through five of the Sneaking/Eliminate All maps within 2 and a half minutes total. This works so that if you sneak through the first mission in 10 seconds, you'll have 2:20 left for the next four missions. If you get caught after 10 seconds of the second map, you'll start the second map over again with 2:10.

When you're done with this one mission, you'll have technically finished an entire character in a very short amount of time. I suggest taking the time to congratulate yourself, because with each variation of Snake brings even more difficulty and frustration.

Solid Snake in these initial missions has his looks from near the end of the Big Shell Incident. These missions are just about on par with Raiden's difficulty, so you shouldn't have any trouble. Again, only Raiden and Snake have First Person View and Photograph missions, so if you didn't like Raiden's and want to get Snake's out of the way, be my guest. I didn't favor them much either.

If you haven't done the story yet, these should be a nice introduction to how sneaking works in this game. You don't need to kill anyone, but feel free to get rid of people who might be giving you trouble. If you've done Raiden's missions first, these should be a breeze.

Metal Gear Solid 2: Substance | Snake VR Missions: Sneaking

These will be just like the Sneaking missions, but you have to kill/knock out everyone in the level.

Metal Gear Solid 2: Substance | Snake VR Missions: Eliminate All

The weapon modes are just about the same as Raiden's, requiring a small amount of skill for each weapon. The only difference is that instead of the HF Blade, Snake has five missions where he uses no weapons whatsoever and hits targets with CQC (Close Quarters Combat). What I didn't know before (and I wish I did) was that you can press cn_LSc when using a weapon to keep it in a holding-up state, which is super useful for weapon missions, because this mode will lock on to targets when you're close to them.

Metal Gear Solid 2: Substance | Snake VR Missions: Weapons

The FVP missions, to me, are kind of annoying. On this difficulty they shouldn't be a problem in terms of staying alive, but the videos are available if you're not sure how to do one of them.

Metal Gear Solid 2: Substance | Snake VR Missions: First Person View

Variety Mission 1: For this first mission, just be very careful and try not to fall off. To be more precise when not moving diagonally, you can also use cn_dpad to move around as well.

Variety Mission 2: This takes place on the same map, but you now need to shoot targets to finish the mission. This is where locking on would have been useful for me if I knew about it before. Press cn_LSc to make your weapon go into this locking on mode. This will allow you to move and aim at a target at the same time, which is what you'll have to do for the beginning of this mission.

Variety Mission 3: For this mission, you need to drop off of railings and catch yourself on one below you. When you're hanging on an edge, press cn_A to let go, and mash cn_Y to try to grab a ledge when you're falling down to it. Hitting a mine is basically a game over for you, because it will make your grip gauge drop much faster for the rest of the mission. This will probably take a few tries.

Variety Mission 4: There's a "person lying on the floor" and 26 soldiers will be rushing her position. This person is Meryl from Metal Gear Solid, if you didn't know this already. Pentazemin will steady your aim, so make sure to use those. Although there's 26 enemies, this shouldn't be too hard to do.

Variety Mission 5: You need to take out six enemies in the dark. The only problem you should have here is actually finding the enemies, and since the difficulty is so easy for Snake missions, you might want to just get caught if you want to get this mission done fast; that way, the enemies will come to you most of the time.

Variety Mission 6: These giant dinosaur soldiers from another dimension will be looking for you, and it will be game over if you get spotted. If you try this on your own it may take a few tries and can be pretty frustrating, so I suggest just seeing how it's done first.

Variety Mission 7: This is another Zako Survival mission, consisting of four waves. The first three waves should be very straight-forward: pick up as many supplies as you can and try not to get hit while eliminating the enemies. But the last wave is a boss battle against Mech Genola, a robot version of Genola from Metal Gear Solid's VR Missions. To defeat it, you'll need to use a chaff grenade to make it freak out, then fire a stinger missile at its head. The head will still be able to fire at you when it's on the ground. The way to make Mech Genola take damage is to push the head into the small hole behind Mech Genola's feet by firing stinger missiles at it.

Metal Gear Solid 2: Substance | Snake VR Missions: Variety

I'm going to always recommend just watching the videos to find how to deal with the bombs and where they are. This will save you a lot of time.

Metal Gear Solid 2: Substance | Snake VR Missions: Bomb Disposal

The Elimination missions aren't too much trouble, but you should try to get into the habit of conserving your ammo by choking people out when you can.

Metal Gear Solid 2: Substance | Snake VR Missions: Elimination

Hold Up missions should play out exactly (if not, almost exactly) like Raiden's missions.

Metal Gear Solid 2: Substance | Snake VR Missions: Hold Up

These are super easy if you know what to take a picture of. Chances are that you won't your first time through, so I recommend just watching the videos for these. The missions where you have to take a picture of a poster will have a different solution depending on which poster you have to take a picture of, of course.

Metal Gear Solid 2: Substance | Snake VR Missions: Photograph

Congrats, if you've finished all of Snake's missions, as well as all three Raidens' missions, you'll now have finished 4/7 characters. If not, congrats anyway, because now you can move on to some more difficult VR Missions.

Pliskin missions use Snake in his soldier outfit from the Big Shell Incident. By now, you should have realized that the entirety of VR Missions is almost the exact same missions over and over, with increased difficulty. From this point on, you won't have any more Photograph or First Person View missions anymore, but now the levels will become more and more challenging as you move up the rung of characters.

At this point, VR Missions will still be easy to do. Don't forget that you can hold up enemies by either pressing cn_LSc (recommended) or by holding cn_X.

Metal Gear Solid 2: Substance | Pliskin VR Missions: Sneaking

Like the previous set of missions, Eliminate All will also be pretty simple. Just do what you did before and get rid of the enemies.

Metal Gear Solid 2: Substance | Pliskin VR Missions: Eliminate All

For these next 40 weapon missions, you will need just a bit more skill than before to finish these. All are naturally pretty simple, but the weapon type that gives people the most trouble from Pliskin up to MGS1 Snake is the grenade launcher/grenade missions. But like with all missions thus far, practice makes passable.

Metal Gear Solid 2: Substance | Pliskin VR Missions: Weapons

Variety Mission 1: There's some curry on the battlefield and seven soldiers want it (or they don't want you to have it). Only one soldier will come out of hiding at a time, making this a breeze. You can take all five pentazemin you have at once; the effects will stack, so you won't have to stop and take another pill if you need to.

Variety Mission 2: For this one, you need to take out seven more soldiers in the dark. Doing this should be pretty easy. To make things easier to see, there's some night vision goggles on the top of the structure to the left, but watch out for enemies if you're trying to get the goggles first.

Metal Gear Solid 2: Substance | Pliskin VR Missions: Variety

Like with all Bomb Disposal missions, I will always recommend just watching the playlist to learn where the bombs are and how to take care of them instead of going through the mission blind and having to retry a bunch of times. After all, you only need to complete all of these VR Missions, not get a top score or anything.

Metal Gear Solid 2: Substance | Pliskin VR Missions: Bomb Disposal

For Pliskin, Elimination won't be too much of a challenge. If you want to hold enemies up, you might not be used to pressing down on cn_LS instead of holding cn_X. Pliskin won't usually have a pistol, so pressing cn_X will make him fire his weapon. cn_LSc is the way you should try to get used to holding enemies up if you're not used to it already.

Metal Gear Solid 2: Substance | Pliskin VR Missions: Elimination

Again, with Hold Up missions you should be fairly okay, especially at this difficulty. You may or may not have a few problems with Lv10, but the invisible soldiers in that level are pretty easy to find.

Metal Gear Solid 2: Substance | Pliskin VR Missions: Hold Up

Well, to get this far you've gotten through half of the Snake missions. Does it feel repetitive yet?

The Sneaking missions for Tuxedo Snake might require a bit of thinking, but they shouldn't give you too much trouble.

Metal Gear Solid 2: Substance | Tuxedo Snake VR Missions: Sneaking

The same goes for the Eliminate All missions as well, since they're practically the same. You should try to conserve ammo for other enemies and cameras by choking out enemies when you have the opportunity to.

Metal Gear Solid 2: Substance | Tuxedo Snake VR Missions: Eliminate All

Again, an increase in difficulty for the weapon missions occurs once more. The grenade missions should be the most troublesome, but they won't be as hard as the grenade missions for MGS1 Snake. You might also have a bit of trouble figuring out how to direct the Nikita missiles the right way, but that's why we have videos.

Metal Gear Solid 2: Substance | Tuxedo Snake VR Missions: Weapons

Variety Mission 1: You gotta make sure nobody touches your noodles. There will be two streams of enemies in groups of ten, which is convenient. But the downside is that you will be given no pentazemin. I recommend lining up your sights and mashing cn_X as fast as you can to unload rounds onto the enemies. That will make this mission a lot easier than it was intended to be.

Variety Mission 2: This will be another mission where you have to eliminate all the enemies in the dark. If you watch the video guide on how to do this one, I was able to lure four of the seven enemies to the starting area and take them all out right off the bat. One more enemy should be in the "main" part of the level, and he'll have a flashlight, so he shouldn't be too hard to find. The remaining two will be on the way to the end of the level, and they'll be right next to each other.

Metal Gear Solid 2: Substance | Tuxedo Snake VR Missions: Variety

The bombs in these missions will detonate if you get too close to them. If you don't want to just go through trial and error and waste time, I suggest just looking through the videos to find where the bombs are (they're not long). If you ever get caught and a bunch of soldiers are coming after you, you can just enter the next room and die to respawn with the same amount of progress you had before.

Metal Gear Solid 2: Substance | Tuxedo Snake VR Missions: Bomb Disposal

Elimination missions should be a fun challenge; the only level you might find frustrating would be Lv10, due to some soldiers being invisible.

Metal Gear Solid 2: Substance | Tuxedo Snake VR Missions: Elimination

The Hold Up missions should also be pretty alright in terms of difficulty. Like with Elimination, Lv10 has some invisible soldiers, but many of them can be taken care of by knocking on the walls in the room that President Johnson is usually held in.

Metal Gear Solid 2: Substance | Tuxedo Snake VR Missions: Hold Up

If you've gotten through all of Tuxedo Snake's missions, you should be close to getting all of these missions over with. If you've already done all three variations of Raiden, then your sharpened skills won't dull on easy levels and you can try out the hardest VR Missions in the game.

Before we start, I would just like to remind you that you won't get a single achievement for "trying", or any amount of G for "almost getting there". As harsh as it sounds, unlocking MGS1 Snake's VR Missions is no promise of completion. But still, you've made it through about 83% of a total of over 500 missions, so you should still be pretty proud of the skill you've built up and you've got a good shot at finishing them all.

If you want to get the hardest missions out of the way so you only have to look at the easier ones, you're going to have to finish all five Grenade missions as well as all three Variety missions. If you hated the Variety missions for Tuxedo Snake, you've got no idea what's coming up next. They're seriously the most frustrating thing in the entire game, perhaps even the first three MGS games. If you actually manage to complete the Grenade and Variety missions without giving up on the game altogether, don't relax yet, because everything else has still been amped up even further from Tuxedo Snake.

Sneaking missions have become actually difficult this time around, because guards move through their routinely stops much faster than before and have the eyesight of an average human being (as in, if they spot a smidge of you past a wall, you will fail the mission.

Metal Gear Solid 2: Substance | MGS1 Snake VR Missions: Sneaking

Eliminate All missions work the same way, and as always are identical to Sneaking missions. Choking out guards may be your best bet in some cases, because it's silent and doesn't use up ammo.

Metal Gear Solid 2: Substance | MGS1 Snake VR Missions: Eliminate All

If you haven't heard this from anywhere else yet, the Grenade missions give people the most trouble. I really suggest getting these out of the way first so you don't have to worry about them. The other seven weapon types can get pretty crazy themselves, but definitely not as bad as throwing grenades towards rapidly moving boxes.

Metal Gear Solid 2: Substance | MGS1 Snake VR Missions: Weapons

Variety Mission 1: This mission is horrible. Everyone who's played it hates it, and so will you. 31 guards rushing toward Snake's cardboard box, and all you have is a sniper rifle and five pills of pentazemin. How the hell is this possible, you might ask? The video should provide a decent strategy on how to start and some insight on the guard's patterns of movement; otherwise, practice will always improve your performance. People generally take out about 13-17 enemies and then focus on protecting the box.

Variety Mission 2: All there is to do here is take out seven enemies in the dark. It's possible to take out about two while still remaining in stealth for sure, but after that I just went and caused an alert, so that I could find the enemies easier. There should be two in the area past the mines to the northeast of the area, as well as the goal.

Variety Mission 3: The last mission of survival. This is by far the toughest mission in the entire game. It starts you off like it's going to be easy with one measly guard, so pick up as much as you can for later and take him out. It's crucial to take all the items you can after it's safe enough for you to do so in each wave. When the next wave starts, with nine guards to eliminate, pull out your stun grenades and toss them towards the halls to your side of the map to the left and right. Some will rush you, which will hopefully get eliminated by the stun grenades you threw, while others never leave the opposite side of the map. The third wave has Tengu soldiers, so it is again suggested to use coolant on them to disorient them before finishing them off. This third wave is honestly the hardest of the bunch.

The last wave takes you to another gigantic GRU soldier, Genola from Metal Gear Solid's VR Missions, this time. There's a really fast way to defeat him instead of trying to hit the targets behind him: launch a missile at the floating diamond above the two of you, which appears briefly to the left each time it moves around its circular path. His punches should be very easy to predict, so the only problem now should be hitting the target.

Metal Gear Solid 2: Substance | MGS1 Snake VR Missions: Variety

The last five Bomb Disposal missions are actually not all that bad, it might just take a bit of practice, like most of these missions. I highly recommend using the video guides so you can a least know where the bombs are, as well as a strategy to finish the mission.

Metal Gear Solid 2: Substance | MGS1 Snake VR Missions: Bomb Disposal

When I went through MGS1 Snake's missions, I saved the Elimination missions for last; I definitely underestimated how hard these would actually be. They aren't Variety Lv03 hard, but they were certainly more difficult than I was expecting. I recommend watching how to do these instead of working with the levels over and over.

Metal Gear Solid 2: Substance | MGS1 Snake VR Missions: Elimination

These are very tricky missions, even if enemies evaporate after being held up. It definitely takes a lot of practice to get each of these missions down right, because enemies on this difficulty almost have the vision of a real person (which is to say, not blind after 15 feet in front of you).

Metal Gear Solid 2: Substance | MGS1 Snake VR Missions: Hold Up

If you've gotten through all of MGS1 Snake's missions, you should now be at 100% completion for VR Missions and you should get your elusive fortune:

For this one achievement, you have to play through eight bosses (Fortune is not included) in a single go, with your health bar retaining its status after each fight. You can choose between Easy, Normal, and Hard, and naturally you should go with Easy, since there are so many other things you have to do with MGS2 alone anyway. When it comes to the character selection, choose Raiden, because otherwise you'd be fighting Solidus with CQC with Snake. There are rations just about everywhere on Easy, and the difficulty is more akin to Very Easy than Easy itself. You should be able to do this right after beating the story for the first time.

When you tackle the Snake Tales, it's best if you became familiar with the boss fights first, because each Snake Tale has incorporated at least one of the fights into the story, except for Fortune's. You may find these a bit challenging if you've not completed all of the VR Missions or the dog tag run on Extreme yet to build up practice and experience with the game. You'll notice that the Snake Tales' titles start with the letters A-E, and are categorized like that in the save file info. There won't be any mention of all the times that story text comes up, because there's so many times that this happens that it wouldn't be worth it.

Snake Tale A: A Wrongdoing

Strut A (Pump Room)

The mission starts off with you on the roof of Strut A, and the objective is to go to Strut F to find Ames. There's a ration on the roof if you think you'll need it. When you're in the pump room, wait for the right moment to sneak past the guard and get to the FA bridge.

FA Connecting Bridge

As soon as you get onto the bridge, take the stairs down to the lower level. This prevents you from being seen by the CYPHER. If the one enemy here sees you, continue running into Strut F and you'll be completely fine; he won't react fast enough to do anything about you.

Strut F (Warehouse)

There should only be one enemy on the lower floor of Strut F. Choke him out (since you won't have a weapon until you meet Ames) and head up to the northwestern room on the top floor. Ames will already be inside and he'll give you the SOCOM.

EF Connecting Bridge

Upon entering this bridge, you should be able to see two CYPHERs. One will be immediately to the left, and one will be near Strut E. A third CYPHER is hovering near the Shell 1 Core, so destroy that one too. When you cross the bridge into the Shell 1 Core, lean up against the railing the entire time to keep this bridge intact; you'll want to do this so that you can run to Strut E as fast as you can later.

Alternatively, if you want to just get the mission over with and the story could matter less to you, you could just immediately head into Strut E at this point and move on up to the Heliport. Skip ahead to the appropriate section (Strut E) if you choose to do so, but this will lead to the "bad ending" for this Snake Tale. This will still count towards the achievement.

Shell 1 Core (1F Floor)

Walk into the hall and approach the corner to the south. Knock on the wall, and a guard should hear you. Equip the coolant and spray it to where the guard will eventually walk, which will stun him briefly, giving you the perfect chance to hold him up and deal with him. Now go into the locker room. If we were to call the leftmost locker on the southern wall Locker 1, then open Locker 2 to find the directional mic, and open Locker 4 for chaff grenades. You definitely need those chaff grenades to make this Snake Tale easier.

With these items in tow, make your way to the elevator, taking care of one other guard here, and press the button. As it comes up, shoot out the two cameras in the eastern hall, because you won't want to shoot them out later.

Shell 1 Core (B1 Floor)

Nothing to do here but go straight into the hall to find Jennifer with the directional mic. Out of the few civilian models in MGS2, she's a brown-haired woman in a dress. Unfortunately, there are quite a few women who fit this description. Jennifer, however, is emitting a small beeping signal, which you can detect with the directional mic. She'll tell you about the bomb underneath the hostages on the B2 Floor. If you want to save them, you'll have to disarm that bomb with the coolant you have on you.

Shell 1 Core (B2 Computer Room)

When you go down the stairs on either side, you'll find two guards patrolling the outside of the computer room. With some quick shooting and holding cn_LB, you should be able to get rid of them quickly at the cost of a few bullets. One more soldier is walking on the perimeter of the computer room; watch your corners and hold him up when he's looking the other way, and dispose of him as you will.

There's only one other enemy on this floor inside the computer room, but he's actually completely useless, so you don't need to bother with him. The bomb is going to be underneath the computer terminals in the middle of the room, so you'll have to get on your stomach to disarm it. After the threat is eliminated, there's only one last thing to do.

Shell 1 Core (1F Floor)

With the cameras taken care of, and due to the lack of any kind of threatening security, you can walk directly out to the EF bridge without any cause for worry.

EF Connecting Bridge

When you leave the Shell 1 Core, don't even move an inch. Moving too far out, without even touching the bridge, will cause a CYPHER that's looking inward to spot you, causing an alert. To solve this problem, toss a chaff grenade you picked up earlier at your feet. The CYPHERs outside will go haywire, and the bridge that you left intact will give you enough time to reach Strut E with ease.

Strut E (Parcel Room)

You'll notice upon entering Strut E two guards in your approximate area. One is to the north near the staircase, and one is behind a conveyor belt. The easiest way to deal with these two guards is to just shoot them to death immediately. No other soldiers in this room will be fast enough (or hear the shots) to react to you and you'll be free to move up to the Heliport. If you do get injured in attempting this, don't worry, because the upcoming fight is at a fairly low difficulty.

Strut E (Heliport)

Surprise, it's a Fatman fight. If you were reading the text story, you knew this was coming. It's just as it would be any other time, but the difficulty is set around Easy-Normal. Disarm the two bombs Fatman has placed, and then go after him, using cn_LB to shoot while moving to knock him down.

If you're doing the Snake Tales after collecting all the dog tags, you won't be granted the luxury of any infinite ammo, so you'll have to actually pick up some bullets if you run out (crazy, right?) Hit him in the head enough times and he'll soon fall, completing this Snake Tale.

After beating this Snake Tale, you'll now be able to start it with the M9, making future runs easier. However, since there aren't ranking systems that matter in the main series until Metal Gear Solid: Peace Walker, there's no need to replay any Snake Tale after having beaten it once unless you wanted to get into speedrunning it.

Snake Tale B: Big Shell Evil

Strut E (Heliport)

Your first objective is to find E.E., who happens to be in Stillman's closet in Strut C. As soon as the mission starts, move to the left before going down so you don't run into a guard, and run into Strut E as fast as you can to avoid another guard at the lower level of the heliport. If this lower guard does spot you, running into Strut E should be possible without the alarm going off; if it does go off, you can die in Strut E to restart in the strut with no enemies rushing to kill you. It's an unusual strategy, but if you're finding things hard, it works.

Strut E (Parcel Room)

Go down the stairs and you'll find an enemy just outside the entry to the stairs. Wait until he starts walking to the north before holding him up and choking him out. Like in the previous Snake Tale, your only weapon is the SOCOM without a suppressor, so you're going to do a lot more neck-breaking than usual. Once he's taken care of, walk to the area behind the radio guard and slither through the small crawl space to find some stun grenades. You'll be needing these later. When you have them, head on out the door to the DE Bridge.

DE Connecting Bridge

Two enemies will walk very closely to each other until one turns down the staircase and the other continues forward. Follow the one going down the staircase; he will eventually turn away, giving you the full opportunity to move through the entire underside of the DE Bridge and back up the stairs into the upper door to Strut D.

Strut D (Sediment Pool)

Move down towards the path near the door you came from to the center of the room, and enter first person view to see when the guard in that center area starts to walk forward towards you. Hide for a little while so that his vision cone fails to see you, and then hold him up when he gets to the end of the walkway. Choke him out and move through the center area, picking up the ration along the way, until you get to the other side. There are some SOCOM bullets in the little nook at the end of the floor on the left side if you need them, but when you're ready, continue onward through the door.

CD Connecting Bridge

There are two ways you can go about this bridge. You can shoot out the camera, which will alert the guards. Simply run back into Strut D and back out to the CD Bridge again to reset the guards to normal status, and then run up to the first enemy on the bridge. Hold him up and choke him out, and quickly run across to the other side before the second enemy comes up the staircase.

Your second option is to run under the camera and onto the bridge, and shoot the first enemy a few times until he dies. The second enemy won't hear these shots because he's too far away, allowing you to easily run into Strut C without a problem. You will be coming back through this bridge though, so shooting out the camera wouldn't hurt if you decide to kill the second guard as well before heading inside.

Strut C (Dining Hall)

Before you open the closet, walk into the actual dining hall and crawl under the northernmost set of tables to find a ration. You're definitely going to need rations soon and later in this Snake Tale, so try to save them up. Once you have it, open the closet with cn_Y to continue the story.

After reading more of the story, you'll be rushed by enemies with body armor on. Your bullets will do absolutely nothing when you shoot them with the auto-aim function, so you'll have to manually shoot their heads or arms. This may take a few tries, and if you lose too many rations, you can always let yourself die in this room and try it again. If you need more ammo at any point in this segment, some bullets should respawn every once in a while to the left of the closet.

After that's over, you need to access the node in Strut B. But before you leave Strut C, walk into the men's room and open the left stall to find some SOCOM bullets if you need them.

BC Connecting Bridge

There's only one enemy and one CYPHER here; if you've had any experience with the dog tag runs this shouldn't be unfamiliar to you. Shoot the guard first, and wait until the CYPHER descends before moving across the bridge. Pick up the chaff grenades in the center, because those too will be useful for later.

Strut B (Transformer Room)

There won't be any enemies in here until after you activate the node, so you're free to explore the area. Check the lockers in here for some more ammo and a ration, and you'll find even more ammo next to the node. After you activate it, run inside the transformer room to the door by the lockers; don't enter the hallway, because that's where a new enemy has spawned. Running straight to the BC Bridge through the transformer room should pose no problems whatsoever.

You can't get to Strut F through Strut A, because the door simply won't open for you. You'll have to go all the way around. The BC Bridge will be just like as you passed through it a few moments ago, except the CYPHER will be on the left side of the bridge instead of the right. It will still descend shortly after you enter the area.

Strut C (Dining Hall)

As soon as you get in here, run straight to the other door to get right behind a guard before he turns around. Hold him up and choke him out, and then move on.

CD Connecting Bridge

Like in Strut C, run as fast as you can to the next area, but this time, shoot while you're running into the back of a guard on the bridge. Once again, the other guard will be too far away to hear the gunshots, and you'll run right past him on your way into Strut D. Be cautious of the camera if you didn't shoot it out of commission earlier.

Strut D (Sediment Pool)

Your way back through Strut D is going to be a much easier time. Go north to find the radio guard at the top of the staircase, and wait for him to go down before moving past him. Now you should be able to run to the DE Bridge without any problems from the other guards.

DE Connecting Bridge

Once again, run to the other side of the bridge and take care of the enemy at the other side. If you're spotted, run into Strut E before the alarm goes off; if it goes off, remember that you can just let yourself be killed by the enemy to resume the game at normal patrol levels.

Strut E (Parcel Room)

Try to sneak past the radio guard by feathering cn_LSr or cn_right when behind a crate moving past the conveyor belt in front of him to completely avoid detection. After you do so, you'll be in the best position to hold the other guard up in here. Do so and choke him out, and move onward to the next bridge.

EF Connecting Bridge

The chaff grenades found on the BC Bridge are going to come in handy here. Throw one and wait for it to go off before dashing across to the other side. The reason you can't shoot the CYPHERs down is because there's an enemy on the heliport above you who's getting ready to look over this bridge. Firing your SOCOM will alert him to your presence, and he'll cause an alert.

Strut F (Warehouse)

As soon as you enter the area, you can immediately head to Emma's position in the center-right room of the upper floor. After you meet with her, you'll be tasked with taking her to Strut E in the manner Raiden escorts her out of Shell 2. Before you take her hand, head out of the room and wait until the guard in the lower area of the room is close enough for you to hold him up. Choke him out, and then run up to the door to the EF Bridge to find another guard to the right, looking down the staircase. Repeat the process to him, and the coast will be clear for Emma.

EF Connecting Bridge

There will be some chaff grenades here if you hadn't picked them up on your way into Strut F. Before you throw one, Look out at the heliport and wait for that guard to appear, and kill him. Then throw the chaff grenade, giving you enough time for you and E.E. to cross the bridge. If you think you need more time, throw another one; you won't be needing them after this bridge.

Strut E (Parcel Room)

Enemies will start to rush you as you and E.E. have come across the node in this room as part of the story. You'll need to take her to the DE Bridge, and in order to escape, you'll have to use a mixture of the sets of claymores at your feet as well as the stun grenades you picked up in here from the start of the mission. Trying to aim headshots at the guards isn't worth the time, because enemies will pour into here nonstop until you and E.E. leave. This may take a few tries, but if you're familiar with the Harrier fight, the hard part is over after you take her to the DE Bridge.

Shell 1-2 Connecting Bridge

Once you two escape, the story advances you to the Connecting Bridge, where you fight the Harrier as mentioned before. Assuming you've had at least some experience with this fight (finishing some dog tag runs or doing the boss survival mode), this won't be anything crazy for you. If you're not yet too familiar with this fight, you should really play other game modes to get better at the game before continuing with the other Snake Tales. You should already know how this fight goes if you played the story through even at least once, as well as the one spot on the bridge to avoid the missile barrage attack. Once you defeat the Harrier, the story will end and you will have finished Snake Tale B.

Snake Tale C: Confidential Legacy

Aft Deck

We start off on the Aft Deck in the rain. There's going to be two guards that you'll have to take note of as you enter the tanker. Ignore the first one completely as he walks to the right, and wait for the second guard to come down from the little elevated area and he'll walk towards the left door into the tanker, the door we'll be entering from. Hold him up or just immediately start chocking him out; you'll be doing a lot of choking out in this mission just to get through it as easily as possible. Once he's dead, continue north into the main holds through the door.

Deck A (Crew's Quarters)

As soon as you enter Deck A, make an immediate left and head north into the next area. This should take about three seconds, so if it takes longer you're going the wrong way.

Deck A (Crew's Lounge)

Walk into the main area and you'll come across two enemies on the stairs, sitting down next to each other. Take out your USP if you don't already have it out, and walk right up next to these two. Hold both of them up simultaneously, and you can walk right through them; go up the stairs behind them and enter the door on the right. The door on the left won't open.

Deck B (Crew's Quarters)

Within sight upon entering Deck B will be the two guards in this area that you'll be dealing with. Run up to the first one as fast as you can, hold him up, and choke him out. Then quickly run up to the second guard (you should have enough time) and do the same procedure to him. You'll want to conserve as much USP ammo as you can for this Snake Tale and use ammo sparingly. Once the coast is clear, head up the staircase to the left of the room to get to the next floor.

Deck C (Crew's Quarters)

Deck C consists of a single hall, and that hall is now filled with a handful of cameras and a single guard. Shoot him out and quickly take out the cameras around him before they notice that something's wrong. If you're fast enough, nothing will happen, but if there's some cause for a search to go underway, you'll have to shoot out the rest quickly. Again, try to conserve your ammo when doing this. The reason you shoot out all the cameras is to make it easier on yourself later, as you'll be going through this hall three times total. Head upstairs when you're ready to continue with the mission.

Deck D (Crew's Quarters)

The only threat you'll ever have to worry about here is the one bomb panel in the room, in the same place it was for the main story. The optimal thing to do is crawl under the infrared sensors and get up on the other side, and then shoot the panel next to it. After making some enemies aware of your presence, head up the stairs nearby to prevent any negative consequences from ever happening.

Deck E (The Bridge)

After a slight cutscene and story details, you'll be put inside the bridge of the ship. Nothing's in here except for some medicine and a ration; definitely pick up the ration for later, especially if you suck at the Olga boss fight. You won't really need the medicine, so when you get the ration, walk back down and start the journey back to Deck A.

Deck D (Crew's Quarters)

With the bomb disarmed, running back to the staircase should be a piece of cake. The storage room on the right only has a cardboard box in it, so there's no need to go in there.

Deck C (Crew's Quarters)

If you shot out all the cameras earlier, walking back through here will be just as simple as the previous area.

Deck B (Crew's Quarters)

Instead of going back the way you came, head south through the passages around the lower area. The two guards from before will be on their regular path, meaning that they'll see you if you try to go back on the upper route. There will be only one enemy around the southeastern area of this deck, so watch your corners for him, choking him out when you come across him.

Deck A (Crew's Lounge)

Things will be a bit harder in trying to get to the engine room due to the guard change. Walk inside the main lounge area through the left entrance and continue moving to the left to find an enemy tucked away in there. Choke him out as fast as you can and sneak up on the other guy in here to do the same. There will be a third enemy by the staircase on the right; wait for him to pass to the south before walking up to him and choking him out too. Then, once everything's clear, head down the stairs into the engine room.

Engine Room

There will be four enemies in the engine room for you to sneak past. The first will be on the upper catwalks of the right side of the room, so wait for him to walk over to the southern part of the catwalks before getting behind him and killing him. Then flip over the railing and catch the guard below you off guard as well, but make sure you don't land on him, because he'll only wake up after some time and call it in to the command post.

Once you've taken care of these two enemies, look around in a small dark corner on the lower level by the second guard to find a PSG1, and head back up to the top where the door you came out of is. From this position you should be able to headshot the two other enemies in this room, if you're patient enough to wait until they're visible. Make sure you save your ammo for the PSG1, though, because you will find it to be useful later.

After shooting the second pair of soldiers, head on over to their side of the room and go to the lower area to find two big metal cube structures right next to each other. Crawl under it to find the M9 tranquilizer, which you'll be using for a boss fight at the end of this Snake Tale. Once you have it, continue up the stairs to find the little bomb panel structure. One panel will be above the electrical equipment and should be easily visible when you enter the room, and the other two are inside the sensor area itself. After disarming the first panel, you will have also disarmed the first sensor structure, so you can walk past it to shoot down the second, and after that you can walk past the second to shoot the third. When it's safe, head through the door into the next area.

Deck 2 (Port)

No enemies will be in here, so you can just run through the halls to the next area. However, it's recommended you look in the small alcoves to the right to find the USP suppressor, and equip it when you have it for later.

Deck 2 (Starboard)

Down the hall you'll find some ammo for the M9 and other weapons, and in an alcove to the left will be some pentazemin that you won't need. Continue south to come across what you should've expected when you came in here, the battle against the Gurlukovich mercenaries.

After attempting this with the USP and losing my aim every time I got shot, I soon realized that the PSG1 would be a much bigger help. Try it for yourself; take out the PSG1 and shoot at the enemy from behind some cover. It takes up to three shots to kill a soldier, but you should be blasting through them until they're all defeated, making very easy work of the unit.

Deck 2 (Port)

A bunch of enemies will be in here now, and definitely aware of your presence. You'll have to escape through the door to the engine room by either killing them or just running out of there. Along the way, you'll find some USP ammo, stun grenades, and rations, and at the corner will be the M4. Definitely take at least the rations and do what you will with the guards, but try to have at least three rations on you as you enter the engine room if you're bad at fighting Olga.

Engine Room

To get back to Deck A, you'll have to sneak up on all the enemies or shoot them with the silenced USP to get through; the sniper rifle won't be a good idea anymore. The two soldiers on the left side of the room should be easy enough to sneak up on, just wait until the one on the upper level looks away, and then flip over the railing once the lower guard turns to walk north.

Then run over to the other side so you can see the guard on the lower level, and headshot him with the USP. If you didn't pick up the silencer for whatever reason, you can wait until he walks to the east before running up to him and choking him out. The last guard will be pretty simple to take care of now that everyone else is out of the way.

Deck A (Crew's Lounge)

You'll want to go all the way back up to Deck E, so hold up the two guys on the stairs like in the beginning of this mission and walk through them to the door on the right above the stairs.

Deck B (Crew's Quarters)

Like before, hold up the two enemies one-by-one and get to the left staircase on this deck.

Deck C (Crew's Quarters) & Deck D (Crew's Quarters)

With the cameras and sensor out of the picture on both of these floors, you should easily be able to run straight to the next staircase to continue with the mission and make it to Deck E with ease.

Navigational Deck

Assuming you're reading the story, you should know that this Olga boss battle isn't against Olga, but against Metal Gear Solid's very own Meryl Silverburgh. The fight plays out practically the same way, with her fire being aimed at where she last saw you. People generally hide out by the crates at the easternmost side of the fight area and shoot her when she runs around there, but when she uses the spotlight and the tarp to hide herself, she won't move out of the left side of her half of the field. You'll have to shoot out the light and tarp either near the beginning of the fight or after she uses them to continue the battle. Hopefully you have a minimum of three rations as suggested earlier, because Meryl will be able to deplete the health you get back from a ration with two shots. This means you won't be able to take more than about 8 shots from her before dying and restarting the fight, so be careful and good luck.

Snake Tale D: Dead Man Whispers

Strut F (Warehouse)

You'll start out in the northern room of the lower floor of Strut F, and as soon as the mission starts, dash upstairs as fast as you can. Once upstairs, continue out of the strut by walking thought the right side of the upper floor and exit to the bridge.

FA Connecting Bridge

Just run across the bridge to Strut A as fast as you can, and you won't have to deal with any enemies.

Strut A (Pump Room)

There will now be two enemies in the main room of this strut. To get to the next bridge, wait until the southernmost guard looks away from you, and run up to the northernmost guard. Choke him out and then wait once more for the first guard to look away before moving past him into the next area.

AB Connecting Bridge

As you run onto the bridge, one of the two guards will be walking along the southern walkway. Get up to him, hold him up, and take care of him, allowing you to get to Strut B by running across the left side of the bridge.

At the end of this Snake Tale, you'll be fighting Vamp. That should be good news for you, since you hopefully know by now that his fight in particular is a cakewalk; however, Snake's Grip Gauge seems to deplete faster than Raiden's, so if you want to be safe about it, you can increase your grip level to Lv3 here by flipping over the railing and doing 200 pull-ups (cn_LT and cn_RT while hanging). Just make sure the second enemy is dead, and that you're very careful about returning back to the bridge before you lose your grip and die. Getting a higher grip level isn't necessary whatsoever, but it will make the fight easier and less of a hassle.

Strut B (Transformer Room)

Nobody will be in here, so you're free to look around. In the transformer room will be some M4 ammo, and in the lockers by the exit are some USP bullets and a ration. Once you have these, continue onwards.

BC Connecting Bridge

As per usual, there's only one soldier and a CYPHER patrolling this bridge. With your newly acquired USP ammo, headshot the guard from your side of the bridge as soon as you can, and run across before the CYPHER comes up on the other side. You could also shoot the CYPHER before it lowers under the bridge, but it's not entirely necessary.

Strut C (Dining Hall)

Once in Strut C, immediately run towards the next bridge and you'll come across an enemy in front of the door to the dining hall. Hold him up and choke him out, but drag him out of the doorway before you do so. There's an enemy inside the dining hall as well, and he'll eventually see some commotion and come to investigate, so it's best to prevent that from happening by making sure the door is closed before killing the outer guard.

CD Connecting Bridge

There's just one soldier on the upper level of this bridge; headshot him and move into Strut D, but watch out for the camera.

Strut D (Sediment Pool)

You'll be making your way to the other side of Strut D by moving through the center of the room. Go down the intial staircase and get ready to run in the middle, and look in first person view to see when both enemies have their backs turned on you. Then, dash over there and get behind the one enemy that's next to the ration and choke him out. Pick up the ration as well, and if you're fast enough you'll be able to get to the door without the enemy causing an alert; if you weren't fast enough, he should just radio it in, and as long as you're moving between areas when that happens, you'll receive no bad consequences. If you want to play it safe, you can also try sneaking up behind him and killing him, too, before moving to the next bridge.

DE Connecting Bridge

Like all times on this bridge, there's going to be an enemy from the heliport that's going to look across and spot you if you're not fast enough. Instead of preemptively shooting him, just run right across the bridge, where you'll come face-to-back with a guard. Shoot him three times (nobody will hear the shots) and continue to the next strut.

Strut E (Parcel Room)

In Strut E, immediately run all the way to the south and you'll find a guard to hold up. Choke him out and head downstairs, and go to the right through a door to find a door to Strut L. It'll be one of those doors with a wheel crank handle, like how you get to the E.E. cover fire section from Strut L.

Strut L (Sewage Treatment Facility)

The story takes you immediately to Strut L, fortunately, as well as right behind an enemy. Hold him up and choke him out immediately, and then run towards the second guard, who will be walking to the north, and do the same.

KL Connecting Bridge

Just next to the doorway out to the bridge will be some chaff grenades. Toss one when you get them and wait for it to take effect. As soon as it does, you should be free to run immediately into the Shell 2 Core without worrying about being spotted by the guards.

Shell 2 Core (1F Air Purification Room)

Your informant is going to be in the room that the President was held in for the original story, meaning you'll need to find the nikita. Since Snake doesn't have any swimming mechanics of his own, you'll be able to find it just to the left of the room that usually has two cameras in it. That room will be closed off for this mission, so you won't be able to fire nikita missiles in there. Next to the nikita will be some stun grenades, but you won't really need any more ammo after this point aside from nikita ammo.

Like always, fire the nikita missile through the hole on the same eye level as you when you're on top of the first rectangular structure, and move through the path to blow up the electrical machinery. It may take a few missiles of trial and error, but you will know you're going the right way when your missiles enter the "camera room". They'll need to pass through here and into another little hole to get to the circuitry. Since the missiles only last so long, you'll have to make use of the missile's function to speed up in the same direction as much as you can to prevent it from blowing up just before it reaches the target.

Once you get to that room, your next objective would be to take the elevator to Vamp. As soon as you enter the elevator, you'll be taken directly to the area where you fight Vamp.

Shell 2 Core (B1 Air Filtration Chamber No. 2)

This is a fight against Vamp; if you've done even just a few runs of the Plant for dog tags or other reasons, you should have memorized that this fight is very easy to take advantage of, and how to take advantage of it. Wait until Vamp goes underwater before slowly walking off the edge in the center of the room to hold onto the side. Then, when Vamp comes back and walks over to swing at you, press cn_Y to get back up as he's swinging, and remain close to him to make him swing again. Dodge this swing, of course, and move in close to him so you can punch him a few times. Make sure you're close enough after Vamp finishes his attack to make him go into yet another knife swing, and keep repeating this process.

The only difference in this fight compared to when Raiden fights him is that Snake appears to have a much faster-depleting Grip Gauge, so you'll have to either just get in the water a bit later than usual or get your grip level up to Lv3 if you did so earlier in the story. The fight is still very easily possible without increasing your grip level, so if you didn't do it earlier when mentioned, you'll be completely fine. Once you beat Vamp, you'll have finished Snake Tale D.

Snake Tale E: Eternal Gazer

AB Connecting Bridge

You start out on the AB Connecting Bridge, and all you have to do here is walk on the right side of the bridge for a small cutscene to start.

Alternative Mission: Bomb Disposal Lv02

This Snake Tale is full of VR Missions; technically, some are called Alternative Missions and are practically the same, except they take place in story locations instead of the usual generated-map-looking areas. If you're already familiar with the VR Missions, you should know this by now and how it doesn't really matter. For whatever reason, you can simply skip all Alternative Missions, so they will be named as such when they appear. When this mission starts, press cn_start and move over to Quit and confirm it.

Alternative Mission: Elimination Lv06

As stated before, you can just quit out of this mission to continue the Snake Tale. Quitting has no bearing on the story.

CD Connecting Bridge

There's only one enemy on the bridge, and he's on the upper level. You actually start with the M9 on this mission, so headshot him with it and move on into Strut C.

Strut C (Dining Hall)

Move towards the next bridge, but get ready to hold up an enemy just in front of the men's bathroom. Tranquilize or kill him, since it makes no difference, and head into the bathroom and open the stall on the right to find some chaff grenades. You'll need this for the BC Connecting Bridge; if you've done some dog tag runs before, you'll know that there's almost always a CYPGER flying around,

BC Connecting Bridge

Toss a chaff grenade and look down the bridge to find another single enemy. Headshot him (get closer if you have to) and then head into Strut B.

Strut B (Transformer Room)

Check the middle locker in the group of lockers to the right to find some M9 ammo, which you'll be needing very soon. Then look down the main hall to find yet another lone guard; tranquilize him and continue to where this mission started.

AB Connecting Bridge

As the monster comes up underneath the bridge, it'll be revealed that it's none other than Gurlugon, one of the two giant soldiers in the VR Missions. Run to the left side of the bridge, taking the ration at the corner, and get your camera out. Zoom in with cn_B and take a picture of Gurlugon when he rises out of the water.

Next will be (at least for me) the toughest part of this Snake Tale, but if you're not yet good with the Metal Gear RAY and Solidus fights, you'll likely find those to be harder. At first, four soldiers will rush onto the bridge, two from each side, and come at you with assault rifles. You've got to knock out a total of six soldiers (two more will arrive later) with your M9. After a lot of failure, I found that firing a single shot into an enemy and then punching him until he falls over is the best strategy, as that immediately puts the tranquilizing effect to work. You'll still come extremely close even with the ration in hand. Fortunately, your remaining health after this little skirmish won't affect your health in any other parts of this mission.

VR Mission: Variety Lv07

You'll be immediately taken to the last stage in what's actually Raiden's last Variety mission. To defeat Gurlugon here, lean up against the cluster of three boxes in the center of the room and wait for Gurlugon to blow them up. Inside is a book filled with beautiful women; lay it down and stand right on top of it. Gurlugon will freeze you in place, and just as his eyesight attack comes down to hit you, he'll instead be distracted by the book. In typical Japanese fashion, Gurlugon will contract a nosebleed and fall over, granting you victorious. You can't skip this mission due to it not being an Alternative Mission.

VR Mission: Sneaking Lv03

Again, you can't skip the VR Missions, only Alternative Missions; on top of that, the story calls for you to place at least second in the scoreboard for VR Missions, so you'll have to do well in order to continue. Run all the way to the right to find a small rectangular indent in the wall to the right. Lean up to the northern wall and wait until the enemy nearby turns around. Once he does, follow him and stand to his left; you should now be between two soldiers. When the soldier on your left starts to walk north, slowly walk behind him until he stops moving, and turn the corner to reach the goal.

VR Mission: Handgun Lv03

As said before, you'll need to get at least second place on the scoreboard to continue the mission, meaning you'll need over 32,000 points. Try to be as accurate and fast as possible. Chaining targets, which is done by shooting another cluster very soon after another, is important to pushing your score up. If you haven't yet done VR Missions, just aim for the orange targets, which explode after being shot. Near the end of the mission, groups of targets will have to move closer together in order to all be blown up by their respective orange target, so wait for the right moment before firing.

VR Mission: Eliminate All Lv05

There's going to be a railing to your right; flip over it and fall on the soldier below when he's underneath you. Then pick up the M9 nearby and headshot everyone else to have successfully eliminated them without any deaths. You can shoot down everyone from the bridge to the right, but you'll first have to tranquilize the enemy there, of course.

VR Mission: Sneaking Lv08

When the mission starts, immediately walk to the right and up the staircase before one of the cameras in the center moves to look at the bottom of the stairs. Then continue north to find a guard; hold him up and tranquilize him, and continue walking until you've reached the top of the stairs to the north. Look to the left to find an enemy standing in the center of the room and knock him out as well. Before walking north to the goal, watch for the soldier just south of you and wait for him to turn left before you move ahead.

Alternative Mission: Bomb Disposal Lv01

Like earlier in the Snake Tale, just quit out of this mission to save yourself the trouble. For whatever reason, you won't need to get a high score on this one.

Arsenal Gear (Rectum)

And here's how they incorporated the Metal Gear RAY fight into the Snake Tales. Hopefully you've already had some experience with this fight on Normal difficulty or harder to understand the attack patterns. You won't immediately start out with the stinger due to having just popped into this area, so pick it up along with the ration in the center of the room. Like always, shoot a RAY's knees to make its mouth open, and shoot its mouth to inflict a large chunk of damage. A nice tip to know is that you can aim a stinger missile at a RAY's legs as it's readjusting after it's been attacked, allowing you to immediately hit the leg again and prevent the RAY on the platform from ever succesfully attacking you. You will, of course, have to dodge any missiles from above that the other two RAYs occasionally send your way.

Federal Hall (Roof)

Time for a fight with Solidus, except once you start the fight, you'll realize that Snake can't use a sword. You'll have to use CQC to knock Solidus out whenever he's open to attack. Assuming you've taken the advice of becoming familiar with boss fights, you should be at least a little bit aware of Solidus' attack patterns and when to dodge them. The best way to attack Solidus isn't actually by mashing cn_B, because that lands only three attacks on him. Instead, do what you do to defeat Vamp and punch him with enough time in between to prevent a combo from happening, which allows you to get a fourth attack in, There are two rations on the roof if you need them.

For whatever reason, people have an overwhelmingly hard time fighting Solidus, but you'll find that his attacks barely do anything to your health. I don't understand what all the fuss is about, but I hope you've become skilled enough in this game to beat Solidus and finish Snake Tale E.

With all five Snake Tales completed, this achievement should pop for you.

HD Collection (Naked Snake)

Metal Gear Solid 3: Snake Eater was renamed Metal Gear Solid 3: Subsistence upon release of its HD remake. The controls are only slightly different in relation to aiming while moving, and that you have an actual start menu now. The game focuses on Naked Snake, who becomes prominent in later (and earlier) titles in the Metal Gear and Metal Gear Solid series. Along with the MGS3 section of this game are the original two Metal Gear games, released on the MSX, available through the main menus of MGS3. These can be pretty hard since they're so old, and aren't related to any achievements, but it would be fun to play through them and see the origins of the story.

The way we will tackle MGS3 will be a bit different than we did Sons of Liberty. Assuming you didn't try for dog tags your first time through MGS2, you will have played through the game six times minimum. For MGS3, we will try to go through the game only three times. There are quite a few achievements that need attention throughout the whole game, so it'd be easier to focus on a group of them that make sense together. Fortunately, there are no difficulty-related achievements, so all playthroughs will be played on Very Easy, which grants you the EZ Gun, which makes things even easier.

  1. The first playthrough will be like the first playthrough for MGS2, which is to just play the game and learn how the story and game works. All the miscellaneous achievements will be obtained throughout this playthrough. You'll get the Patriot and other camouflages for finishing this run.
  2. The second playthrough will be a non-lethal run, while also collecting the various camouflages and facepaints, as well as obtaining all food items at least once during the run. This run will take care of several of the "harder" achievements for this game. Bosses drop camouflages upon a stamina defeat, which makes doubling up on camouflages and non-lethality a perfect match. Alongside the collectibles, getting the Markhor ranking will grant you the EZ Gun, regardless of the difficulty you're playing on. You should already have it due to playing on Very Easy, though.
  3. The last run will be for the Kerotan frog hunt, which will be made easier now that you have the rewards of the previous two playthroughs. You can do this as your second playthrough if you want, but you won't have as many camouflages and facepaints at your disposal, if you think you'll need them. Finishing this achievement will give you stealth camouflage, which will make you completely invisible.

Now that we've got the basis for Snake Eater's walkthrough, let's get to it.

Since we don't have to play on any difficulty other than Very Easy, and you're probably exhausted from all of those dog tag runs, I'm going to keep all these playthroughs on Very Easy. Keep in mind that if you decide to play on a different difficulty, enemy placement may change and some things might be harder than normal. This is the initial playthrough where you play the game for the story and get various miscellaneous achievements, so try not to skip any cutscenes or anything like that.

We'll also be going for a cutscene-related achievement to kill two birds with one stone, called Snake Eyes, which requires you to press cn_RB at certain moments during cutscenes where the game does not prompt you to. These moments will be mentioned in the cutscenes' descriptions, but I just went ahead and held cn_RB for every cutscene anyway just to be safe, since the game prompts you to do so quite often regardless.

Only essential or very important items' locations will be mentioned for this story run, since your playthroughs should be on Very Easy; if you don't want to play on this difficulty, you'll just have to ignore every mentioning of the EZ Gun until you get it yourself, and look for common supplies if you ever run out of any.

Opening Cutscenes: Virtuous Mission

The story begins in a helicopter, where Snake gets ready to perform the world's first HALO jump into Russian territory. Shortly after, you're taken back to the mission briefing with Major Zero, who's running the show for this Virtuous Mission. You're tasked with rescuing a Russian scientist, Nikolai Stepanovich Sokolov, and help him escape to the west. All your supplies, save for a tranquilizer gun and a knife, will have to be obtained during the mission.

Dremuchij South

Your backpack got stuck on a tree branch on his way down, and you'll need to get it since the Mk. 22 Hush Puppy tranquilizer, as well as a knife, are inside. You'll have to crawl under a log (hold cn_A and move once flat or crouching) to get to the pack. Once you get to the tree, climb the vines on its side with cn_Y and walk along the branch until you're above the backpack. Then press cn_Y again to swing under the branch and collect your supplies.

Once you have your things, you'll get a call going over codenames, how to save, and how to contact the doctor onboard, Para-Medic. Major Zero, falling under the codename "Major Tom" for this mission, will also connect you to Snake's old mentor, The Boss, whom he hasn't spoken to in over five years. When you're free to move again, you'll find that you should also have a weapon called the EZ Gun, a privilege of playing on so low a difficulty (If you're not playing on a low difficulty, you can get the EZ Gun after you obtain the Markhor rating for a single playthrough). This will be the primary weapon of choice throughout nearly the entire game, since it's so easy to use, has infinite ammo, doesn't kill enemies, and even drastically increases your camo index to remain at a constant 80%. Use this or your Hush Puppy and aim at a snake on the ground with cn_RB to put it to sleep, allowing you to place it into one of three cages that you have in your inventory.

Once you have this easy achievement, you may as well go ahead and get another for throwing up. Go into the start menu, and enter the viewer with cn_RB, or check out your available camouflages and face paints, and reach a point to where you can spin Snake with cn_RS. Do this for perhaps 15 seconds before leaving the menus, where you'll find that your actions has made him sick, causing him to throw up. Then eat the snake you just caught for yet another achievement.

Now that you've got that out of your system, continue north to reach the next area.

Dremuchij Swampland

You'll see that there are quite a few alligators in the area, not to mention a pretty hefty amount of quicksand. Use the EZ Gun to try tranquilizing these beasts so you can pass through the area safely; if you want more food, you can lie down next to an alligator you've put to sleep and use your knife to kill it. Continue to the next area when you're ready to do so.

Dremuchij North

It looks like there's some enemies ahead, which will be perfect to knock out even more miscellaneous achievements. The first of a handful of enemies will walk towards you, so hide in the grass nearby and wait for him to walk past with your EZ Gun equipped. Then stand up and slowly walk over to him with cn_dpad (he'll hear your footsteps until you have a camo you get much later in the game), and hold him up by pressing cn_LSc. Walk around him, and Snake will automatically keep the weapon pointed at the enemy. Walk to his front and enter first person view to point the sight at his head, which will cause him to shake an item out of his inventory. Unfortunately, there's a chance he might try to fight back with a knife; if he does so, just try again on another guard in the area.

Now you'll want to get behind a different guy and hold him up, but don't go through the process of taking an item from him. Instead, unequip your weapon, give yourself some distance, and slam him into the ground by running up to him while holding cn_B.

  • Mama Said

    CQC Slam a guard and knock him out

    Mama Said
    2 guidesOffline Game ModeSingle Player

Since there are four guards here, you should be able to find another to perform this last task on. Sneak up on him with cn_dpad like before and hold cn_B to get him into a chokehold. Then, while still holding cn_B, press cn_Y to cut his neck open.

Now that you've got these three achievements out of the way, continue north into the next area.

Dolinovodno

As Snake looks to the bridge, he'll see a hornet's next above a lone guard on his side of it, and he'll make the most dastardly smile he can. Shoot the hornet's nest and he'll run across the bridge to the other soldiers, causing all three of them to run off in a panic. You'll now be free to move to the next area with ease.

Rassvet

This is where Sokolov is at, so you're almost done with your goal. There should an enemy clearly visible when you get closer to the area; use the EZ Gun to take care of him as well as any other soldiers you see, and run to the right to find the building Sokolov is hiding in. You'll have to move through some rubble in order to find the door to the building. Head inside and walk over to the door to start some more cutscenes.

Sokolov will talk about his decision to return to America for a little while, and Snake will tell him the message from Zero, "Sorry for being so late." This isn't actually a secret code, it's just Zero's version of the series' famous line, "Kept you waiting, huh?" Sokolov will explain why he's leaving, and the opposition against the current Russian regime created by GRU, led by Colonel Volgin. After they leave the building, they're soon ambushed by Major Ocelot and his Ocelot Unit, all of which are taken down swiftly by Snake. Here's where an important exchange comes into play if you ever play Guns of the Patriots or The Phantom Pain in the future; Snake will tell Ocelot that he should stick to revolvers given his technique with a pistol. After he tells Ocelot "You're pretty good", he'll pass out, giving you an achievement.

Now that you have a chance to, lay down next to Ocelot and equip your knife. You'll want to swing at him ten times so that he dies, creating a time paradox and a game over screen narrated by Colonel Campbell himself. Don't worry about the non-lethal run for the PEACE WALKER achievement, we can easily get that any other time with the EZ Gun.

When the area resets, return back to Dolinovodno to find wherever Sokolov ran off to.

Dolinovodno

You'll now see your first glimpse of the first idea of Metal Gear, the Shagohod. Surprisingly, The Boss is here, too, and demands Sokolov come with him, before a bunch of hornets storm in and Sokolov is taken to a helicopter. These crazy-looking mercenaries are the Cobra Unit, founded by The Boss during World War II. All are named after an emotion: The Pain, The Fear, The End, The Fury, and The Joy (The Boss). You'll see the apparition of the now-dead mercenary, The Sorrow, before Colonel Volgin arrives and The Boss tells Snake that she's defecting to the Soviet Union. Volgin has a shocking appearance, and will be a big threat throughout the game. After he tells The Boss to get rid of him, Snake plummets into the river below, but only after grabbing The Boss' bandana off of her forehead.

Dolinovodno Riverbank

Para-Medic will tell you how to perform aid on yourself with the supplies you have. It's an easy-to-learn concept, so you shouldn't get too confused. Deep cuts require stitches, disinfectant, suture to stop the bleeding, and a bandage, which all should seem very common sense. Fix up all of Snake's wounds appropriately, and he'll snap his arm back into place. Wounds like these will affect your maximum health later in the story; you'll want to treat them as soon as possible so you're at the top of your game.

Before Snake can use Fulton recovery to fly himself back up to the chopper, you're cut back to Volgin, a war-hungry man who now has a nuke and a nuke launcher. He blows up Sokolov's research facility, much to the disdain of Ocelot, with the intention of blaming it on The Boss.

Opening Cutscenes: Operation Snake Eater

Instead of a HALO jump, Snake will be landing in Russia inside a drone. There's then a cut to Major Zero briefing Snake on the next mission, to take place only a week after the Virtuous Mission. Kruschev has called President Johnson, and demands that America prove its innocence in the whole affair by sending someone in to kill The Boss, kill Volgin, and destroy the Shagohod. If the U.S. fails, Kruschev will be overthrown, and he feels that the army will initiate nuclear war with the U.S. as a result of the chaos. Snake will have to kill his beloved mentor.

All of your gear, save for the minimal equipment you brought with you last time, will have to be procured on-site yet again. Two codebreakers, codenamed ADAM and EVA, who have defected to the Soviet Union a few years prior, will be assisting you on this mission. Your first order of business is to return to Rassvet to meet up with ADAM for intel on where Sokolov is so that you can rescue him as well. The passwords to tell each other, to make sure you're meeting the right guy, are "Who are the Patriots?" and "La-Li-Lu-Le-Lo."

Dremuchij East

There won't be any enemies here, so collect any food and animals that you want to and head on to Dremuchij North.

Dremuchij North

Roll down the cliffside and you'll be ambushed by The Boss, who will insist that you go home before destroying your Hush Puppy, blowing up the drone, and riding off on her horse.

Two enemies will arrive on-scene to investigate the explosion. You can hide behind the tree nearby or just tranquilize both of them with your EZ Gun, since that hasn't been destroyed. If you tranquilize an enemy while they're reporting to the command post, they'll send another guard in to investigate what happened to stop the transmission. Move on to the bridge when you're ready.

Dolinovodno

This will be just like your first time here, except there's no guards on the other side of the bridge. Shoot the hornet's nest and you'll push the enemy across the bridge, allowing safe passage to Rassvet.

Rassvet

There won't be anyone here, so head straight for the room Sokolov was held up in. But before you go inside, look around in the room that shares a door to Sokolov's for a mine detector, which will be very useful later. Walk through the door, and back out again to find a woman claiming to be EVA, who's here because ADAM wasn't able to make it. She won't know the password, but she proves herself by shooting down the Russian soldiers that ambush Snake. EVA will give him a .45 pistol, and he'll react very well to it and explain all the details as if he was trying to sell it to you. She'll give you a scientist's lab coat and tell you how to get to the lab up ahead.

After Snake takes a little nap, he'll wake up to Ocelot mercenaries around the building. EVA will use the hatch under the bed to escape, while you start your mission to find Sokolov after this point. After you take out all the Ocelot troops with the EZ Gun, Ocelot himself will show up with EVA in a chokehold. Snake will again lecture Ocelot on how the engravings on his revolver don't give him any tactical advantage over him. Ocelot will realize he's out of bullets, and EVA will escape on her bike, opening a gate as she does so. Go through this gate on the right side of Rassvet to the next area.

Chyornyj Prud

There's going to be a lot of alligators in the water, and it's very hard to swim against the current while underwater. Tranquilize as many as you can see and hug the right wall, knocking out more as you see them. Once you make it to the exit, you'll see a tripwire. EVA will call and talk about why she defected before you have to deal with it. Shoot the tripwire and a big spiked wooden log will come swinging down; make sure you're far away before you do so. Don't touch it when it's stationary, either; that will still hurt you.

Check the Cure option in the menu once the log is down to see if you have any leeches stuck to your body. This is another common side effect to swimming in these murky waters, so you'll have to take your cigar and burn them off before they drain all of your stamina away.

Bolshaya Past South

Upon arriving here, bring your mine detector out of your backpack and into your inventory by using the Backpack menu, and get ready to use it. Crawl under this first electric fence by going through the small indent in the ground on the right side of it, and equip the mine detector. If it beeps, then there's a claymore nearby; the beeping will get louder as you approach a claymore, but be careful to not get too close to it before it explodes. Shoot them out with the EZ Gun to make sure you don't take any damage.

Head to the right side of this initial section of the area and you'll be able to see a whole bunch of claymores to the left in first person view. Climb up the tree to the west and move along the branch until you look like you can jump across the electric fence. Don't swing down, but just move forward with cn_LS instead. Stay on the left side of the area to find a hole in the fence, at the perfect height for you to roll through. Rolling is done the same way as it is in MGS2, but if you haven't played it yet, you can roll by moving in a direction with cn_LS and pressing cn_A. Only a few steps ahead will be a proper opening to another electric fence. Pass through it and run to the next area by going either left or right, both will lead you to the same place.

Bolshaya Past Base

From whichever direction you come from, you should be able to see a parked helicopter somewhere around the base. Tranquilize soldiers you see as you run around, of course, and look in the direction that the helicopter's right wing is pointing to find the path to the next area.

Bolshaya Past Crevice

If you've seen the commercials for the MGS3 pachinko machine, you'll recognize this place.

For whatever reason, Ocelot will call his unit in only to tell them to leave the two of you alone. He wants to have a real and proper standoff with you to prove who's better.

You'll be put into your first real boss fight, made easy with the special weapon you have. The fastest way to defeat him would be the EZ Gun; normal bullets do less damage, so just focus your infinite EZ ammo on Ocelot while his unit occasionally fires at you from behind. If you don't skip the cutscene when he has to reload for the first time, you'll see that he gets really excited to reload a gun that doesn't have a clip.

After you defeat him, a massive swarm of hornets will attack everyone in the area. Ocelot will simply twirl his revolvers to kill the ones around him while his unit is helpless from their stingers. Snake will jump into the ravine below to escape the pain.

Chyornaya Peschera Cave Branch

If you decided to go the EZ way and defeat Ocelot by depleting his stamina bar instead of his life bar, you'll be rewarded with a camouflage on a rock very close by once you land in the cave. Hug the right wall until you see a crawl space next to a branch to the right. If you're interested, there are some grenades and ammo at the end of that branch, but crawl through that space when you're ready to get through this cave. Once you're out of the crawl space, turn a hard right to find another path, where you'll pass another skeleton with ammo before heading to the next section of the cave.

Chyornaya Peschera Cave

There will be two paths ahead of you, a big one and a small one. Take the big one to get to an open area of the cave, where you'll be greeted by none other than The Pain.

There will be only a few attacks to deal with in this first stage. He might send a bunch of hornets to hone in on you all at once, which you'll easily be able to recognize. Just drop into the water and keep moving to avoid them. If green hornets come at you, do the same thing. Sometimes, The Pain will yell "Grenade!" but won't actually throw one. Where is it, you ask? Covered in hornets, in a giant hornet ball, floating towards you. Disarm it by shooting the hornet ball three times, and the grenade will plunk into the water. When The Pain uses his hornets as a shield to protect himself from damage, a grenade or stun grenade will force them off of him so you can get some more shots in on him.

After you deplete half his health, his second phase will start, which only adds an attack where he sends red-trailing bullet hornets after you. These will require you to go into the Cure menu in order to maintain your full health, but these too are also avoided by going into the water. However, you'll need to dive under the surface to avoid damage for this attack.

Shoot The Pain enough times and he'll eventually be defeated. The members of the Cobra Unit (save for The Boss) are rigged to explode upon being defeated, which is why he will do just that after he falls over.

If you've defeated The Pain by depleting his stamina with the EZ Gun (I assume you would have), you can reach the camo he drops by running around the edge of the cave and rolling onto the bigger rock he was standing on for the duration of the fight. The path to the cave entrance will be just up ahead.

Chyornaya Peschera Cave Entrance

When you go far enough, a short cutscene will start, showing two soldiers flying overhead on futuristic hovering machines. The way out of the cave will be completely clear from here, so you can head on through without a problem. Hunt for food if you feel like you need some.

Ponizovje South

The two hovercraft soldiers will be patrolling this river; tranquilizing them will result in them experiencing a fiery death, but it doesn't actually count as a kill, which is nice to know for the no-kill playthrough. Since you walk so slowly when half-submerged in water, press cn_A to crouch, and then move with cn_LS to swim underwater. Guide your direction while mashing cn_A to swim very fast to the end of the river, until you get to a fork in the path. For the next achievement, which we'll want before the no-kills playthrough, you'll want to head west to pick up a sniper rifle called the SVD. If you don't want to do a whole lot of reading for Ponizovje West up to the point where you get the achievement, a video very shortly below will show you what to do as well, if that's more your style.

Ponizovje West

Swim through the water until you reach the dock. Climb up it with cn_Y and tranquilize the two soldiers in the area before going inside the small building to find the SVD. The controls are a bit different from MGS2's sniper rifle controls, so you'll have to be precise. Obviously, cn_X is to fire, but now you'll want to hold cn_LB to aim the sight, and cn_Y adjusts the sight magnification. You can practice this in this area since you'll start off with 101 rounds. Swim back to the crossroads when you're comfortable with the SVD.

Ponizovje South

For a last step of preparation, save the game by going into the codec cn_back, just in case you mess up. Then go north through the path you haven't gone down before to reach the next area.

Ponizovje Warehouse: Exterior

The Boss, Volgin, and Ocelot will talk with one another for quite some time, while Volgin tortures Sokolov's lover Tatanya to get him to cooperate and go inside the warehouse. Ocelot will also intimidate Sokolov by playing a game of Russian roulette, but with a different set of rules. While this whole scene is playing out, The End, another member of the Cobra Unit, will be sleeping in a wheelchair, preserving his strength for the fight against you later. With the SVD in tow, he'll never wake up again. Equip it as soon as this long cutscene ends, magnify your aim, and fire at The End's head, killing him immediately. Since Cobras are rigged to explode upon defeat, he too will explode, sending one of the wheelchair's wheels right into your face. But now that he's dead, you won't have to fight him later on, eliminating an entire boss fight from your mission. You can see the whole ordeal go down on this video below, as well.

Swim over to the guards near the docks and climb up onto solid land, then tranquilize them. The door to the warehouse's interior will be on the right side.

Ponizovje Warehouse

As you enter the area, you'll find that there's only a bunch of crates and a staircase in this warehouse. One enemy will be walking through the crates, and another will be at the top of the staircase, so watch out for them as you head upstairs.

Graniny Gorki South

Watch out for traps laying all throughout this small forest. Fortunately, this place isn't much of a maze; the way to the next area is a straight beeline from where you came from.

Graniny Gorki Lab Exterior: Outside Walls

Head left immediately, and you'll spot a guard and his dog on the other side of this electric fence. Tranquilize them and continue all the way to the left to find a small opening in the fence that you can crawl through to reach the other side. Continue to run around to the right and around the corner to find a door inside. Lean up to the door and knock on it with cn_B to make a guard open it and come out. Take care of him and head inside.

Graniny Gorki Lab Exterior: Inside Walls

Nothing will be a threat to you here, so you can move inside the lab with ease. You should see the main front doors to the lab immediately; these won't open, so you'll have to go through the door just to the right of it. You'll know it's the correct door when you see a small black sign with a 10 on it to the left of it.

Graniny Gorki Lab 1F

Once inside, go past the main desk and through the far north door, tranquilizing the enemy in the way, of course. Past this door is a second enemy, and the stairs to your destination. If you want to have some fun in this area, equip the scientist uniform you got earlier, as well as mask that somehow made it into your gear. Looks pretty familiar. Sigint will give an explanation as to why it exists. The combination of these two items will allow you to walk past guards without them being suspicious, as long as you're not using any weapons.

Graniny Gorki Lab B1 West

Go past the guard in his post and enter the room with a big desk. You'll want to prevent the scientist in here from seeing your face, because he'll recognize that you're not actually someone on the team, and an alert will be sounded off. You could alternately just get out of the lab coat now and tranquilize him and the scientists up ahead. Make your way to the back room to meet Dr. Granin.

Granin will be playing an old Metal Gear tune on his radio, and a nice easter egg from Kojima's other work Zone of the Enders will be resting on his shelves. He'll rant on about how he's upset that Volgin needs Sokolov more than he does, and that he wants to be a hero. He'll also remark that the Shagohod could be so much better if it had legs, and that he's going to send all of his material and research on bipedal tanks to his friend in America. That friend is Huey Emmerich, Hal Emmerich's father. After you compliment his shoes, he'll tell you how to infiltrate Volga's fortress of Groznyj Grad; he'll even give you a key to get through a door in the warehouse you passed through.

After you're done talking with Granin, make your way back upstairs and start heading towards the warehouse.

Graniny Gorki Lab 1F ==> Graniny Gorky Lab Exterior: Outside Walls

Guard placement will be the same as it was when you first all of these areas, so there won't be any surprises waiting for you.

Graniny Gorki South

Upon returning to the forest, Snake will be shot with a poison bolt. The Fear will arrive to say that he'll be dead within a few minutes. Looks like it's time to fight.

As soon as the fight starts, go into the Cure menu and get rid of that poison, as well as the bolt wound. Then aim your EZ Gun around the trees until you can finally make out where The Fear is; this will be hard to do due to his invisibility camo. After you've shot him to reduce half of his health, his camouflage will break, and he'll zoom around the trees looking for food. Shooting him again will disrupt his process of getting a fruit to eat, but this shouldn't be a problem since he'll now be so easy to spot. I've never had The Fear actually attack me, so I can't provide any pointers on how he fights.

If you depleted The Fear's stamina bar to end the fight, his signature camouflage will be located where he was when he died. Continue south when you're ready to get inside the warehouse.

Ponizovje Warehouse

Both enemies that were in this area are now on the lower floor near the crates. Go downstairs and tranquilize them before heading up the small stone staircase. Once at the top, you should see two doors: one will be open, which is the one you came from, and one will be closed. Approach the closed door and you'll find that it now opens, thanks to the key Granin gave you earlier.

Svyatogornyj South

EVA will call to tell you that Sokolov is inside Groznyj Grad, and Snake will tell her that he knows how to get there, much to her surprise. She'll tell you to meet her in the ruins in the mountain nearby, so your next destination is going to be that meeting spot. There's nothing of interest here, so continue onwards.

Svyatogornyj West

Simply hug the right walls of this area the entire time you're here and you'll reach another fork in the path to two areas. Check your map and go for the path to the left.

Sokrovenno South

Since you killed The End earlier, the boss battle has been replaced with a five-man ambush. Should you so desire, you can completely ignore this ambush and continue on ahead to Sokrovenno North. Naturally, you'll want to go north.

Sokrovenno North

You're met with yet another weak ambush that you can once again ignore. Continue north to the next area; you'll know it's the right path out when you see a bunch of spiky branches over the tunnel ahead.

Krasnogorje Tunnel

Now, for what you've all been waiting for. Ahead is a ladder; to tell you to climb it would be a massive understatement of what you're going to be doing. Enjoy the ladder climb, it's a thrill.

Krasnogorje Mountain Base

As you move ahead in this area, you'll find that it's full of little hills. Be careful as you make it to the other side, because these hills might make it hard for you to see the enemies scattered along this place.

Krasnogorje Mountainside

You'll be scaling some thin cliffs here, so watch out for enemies as well as the chopper flying overhead. If it comes by, you can hide in one of the many crevices in the mountainside to avoid detection, and if you want to go as far as to destroy it, there are anti-air guns placed around the area for you to use, as well as an RPG-7 stored in a small building at the top of the mountainside.

Krasnogorje Mountaintop

This last area moves at a very easy-to-maneuver upwards slope, and at the top is the meeting place for you and EVA. Make your way to the top, tranquilizing guards with the EZ Gun as you go, and head in through the door.

Krasnogorje Mountaintop Ruins

Snake and EVA will talk about Volgin and his hobby of hurting people, which explains the scars on EVA's back. She'll give you a key for you to use to get into Groznyj Grad, as well as some other supplies. She'll also tell you that Sokolov is in the west wing of Groznyj Grad, and the way to get there is by entering from the main wing, which you enter from the east wing. Additionally, the only way into the main wing is to be a colonel. You'll have to steal a colonel's clothes, specifically Colonel Ivan Raidenovitch Raikov, from the east wing. Raikov will make a very smug look as he looks at the camera as EVA talks about him, which is an excellent jab from Kojima at the fans who didn't like Raiden in MGS2. After a loud noise, the two will go outside to look towards Groznyj Grad. EVA will hop on her bike towards the fortress to play her other role.

Cutscene (Snake Eyes 1/6)

This will be the first time you come across a cutscene where the Snake Eyes achievement comes into play. I recommend holding cn_RB the entire time so you don't forget, but the proper time will be noted.

Ocelot and Volgin will argue about Volga's methods of "interrogation", and then The Boss comes in to tell the pair that The End and The Fear are dead. As she rides out on her horse, hold cn_RB until the cutscene ends. Ocelot will start to question why Tatyana's perfume smells so familiar, and after pointing The Fear's crossbow at her neck, he'll walk off. If you were pressing the button correctly, you'll see Tatanya do an exaggerated Ocelot salute as he walks off.

Krasnogorje Mountaintop: Behind Ruins

Just head back inside, there's nothing to do here.

Krasnogorje Mountaintop Ruins

There will be some more ramen noodles and some ammo in this small house; pick them up if you need them and head back outside.

Krasnogorje Mountaintop

The path to Groznyj Grad starts very close to here. Just hug the walls on your left side and slide down a little discolored slope, and then fall down two ledges to find a red door right behind you. Watch out for enemies, or have your EZ Gun equipped to raise your camo index.

Groznyj Grad Underground Tunnel

Move through the tunnel and you'll come across some ammo, as well as some ointment and bandages. Those medical items are a forewarning for what's up ahead: a lot of fire. A man in a space suit carrying a flamethrower will introduce himself as The Fury, before using his flamethrower pack as a jetpack and starting the fight.

You'll have to first find The Fury as he walks through the halls, and then land three shots on him before he falls over and relocates. Once he reaches half health, he'll go mad and soon the whole room will be on fire. He'll be a lot more active in this half of the fight, but it's the same procedure. Find him and shoot him thrice again until he loses all his health.

If you want to get The Fury's special camouflage now, it'll be just to your left when his cutscenes are over. Collect the nearby supplies if you need them and head up the ladder.

Groznyj Grad Southeast

Look to your map to get a sense of direction, because you'll want to go to the center-north of this area to reach the next. There should only be a few guards to look out for, easily taken care of with the EZ Gun.

Groznyj Grad Northeast

As you enter the area, you'll notice that on your right is a large barracks. Run around to the right side of the barracks, taking care of the enemies as you do so, and look north to find a red door leading inside the east wing of Groznyj Grad.

Groznyj Grad Weapons Lab: East Wing

Walk up the staircase to your right, and soon after you come across to the second floor, a soldier will walk towards you. Knock him out and head into the room on the right on this floor to find a bunch of scientists. Raikov will very likely be in this room, so knock him out and drag him over to the western side of the eastern wing where the locker room is. After Raikov has been stuffed into a locker, go into the Camouflage menu and equip the Officer camo, as well as the Mask. Now enemies here will salute you as you approach and you can head into any area. The door to the main wing is conveniently in the locker room, next to a very large poster of a Japanese model.

Groznyj Grad Weapons Lab: Main Wing

The door that you come across will be locked for now, so continue through the main hall to get to the next area.

Groznyj Grad Weapons Lab: West Wing Corridor

Just walk up to the two guards at the door and you'll be let in with ease. You'll see Sokolov give Tatyana a small film before being threatened with a stick of lipstick. He'll talk about the complications about the Shagohod's development, as well as the strategical power it holds. He then informs you on how to destroy Groznyj Grad, and therefore the Shagohod: destroy the fuel tanks in the main hangar with C3. Then he laments that he doesn't want to be rescued anymore; no matter where he goes, he'll be either put in jail or create weapons that never should've existed.

Volgin then comes in and sees, or rather feels, right through Snake's disguise. The Boss follows Volgin in and defeats Snake in close quarters combat yet again, and Volgin beats the crap out of him before he's taken into interrogation.

Cutscene (Snake Eyes 2/6)

You'll hear the sounds of Sokolov being beaten to death before being brought into a cutscene you can see. After some shock therapy, The Boss will walk in and tell Volgin that he's never going to break. Eventually, a transmitter will fall out of Snake's clothes, and The Boss will take credit for planting it on him so that the Cobra Unit could find him easier. To prove that she's telling the truth to Volgin, he suggests cutting Snake's eyes out. Tatanyna will stop her before the knife goes into his eye, and Ocelot will pull some more Russian roulette to see if she's the spy. Start holding cn_RB here. Snake interrupts the show by pushing him, forcing the bullet to be shot through Snake's right eye. When Ocelot leaves, The Boss will do the Ocelot salute at him if you've held the button correctly. Continue holding the button to see that same apparition from earlier hold up a sign with the number 144.75 on it.

Groznyj Grad Torture Room

If you go into the menus, you'll hear a beeping noise. Go into the Cure menu and you'll notice two things: the first of which is that Ocelot took the transmitter from earlier and shoved it into Snake's back to track him for himself, and The Boss' bullet that she shot into Snake is actually a fake death pill. Fix both of these wounds, and then decide which option you'll choose to escape your cell.

The first thing you can do is use the fake death pill to have the guard in here, Johnny, open the cell, giving you the perfect moment to overcome him and escape. A second option would be to set your codec to 144.75 and call the number, which will immediately open the door, just be sure to do so when Johnny's looking away or in the bathroom. Leave the room out the red door to return to the exterior of Groznyj Grad.

Groznyj Grad Southeast

You need to head underground and meet EVA past the sewers, which you get to through a hatch in Groznyj Grad Northwest. Turn right immediately and head north to the northeastern corner of Groznyj Grad. No guards should give you any trouble, but watch out now, because in your current state you stick out like a sore thumb.

Groznyj Grad Northeast

Naturally you'll want to head west, but wait at the corner of the building you came from; there's an enemy coming around the bend and you need to wait for him to pass so you don't get spotted. Once he's far enough north, sneak up behind him and beat him up until he falls over, then hug the southern wall to reach the western one.

Groznyj Grad Northwest

Head into the array of tanks and look southward to spot a guard on the far side of the lot. Once he turns around, run up to him and knock him unconscious. Look towards the staircase with a door at the top, and you should see a sleeping dog to the left of it. The sewer is going to be in the small fenced area to the left of the dog, so keep your distance and head inside. Crawl under the pipes to find the sewer grate.

Groznyj Grad Sewers

It seems Volgin knows you escaped, and Ocelot has sent a unit to look for you in the sewers. There's some ammo for the SAA you have on you at the top level of the sewers; grab it before going down. The sewers itself aren't all too complicated and only consist of a bit of crawling and shooting dogs.

At the end of the sewer, Ocelot will arrive and try his luck at shooting Snake once again. He'll fail to fire a shot before Snake falls into the river below, and wakes up in one full of fire. A lightning strike will put it out as it calls rain down.

River of Sorrow

After The Sorrow greets you, it's time to "fight" him. There's only really two options to finishing this fight. The first, which grants you The Sorrow's unique camouflage, is to make it all the way to the other side of the river, where you'll see The Sorrow's body, and then die from it. The second is to drown yourself in the river. After dying in either scenario, take the revival pill in Snake's tooth during the game over screen (just hold cn_LT) to finish the fight.

Tikhogornyj

You're now to meet EVA behind a waterfall, since things have changed course due to falling into the river. There's nothing special in this area, so run over to the east side of the map and go up a slope to find a large log; cross it and carefully make your way onto the higher part of the stream. Continue north and you'll reach the waterfall very shortly.

Tikhogornyj: Behind Waterfall

Snake will eat some snakes, and he and EVA will have a bit of a romantic moment. After the fire's out, he'll ask EVA if she was the one who took the C3 from Groznyj Grad; she did indeed, and will give half of it for him to blow up the fuel tanks in the main wing, as well as a key to enter that locked door in the main wing to get to the Shagohod's hangar.

After EVA leaves, return deeper into the cave to find a ladder in a room at the end that leads to inside Groznyj Grad.

Groznyj Grad Northwest

Your EZ Gun won't be in your inventory, so you'll need to get it out of your backpack. Equip it and walk straight forward to head to the northeastern corner.

Groznyj Grad Northeast

You know where the door to the east wing is; tranquilize any potential threats and head inside.

Groznyj Grad Weapons Lab: East Wing

This time, when you go up the stairs and knock out the guard, drag his body to the closed-off door to the left. Normally, you can't go inside, but the door will open since the guard you knocked out is near it. Then go through the door to the main wing once again.

Groznyj Grad Weapons Lab: Main Wing

Snake will automatically open the door to the hangar, and Major Zero will put Sigint on the line to tell you how to use C3. There will be two fuel tanks on both the west and east sides of the hangar, and both pairs are relatively close to each other at the far northern end. Plant all four bombs on the fuel tanks, and you'll see Snake mold EVA's heart into the bug he didn't catch earlier.

It seems EVA was able to find the Philosopher's Legacy, and has been found out by Volgin. He'll explain what the Legacy is to Snake, and then The Boss will take the Legacy and EVA away. Before Ocelot can take him on again, Volgin decides he's going to fight him. If you press cn_RB when the game tells you to in these moments, you'll see The Sorrow holding up a sign with the remaining time left before the C3 explodes. You'll always only have five minutes to fight Volgin, so you don't need to keep track of it. Volgin will show that he can even set himself on fire with enough electricity; when the man on fire jumps into the arena, Ocelot tosses you your weapons before the fight starts.

Volgin will only be vulnerable to damage when he's not sparking with electricity. He'll be less sparky when you're at close range and have your gun put away, so try and stay close after he finishes an attack; he'll usually only be open to attack after he finishes an attack of his own. After he's been cut to half of his health or stamina, Ocelot will refuse to help him and leave the building. The fight continues in just about the same way as normal, so use the same strategies to take Volgin down.

  • Grounded

    Defeat Volgin in a fist fight

    Grounded
    1 guideOffline Game ModeSingle PlayerMain Storyline

If Volgin was defeated by stamina damage, he'll drop his unique camouflage as soon as he falls. You'll have enough time to grab it before Groznyj Grad starts to explode. After EVA and Snake rendezvous outside, Volgin and the Shagohod will bust out of the roof and start to chase the two.

Groznyj Grad

This and the next few areas will act like a rail shooter. You'll be supplied with infinite ammo, but don't bother trying to shoot the Shagohod, just worry about the enemy soldiers you come across as you escape. The plan is now to blow up the rail bridge with the Shagohod on top to destroy it. After a while, Ocelot appears and fails to stop you.

Groznyj Grad Runway South

This is just a short segment of taking out guards. The Shagohod won't be chasing you here.

Groznyj Grad Runway

The Shagohod returns, and now pairs of soldiers will be following you on motorbikes to boot. Focus on the drivers to take care of both soldiers at once.

Groznyj Grad Runway

In this part of the runway, the motorbike soldiers will back off, and Volgin will start to launch missiles at you. Shoot them out of the sky if you can to avoid damage. If he starts firing at you with machine guns, don't worry, because none of it will hit you.

Groznyj Grad Rail Bridge

Snake and EVA will make it to a good vantage point over the bridge, where Snake will be able to shoot the C3 on one of the struts. Take out the SVD and aim at it, but only fire when EVA tells you to. But wait, the front half of the Shagohod has survived the blast by detaching from the rest of it. Time to get back on the bike and pull out the RPG-7.

The first stage of this fight is pretty simple, just shoot one of the two drills with the RPG-7 and the Shagohod will spin out of control. Then hit the back side of it to deal a good chunk of damage. The trick is to shoot the drill on the opposite side of whichever direction the Shagohod is turning; if it's turning left, shoot the right drill to make it swerve a bit to the right and give you enough time to shoot the back. The RPG-7 has a slow reload time, but this can be overcome by unequipping and re-equipping the weapon quickly by pressing cn_RT twice in succession.

After the Shagohod is down, Volgin will appear on top of the Shagohod to supply power to it himself. EVA will now lure Volgin away so you can get a good shot at him. The fastest way to finish this half of the fight is to just get to the anti-air gun nearby and shoot Volgin non-stop, but if you want to practice the non-lethal way for later, shoot the drills with the RPG-7 again, and follow up with a shot from the EZ Gun.

Cutscene (Snake Eyes 3/6)

Volgin will ironically be struck by lightning, called in by none other than The Sorrow. As soon as he does, hold cn_RB and watch as The Sorrow floats away before Snake hugs EVA. More soldiers will arrive to try and take you down, so you'll have to congratulate each other later.

Groznyj Grad Rail Bridge North

This is just a short trail of shooting down enemy soldiers. This will be just like the previous sections of being on the motorbike, so all you have to do is aim at soldiers. Remember that you can use the RPG-7 to take these guys down if you want to.

Lazorevo South

Hovercraft soldiers will take over the chase as the motorbikes slow down in this large forest. Near the end of the area, EVA will tell you to shoot the fallen logs up ahead. Face forward and equip the RPG-7, then aim at the logs and destroy them. If you fail to do so, you'll only be slowed down, but that doesn't mean you should ignore her directions.

Lazorevo North

The motorbikes will return, not that they're much of a threat. Shoot them down so they can't hurt you. Eventually EVA will successfully ride over a large gap, cutting the chase to an end.

Zaozyorje West

After the bike crashes, EVA will have a thick part of a tree branch impaled in her abdomen. After she pulls herself out of the log's grasp, she'll pass out, and Snake will freak out as he calls Para-Medic. You'll be placed into the Cure menu; fix Snake and EVA up and start heading towards the lake.

Major Zero will call to tell you how to get yourself and EVA to the lake; take care of the enemy and then call EVA to follow by pressing cn_Y. After the call, you can find a bunch of supplies at the foot of the cliff. As you and EVA move forward, her stamina will drop, so you need to keep feeding her so she doesn't fall below 25% stamina. If she does, she won't move until you feed her. You'll also need to be right next to her to feed or perform first aid on EVA.

After a little bit of walking, soldiers will enter the area during a quick cutscene. When you're brought back to the game, take a left to use the fastest path to the next area. As you move south, check in on the map every once in a while to make sure you're moving in the right direction towards the X. The path to the next area is up a tall ledge.

Zaozyorje East

As you enter the area, a handful of soldiers will be looking for you. Take them out before calling EVA to follow you. When you're in the next wide space, more enemies will be waiting for you, but this time they'll be hiding in the plants and behind logs. Help EVA up this second ledge to reach the lake.

Rokovoj Bereg

EVA will start the WIG up for takeoff and Snake will go to meet The Boss. She'll talk about her past for a while, as well as the concept of an enemy. She then explains that she had to kill her lover, The Sorrow, in a mission given to her. After more background on The Philosophers, she'll get ready to face you, and challenges you to do the same.

To get a shot at shooting The Boss, you'll have to either knock her on the ground or catch her off guard while she's hiding. The former is much more common in this battle, and to do so, run up to her and mash cn_B to try to perform CQC on her. You'll either fail, which will send you on the ground, or you'll succeed, which will stun her for a brief moment. When she's stunned, press cn_B three times to punch her onto the ground, which gives you the opportunity to shoot her twice. Repeat this until she's defeated, and you'll be given another cutscene.

If you defeat her by depleting her stamina bar, she'll drop a camouflage for you, and you'll have enough time to pick it up.

As The Boss lies on the ground, she'll give you The Philosophers' Legacy to return to America. She'll also give you her weapon, the Patriot, to shoot her with. There's only room for one Boss, and one Snake.

Cutscene (Snake Eyes 4/6)

When The Boss dies, the flowers around her will turn red, and her horse will run in to mourn her death. Hold cn_RB now. Her scar will slither out of her body, and if you were pressing cn_RB you should have seen The Boss reunited with The Sorrow.

WIG: Interior

Ocelot will shoot out one of the WIG's engines with his revolver and come aboard using one of the hovercraft. After a lot of CQC fighting, Ocelot will try to poke out Snake's eye, which fails, much to Snake's amusement. Ocelot will challenge Snake to a final showdown. Make sure you keep your eye on the gun that has the bullet in it, and choose carefully. Then fire quickly to see if you chose correctly.

The bullet Ocelot's been carrying around his neck was a blank the entire time, so no matter the outcome, no harm will have come to either of you. He'll jump into the lake below so you two can fly off. MiGs will appear just as The Boss said they would, but they'll back off once Kruschev orders them to return to base.

Langley, Virginia (Snake Eyes 5/6)

Whatever you do, don't skip anything for the rest of the game if you want the Snake Eyes achievement out of the way for this playthrough. If you accidentally mess this up, you should be able to return to your old save, which should be right before this cutscene if you saved the game when prompted to after the WIG scene.

EVA and Snake will have a grand old time drinking wine in a cabin. When Snake wakes up the next morning, EVA has disappeared, and has taken the Legacy with her. She reveals that she was actually sent in by China to take the Legacy back to them so they could become a superpower like America and Russia, as well as the truth relayed to her from The Boss. She died for her country, America, which she had to do after Volgin changed everything up by using the nuke she brought with her.

Snake will walk into the room where the President and lots of very important people are waiting, as well as your support team. The President will give him the title of Big Boss, and he'll salute the President. Hold cn_RB and look to the left of him to find Ocelot doing his salute in the window. He'll then refuse to shake the hand of another politician and walk out of the room as EVA explains the situation of The Boss' mission further.

Arlington Cemetery (Snake Eyes 6/6)

If you skip the previous cutscene at any time, you will miss the chance for the last cutscene to get the Snake Eyes achievement, so don't skip anything. If you accidentally mess this up, you should be able to return to your old save, which should be right before this cutscene if you saved the game when prompted to after the WIG scene.

Big Boss will place The Patriot and some of the white flowers from the lakeside at her grave, and salute her. As he does, hold cn_RB for the last moment. A timeline will soon follow, showing very crucial events taking place up until 1972, which is where the story of Metal Gear Solid: Peace Walker picks up. Make sure you tune in to the endgame conversations, you'll hear only ADAM's side of them.

  • Snake Eyes

    See all of the first-person views that are not indicated by the RB button icon

    Snake Eyes
    2 guidesOffline Game ModeSingle PlayerMissable

For completing the game, you'll get the Tuxedo, a camouflage that you'll need for the related achievement, as well as The Patriot to use on future playthroughs on this save file. The difficulty cannot be changed, so if you want to make things easier and haven't been playing on Very Easy, feel free to start a new save on that difficulty for the next two runs of the game. Acquiring the Tuxedo at the end of the next playthrough will still grant you the achievement, so there won't be any problems with starting a new save. However, if you have been playing on an easy difficulty, always start your next playthroughs by choosing Load Game and selecting the save file from this run to carry your acquired face paints and camouflages to the next run so you don't have to get them again, as well as the Patriot and Tuxedo, of course.

For this playthrough, we'll be aiming to collect at least once in the playthrough every single food item in the game, be it an animal, plant, or actual food. We'll also be going for the facepaints and camouflages, since those aren't too hard to get on their own. Capturing one of the animals, the mythical Tsuchinoko, will give us our final facepaint, so it's best to kill a bunch of birds with one stone and get all of these items in one playthrough.

This will also be the no-kills run for the Peace Walker achievement, which will work perfectly because many camouflages are only obtainable after you defeat a boss by depleting their stamina instead of their health. Below are charts detailing the locations of the facepaints and camouflages, but all will be noted when they appear in the story. You can kill animals for food with no penalty toward the achievement, so there's no need to worry about that.

Facepaints
FacepaintLocationEffect
ZombieRassvet---
SnowBolshaya Past Base---
DesertPonizovje Warehouse---
WaterPonizovje South---
OyamaGraniny Gorki 1F---
KabukiTikhogornyj---
InfinityCapture TsuchinokoInfinite Ammo
Camouflages
CamouflageLocationEffect
Choco ChipBolshaya Past South---
SplitterBolshaya Past South---
SnowChyornaya Peschera Cave---
FlyGraniny Gorki 1FAttracts Flies
Enemies Won't Approach
GA-KOChyornyj PrudHear Kerotan Frogs
WaterBolshaya Past Base---
Sneaking SuitGroznyj Grad Weapons Lab: East WingDamage Taken Reduced by 50%
Stamina Drain Reduced
TuxedoBeat the Game---
DPMI Like MGS3!
Beat the Game
Doubles Health Recovery
Desert TigerI Like MGS3!
Beat the Game
No Suppressor Wear
Desert AuscamI Like MGS3!
Beat the Game
Damage Taken Reduced by 33%
FlecktarnI Like MGS3!
Beat the Game
Unlimited Battery Power
Scientist EVA (Story)---
OfficerColonel Raikov (Story)With Mask, Guards Salute You
MaintenanceGroznyj Grad Weapons Lab: East Wing---
Animal(Non-Lethal) OcelotEliminates Hand Trembling
Hornet Stripe(Non-Lethal) The PainWards Off Bugs
Tames Hornets
Moss(Non-Lethal) The EndHeal in Sunlight
Spider(Non-Lethal) The FearHigh Overall Camouflage
Drains Stamina Quickly
Fire(Non-Lethal) The FureFire Damage Reduced by 50%
Explosion Damage Reduced by 50%
Spirit(Non-Lethal) The SorrowSilent Footsteps
Choking Steals Stamina From Enemies
Cold War(Non-Lethal) Colonel VolginEnemies Won't Shoot You From in Front
Snake(Non-Lethal) The BossHigh Overall Camouflage

Food items and the other collectibles don't have a number assigned to them like MGS2's dog tags, so you'll have to pay close attention to the items you've picked up. After the Virtuous Mission, you can check the food you've eaten in the Cure menu, which will be handy because you won't have to worry about storage space if you just eat everything you find. Food items will only be mentioned once, in the first place you can get them in. Be sure to get all of the food items in an area before moving to the next, because some items are only available in one place.

Dremuchij South

Now that you should be okay with skipping cutscenes, you'll quickly find yourself in the first area of the game. In the grass are some frogs, which are both the Tree Frog; use your knife to kill them and put them in your backpack. Near a cluster of trees will be a Siberian Ink Cap, and on a square-looking log to the left will be another mushroom, the Giant Oyster Mushroom. Move to the other side of the log to find some snakes in the grass, both of which will be the Reticulated Python.

Get your backpack and a snake will spawn nearby. Capture it alive or kill it, it doesn't matter which you do. This will be the Giant Anaconda. Look up in the trees to find some fruit hanging from a branch. Shoot it down with the EZ Gun to get a Russian False Mango. Then crawl back under the log to the place you started the mission in, and walk up the path on the east side of the area to reach a cliff overlooking the tree with the backpack. Close to the edge are a few birds, and if you get too close they'll fly away, so be careful as you tranquilize a Magpie. You can use the motion detector item to spot where the birds are if you need help. If the two magpies fly away, just jump down the cliff, crawl back under the log, and try again.

Dremuchij Swampland

Naturally, the first thing you'll be drawn to are the alligators scattered throughout the area, but you'll want to go for the one all by itself on the far right of the quicksand. Next to him is also some bug juice if you wanted to pick it up. The alligator is known as the Indian Gavial and will drop three pieces of meat when killed. Now look to the small island in the center of the quicksand pond, where two alligators are roaming around. If you haven't gotten the Magpie here, this is a much easier time to do so. There's a small nest hanging on the tree on that island; wait for the bird to fly back to it, and ten tranquilize it. Then shoot the nest to get the Baltic Hornet Nest.

Continue up the path out of the quicksand area and you'll come across a tree with small yellow fruit hanging from it. This would be a new food item, the Golova; shoot it down and put it in your backpack.

Dremuchij North

Knock out the two guards as you enter the area, and equip the motion detector to find a blip in the grass next to one of the guards. The bird hiding in the grass is the Sunda Whistling-Thrush. If you're having trouble shooting the guard with the EZ Gun, wait until you get grenades up ahead to demolish the bird before it can fly away. As you continue north you'll come across another tree bearing a different kind of fruit, the Yabloko Moloko. Next to this tree is a hollowed-out stump with grenades, which can be used to get the bird at the start of this area if you were unable to get it before (just make sure you don't kill an enemy). If you fail to get the whistling thrush again, just walk around the area in a circle to make it respawn.

Dolinovodno

There's nothing new waiting for you here, so tranquilize the enemies and head to Rassvet.

Rassvet

Nothing of interest will be in Rassvet, either, but after you skip the cutscenes and Ocelot is unconscious, drag his body and drop him to get a mousetrap for later. Place it somewhere in the area that you'd remember to pick it up later, like near a specific tree.

Dolinovodno Riverbank

Patch yourself up and get ready to start Operation: Snake Eater. When you're in the Cure menu, you can see the food you ate by pressing cn_RB, followed by cn_RT. This will be useful to see whether or not you have eaten a certain food before, just in case you forget. The achievement doesn't require you to eat all the different kinds of foods, but eating them does put them on this list.

Dremuchij East

On your right as the mission starts will be a patch of grass with an Otton Frog inside. Look at the tree directly in front of the small path to the next half of this area and you'll find a Japanese Flying Squirrel; if not, just wait a while and it will appear. Stay near the right walls of this area until you come across a very small shrub-looking plant at your feet. Shoot it or cut it with a knife to get some Cold Medicine.

Dremuchij North

Hop down the ledge and keep moving forward until you spot a Green Tree Python hanging from a tree. Capture it and move past the cutscene with The Boss. Then walk up to the patch of grass where you found the whistling-thrush to find a King Cobra, but be careful, it might attack you if you stay too close to it.

Dolinovodno

Take out the lone guard here and go across the bridge. Curve left onto a path that leads to a thin ledge; lean up to the wall and shimmy across to get the Raindrop Camouflage. This will be a good time to check it out, because if you're playing on the original save file from the story playthrough, you will have also gotten a ton of special camouflages that come with this version of the game. Just press cn_LSr or cn_right to find them. Once you have the uniform, head to Rassvet.

Rassvet

If your mousetrap is still here, you might hear it go off as you enter the area. If not, don't worry, there's another one up ahead. Head to the back of the building to find the Zombie Facepaint. If you decide to go through the cutscenes first, that's fine; the facepaint will still be waiting for you. Crawl underneath the building you meet EVA in to find a Rat or two. Be sure to obtain the mine detector again before you leave the area.

Chyornyj Prud

As you approach the shoreline, you'll find two snakes that look very similar to each other. They are actually two different snakes, the Coral Snake being on the right and the Milk Snake on the left. Near the shoreline, you'll spot a red frog swimming in the water. This is the Poison Dart Frog, and near it should be a tree frog from earlier. If you eat the poison dart frog, you'll come down with food poisoning; an easy way to fix that is to spin Snake in the Cure menu until he throws up, which removes the poison.

Whip out the Patriot and shoot all the alligators you can to eliminate any threats so you can swim in the water with ease. There are some Arowana swimming in the middle of the swamp; use the Patriot underwater and you'll be able to collect some of its meat. Cross the swamp to reach the other shoreline and head east of it to find the GA-KO Camouflage, which just has a bunch of ducks printed on it.

Bolshaya Past South

Continue through this area like usual, shooting claymores when you come across them. After you climb the tree to reach the other side of the second electric fence, stick to the path on the right, and after a patch of quicksand, you should find another thin ledge to shimmy across, like in Dolinovodno. Move across it, and at the end will be the Splitter Camouflage. Stick to the left after the actual opening in the last electric fence to find a hollowed-out stump with the Choco Chip Camouflage tucked inside. Enter Bolshaya Past Base from the left side, which will very close to the stump.

Bolshaya Past Base

As you approach the base, you'll see a trench with some wooden planks laid over it to serve as little bridges. Crawl underneath the planks at the southern face of the base to get the Snow Facepaint. Then head up the ladder on the side to get to the roof, and you'll find the Water Camouflage.

Return to the ground and find a wooden shack next to the main building, and inside will be some food items (that don't count towards the achievement, but pick them up anyway) as well as another mousetrap. Definitely pick up the mousetrap. To make things even better, head inside the main building and find yet another mousetrap under one of the beds.

Bolshaya Past Crevice

For the Ocelot fight, just shoot him with the EZ Gun to defeat him by stamina. Using lethal weapons on the bosses will void the achievement for not killing anyone, so make sure you don't use anything like the Patriot. But before you beat Ocelot, look around for a European Rabbit.

Chyornaya Peschera Cave Branch

Upon defeating Ocelot by stamina, you'll find the Animals Camouflage on a rock as you land in the cave, unless you got it before. Unlike the last playthrough, you'll need all the light you can get for this cave, so check your map and use the northern path to find two small waterfalls. Walk in between them to find a small crevice with a torch, as well as a few crabs and a mushroom. Capture a Kenyan Mangrove Crab and pick the Russian Glowcap.

After you have these items, get close to the crawl space out of the cave, but go to the end of the path to the right of it. In this area is the Taiwanese Cobra, a snake you haven't come across yet. Then crawl through the tunnel to the next part of the cave. Seep the torch equipped as you leave to the main section of the cave, and you'll be attacked by bats. Take out the Patriot to make shooting them easier, and kill and acquire a Vampire Bat.

Chyornaya Peschera Cave

Make an immediate right as you enter the area to find a cave filled with more bats. At the back side of this cave is another crawl space; slither through to find the Snow Camouflage. Another crawl space will lead you to where you fight The Pain.

The fight is very simple; I would imagine you used the EZ Gun last time, so use it again to revoke him of his stamina and defeat him. Move to the other shoreline and walk along the ledges on the right side of the room until you reach a point where you can roll onto the rock he was standing on to find the Hornet Stripe Camouflage if you don't already have it. In the water is a different type of fish, the Maroon Shark, so shoot it with the Patriot or your EZ Gun and take it with you. Arowana are also in teh water, so make sure you got the right fish.

Chyornaya Peschera Cave Entrance

Just push through the cave out to the river.

Ponizovje South

Shoot down the guards on the hovercraft with the EZ Gun, it won't count as a kill. Immediately in the area is the third type of fish, the Bigeye Trevally. It's a much smaller fish than the other two you've previously found, which will also be here. If you're impatient and don't want to point at a tiny fish with a large gun, you can just toss a grenade or stun grenade into the water to bring all the animals up to the surface.

Ponizovje West

If you want the SVD again, go ahead and get it while you can, but you're NOT going to kill The End early this time. There's a Cobalt Blue Tarantula here, but you can find one in the area ahead.

Ponizovje Warehouse: Exterior

Just in front of the red door that The End was pushed into will be a Cobalt Blue Tarantula. If you didn't get the SVD in Ponizovje West, now is your time to get this spider.

Ponizovje Warehouse

Head to the other side of that big red door, and you'll find the Desert Facepaint nearby, as well as the thermal goggles. You'll want to pick these up to make future hunting attempts easier. Move up the staircase towards Graniny Gorki and you'll come across a door to a pantry. Inside will be some ramen noodles, which won't be too much of a burden to pick up, as well as a fourth mousetrap. Take it and leave the warehouse.

Graniny Gorki South

If you got the Flying Squirrel earlier in the game, you won't have to hunt one down here, but the thermal goggles from the warehouse will help with that. Take your three mousetraps and look for the tree directly in front of you that you can climb the vines of, and plant all of your traps at the foot of the tree. Return to the warehouse and come back to this area to fill the traps until you get the mythical Tsuchinoko. You'll want to keep this snake alive until the very end of the game, so whatever you do, do NOT eat it. Keeping it alive at the end of the game will grant you with the last of the facepaints.

There's a new mushroom in here, the Fly Agaric, which consists of three tall, skinny mushrooms in a group. Take this from the foot of a tree and then move on towards the lab.

Graniny Gorki Lab Exterior: Outside Walls

The first thing you'll want to do in this area is toss a grenade or stun grenade into the tall grass in front of you, which will kill the whistling-thrush as well as the Red Avadavat inside. Then make your way to the interior.

Graniny Gorki Lab Exterior: Inside Walls

The door inside is on the right side of the main entrance, but you're going to go to the far left wall of the building to find a crawl space instead.

Graniny Gorki Lab 1F

Look to the left as you enter to find the Oyama Facepaint and then head right to find yourself on the first floor of the lab. Go through the next room and look left to find a staircase up to the second. Look to the right once you reach the top to find two doors; the one farthest from you will be a bathroom. Go inside and punch the door on the right until it falls over, which will reveal the Fly Camouflage. I highly suggest taking a look at it.

Return to the main area that you're familiar with and go down the staircase you used last time.

Graniny Gorki Lab B1 West

Head inside the officer's room on your right, take out the officer, and get the cig-gas spray; this will be useful later. Then go meet Granin in his office and return to Graniny Gorki South.

Graniny Gorki South

The fight with The Fear is going to be pretty simple no matter what on this difficulty, just be sure to heal yourself as the fight starts and only use the EZ Gun to take him down. After you beat him, his Spider Camouflage will be underneath where he blew up from. From here, you'll want to go past the warehouse and ignore the story for now, and return to Ponizovje South, the long river area.

Ponizovje South

A new facepaint, the Water Facepaint, has spawned at the start of this river after you defeated The Fear; swim all the way back there and pick it up before going on with the story.

Svyatogornyj South

If you're full on syptic, try to injure yourself somehow to the point that you need it. You should have room from when The Fear shot you with the cross bolt, though. There's some plants just to the left of the first tree in this area that replenish your Syptic supply, but you can't pick them up unless you have less than the maximum. Near this first tree will be a small white mushroom, the Spatsa. On the side of a tree near the ground will be some Baikal Scaly Tooth, which are a cluster of mushrooms that look like they're jetting out of the tree itself. There will also be some long yellow-green fruit hanging from a vine. Shoot a Vine Melon off of the vine and collect it.

At the bottom of a bright green slope will be a plant that gives you Disinfect, with another just like if halfway up the slope. Another plant near the top will give you a Splint. Once you finally have all of these items, continue on your way towards The End.

Svyatogornyj West

Check your map to find that there are two paths for you to take. Take the left route and behind a few fallen logs will be a small brown area that looks like icky paint-like goop. At the foot of a tree, in the ugly brown area, will be the last of the mushrooms, the Ural Luminescent Mushroom. This mushroom will also cause food poisoning upon eating it.

Sokrovenno South

The End will have set up to shoot you, so you're going to make him pay by eating his Parrot. (Eating it is optional, of course, but it'd be fun.) There should be a very rectangular-looking tree stump that looks very much like a rock close to where you start from, and the parrot will be here. You might have to walk away in order for it to return back to the top of this stump. If you miss and the parrot flies off, just walk away from it for a while until it comes back. If The End changes position after you attack him, the bird will change position too, so this is the best time to get it.

With the EZ Gun equipped, The End will barely be able to notice you, if at all. Find him and approach him when his back is turned the same way you would a guard, and walk up to him slowly with cn_dpad. Hold him up and point your EZ Gun at his head until he drops his Moss Camouflage. Equip it along with the Woodland facepaint and crawl around until you find a spot where you reach a camo index of 100%.

In Sokrovenno North, you should be able to find a goat named the Markhor, whose name comes from the Persians, meaning "snake eater". Tranquilize it and then slash at it with a knife to get two pieces of meat; if you can't find it now, you'll have another chance to get it after you deal with The Sorrow. Then defeat The End with the EZ Gun and head on towards the mountain.

Krasnogorje Tunnel

What a thrill...

Krasnogorje Mountain Base

Go towards the big bumpy area, where you'll soon find a Thai Cobra lying around. Off in the distance, near a guard at the end of the area, a White-Rumped Vulture will be perched on one of the short hills. Tranquilize it from far away to prevent it from flying off, and then jab it to turn it into food. Next to it will be an Emperor Scorpion, but if you chose to tranquilize a different vulture, there should be scorpions all over the place for you to kill.

Krasnogorje Mountainside/Mountaintop

There won't be anything important for you to pick up here, so meet up with EVA and make sure to only use the EZ Gun on soldiers as you get there. Then return down the mountaintop to the red door leading to The Fury.

Groznyj Grad Underground Tunnel

Just like before, find The Fury in the halls and shoot him with the EZ Gun. Once he goes berserk with fire, there's not really a change in strategy; the fire will be too weak on this difficulty to hurt you. After you beat him by depleting his stamina, turn around to find the Fire Camouflage behind you.

Groznyj Grad Weapons Lab: East Wing

Skipping along to the east wing of Groznyj Grad, take Raikov to the locker room, which you have to do for the story, and you'll get the Officer Uniform. Skip through all the cutscenes until you're in the jail cell.

Groznyj Grad Torture Room

Wait until Johnny looks away, and then call 144.75 for the fastest way out of here, but make sure you remove the tracker that Ocelot crammed into your back so his unit doesn't scare the wildlife away in Tikhogornyj. Then head to Groznyj Grad Northwest and enter the sewers again.

Groznyj Grad Sewers

Escape the sewers once more and fall off the ledge into the river below.

River of Sorrow

The Sorrow is dead, so there's not really a way to damage him, especially since you don't have any weapons to use in the first place. You'll have to make it all the way to the end of the river until you see The Sorrow's corpse in the water, where you'll get a jumpscare and die. Reaching the end of the river instead of simply drowning yourself will grant you The Sorrow's gift to Snake, the Spirit Camouflage, which you can't use until you get your equipment back from EVA.

Tikhogornyj

Upon entering the area, you should see the Markhor, a goat. If you didn't kill the goat in Sokrovenno North, you'll have to do so now; take your fork out and stab it. There won't be any new food from now on until the fight with The Boss, so all you need to worry about on that end is keeping the Tsuchinoko alive.

Get your gear back from EVA, and instead of returning to Groznyj Grad, go back outside the waterfall to the main area of Tikhogornyj. Snake will walk a bit of the way outside on the path on the side of the pond; continue on this path to find a tree on your left. The Tsuchinoko you found earlier will be here now, and you need to re-tranquilize it and put it back in a cage. Make sure you take it back, or you won't get the last facepaint after you beat the game. Then swim in the pond at the base of the waterfall to find the Kabuki Facepaint.

Return to Groznyj Grad Northeast and enter the west wing to continue the story.

Groznyj Grad Weapons Lab: East Wing

Return to the locker room and open the lockers to find two new items, the Maintenance Uniform and the Sneaking Suit. If you're having trouble opening doors on the second floor, you can drag an officer's body over to it; the security system will recognize an officer nearby and open the door. Once you have these, enter the main wing.

Groznyj Grad Weapons Lab: Main Wing

Enter the hangar and place the C3 on the four fuel tanks again, which starts the fight with Colonel Volgin.

Defeat Volgin with either the cig-gas spray you got all the way back in Graniny Gorki, or use the EZ gun when he's not sparking with electricity. After he's defeated, he'll drop the Cold War Camouflage, which will be useful if you want to be lazy for the motorbike chases.

Groznyj Grad ==> Groznyj Grad Rail Bridge

Equip the camouflage you just got from Volgin, which prevents enemies from firing at you if you're facing them (since the USSR side is on the front). This saves you a lot of effort; now you just have to look at people instead of trying to tranquilize them. You'll only ever need to tranquilize enemies if EVA won't continue moving until the current sortie is out cold. If you're wondering about the soldiers on the bikes, tranquilizing them or the ones on hovercraft won't count as a kill, even though they crash and die afterwards.

Get through all of these motorbike areas by looking behind EVA, and blow up the C3 on the side of the bridge like before. Then the fight against the Shagohod starts.

Groznyj Grad Rail Bridge

As you can tell by the health bar, the first stage of the Shagohod won't any stamina option, so use the same strategy as before: use an RPG-7 missile to hit one of the drills, and then use another to hit the steaming backside of the Shagohod until it's defeated.

For the second fight, you'll have to deplete Volgin's stamina, even though you already did so before. It's essentially the same strategy. Launch a missile at a drill, but this time, you'll want to shoot Volgin with the EZ Gun until he loses all of his stamina. You won't get a camouflage for this fight, but doing the fight this way is necessary for the Peace Walker achievement.

Groznyj Grad Rail Bridge North ==> Lazorevo North

Continue through all the chase scenes with the cold war camouflage equipped so you don't have to do any work. When EVA tells you to blow up the log with a missile in Lazorevo South, this should really be the only time you'll want to turn around.

Zaozyorje West

Patch yourself and EVA up, and take her to the end of the area, avoiding and tranquilizing guards when you have to.

Zaozyorje East

The same thing applies as it did in the last area, but you'll probably have to feed EVA at this point to keep her going. Once you and EVA leave the area, skip all the cutscenes until the fight with The Boss starts.

Rokovoj Berej

There are three last snakes at each of the three fallen logs during the fight with The Boss. The easiest thing to do would be to toss a stun grenade at each log, and then collect the snake at that log. You could also use actual grenades if you don't have any stun grenades on you; you could even just aim down at the ground and shoot at the snakes with the EZ Gun, but they're white in color, and due to the flowers they'll be hard to see. The three snakes are named Solid, Liquid, and Solidus, after the three future songs of Big Boss. Just make sure you keep the Tsuchinoko alive.

Once you deplete The Boss' stamina, she'll drop the Snake Camouflage, which should be your last camouflage to get if you've started this playthrough on your old file.

If you're playing on a new save for whatever reason, you might not get this achievement at the end of this run when you get the Tuxedo. If this is the case, you'll most likely have to get the Sneaking Suit and Maintenance Uniform in Groznyj Grad on your Kerotan frog playthrough.

WIG: Interior

Skip the cutscenes until you get to the part where you have to choose a gun, and choose whichever one you feel like since it doesn't matter in the end. Skip more cutscenes until you reach the credits, which are unskippable. At the screen after this, you'll see what new items and achievements you might have unlocked.

If you haven't seen one before, there are 64 green frog toys known as Kerotan scattered throughout the entire game. Think of this as the equivalent of a dog tag run from MGS2, except not as repetitive and you don't have to do it five times. Below is a video detailing how to get all 64 of these frogs, and if you want timestamps for each frog, they will be in the video's description on YouTube.

Something to keep in mind is that if you're ever unsure if you hit a Kerotan from a far distance, you can always equip the directional microphone to hear it better. The GA-KO camouflage, which you should have now, allows you to hear Kerotan noises if you approach, but it won't be necessary to have it equipped since you've got a walkthrough at your disposal. If you miss a frog on this playthrough for some reason, don't worry too much; the achievement will pop as soon as you've hit the ones you missed previously on another run of the game.

Dremuchij South

Skip through all the initial cutscenes, and climb the tree to get your backpack. Now that you have a weapon, climb the tree again and look south while balancing on the branch to find the first (01/64) Kerotan. Shoot it with any weapon, and it'll count towards the achievement.

Dremuchij Swampland

Move past the alligators and quicksand, and head towards the next area. After you get out of the quicksand, you should soon approach a patch of grass. Continue to the second patch of grass and look to the right in between some trees, where a (02/64) Kerotan is blending in with the leafage.

Dremuchij North

Knock out the two guards up ahead with the EZ Gun and then turn right when you can. Keep walking to the right until you get to an old tree stump; if you look closely, the next (03/64) Kerotan is going to be sitting on top of it. Shoot it, and continue to Dolinovodno.

Dolinovodno

As soon as you arrive in Dolinovodno, you should see a (04/64) Kerotan sitting atop the tall wooden post on the left side of the bridge. Shoot it and move on.

Rassvet

Take out all three enemies with the EZ Gun and head "inside" the destroyed building to the left of the area, where two of the guards should have been standing. By the base of the metal staircase, a large chunk of the northern wall will be missing. Look through this hole and you'll find another (05/64) Kerotan. Then find Sokolov, skip the cutscenes, and finish the Virtuous Mission.

Dremuchij East

Now that the Virtuous Mission is over, the previous Kerotan frogs will not be available, and new ones will have taken their place. Fortunately, the Kerotan hunt won't be a big strain or challenge until the motorbike chase near the end of the game, but that's a long time from now. Most of them won't be an issue to shoot whatsoever.

Head north and look west until you find a hollowed-out tree stump. Look inside, and the first (06/64) Kerotan of Operation: Snake Eater will be waiting inside for you.

Dremuchij North

Meet up with The Boss and go through the cutscenes. When you're free to move again, take a right up ahead just like you did in the Virtuous Mission. There should be a tree to the left that you can climb; do so and look northwest to find a (07/64) Kerotan that you wouldn't be able to see from ground level. Now, instead of going to Dolinovodno, turn around and go south towards Dremuchij Swampland.

Dremuchij Swampland

Make your way back into the quicksand and turn right (west) to find two alligators. On the brown "shoreline" of the quicksand, you'll find a small group of trees at the northernmost point. Look around them on the ground to find another (08/64) Kerotan. Feel free to use the Patriot to kill any alligators that might be a threat to you. Keep going south and enter Dremuchij South, where you started the Virtuous Mission.

Dremuchij South

Climb back under the log and return to around the general area you started from. To the west will be a fallen log; stand on the left side of it and move the camera around while looking north to find this area's new (09/64) Kerotan. Now you can continue with the mission.

Dolinovodno

Knock out the soldier directly below you and cross the bridge. As soon as you make it to the other side, look up and to the right to find this area's (10/64) Kerotan atop the rocks.

Rassvet

We're going to again use that metal staircase as a landmark for this area. This time, go to the right side of it and look underneath it. The next (11/64) Kerotan should be easily visible to you. If you want to shoot this frog after you meet EVA, you can. And if you weren't too great about the claymores up ahead, don't forget to pick up the mine detector inside the building before you leave.

Chyornyj Prud

Make your way to the opposite shoreline, killing the alligators with the Patriot if you have to. Once you're back on land, dive into the water to the left and head to the tree partially submerged in the swamp to find the next (12/64) Kerotan at the bottom of the lake.

Bolshaya Past South

If you picked up the mine detector, remember to use it for this area if you need to. Make your way to the last opening of the electric fence, where a guard will be standing off to the left. Tranquilize him and stand in the gap in the fence. Then turn to the right and the (13/64) Kerotan should be between some trees.

Bolshaya Past Base

Tranquilize the guards surrounding the area and head inside the base. Go to the bedroom, where you'll find a desk; underneath is the next (14/64) Kerotan. If you feel like it, you can destroy the chopper here so it won't be an issue when you're at the mountaintop.

Bolshaya Past Crevice

As you enter the area, the fight with Ocelot will start. Take cover behind something and look to the southeast. The (15/64) Kerotan will be across another gap that you can't cross over. Make sure you shoot it before the battle ends, or you'll have to either reload a save (and reshoot the Kerotans up to this point) or play up to this point on another save just to shoot this one frog.

Chyornaya Peschera Cave Branch

The first thing you'll want to do is get the torch, which you'll find between two waterfalls by taking the northern path in the cave. You can check your map to see the cave layout.

After you get the torch, run to the western side of the same room with two waterfalls to find a thin pathway. Follow it until you get to a crawlspace; crawl through and you'll reach a room with another crawlspace. At the end of the second crawlspace will be a larger room with a big hole in the floor. Whatever you do, don't fall through the hole just yet, or you'll have to come back all the way around to get back here. Walk slowly around the circumference of the cave until you pick up some night vision goggles. Just in front of those will be the (16/64) Kerotan, which you can easily see with the light of your torch.

Chyornaya Peschera Cave

Reach The Pain and defeat him however you please; you should already know how to beat him and avoid his attacks by now. You should equip the infinity facepaint to give you unlimited stun grenades, which you can use to stop his hornet armor. After he blows up, look up towards the sky and you'll find this area's (17/64) Kerotan on the edge of the large hole in the ceiling.

Chyornaya Peschera Cave Entrance

Make your way out of the cave, but look to the left on your way out for a smaller cave. There are bats and claymores inside, so if you have one, toss a grenade or stun grenade in there to get rid of all of them. If you don't have one, just shoot the claymores from afar and you won't have to worry about the bats.

Once the coast is clear, go into this little cave and look up to see a (18/64) Kerotan sitting on a ledge. It won't be visible from outside this cave. After you've shot it, you're good to leave the area.

Ponizovje South

Walk only a little bit forward and you'll be able to see the bright-green (19/64) Kerotan sitting on the left side of the river. At the fork in the path at the end of the river, go left into Ponizovje West.

Ponizovje West

Swim up to the docks and knock out the two guards. Stay in the water and go to the northernmost area you can without exiting the water to find a sewer grate; past the metal bars blocking it is the (20/64) Kerotan.

You'll want the SVD for Kerotan frogs later on in the game; if you decide to fight The End instead of killing him early, you can also pick up his Mosin-Nagant instead of the SVD after you beat him, but it's highly preferred that you get the SVD. The Mosin-Nagant will do for a while, and you'll get the SVD when you need it most, but it's best to be safe and get the SVD now just in case you forget to pick up the Mosin-Nagant.

Ponizovje Warehouse: Exterior

Skip the cutscenes and wipe out the enemies at the docks. Then look to the west in the water to find a red gate with a (21/64) Kerotan on top of it, eagerly waiting to croak for you.

Ponizovje Warehouse

Go down the stairs and stand by the red door that The End went through (or didn't, if you shot him again), and look up towards the ceiling near the top of the stairs. You should be able to see the warehouse's (22/64) Kerotan on top of a long beam.

Graniny Gorki South

Head on over to the other side of the area, but watch out for traps lying in wait. Before you hop over a small ledge, look up in the trees to the southwest and you should find another (23/64) Kerotan sitting on a thin tree branch.

Graniny Gorki Lab Exterior: Outside Walls

Head under the electric fence using the gap to the left as usual, and then look to the tree and grass in front of you. Stand at the edge of the grass and look left, where you'll see a (24/64) Kerotan placed between two trees. Then head inside the walls by knocking on the door.

Graniny Gorki Lab Exterior: Inside Walls

As you enter the area, you start behind a small building. Look around the other side of this building to find a broken window, with the next (25/64) Kerotan on display. Head inside the small door and continue the hunt for the little frogs.

Graniny Gorki Lab 1F

Knock out the soldier by the front desk, and then make a right as you pass it. Continue through this hall until you reach a set of lockers; on top is this floor's (26/64) Kerotan. Take the stairs nearby down to the lower level.

Graniny Gorki Lab B1 East

This place is very linear, so it won't be too complicated to reach the last jail cell. There will be a soldier walking around, though, so take him out and look inside the cell and you'll see the (27/64) Kerotan on a small shelf. Then go back upstairs and go through the first floor down to where you need to go to meet Granin.

Graniny Gorki Lab B1 West

As per usual, run past the guard's station and into the next room, where a single scientist is walking around. Tranquilize him and look around for a (28/64) Kerotan on a bookshelf. Then talk to Granin and make your way to Graniny Gorki South to take on The Fear, and then back to the warehouse. Continue through the now-unlocked door to Svyatogornyj South.

Svyatogornyj South

Just a bit further after EVA gives you a call on your radio, there's a tree that you can climb. You don't need to climb it, just stand next to it and face the door you came in from. Above it to the left will be this area's (29/64) Kerotan. Then move on ahead to the next area.

Svyatogornyj West

You'll soon come across a fork in the path at the start of this area; choose the path to the left until you get to another tree with vines on it. Just to the north of it is a (30/64) Kerotan at around eye level. Watch out for a pitfall trap nearby, though; it leads to a big drop and an immediate death. After you've shot this frog, move to Svatogornyj East.

Svyatogornyj East

At the end of this section of Svyatogornyj is a cabin, with some supplies inside. Luckily for you, you don't need to go in the cabin to get to this (31/64) Kerotan, it should be easily visible through the window. You'll have to return to Svyatogornyj West to continue to Sokrovenno.

Sokrovenno South

After you're introduced to The End again, equip the EZ Gun so you won't be spotted and head to the northwest until you find a building on a ledge. Near one of the corners on a big rock is the thirty-second (32/64) Kerotan. Congratulations, you're halfway there. It's not as bad as it makes out to be.

If you didn't get the SVD before, I highly suggest going inside the building and getting it in there now. If you don't get it, you'll automatically get one later, but you'll have to take the Mosin-Nagant from The End. If you killed him early, you need to pick the SVD up now.

Sokrovenno West

Deal with The End (or don't) and come here, to the west part of Sokrovenno. You'll see a stream flowing south and some waterfalls up ahead; follow the stream south and you'll find the (33/64) Kerotan at the end of it. Then go to Sokrovenno North.

Sokrovenno North

Just outside of the entrance to Sokrovenno North (from Sokroveno South) is a tree to the right. Hiding behind the tree is another (34/64) Kerotan.

Krasnogorje Tunnel

Don't climb up that ladder just yet, there's a (35/64) Kerotan hiding on the left side of the tunnel. Just look at the floor on the left side as you approach the ladder and you'll easily spot it. Only after you've shot it should you climb the world's best ladder.

Krasnogorje Mountain Base

Try to tranquilize all of the enemies in the bumpy part of the mountain base, and then look for a crawl space to the left, created by some rocks. You'll want to look to the north of that little rock tent to find the next (36/64) Kerotan on the rocks to the left of the entrance to the mountainside.

Krasnogorje Mountainside

Climb up the mountainside until you reach the top, where you'll find some anti-air guns and some small buildings. On top of the building in the corner is the next (37/64) Kerotan. You can see it better when next to the anti-air gun on the right.

Krasnogorje Mountaintop

Shortly up the mountain will be the first anti-air gun of this area, next to a small building with some grenades in it. Stand between them and look to the southeastern corner of the map (in the shadows) and a (38/64) Kerotan will be smiling at you. Then head up to the ruins and meet up with EVA.

Krasnogorje Mountaintop: Behind Ruins

Skip all the cutscenes, and you'll be overlooking Groznyj Grad from the cliffside. You should see a red and white tower to the right with the number 07 on it; just above the 0 will be a sneakily hidden (39/64) Kerotan. Use the SVD to shoot it, and then go back through the door to the ruins.

Krasnogorje Mountaintop Ruins

In the ruins will be a bed without a mattress, just next to the door to the mountaintop. Up above the bed will be the next (40/64) Kerotan frog for you to shoot. After you've done so, go through the door on the mountaintop to fight The Fury.

Groznyj Grad Underground Tunnel

As you fight The Fury, go to the north and hop up onto the ledge so you're next to a pack of six barrels. Look down the rows and a (41/64) Kerotan will be propped on top of a red pipe, several feet above the floor. It won't be visible from ground level, so you will have to climb up here. After you beat The Fury for (hopefully) the last time, go up the ladder to Groznyj Grad.

Groznyj Grad Southwest

Go left and north until you find a truck, then look west and look at the three storage units next to each other. Approach the one in the middle and look in the crack in the center of it, where a (42/64) Kerotan is hidden. Then head to the northwest section of Groznyj Grad.

Groznyj Grad Northwest

Entering from the southwest corner, there will be a bunch of tanks to the left, as well as a guard tower with a spotlight. Stand as far east as you can, parallel to the tower, and you should be able to see a (43/64) Kerotan frog sitting at the top of a red metal staircase. Shoot it and then go to the northeastern sector.

Groznyj Grad Northeast

Make your way as north and as east as possible until you find a small building with some food inside.Take it if you want, and then look to the north of it to find a small hole in the ground. Crawl in the hole and look to the right until you find a turn, which will contain only a (44/64) Kerotan stuck behind a grate. Continue crawling in this tunnel and it'll take you to Groznyj Grad Southeast.

Groznyj Grad Southeast

After you come out of the crawlspace, circle around the building, which is the torture room from later on in the story; pass a guard and you'll find a red metal stairway leading up to the roof. Check the corners of the higher section of the roof to find a (45/64) Kerotan sitting there all by himself. Now that you're done with the four corners, return to the northeast corner through a red door and go inside to the east wing.

Groznyj Grad Weapons Lab: East Wing

Take Raikov to the locker room as part of the story, and then look in the office area just to the north of the locker room. A (46/64) Kerotan will be placed on to pos the bookshelf in between some boxes. After you shoot it, head back outside to Groznyj Grad Southeast, and head inside the torture room.

Groznyj Grad Torture Room

Go to the left as you enter the area and there should be a guard walking around an office area. Knock him out with some punches and unequip your uniform so you can use the EZ Gun (or any gun, really) to shoot the (47/64) Kerotan under the desk. Then return to the east wing and make your way to the bridge to the west wing. If you miss this one accidentally, you should be able to come back here after you meet EVA behind the waterfall and get your equipment back.

Groznyj Grad Weapons Lab: West Wing Corridor

Whatever you do, don't approach the door. You should instead tranquilize both of these guys (which you can do after you take off the uniform) and take your sniper rifle out. To the left of the bridge, outside, is a megaphone pole, and on top is the next (48/64) Kerotan. A pretty clever spot to hide one, right? If you miss this one accidentally, you should be able to come back here after you meet EVA behind the waterfall and get your equipment back.

To continue with the story, you'll have to wake these guards up by returning to the main wing and coming back, but make sure your uniform is on. There won't be any more new Kerotan to shoot until you defeat The Sorrow; you should be familiar on how to escape from the northwest sector and go through the sewers to get to Tikhogornyj.

Tikhogornyj

After you "beat" The Sorrow, you'll arrive in Tikhogornyj. Turn around as soon as you're on your feet and the (49/64) Kerotan will be right behind you. You'll have to shoot it with the Single-Action Army now if you have bullets from the sewers, or you can get your gear from EVA and come back here with the EZ Gun and your other weapons.

Tikhogornyj: Behind Waterfall

After you get your stuff from EVA, go to the room with the ladder leading up to Groznyj Grad and look around the corners for pipes above you; in one of the corners will be the fiftieth (50/64) Kerotan.

If for some reason you didn't get the SVD earlier, you'll get it after meeting EVA here. The Mosin-Nagant just wouldn't have cut it for what's up ahead anyway. Once you take care of the Kerotan here, return to Groznyj Grad and enter the Shagohod's hangar.

Groznyj Grad Weapons Lab: Main Wing

As you plant C3 on the fuel tanks, stop by the left side of the room and look for some railing next to the Shagohod. Between the railing and the Shagohod will be the next (51/64) Kerotan. Make sure to hit this frog before planting the last C3 charge, or you'll miss your chance.

When you're fighting Volgin, there are some crates above you to the southwest; next to it in plain sight is another (52/64) Kerotan. Shoot it before you finish Volgin off.

Groznyj Grad

Now things get difficult. When EVA makes her first stop on the bike, look for a guard tower with a guard and a spotlight in the distance. Pull out your SVD and shoot the (53/64) Kerotan on top of the spotlight, and then save your game once you leave this area and have shot the frog. The reason for this is so that if you miss a frog in the future and need to quit to the main menu, you won't need to replay an area you've already been through. You'll want to save every time you enter a new area and have shot the frog in the area you just left. If you ever miss a frog during the motorbike scenes you can return to the title screen through the Options menu.

Groznyj Grad Runway South

This will be after you lose Ocelot in Groznyj Grad after he tries to chase you on his own bike. EVA will stop and wait for you to shoot the enemies firing at the two of you; to the left of the enemies on a forklift is this area's (54/64) Kerotan, which is easiest to shoot with the SVD once again.

Groznyj Grad Runway

Save your game, and pull the directional mic out of your backpack if you haven't already done so. The (55/64) Kerotan here will be on the left side of the runway on a short metal structure, so you'll want to look forward and prepare to shoot it with your SVD; after you've tried to, pull out the directional mic and listen for the croak to confirm whether or not you shot it.

Groznyj Grad Runway

Save your game, you won't want to reload back into the beginning of the previous area and have to shoot that frog again. Technically, this is a new area with the same name, and this will be when the Shagohod is right behind you. The (56/64) Kerotan here will be on another metal structure, but on the right side of the runway. Shoot it and pull the mic out again to listen for croaking.

Groznyj Grad Rail Bridge

Save your game and stand up; you won't be able to see this frog if you're prone on the ground. Look to the lower left under the bridge on the red girders to find a (57/64) Kerotan in the wrong place at the wrong time. Then shoot the C3 on the bridge to start the fight with the Shagohod.

Groznyj Grad Rail Bridge

Save the game and take the Shagohod down so that Volgin leaps on top and controls it with his own electricity, so you can walk around the area and have better control of your aim. Run to around the center of the area so Volgin can't hit you, and then look towards a red and white tower in the sunlight. At the base of the tower, on top of the building it's built on, a (58/64) Kerotan will be watching the fight go down. Shoot it, beat the Shagohod, and get ready for more motorbike chase sequences.

Groznyj Grad Rail Bridge North

Save the game again and look forward the whole time; the guards chasing you shouldn't be doing much damage anyway. When you see three striped barriers, look at the ground and you'll see a (59/64) Kerotan between two of them. Once again, use the SVD and directional mic to make sure you hit it. You'll have to be quick about this one, so it's very important to have saved at the beginning of this area.

Lazorevo South

Save again, keep looking north, and ignore the soldiers behind you for now. The (60/64) Kerotan here will be on the ground in front of a rock very early on in this half of Lazorevo; people like to use the RPG-7 to hit this one since it's up against a rock, but you could try to use the SVD if you're fast enough. You'll probably want to play it safe and just use the RPG-7, though. Use the directional mic to confirm whether or not you hit it.

Lazorevo North

Save the game and switch to the Patriot, and fire constantly. This will be the last frog for the motorbike chase sequence so this should be the last time you really need to save again. Look forward and slightly to the left, and on top of a taller rock will be the next (61/64) Kerotan. Make sure you can hear the croaking from the directional mic so you know you hit it. This is the one that might give you the most trouble.

Zaozyorje West

Patch EVA up and then make your way forward, but look to the right for a thin path (on the map, you'll be going west). You'll eventually come across a fallen log that allows you to cross over a gap. When you're on the log, look down the gap to your left and the (62/64) Kerotan will be sitting below, just make sure enemies aren't getting too close to EVA behind you.

Zaozyorje East

Knock out the guards wandering around the first part of the area, and then take EVA forward until you reach a fork in the path; you can check if you're in the right place by looking at the map. Between the two paths is a tree, and behind it is the second-to-last (63/64) Kerotan. Then take EVA to the WIG and confront The Boss.

Rokovoj Bereg

Head to the western half of the field and look up at the tall dead tree's tops. On top of one is the very last (64/64) Kerotan. If you've managed to properly hit all of them successfully, the achievement will pop here. Finish the game and you'll be given stealth camouflage to use if you play through the game again.

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