>You slowly open the door, making sure to check all around as you exit the hanger. >The next area is outdoors. >There are a few search towers, several roaming guards and many stacks of crates to hide behind. >Snow covers most of the ground. >It's also currently snowing, so you may have an easier time due to obscured vision. >... As long as you see them and they don't see you. >Most guards you've encountered haven't been able to see in the snow nearly as well as you can. >Now... where will you enter? >There's a front door, but... you'll only use it if you knock out every guard in your path and destroy all surveillance cameras. >That's too risky. >In your preparation for the mission, you were told there was an open vent near the front door. >You stay low as you creep closer to several stacks of crates. >These will help you evade the guards' sight. >As you go along the outer side of the stack, you hear a guard's footsteps crunching in the snow on the other side. >"Wait... are these... hoofprints?" >Your eyes go wide at the realization. >You move as quietly as you can to the other side of the stack, making sure no one will see you. >"They look really weird. I'd better report this." >You peer around the corner and shoot him with your tranquilizer. >He falls into the snow. >... That could've gone better. >Either way, he won't bother you again. >You sneak around the crates more, until you notice something in the middle of the spotlights. >There's a gun. >It isn't a tranquilizer of any kind. >That gun is meant for killing. >... You'd be tempted to go and take it... if it wasn't in the middle of a search light trap. >Taking it would be asking to get discovered. >You put it out of your mind and sneak around to the other side. >Just as you were informed, there's a vent large enough for you to crawl inside. >"What was that noise?" >Without a moment's notice, you dive into the vent and crawl as fast as you can.   >In the distance, you hear a faint voice. >"Must be seeing things..." >... Right. >... >You navigated the ventilation system as far as you could, until metal bars blocked one of two paths. >Unfortunately, you don't know how far that one leads, but you can't get through it, so you take the other path instead. >It takes you to another hanger-like area, but this one isn't for submarines. >There are four tanks. >The room also has a door large enough for the tanks to go through on the other side, as well as an elevator. >Surprisingly, the room only has one guard and two cameras. >Neither camera looks at the guard, so you tranquilize him and use the tanks as cover to sneak out of the cameras' sights. >When you get to the guard, you search his unconscious moth body for anything useful. >... He has ten tranquilizer rounds and a Level 1 Key Card. >You take it all. >The Key Card will be especially helpful; they were certainly helpful in previous missions. >... When you get to the other side, you notice the large door has a large "2" on it. >You're going to need a better Key Card to get through it. >Instead, you go to the elevator. >It only goes down, apparently. >You could go to Floor B1 or Floor B2. >-Incoming Call- >... It's Colonel Minty. >"Snake, you remember which of those two is which, right?" "Floor B1 goes to this building's Supply Room, while Floor B2 goes to the Prisoner's Deck, right?" >"Right, Anon. So... which one do you want to go to first? If you're lucky, the DARPA Chief and the ArmsTech President could be held there." "..." >"Stay safe, Snake." >-End Transmission- >Well, you should probably save... >-Call: Amata- >"Ah, Snake, do you wish to save?" "..."   >Game Saved.   >"What do you plan to do next, Snake?" >-End Transmission-   >Current Inventory: >Tranquilizer(22/46) >Level 1 Key Card. >Codec Options: >Colonel Minty. >Cejire. >Amata. >Current Objectives: >Rescue the DARPA Chief and the President of ArmsTech.