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Metal Gear Solid for Playstation
FAQ/Walkthrough (aimed at Extreme difficulty)
By Dark Angel (dark_angel13uk@hotmail.com) and Liquid316
(Andrew_squire4@hotmail.com).

This document can only be reproduced with express permission by either author,
and with email consent. If it is hosted with our permission, it must remain
unaltered and in it's original condition.  All rights reserved. Copyright
15/4/2002.

Metal Gear Solid © is the copyright of Konami Ltd. and Konami Computer
Entertainment Japan.

This guide assumes that you have good knowledge of what is required to progress
in Metal Gear Solid. After all, the only way you can access Extreme mode is by
completing the game on Easy, Normal or Hard.  So therefore some of the more
basic parts of the walkthrough are in less detail (but they are still included)
in favour for how to progress through a level in the quickest time possible to
obtain higher rankings.

HOW TO USE QUICK FIND

Each section has a quick find in the []'s.  Press Control and F and type in the
characters in the []'s and press Enter to find that certain section.  You can
also put in the section number (e.g.: 5.1 for the Dock).  This is so you don’t
have scroll through the entire document looking for the right section.

*********************************************************************

CONTENTS

*********************************************************************

1. History
2. History of the Metal Gear Series                         [2HMS]
3. Controls                                                 [3CON]
4. Character and Bosses Profiles                            [4CBP]
5. Walkthrough
5.1 Dock                                                    [5DOC]
5.2 Heliport                                               [5HELI]
5.3 Vent Shaft Entrance 1                                  [5VSE1]
5.4 Vent Shaft Entrance 2                                  [5VSE2]
5.5 Tank Hangar                                              [5TH]
5.6 Cell                                                   [5CELL]
5.7 Armoury                                                 [5ARM]
5.8 Armoury South                                          [5ARMS]
5.9 Canyon                                                  [5CAN]
5.10 Nuclear Warhead Storage Building                      [5NUKE]
5.11 Wolf Cave                                               [5WC]
5.12 Underground Passage                                     [5UP]
5.13 Torture Room                                           [5TOR]
5.14 Communication Tower A                                [5COMM1]
5.15 Communication Tower B                                [5COMM2]
5.16 Snowfield                                             [5SNOW]
5.17 Blast Furnace                                           [5BF]
5.18 Cargo Elevator                                          [5CE]
5.19 Warehouse                                              [5WAR]
5.20 Rex’s Lair                                             [5REX]
5.21 Escape Route                                           [5ESC]
6. Weapons                                                  [6WEA]
7. Items                                                    [7ITM]
8. VR Training                                               [8VR]
9. Secrets                                                  [9SEC]
10. Ghosts                                                 [10GHO]
11. Soundtrack                                             [11OST]
12. Rankings                                               [12RAN]
13. Credits

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1. HISTORY

*********************************************************************
If you're really bothered, the dates are set UK style, so Date/Month/Year
 ___________________
|                   |
|    Version 1.1    |
|___________________|

25/08/2002

Finished: Previous Story, Characters and Bosses Profiles, Weapons, Items,
Ghosts.

Started:  Secrets, Walkthrough

 ___________________
|                   |
|    Version 1.2    |
|___________________|

28/08/2002

Finished: Secrets, Controls

Started:  VR Training

 ___________________
|                   |
|    Version 1.3    |
|___________________|

29/12/2002

Changed usual Previous Story that is in the game to complete History of the
Metal Gear Series.

 ___________________
|                   |
|    Version 1.4    |
|___________________|

11/2/2003

Added maps by Liquid316 and finished the walkthrough up to the Tank Hangar.

Finished: VR Training
 ___________________
|                   |
|    Version 1.5    |
|___________________|

18/3/2003

Finished the walkthrough up to Communication Tower A.

24/3/2003

Finished the walkthrough up to Blast Furnace
 ___________________
|                   |
|    Version 1.6    |
|___________________|

24/3/2003

Added Soundtrack section, Blast Furnace, Cargo Elevator area and maps.  Also
added Warehouse North maps in the Warehouse section of the walkthrough.
 ___________________
|                   |
|    Version 1.7    |
|___________________|

26/3/2002

Walkthrough finished, will only be updated to change little bits and add
strategies.
 ___________________
|                   |
|    Version 1.8    |
|___________________|

29/3/2003

Added extra tips for surviving the torture, as well as extra on the cargo
elevator, PAL key sections and link to video of Raven fight.

 ___________________
|                   |
|    Version 1.9    |
|___________________|

7/4/2004

Blimey, over a year since I updated, as I have finally fixed the dock,
heliport, tank hangar and guard fight maps that had gone all wrong with the
formatting.

*********************************************************************

2. HISTORY OF THE METAL GEAR SERIES                            [2HMS]

*********************************************************************

==========================
1. EPISODE ONE: METAL GEAR
==========================

Where it all started, this little game back in 1987 spawned the Metal Gear
series, and introduced the legendary character of Solid Snake to the world.
Developed by Hideo Kojima (this being his first game) and released firstly on
the MSX in Japan, a home computer system well established in the country and
Europe, but relatively unknown in America.  It was later put on the NES for the
US market, on Konami's Ultra Games label in 1988 (see below).

In Metal Gear (set in 1995), you took control of Solid Snake, the newest
recruit of the Special Forces unit FOXHOUND, then led by Big Boss.  He is sent
to Outer Heaven, to find out what happened to fellow FOXHOUND member, and their
best member at that, Grey Fox.  Fox was sent to investigate and gain further
information on a new weapon of mass destruction that a mercenary group who took
over Outer Heaven have apparently got their hands on..........enter Metal Gear,
that big ass nuclear tank that Snake just can't stop getting messed up with
from now on.  So Snake goes in to rescue Fox and discover more about this Metal
Gear.  He enlists the help of Metal Gear's creator, Dr Petrovich Madnar (what a
name....) to find out the machine's weakness as a way of defeating it.  Down in
the 100th basement floor of Outer Heaven, Snake succeeded in defeating Metal
Gear and finds out the mercenaries who took over Outer Heaven were being led by
no other than Big Boss himself, and that he was manipulating Snake all along,
via his commandment of FOXHOUND.  Snake then fights Big Boss and emerges
victorious (was there any doubt?!).  He disappears into the Canadian mountains
and retires from FOXHOUND.

Looking back, it almost sounds like a standard Metal Gear game storyline, but
the game introduced a whole new genre of gaming, that of stealth fighting and
espionage, a nice change from the Zelda games or guns blazing fighters of the
time.  It focused on killing discreetly, moving silently and avoiding guards,
for if you were seen a flood of guards would come after you, with the only was
to escape them to hide and wait it out.  This would become the core of the
later games in the series.  Much like later games in the series, Metal Gear
introduced the Codec communication system and on site acquisition of weapons
and items.

The game was ported from the Japanese version to the American NES in 1988, and
was handled by Konami's NES label, Ultra Games.  The conversion itself and
translation wasn't handled by Kojima so some elements were lost in the
conversion to the smaller NES cartridge, such as different maps and backgrounds
and in the US version the eventual "villain", Big Boss isn't revealed until
right at the end, before hand having players believe a terrorist called Vernon
CaTaffy (another great name) is the group's leader, and gave us some classic
quotes from the lousy translation such as "Uh Oh, the truck have started to
move"" and "I feel asleep...".  The original Japanese MSX version is generally
thought of as the real version of the game due to poor conversion to
accommodate an American audience, shame you have to be able to read Japanese to
experience it.....

The game became one of the biggest titles released in the late 80's in Japan,
as well as the exposure to the American market led to the release of the sub
standard Snake's Revenge (see later episodes).

=======================================
2. EPISODE 2: METAL GEAR 2: SOLID SNAKE
=======================================

Following the success of Metal Gear, it's sequel Metal Gear 2, was released in
1990 on the MSX2.  It had evolved from it's predecessor in many ways, better
graphics and sound, more depth in the game concept, as well as the inclusion of
the radar system and Codec (a continuing essential part in the games in the
series afterwards).

The story of Metal Gear 2 was set in 1999, and had Snake setting off to
Zanzibar where a military group had kidnapped Doctor Kio Marv, a researcher who
had created a substance called Oilix, used to process crude oil, effectively
solving the problem of diminishing oil supplies.  Zanizbar then declared itself
as controller of the world's energy and nuclear weapons, prompting the new
commander of FOXHOUND, Colonel Campbell to call Snake back into service.  Snake
infiltrates Zanzibar Land, and meets up again with Dr. Pettrovich, the chief
engineer of Metal Gear at Outer Heaven. He too was abducted to Zanzibar Land
and was apparently forced to develop another Metal Gear. Snake also finds out
that his former partner, friend and FOXHOUND companion from the previous game,
Grey Fox is in charge of the Zanzibar mercenaries.  Snake also discovers
Pettrovich had ordered the abduction of Marv himself.  Snake easily disposes of
Pettrovich and recovers the OILIX formula.  While escaping, he faces another
Metal Gear, having been developed from the data in the remains of the one Snake
defeated at Outer Heaven, four years previously.  It is handled by Grey Fox,
and even after Snake defeats Metal Gear, he and Fox fight in a hand to hand
duel (sound familiar to anyone who has completed Metal Gear Solid on the
Playstation??).  Having finished off Fox, he also discovers that Big Boss had
survived his defeat at Snake's hand before, and is back as the general
commander of the military force at Zanzibar.  The final battle commences, and
even after discovering Big Boss is his father, Snake wins and flees Zanzibar in
the midst of it's destruction, again retiring to the remote lands of Alaska.

The second game in the series was another huge success in Japan, but a NES or
other console conversion never happened, leaving the United States and Europe
without an official release.  The sequel continued the gameplay elements of
stealth and espionage so prominent in the first game, as well as an engaging,
suitably complicated and rich storyline that would also be a huge part of the
later official releases.

==============================
3. EPISODE 3: METAL GEAR SOLID
==============================

The big one, the game that bought the series to the mass markets, of the United
States and Europe.  It was hyped for ages, with many-an-enticing trailer at E3,
having been announced at the 1997 show, and released on the Playstation in 1998
in Japan and 1999 in Europe/USA.  The technical developments of the Playstation
over the MSX and NES, allowed Kojima to pursue movie like quality and the game
went even further to being described as an interactive movie.

Metal Gear Solid is set six years after Metal Gear 2: Solid Snake, in 2005,
where on the island of Shadow Moses, in Alaska's Fox Archipelago, a terrorist
group made up of members from no other than Snake's old unit FOXHOUND, and
demands the remains of Big Boss or they'll fire a nuclear weapon from a newly
built Metal Gear that was being developed at the base.  Snake is called back
again by Campbell (no longer leader of FOXHOUND) to infiltrate the base, and
neutralise the terrorist threat.  He rescues the two hostages taken at the
base, Kenneth Baker, president of ArmsTech (the company developing the new
Metal Gear REX) and the DARPA Chief who was collaborating with Baker.  Both die
of what looks like a heart attack, but what is later revealed to be FOXDie, a
virus carried (unbeknown) by Snake, to be used to take out the terrorists and
retrieve Metal Gear intact.  Working with Hal "Otacon" Emmerich, the chief
engineer for Metal Gear REX, Campbell's daughter, Meryl Silverburgh, and a
mysterious ninja who turns out to be Grey Fox, who was resurrected and kept
alive by his cyborg suit, Snake succeeds in taking out the FOXHOUND members
(except Revolver Ocelot who escapes - see Metal Gear Solid 2) and then takes on
Metal Gear, piloted by Liquid Snake, who is revealed to be Snake's brother,
both cloned from Big Boss's DNA.  After destroying Metal Gear, Snake and Liquid
fight atop the machine's remains, brother to brother.  Snake emerges victorious
and escapes with either Meryl or Otacon (there is a choice of two endings), but
not before finishing off Liquid with FOXDie.  Also, right at the end of the
credits, it is revealed that Ocelot was a double agent, who talks with the
President of the United States, but more is revealed in Metal Gear Solid 2.

The game was (another!) huge success in all markets, and a PC version was
released in 2000.  It became a conversion of Metal Gear Solid: Intergral
(released only in Japan - see The Others!!) an enhanced version of Metal Gear
Solid that included extra VR missions.

While it didn't do much to change the formula of stealth instead of straight
out action in the game, the gameplay was greatly improved, using the technology
to full extent.  The 3D graphics allowed the feel of the game to be more
intimate, with greatly enhanced guard interaction that the previous games all
adding to the sense of tactical espionage that was essential to the game
formula.

================================
4. EPISODE 4: METAL GEAR SOLID 2
================================

Another very hyped sequel, especially after the success of the previous game.
First seen at E3 in 2000 and a move to the Playstation 2, Metal Gear Solid 2:
Sons Of Liberty was released in 2001 in America and 2002 in Europe on the PS2
and released on the XBox as Metal Gear Solid 2: Substance (see below) in 2002
in America.

The storyline of the sequel has even more twists than the previous, so
describing the story is going to take some time.  Firstly, the game is split
into two episodes, Tanker and Plant.  Most of what happens in the Tanker
episode, as well as links to what happened at Shadow Moses is explained at the
end of Plant episode to give one of the most confusing, open ended yet
philosophically endings of any of the Metal Gear games.

After Revolver Ocelot stole the Metal Gear data at Shadow Moses, it was sold on
the black market leading to a almost every organisation having their own
version of Metal Gear.  The story is set first in 2007 sees Snake return to
investigate a new prototype of Metal Gear being transported aboard a tanker.
Snake locates the tankers destination, and fights Olga Gurlukovich (Sergei's
daughter), then proceeds ton the tanker holds to get photographic evidence of
the new Metal Gear.  The US Marines have developed the new prototype (Metal
Gear RAY) as a way to combat the increasing number of other Metal Gears, but
Ocelot and Sergei Gurlukovich (whose mercenary forces were guarding the tanker)
hijack the ship and steal Metal Gear RAY.  Snake's presence to Ocelot causes
Liquid Snake to appear using his body, via his arm that was surgically
implanted on Ocelot's arm grey Fox cut it off at Shadow Moses.  ocelot also
kills Sergei and the Marine Commander, Scott Dolph before blowing up the tanker
and escaping on RAY.  Later, photos taken show Snake on the tanker and he is
branded a terrorist, blamed for sinking the tanker and for killing Dolph and
Gurlukovich.

Two years later, set in 2009, the second part of the game is played by Raiden,
a new FOXHOUND recruit sent into the Big Shell plant that was set up over where
the oil tanker sunk two years before, as a decontamination facility.
Terrorists led by members of Dead Cell, Olga Gurlucovich and her mercenary
forces (she took over after her father) had taken over the Big Shell, kidnapped
30 or so hostages, including the President, James Johnson, and demanding $30
billion or they'll blow up the Big Shell.  SEAL team 10 is also sent in,
allowing Raiden to make an unnoticed infiltration.  The SEALS are wiped out by
members of Dead Cell, Vamp and Fortune.  Raiden also meets Lieutenant Junior
Grade, Iroquois Pliskin, the only apparent SEAL survivor, and Peter Stillman, a
demolitions experts.  Together they set to disarm the C4's set on the Shell to
blow it up, but after Raiden and Pliskin disarm them all, it sets off a bomb at
the bottom of one of the shells, killing Stillman and flooding some of the
shells struts.  Raiden progresses to fight Fortune and then Dead Cell's
demolitions expert, Fatman, as well as meeting a mysterious Ninja calling
themselves Mr X and bearing a close resemblance to the ninja on Shadow Moses.
Raiden moves on to the President's location, after fighting the leader of Dead
Cell, calling himself Solid Snake.  It is now revealed that Pliskin is actually
the Solid Snake supposedly killed in the tanker explosion two years ago, and
that the leader of Dead Cell is Solidus Snake, Snake and Liquid's brother and
the third clone of Big Boss.  Raiden gets to where the President's location,
where he is killed by Ocelot, essentially stopping the terrorists being able to
launch a nuke as they needed the President's vital signs to launch.  Before
being killed, Johnson reveals the existence of an organisation called The
Patriots, the real rulers of the country, and how the Big Shell is really just
a cover up for the development of the new Metal Gear, Arsenal Gear.  Raiden
heads to find Emma Emmerich, Otacon's sister, who has a virus that can take out
Arsenal Gear's control system, GW.  On the way he fights Vamp and leads Emma to
the outer fence to get to the computer room to use the virus.  But before Emma
gets there, she is stabbed by Vamp, and eventually dies before the virus can
have full effect on Arsenal.  Snake and Raiden then board Arsenal, with the
help of the Ninja, revealed to be Olga, where Raiden is tortured by Solidus.
Raiden's real past is then revealed, being a child soldier for Solidus's army,
who had killed Raiden's parents.  Raiden meets up with Snake later, and then
faces a fight with a large number of mass-produced Metal Gear RAY's that
protect Arsenal Gear.  The virus kicks in, disabling the RAY's and GW,
Arsenal's control system, as well as revealing that the Colonel Campbell Raiden
has been taking orders from is really just an A.I, an apparition produced by
Raiden's brain.  Snake goes after Ocelot, taken over my Liquid who is after the
Patriots real names and locations, on a disc that Snake has, unbeknown to
Liquid.  Raiden and Solidus then fight on Federal Hall and the AI Colonel
reveals the reality of the Patriots and the S3 Plan to control human will and
consciousness, to save the human race from itself, to stop it drowning in the
junk data now available to the individual due to technological advances in
communication and information availability "unnecessary information and memory
must be filtered out to stimulate the evolution of the species".  They tell
Raiden to kill Solidus, who intents to liberate the country from The Patriots
rule.  He does so, and eventually meets the "real" Rose (his girlfriend, and
analyst throughout the game) who was also manipulated by the Patriots to
collect information on Raiden, and replaced by an AI after GW takes effect.
Snake also appears again, after Ocelot/Liquid got away and Vamp survives too
(can be seen in the background in the ending sequences).  From the list of the
Patriots names, Snake has it is also revealed that the 12 top Patriots have all
been dead for 100 years.  The ending is left very open ended and lets the
player draw their own conclusions from what has been seen.

The game itself was received with huge sales, but there was great reservation
about the inclusion of Raiden as a main character for the majority of the game,
especially to those who had waited for so long to play Snake again after Metal
Gear Solid.  This lead to the development of Metal Gear Solid 2: Substance (see
below).  Graphically, the game was excellent, pushing the Playstation to it's
limits, and a familiar return of many voice actors in the previous game.  As
usual the gameplay was essentially the same, but with the inclusion of a first
person shooting mode, like the ability in Intergral to play Metal Gear Solid
from a first person perspective.  The PAL version of the game also had extra
features than the American version, with a Casting Theatre (changing characters
in selected FMV's), Boss Survival, extra dog tags to collect and the inclusion
of a "making of" DVD.


==========================
5. EPISODE 5: THE OTHERS!!
==========================

--------------------------
----A) SNAKE'S REVENGE----
--------------------------

Released on the NES in 1990 in the USA, it acted as a sequel to Metal Gear in
place of Metal Gear 2: Solid Snake that was never released outside of Japan.
Despite this, it is not an official part of the Metal Gear history, and not
developed by Hideo Kojima himself, instead by Ultra Games, the same company who
badly converted the original Metal Gear for the NES and American audiences in
1988.  It is generally dismissed by Metal Gear fans, due to it's substandard
development and the fact it bares no resemblance to the essence of all Metal
Gear games: the emphasis on espionage, stealth and drama, instead ending up as
more of a action adventure game.

Snake's Revenge is set somewhere between 1995 and 1999, after Metal Gear, but
before Metal Gear 2: Solid Snake (as Snake is still a member of FOXHOUND,
apparently now a Lieutenant - he is a member in Metal Gear but not Metal Gear
2).  Also in this game, Colonel Campbell is already FOXHOUND commander (like in
Metal Gear 2) and orders Snake, and two other commandos, John Turner and Nick
"La Bomba" Myer (can you see the differences yet?) to kill a wealthy terrorist
called Highrolla Kockamamie (......oh dear...) who has an abundance of nuclear
weapons and is threatening to take over the world and probably blow various
parts of it up (do you really care?).  Snake and the commandos infiltrate
Kockamamie's base wonderfully named "Fortress Fanatic" and find that the
terrorist had his hands on a new Metal Gear (named Metal Gear
1......fantastic....).  Snake succeeds in defeating Metal Gear and Kockamamie
and some time afterward, but before Metal Gear 2 decides to retire from
FOXHOUND.

---------------------------------
----B) METAL GEAR SOLID (GBC)----
---------------------------------

Released in 2000 for the Gameboy Color, and originally named Metal Gear: Ghost
Babel (name of the Japanese release), the name was changed for European and
American releases for marketing purposes and the recognition the name had
gotten due to the Playstation version.

The story is set seven years after Outer Heaven in 2002, and Snake is brought
in after a US Army cargo plane carrying nuclear weapons and a new Metal Gear is
hijacked and held by terrorists in the Central African nation of Gindra, led by
the GLF, the Gindran Liberation Front.  They and their leader, General
Augustine Eguabon (the developers really do have fun making up these names....)
demand independence for Gindra and withdrawal of United Nations peacekeepers or
they will use Metal Gear (which was developed by the US government after the
retrieval of plans from Outer Heaven) to
fire a nuclear weapon.  A Delta Force team is set in and wiped out, prompting
Snake to be asked in after Campbell reveals that the land the Gindra fortress,
Galuade, is on is the same place as
where Outer Heaven was situated seven years before, leaving Snake to head to
Outer Heaven again to stop Metal Gear.  Here, he works with
Sergenant Chris Jenner, the only survivor from the Delta Force squad sent in
and James Harks, the young designer of the Metal Gear housed in Gindra to take
on the terrorist group Black Chamber who
were working with the GLF and eventually head down to the 100th basement floor
again to face Metal Gear.

The story has large similarities with the Playstation version as well as Metal
Gear, but is also a very good standalone story, despite not
being part of the official Metal Gear history (although not so apart from it as
Snake's Revenge is).

--------------------------------------
----C) METAL GEAR SOLID: INTERGRAL----
--------------------------------------

Released in Japan only on the Playstation in 1999, this was an "enhanced"
version of the original Metal Gear Solid, and while it was largely unchanged on
the story side of things, it tried to tackle the complaints of the original
being too short (13 hours at most for the main story).  Intergral tried to
solve this by adding VR missions and extras to be unlocked for the main game
(English voice acting, with English and Japanese subtitles; very easy mode with
a weapon straight away and unlimited ammo; first person perspective mode).

The VR missions were the main additions found in Intergral, with over 300 new
missions along the lines of how the training mode was like in the original,
with many testing ability with certain weapons, ranging from the use of the
SOCOM pistol to the Stinger missile launcher, as well missions solving
mysteries and even 3 missions allowing the gamer to play as the Ninja in the
original game.

For unlocking a certain amount of VR missions, or obtaining certain items or
goals in the story mode, Snake can take pictures of Doctor Naomi Hunter or Mei
Ling in the original story mode, with the distance between the two decreasing
as more is unlocked.

---------------------------------------------------------------------
-----D) METAL GEAR SOLID: SPECIAL MISSIONS/METAL GEAR SOLID:
VR--------------------------------------MISSIONS--------------------------------
------------------------------------------------------------------

Released in Europe and America in 1999, this was essentially a limited version
of Intergral, featuring only the VR missions section, without the extras
available in story mode.

----------------------------------------
----E) METAL GEAR SOLID 2: SUBSTANCE---
----------------------------------------

Set to be released on the PS2 in 2003, and already out for the Xbox, Metal Gear
Solid 2: Substance is essential what Intergral and Special/VR missions were to
Metal Gear Solid.  Both the PS2 and XBox versions include 200+ VR Missions, 100
alternate missions, 5 miniepisodes called "Snake Tales" as well as, in response
to the unfavourable reaction to the addition of Raiden in Metal Gear Solid 2,
the ability to play the game fully as Snake, the ninja or even Raiden.  The
American version also includes many of the PAL additions from Metal Gear Solid
2, such as a European Extreme difficulty and Boss Survival.

*********************************************************************

3. CONTROLS                                                    [3CON]

*********************************************************************

D-Pad/Left Analog Stick - Run/Move Snake

Square - Use weapon when weapon is equipped/Throw or Choke when no  weapon is
equipped

X - Press once when standing to crouch, then move in a direction to crawl.

O - Punch, press three times to do a punch, punch, kick combo/Knock on wall
when backed against a wall.

Triangle - Press and hold to see in First Person.

L1 - Item quick change (if you press it when no item is equipped, the last item
will become equipped, if you press it when an item is equipped, it will be
unequipped)

L2 - Press and hold to open item menu.  Move up and the down the listed items,
then let go of L2 when the item you want is highlighted (in the left hand
corner) and it will become equipped.

R1 - Weapon quick change (if you press it when no weapon is equipped, the last
weapon will become equipped, if you press it when a weapon is equipped, it will
be unequipped)

R2 - Press and hold to open weapon menu.  Move up and the down the listed
weapons, then let go of L2 when the weapon you want is highlighted (in the left
hand corner) and it will become equipped.

Throw/Choke

If you go up behind a guard and press Square (with no weapon equipped) you will
start to choke the guard.  Continue pressing Square quickly and you will snap
the guard's neck.  Alternatively you can press Square once to choke hold the
guard, then use the D-Pad to drag the guard.  After a while the guard will
struggle (you can feel the pad vibrate when this happens) so press Square again
to secure your hold.  If you don't you'll drop the guard and he'll be knocked
out.

Quick Peek

When in First Person, press and hold R1 to step right and L1 to step left.
This can let you peek around a corner quickly.  Release the button to step back.

Quick reload

Keep an eye on the bullet count in the current weapon (in the right hand
corner, the yellow lines are amount of ammo in the current clip).  When your
running low (especially in a boss battle), press R1 in quick succession.  This
will un-equip and equip the weapon, as well as reload the weapon so the clip
will be full when it's equipped.

Knocking on walls

If you press against a wall or container and then press O, you will knock on
the wall.  This can attract the attention of nearby guards, and allowing you to
go around them.

Quick let go of chokehold

If you press L1 twice when you’ve just killed a guard it saves time of him
falling to the ground.

*********************************************************************

4. CHARACTER AND BOSSES PROFILES                               [4CBP]

*********************************************************************

----------------------------SOLID SNAKE------------------------------

Solid Snake’s real name is Dave and he has an IQ of 180. He is a highly
trained, elite soldier with a personal preference for parachuting, S.C.U.B.A
diving, free climbing, rappelling, small and medium range handguns, and various
hand-to-hand combat techniques. He can also speak 6 languages.

"The man that makes the impossible happen", Snake is a living legend.  A former
elite soldier serving in the special FOX-HOUND unit, Snake is a past master of
silent infiltration.  He first demonstrated his unique skills in the Outer
Heaven crisis, defeating Big Boss and the Metal Gear robot.

Not long afterwards, he voluntarily left FOX-HOUND. He was then recruited by
the Central Intelligence Agency as a non-official covert operative. His
affiliation with the CIA didn't last long as there was a conflict in
philosophies and Snake ultimately found himself fighting the system that is the
CIA. After this, Snake spent some years as a mercenary before leaving for the
deep wilderness of the Canadian mountains for self-rehabilitation. It was
there, four years later, that he was contacted by his former commander, Roy
Campbell and in to assist in the Zanzibar Land Revolt.

In the Zanzibar Land Revolt, Snake found himself up against Big Boss and Metal
Gear again.  During the mission, Snake has to defeat his friend and former
comrade in Outer Heaven, Grey Fox, as well as killing his own father  - Big
Boss.  Snake had been cloned from Big Boss’s DNA, making him the perfect
fighter, from Big Boss’s soldier genes.

After Zanzibar, Snake retreats to Alaska, to live in solitude.
He pursues a frugal lifestyle in the Alaskan Mountains, an elementary existence
living off the local flora and fauna and the wild animals he hunts. Blending in
to his environment, he has become at one with his surroundings mastering the
rough conditions of the great outdoor. Snake has been suffering post-traumatic
stress disorder following his military career. Abnormal experiences and extreme
trauma in the battlefield have brought about illusions as well as guilt,
causing mental confusion. His new lifestyle is a search for some kind of inner
peace, an attempt to forget about past events. Snake also participates in dog
sleigh racing to distract him from his psychological condition. He has been
preparing for the world's longest and toughest dog sleigh race taking place in
Iditarod.

-----------------------------ROY CAMPBELL----------------------------

Retired from the armed forces, Colonel Campbell has been called in on this
crisis, as he knows how to contact and work with Solid Snake. He accepts the
position of operations commander to counter the terrorist attack. His primary
motivation in coming out of retirement is to protect his niece Meryl, as he
learns of her involvement in the mission. Campbell succeeds in contacting Snake
in persuading him to accept this dangerous assignment. Operations Commander
Campbell maintains communication with Solid Snake from the nuclear submarine
Ohio.

Before being assigned Commander of the original FOX-HOUND following the
departure of Big Boss, he served in the US Marine Corps, Green Beret and Delta
Force. In FOX-HOUND, he was assigned Executive Officer of the unit following
his experience and strategic planning capabilities.

--------------------------MERYL SILVERBURGH--------------------------

Meryl is a new recruit of FOX-HOUND and was assigned to Shadow Moses Island on
the very day of the terrorist attack. She is inescapably dragged into this
incident. She proves a valuable and capable ally to Solid Snake, both in person
and via Codec.  Her preferred weapon is a Desert Eagle pistol. Good
hand-to-hand combat skills.

Meryl is Operation Commander Campbell's niece. (SPOILER: Meryl is actually
Campbell's daughter.  It's revealed in the Otacon ending that he didn’t know
about it until her mother - his dead brother's wife - told him).  Although she
has an excellent military training record, she has no real direct experience on
the battlefield.

Meryl was born into a family of military tradition and has trained herself to
be a soldier for as long as she can remember. She never once questioned her
ambition and has pursued it rigorously. Although a genetically superior and
capable combatant, she has only fought in a simulator environment. She handles
a Desert Eagle pistol with only one hand, no easy physical achievement for a
woman.

Meryl has undergone genetic engineering treatments. She was genetically
enhanced to be a superior combatant. In addition, Meryl underwent psychotherapy
so that she could not have any emotional dependence on others. This was an
experiment in limiting the emotional potential of an individual soldier, thus
keeping him or her focused on a defined area.

-----------------------------NAOMI HUNTER----------------------------

Naomi is responsible for the upgrade and maintenance of FOX-HOUND members. She
integrates newly discovered combatant genes to all members and conducts
additional programme enhancement. She also provides expert information on
genome guards and on any other enemy that may have received genetic treatment.
Snake therefore has access to data on the characteristics of enemies, on how to
defeat them, on their behaviour patterns and their personalities. She has
conducted gene therapy on her own genes governing her sexuality, suppressing
her attraction to the male sex. Solid Snake becomes the exception to her own
rule.

She is the medical chief of Colonel Campbell's team providing support for Solid
Snake. A beautiful brown-skinned woman of mixed Japanese and Indian origin, she
is responsible for genetic engineering and genetic therapy. She is
affectionately called "Doctor Naomi" rather than "Doctor Hunter" by her staff.

After graduating from college, Naomi worked for the Toyko Police Science Lab
(TPSL) as a DNA tester. She became disenchanted by both the lack of precision
in DNA testing as well a by the weakness of the TPSL organisation. She moved to
US and joined the commercial world working for the biotech business giant
Advanced Techincal Genetic Corporation (ATGC) in Biotech Bay, California. She
discovered a mean of using a gene (a spreading agent) as a vector without
viruses and ribosome enhancement agents. Her work was quickly acknowledged and
she was recruited to the medical staff of FOX-HOUND. The budget of the NIH
(National Institute of Health) was reduced. As gene therapy was a priority area
the NIH approached ATGC to enter into co-operative research. Military
applications were discovered for the work of former employee Naomi Hunter. The
combined ATGC - NIH research was redirected to FOX-HOUND under the direction of
the Pentagon. This led to the Genome Army Project.

SPOILER: Naomi is revealed as a spy near the end of the game, and she isn't
really Naomi Hunter, only assuming her identity.  She also injected Snake with
FoxDIE under orders of the government to kill off the terrorists and witnesses
to the Metal Gear development.  As it's kinda hard to explain here's the
transcript of the conversation about her past she has with Snake after she's
been arrested:

Naomi: Snake, can you hear me? It's Naomi
Snake: Naomi, what the hell?!
N: Campbell and the others are busy right now, I'm on a different Codec.
S: Naomi, is what the Colonel said true? [about being a spy, sending messages
to the base]
N: Yes, but not everything I said was a lie.
S: Who are you?
N: I..I don't know myself.  I don't know my real name, or even what my parents
looked like.  I bought all my identification but my reason for getting into
genetics was true.
S: Cos you want to know yourself right?
N: That's right I want to know where I came from, my age, my race, anything.
S: Naomi..
N: I was found in Rhodesia, sometime in the 80's, a dirty little orphan.
S: Rhodesia? What's now known as Zimbabwe?
N: Yes, Rhodesia was owned by England until 1965 and there were lots of Indian
labourers around, that's probably where I got my skin colour from, but I'm not
even sure about that.
S: Naomi, you're too worried about the past.  Isn't it enough to understand who
you are now?
N: Understand who I am now? Why should I?! No-one else tries to understand me!
I was alone for so long, until I met my big brother and him..
S: Your big brother?
N: Yes….Frank Jaeger [Grey Fox, the ninja]
S: What?
N: He was a young soldier, when he picked me up by the Zambezi river.  I was
half dead from starvation and he shared his rations with me.  Yes, Frank
Jaeger, the man you destroyed was my brother and my only family.
S: No….Grey Fox?
N: We survived that hell together, Frank and I.  He protected me, he's my one
connection, the only connection I have to my past.
S: And he bought you back to America.
N: I was in Mozambique when "he" came.
S: Who is "he"? You mean Big Boss?
N: Yes, he bought us to this "land of freedom", this America.  Then he and my
brother went back to Africa to continue the war.  And that's when it happened.
You killed my benefactor and send my brother home a cripple.  I vowed revenge
and joined FOX-HOUND.  I knew it was my best chance to meet you and I prayed
for the day that I would.
S: So, were your prayers answered?
N: Yes, I waited two long years.
S: To kill me? Is that all you cared about?
N: Yes, that's right, two years, you were all I thought about for two long
years, like some kind of twisted obsession.
S: Do you still hate me?
N: ..Not exactly, I was partly wrong about you.
S: What about Liquid and the others?
N: I'll have my revenge on them too.
S: Naomi, you didn't kill that doctor too did you? The one that used Grey Fox
for his genome experiments?
N: ..Doctor Clark? No, that was my brother, afterwards I covered it up and
helped him hide out.


------------------MCDONNELL BENEDICT "MASTER" MILLER-----------------

Master Miller is Snake's survival instructor. He contacts Snake via Codec and
keeps him up to date with information on survival and on offensive and
defensive tactics.

Master was born and raised in Ohio. His classical American schooling was
limited and he spent most of his youth outdoors undergoing a less conventional
education with his father. Although a third generation AJA (American of
Japanese Ancestry) his family maintained the respect and discipline of their
Samurai ancestry. He joined the US Marine Corps and served as a Green Beret.
His respect for military code gained him great esteem within the military and
he was the first raised American sent to serve with the SAS (where he first
came into contact with Liquid Snake). He later became a member of FOX-HOUND
with responsibility for survival training. The soldier he trained respected him
and they referred to him as "Master Miller".

SPOILER: The Master Miller you encounter in the game is actually Liquid posing
as Master so he can control him more easily and get Snake to use the PAL card
to activate Metal Gear.  The real Master is killed three days before the start
of the game.

-------------------------------MEI LING------------------------------

Inventor of the communication and radar equipment used by Solid Snake, she is
responsible for the communication data processing in this operation. She saves
all the data in this mission including Solid Snake's infiltration records via
satellite.

A Chinese (Kwangtung) national, Mei Ling was raised in San Francisco's
Chinatown. She was an eminent pupil at school but suffered from an extreme
inferiority complex due to very poor vision. She went on to participate in the
ROTC program at MIT. Here she helped to develop a satellite codifying
communication system, anti-wiring coding, digital real time burst transmission
and sonar utilising radar. The brilliance of these devices immediately
attracted the attention of the military and Mei Ling was recruited by the Armed
Forces to develop image and data processing techniques. She now works at NOR in
Fort Mead in satellite image processing and communications espionage.

----------------------------NASTASHA ROMENENKO----------------------

In this mission, Nastasha acts as a counselor of NEST (Nuclear Energy Survey
Team). She provides explanations and indispensable information on the nuclear
weapons located at Shadow Moses Island. She also gives information on the
handling and capabilities of hi-tech weapons.

Born in the Ukraine in the 1970's, Nastasha Romanenko experienced a devastating
incident on April 26th, 1986. Both she and her family were showered by the
radiation fall-out from the Chernobyl Nuclear Power Plant. She lost her parents
in the disaster and moved to the US at the age of 10. She served in the DIA
(Defense Intelligence Agency) and then in the NSA (National Security Agency)
and was associated with a number of top security matters relating to nuclear
power and nuclear weapons. She is against the nuclear deterrence theory and she
opposes strategic arms reduction proposals such as SALT and START. Her cause is
the total abolition of nuclear energy.

------------------------HAL "OTACON" EMMERICH------------------------

Otacon is caught in a personal struggle where his interests as a scientist
conflict with the idea that his technologies are used as weapons. He is
persuaded by his nature to co-operate with Solid Snake informing him on base
facilities and on Metal Gear. His new persuasion is confirmed when he rescues
Snake.

Hal Emmerich is a white American with a friendly nature. He has a passion for
Japanimation (Japanese Animation "Anime"). His nickname "Otacon" comes from the
"Otaku Convention", which is a US trade show of Japanimation which he never
misses. He did not attend school but studied through the internet and
matriculated at MIT. He earned his PhD from Princeton University whilst
simultaneously developing a program to solve the Millennium Bug (the year 2000
digit changing problem in computers). This earned him much attention as the
saviour of the computer world, although he earned no money from his research.
Whilst in college he developed his passion for robotics and invented a radio
controlled drone, which he called Metal Gear MX2. He was recruited by the FBI
to the Engineering Research Facility (ERF) and was fired for hacking into
restricted areas if the FBI's brain-centre. He was then offered a job at
ArmsTech Inc. where he furthered development of Metal Gear as an MTMD (Mobile
Theatre Missile Defence). He was not aware of the Rail Gun Unit nor of the new
nuclear warhead planned for Metal Gear.

-----------------------DARPA CHIEF, DONALD ANDERSON------------------

As Head of DARPA, Donald Anderson has the PAL codes to disarm the detention
device of the nuclear warheads on Shadow Moses Island.

Donald Anderson worked as an analyst in the CIA for more than 10 years and was
awarded the most honorable Intelligence Star Badge. Whilst in the CIA he
developed great expertise in international politics and military strategy and
was an advocate of the nuclear retaliation theory. Following the end of the
Cold War, he was assigned chief of DARPA, the Defense Advanced Research
Projects Agency.

SPOILER: The DARPA Chief that Snake meets is actually Decoy Octopus, the real
Chief having died in torture and his body is still in the Holding Cell when
Snake is tortured.  See Decoy Octopus's profile.

------------------------------KENNETH BAKER--------------------------

Kenneth Baker is imprisoned during the game. His only active involvement is to
give Snake the optical data disk.

As president of ArmTech Inc., Kenneth Baker held the number 2 position in the
military industry. ArmsTech Inc. is the primary supplier of advanced weapons
and military technology and was the leading supplier in the SDI project and
invested billions of US dollars in the development of mass destruction
satellite weapons. The company suffered a huge loss due to the termination of
the project. Following the Cold War and the ensuing military budget cutbacks,
ArmsTech Inc. became concerned about revenue decreases. As a result ArsmTech
invested heavily in stealth technologies, a sector traditionally dominated by
Lockheed. A further loss was incurred when ArmsTech Inc., despite superior
technology, lost the bidding for the next generation fighter plane F22 (ATF).
In an attempt to maintain some lead in military technology, ArmsTech secretly
proceeded in the development of Metal Gear. The project was in collaboration
with the DARPA Chief.

Baker, along with the DARPA Chief has a PAL code to deactivate (or in the
reserve way, activate) the Metal Gear.  They both have metal shielding around
their brains to ensure that Psycho Mantis can't read their minds and take the
code that way.  Despite this, the terrorists gain his code by torture.

----------------------------REVOLVER OCELOT--------------------------

A FOX-HOUND member and formally of the Soviet Spetsnaz (Soviet secret police
associated with post-Stalinist concentration camps).  He has a violent sadistic
nature and is highly experienced in torture techniques.  In conflict, his
preferred weapon is the Colt Single Action Army revolver, which he sports
single handed in “Western Movie Style”.  He is a formidable gunfighter, known
to hit his target by calculating the ricochet angle, maximising the use of the
bullets.  After the fall of the Soviet Union, he joined the Russian Police
Storming Party.  Then he served in the Special Tactics Division of the SVR,
formally the KGB.  However he did not adapt well to the new KGB system and was
recruited by the US to join FOX-HOUND.

------------------------------LIQUID SNAKE---------------------------

An elite former SAS soldier and pilot, Liquid Snake is the twin brother of
Solid Snake with an identical appearance and equivalent IQ of 180.  He is
fluent in 7 languages including English, Spanish, French, Malay and Arabic.  He
does not serve in an official military but offers his services to the
underworld as a mercenary and assassin.  Having been raised by the British SAS,
his combat skills were first utilised when he was first put into real battle in
his early teens.  In his late teens he was part of the Desert Fox Elite Strike
Force sent in to destroy the mobile launchers of SCUD missiles in the Gulf War.
 He was captured and imprisoned in a POW camp in Iraq.  He has a great ability
to withstand extreme heat and cold due to his experience in the Arab Nations
and Middle Eastern Deserts.  Following the Zanzibar Riot (after Solid Snake’s
departure) Liquid joined FOX-HOUND and thanks to his splendid fighting skills,
rose quickly to combat leader.

------------------------------SNIPER WOLF----------------------------

A member of FOX-HOUND and probably the one of the most talented snipers the
world has ever seen, Sniper Wolf has such incredible patience and concentration
that she can keep aiming at her target for up to a week without moving a
muscle.  Born in a Kurdish village, Sniper Wolf lost her family at age 5
towards the end of the Iran-Iraq war in 1408 of the Hegira calendar (1988).
They were victims to Saddam Hussein's gas attacks, which killed more than 3,700
people.  In 1991, in the internal fighting in Iraq after the Gulf War, she ran
to the Kurdish refugee camp set up by those fleeing from Hussein.  She was
picked up by Big Boss visiting with the US Secretary of State and was taken
back to the US.  She viewed Big Boss as Saladin, the leader who defeated the
crusaders in the 12th century.  On September 3, 1996 after the Iraqi military's
intervention to the Kurdish residential areas (August 31 intervention), the
southern flight prohibition area was expanded to 33 degrees north.  This was
not done to protect the Kurds in the north but more for the strategic benefits
of the US.  Sniper Wolf saw this as a repeat of the refugee problem that
occurred at the Iraqi borders in the spring after the Gulf War.  She was
incensed by this incident and by the motivations of the Pentagon.  She moved to
India and learned sniping techniques from a Gurkha sniper from Nepal.
FOX-HOUND on behalf of Big Boss, scouted her when he was charged with setting
up the organisation.

-----------------------------VULCAN RAVEN----------------------------

A member of FOX-HOUND, Vulcan Raven was born an Alaskan Indian.  He is a giant
shaman blessed with a strong physique and effective spiritual powers.  His
cultural background and stature enable him to withstand extreme cold
temperatures.  His preferred weapon is a Gatling Gun (ordinarily equipped on
jet fighters) which he carries like a rifle.  His name comes from a raven,
which has been tattooed to his forehead.  One winter, at the age of fifteen, he
walked across the frozen Bering Strait, which separates Alaska from Russia.  It
was there that he first came in contact with the Soviet Spetsnaz.  It was
during this period that he met Revolver Ocelot.  Yeltsin demoted him upon the
coup in Moscow in 1993.  Like fellow members of his secret unit, he left Russia
and eventually joined the mercenary dispatching company Outer Heaven.  It is
unclear as to why he joined FOX-HOUND.

------------------------------DECOY OCTOPUS--------------------------

Little is known about Decoy Octopus, which demonstrates his mastery of his
profession, namely disguise. It is thought that he was formally a Hollywood
actor and SFX artist. He was scouted by the CIA for his ability to pass himself
off as anyone. As such his role at the Agency was to disguise himself as
government VIPs to detract attention to him. This explains the name Decoy. He
left the CIA to become a FOX-HOUND member. He has a good command of over 10
languages and wonderful voice dexterity. His disguise envelops the target
person's habits and local traditions. To help his makeup, he has shaved his
cheekbone, jaw bone and nasal cartilage. When seen without cosmetics, he looks
facially deformed. Decoy Octopus can walk in any way and can dislocate his
joints to crawl though thin gaps and narrow holes. He has also mastered
biofeedback and can freely control his sense of touch (skin). This quality
explains the second part of his name: Octopus.

SPOILER: Decoy Octopus is actually the DARPA Chief who Snake meets in the Cell,
having assumed the identity of the Chief after Ocelot accidentally kills him
during the torture to reveal the Chief's detonation code.  Octopus acts as the
Chief in order to influence Snake to use the PAL codes to activate Metal Gear,
as the terrorists are unable to, having not been able to gain the Chief's code
to do so.  Snake then unknowingly at the time, kills Octopus with FoxDIE.

----------------------------PSYCHO MANTIS----------------------------

A FOX-HOUND member with powerful psychokinetic powers and a potent ability to
read and control people's minds.  He first discovered his ESP powers in his
childhood when he entered his father's mind.  Unwillingly his father revealed
that he could never forgive Mantis because his mother died at childbirth.  This
shock changed his whole perspective on life.  The overwhelming feeling of
despair evoked a subconscious violent kinetic reaction causing him to kill his
own father.  The energy released wiped out a whole town of about 1000 people.
He still bears the burn scars he incurred by the inferno he released and as
such he frequently wears a gas mask to cover the marks on his face.  There was
no trace of Psycho Mantis until he reappeared much later as a psychic secret
agent of the KGB.  The KGB were impressed by his ESP abilities and gave him
high priority special training.  Following the fall of the Soviet Union he
moved to the US and assumed a similar role at the FBI.  He then became a
freelance espionage agent and was approached by FOX-HOUND.

---------------------------------NINJA-------------------------------

A cyborg Ninja who is covered in high tech fibre stealth camouflage.  He is
both strong and nimble, and his katana can cut through steel and deflect
bullets.

SPOILER: The real identity of the Ninja is below:

Frank Jaeger (Code Name: Grey Fox) was picked up in Vietnam and raised by Big
Boss as a war orphan.  A devout follower of his adopting father, he trained to
become a killing machine going through all sorts of rigorous exercises.  He
became a mercenary in his teens and experienced battle in the Rhodesia
Independence War (now Zimbabwe).  He was taken prisoner in Mozambique where he
was tortured.  Big Boss rescued him from his captors.  He moved to the US,
gained citizenship and joined FOX-HOUND. In the 90’s, he gained great
recognition within FOX-HOUND under the leadership of Big Boss.  He was awarded
the most honourable FOX-HOUND merit, that of the code name “Fox”.  Solid Snake
was the new member of the original FOX-HOUND that saved Gray Fox during the
Outer Heaven revolt in 1995.  In the Zanzibar riot of 1999, he was on the
opposing side to Snake.  Frank Jaeger lost 30% of his body in the Zanzibar
battle, and would normally have been dead.  At the time the military had
developed an exoskeleton, which was an artificial externally equipped skeleton.
 Frank Jaeger provided the ideal experimental case the military were waiting
for.  He became the first human case to undergo Gene Therapy and as such was
the original research case for the Genome soldiers.

Frank is also Naomi's brother (see Naomi Hunter's profile), and he killed her
parents, but couldn't face killing her too.  Despite telling Snake to tell her,
Naomi isn't told that her brother killed her parents (at least not in this
game).

*********************************************************************

5. WALKTHROUGH

*********************************************************************

---------
5.1 DOCK                                                       [5DOC]
---------
_______________________________________________________
|                        7            _____4__         |
|                                    |       |         |
|                                    |       |         |
|                                    |       |         |
|                                    |       |         |
|                                  5 |       | 3       |
|                                    |       |         |
|                                    |       |         |
|                                    |_______|         |
|                                                      |
|                                                      |
|                                                      |
|               _______                _______         |
|              |       |              |       |        |
|              |       |              |       |        |
|              |       |              |       |        |
|              |       |              |       |        |
|              |       |              |       |    6   |
|              |       |              |       |        |
|              |       |              |       |        |
|              |       |              |       |        |
|              |       |              |       |        |
|              |       |              |       |        |
|              |_______|              |_______|        |
|                                                      |
|                                                      |
|                                                      |
|                                                      |
|               _________             _________        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |         |            |       |        |
|              |_________|            |_______|        |
|                                                      |
|______ __ |                                           |
 |       1                                           2 |
 |                                                     |
 |                                                     |
 |                                                     |
 |                                                     |
 |                                                     |
 |_____________________________________________________|

If you have your own way of getting past this beat then by all means do it.
This is just the way I go about it:

Crawl as usual and go to spot 1, wait here for the guard to come down and yawn,
when he turns his back run to spot 2, use the walls to track the guard in this
area. When safe proceed to spot 3 and use the wall view to your advantage and
use first person view towards spot 6 (in the direction you came from). Once the
guard starts walking up towards you, go to spot 4 and lean against wall. Get
into a position where you can see the guard. When the guard gets to spot 5, go
back to spot 3. Then he will go back where he came from, go back to spot 4 just
in case (I'm not sure if he would see you if you stayed at spot 3). Any second
now the elevator should come down, when it does knock on the wall at spot 3.
The guard will come from the area by spot 4. This is where you move around by
spot 5 and get on the elevator as soon as you can! The elevator is at spot 7 by
the way.

------------
5.2 HELIPORT                                                  [5HELI]
------------

If you have played Metal Gear Solid already you should know how to avoid the
spotlights. If not move when the spotlights aren't sweeping near your position,
then to the left corner, in the pointed part at the bottom of the area with the
spotlights.  When the lights move upwards, run out along the left side of the
rail and out off the H area.  Turn back, in line with the middle line in the
large letter H and start to run when the two lights cross each other, collect
the chaff grenades then keep running back to your previous position. Now run
out the left side.
_____________________________________________________________________
                                                        5     _ _ _
                                                                C
                             ___________
                            |           |           ____
                            | 3         |          |    |
                            |           |          |____|
                            |  TRUCK    |
                            |           |          4____
                            |           |          |    |
                            |           |          |____|



          |
 ________C|


  ________1
 2        |
__________|___________________________________________________________

C= camera.

After collecting the chaff grenades run to spot 1 and continue running but make
sure you areas near to the wall as possible when running. The camera won’t see
you! Must be a glitch! Anyway press X to skip the ‘a surveillance camera?’ bit.
Collect the Stun grenades at spot 2 and run back out the same way you run in.
Now go to spot 3 as fast as possible which means jumping in the truck and
collecting SOCOM. Then run to spot 5 (4 if you want to be a daredevil) and run
straight past the camera guarding the stairs. It shouldn’t see you if you done
the other parts quick enough. Once up the stairs run towards the air duct, the
guard will NOT see you unless you were too slow. Go through the air duct like
you usually would. Continued in Vent Shaft Entrance 2.

Alternatively, you can go through Vent Shaft Entrance 1, while 2 is a quicker
route for Extreme players.  To do this, from getting the SOCOM, either just
throw a Chaff to take out the camera temporarily and shoot the guard, or
instead of shooting, throw the chaff and try and go behind the guard and throw
him to knock unconscious then enter the shaft at his feet.  Even if you are
spotted try to get into the vent shaft quickly and go forward until you see the
scene with Snake moving into the vent.  This stops the guard's throwing
grenades in after you.

-------------------------
5.3 VENT SHAFT ENTRANCE 1                                     [5VSE1]
-------------------------

As said before, this is the slower route so players’ going for high ranks on
Extreme use the Vent Shaft Entrance 2.  If not, once you are in the vent just
move forward and when at the fork, go left for a ration at the end, then turn
around and go forward to take the right path.  Keep moving forward through the
water (don't stop as your O2 goes down) and follow the mice to the entrance to
the Tank Hangar.

-------------------------
5.4 VENT SHAFT ENTRANCE 2                                     [5VSE2]
-------------------------

You'll end up here if you went in the vent near the searchlights from the
Heliport.  Just follow the path to the grating, press X to skip the
conversation with the guards if on Extreme and when you get to the opening in
the vent, either get the ration at the end or press O to go down the ladder.

After climbing down the ladder you will be on the second floor of the Tank
hangar floor 1.

---------------
5.5 TANK HANGAR                                                 [5TH]
---------------

If starting from Vent Shaft Entrance 1, come out of the vent and turn left and
go down to the corner of the wall.  Wait for the patrolling guard to move away
and then move to spot 5.  When the guard moves to the right, run up to spot 6
when the camera is turned away.  If it is looking your way, wait on the top
step for it to turn, then move under it and along the upper catwalk.  Throw a
Chaff into the open room, then run to spot 5 to get the Thermal Goggles, then
make your way back to where the first camera is by the stairs.  Stand in spot 6
and then run down to the right when the camera is looking the other way, then
into the elevator and to level B1.

From Vent Shaft Entrance 2 (map also applies for Vent Shaft Entrance 1 using
strategy above)

       C_____     __________________________________C
       |    6    |                                 3 |
       |    \    |                                   |
       |    /    |                                   |
       |    \   _|____________1______2__________     |
   ____|    /  |                                |    |
   ____     \  |                                |  4 |
       |    |  |                                |    |_____________
       |    |  |                                |                 C|
       |    |  |                                |                  |
       |    |  |                                |                  |
       |    |  |                                |    _____|____|__5|
       |    |  |                                |   |
       |    |  |                                |   |
       |    |  |________________________________|   |
       |                                            |
       |                                            |
       |                                            |
       |____________________________________________|


You start at spot 1, face spot 2 and throw a chaff quickly and then run around
the camera by running around spot 3, carrying on running past spot 4, the chaff
should have exploded now and run to spot 5 to collect the thermal goggles, the
camera will be disabled so don’t worry about that. Continue running to spot 5
and look in first person at the camera, then run avoiding its vision, stand at
spot 6 for about 2 seconds whilst the camera is facing the other way. As the
camera is turning run down the steps and the guard should be walking past but
he wont see you. Now proceed to the elevator and go to B1.

You should know what to do, run to airshaft and meet the DARPA chief. If not
look below.  When in the cell make sure you save, as the next part is one that
needs practice. If you successfully got here using the strategy provided it
should be a time ranging from 7-9 minutes. My best is 8 Minutes but Jackal (a
GameFAQS user) has done so in 7 minutes.

-----------
5.6 - CELL                                                    [5CELL]
-----------

Once out of the elevator keep going down the corridor until the end then use O
to get up the ladder.  Once in the vent move forward until you get to a path to
the left, which will take you to some SOCOM bullets.  After this path, keep
going forward and then down the next left turn, you can look in the grating to
see Johnny Sasaki complaining about his cold and also watch Meryl exercising
(see below if you want to waste time watching her exercise eventually in her
underwear).  Keep going along the vent until you drop down to the DARPA Chief.
If going for time, skip the FMV's here, until you hear the guard get knocked
out and the door unlocked.  Note on the FMV here, if you don't have the SOCOM
Snake will grab Meryl's FAMAS with his hand, and if you have the SOCOM he will
draw his gun and point it at here.  Anyway again skip this for time and you'll
be in the guard fight below.

To see Meryl exercising differently, just go back to the ladder and re enter
the vent, watch her again, then exit and so on.  On the first time, she will be
doing sit ups, second time it's single arm push ups, third stretching against
the wall, and the fourth time she will start again at sit ups, but will be in
her underwear :/.  Same goes for the next two exercises, arm push ups and
stretching will also be in her underwear.  After the sixth time, it will have
reset back at her doing sit ups fully clothed.

-----------
GUARD FIGHT
-----------

This battle can be very tough and it depends on what enemy kills count you want
to end up with which determines the method you use.

                 __________________________________
                |
                |9 6        2
                |     7
               1   4
                |           3
                | 8    5
                |__________________________________


Be prepared because the battle starts STRAIGHT AWAY. Guards will come in from
spot 1. Meryl stands at spot 2 during the whole battle and Snake starts at spot
3.

BIG BOSS STRATEGY:

The following strategy is assuming you only want to kill 1 guard:

Phase 1:
Meryl can’t shoot so it’s up to you to kill the three guards standing there.
This is the toughest phase of them all to get through without being hurt. Shoot
the 2 guards who eventually stand at spots 4 and 5, three times each in quick
succession. Grab the guard at spot 6 and let the guard at spot 5 shoot him and
kill him. You shouldn’t get hit because the guards only shoot 2 shots at a
time. Then quickly grab the guard at spot 4 before he shoots again and then
drag him with snake standing at spot 7. The guard at spot 6 should be shooting
at Meryl and this guard should get shot at when he is shooting at Meryl. When
this guard is dead quickly shot him five times with the SOCOM before he turns
to shoot you. If you did all that without getting hit then you deserve respect.
I have tried it countless times and only succeeded occasionally. So be warned.

Phase 2:
After Meryl has shot the three guards in the cut scene she will now shoot at
them as well. Remember that you should only shoot the guards three times or
drag them around whilst trying to avoid the other guard’s bullets. Meryl can be
good sometimes but rubbish other times so be careful it may get crowded at
times. Once the initial three guards are killed the guards will come in one at
a time, which is a relief.

Phase 3:
This is the part when the grenades are thrown and make sure you stand somewhere
around spots 8 or 9. Then it’s back to phase 2 apart from these final three
guards come in at the same time.

This is a very tough part of the game if you aim to kill only 1 enemy from it.
If you get hit once then I wouldn’t worry because you can afford to do that.

After Meryl leaves after the fight is over, use the LV 1 card to get into the
door on the right and get the SOCOM bullets from the toilet and near the table
on the left if you want.  Then just go into the elevator and go to B2 to the
Armoury.

If you don’t mind killing a couple more guards then do so, maybe killing all 3
guards at the start is advisable, if you want to avoid damage.

-----------
5.7 ARMOURY                                                    [5ARM]
-----------
        ___1____                           ___2_____
 -----------------------------------------------------------
|                                                           |
|                                                           |
|                                                           |
|      ___________       ___________       ___________      |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |   PSG1    |     |    C4     |     |  NIKITA   |     |
|  T  |           |  T  |           |     |           |     |
|     |           |     |           |  T  |           |     |
|     |___________|     |___________|     |___________|     |
|                                                           |
|                                                           |
|      ___________       ___________       ___________      |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     | GRENADES  |     |   SOCOM   |     |   FAMAS   |     |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |___________|     |___________|     |___________|     |
|                                                           |
|                                                           |
|                                                           |
 -----------------------------------------------------------
  ________
     3

T= Trap

At the moment there are now guards in the Armoury so firstly run to the right
of the chamber in front of you from the elevator, keeping moving over the trap,
then run left and into the chamber, collect the C4 and leave to the left up to
spot 1, blow this wall to find some Stun Grenades and Chaff Grenades. Then use
another C4 on the wall at spot 2, collect the SOCOM bullets, FAMAS bullets (you
probably won't have the rifle yet) and extra C4.  There are also two traps in
this room, one on the upper left and another on the lower right, just make sure
you keep moving. From here run down to the lower chambers, take the SOCOM
bullets in the middle chamber and the Grenades in the left chamber, make sure
you have the Lv 1 card equipped.  Now run to spot 3 and blow this wall with the
C4 and enter the Armoury South.

-----------------
5.8 ARMOURY SOUTH                                             [5ARMS]
-----------------
 __________                           ____________________
|          |                         |4       C|  C      C|
|          |                         |         |          |
|          |                         |         |   5      |
|          |       ROOM WITH         |         |          |
|          |      OCELOT BOSS        |         |         C|
|          |         FIGHT           |         |__________|
|          |                         |         |          |
|          |                         |         |          |
|          |_________________________|         |          |
|         1|          2              |         |          |
|          |                        3|         |          |
|          |                         |         |          |
|          |                         |        C|         C|
|__________|_________________________|_________|__________|

C= Gun Camera

Blow the wall at spot 1, and move to spot 2 and blow it with your last C4, then
return to the Armoury and restock.  While full C4 ammo, go through the blown
wall at 2 to enter the Ocelot fight (see below).  Note that the extra area on
the map above can't be reached yet.  While you can blow the wall at spot 3, the
rooms beyond require a higher level security card.  See section Underground
Passage [5UP] for how to acquire these items.

BOSS FIGHT: REVOLVER OCELOT

Ocelot is most easily defeated using C4. If you didn't know already, the center
room in the armory replenishes your C4 every time you are depleted. If you
aren't using the bandana, use all your C4 to blow up the walls, including the
one that leads to Baker, and then return outside to stock up full again. At
this point in the game, you can carry a maximum of four.

On easy, three blasts of C4 are more than enough to defeat him, but on Extreme,
it will take all four plus one bullet, which is just enough that it can be
pulled off with style. If he was any tougher than that, it'd be an ugly
shootout that would go on for too long. Luckily, there is a way to lure him
into a C4 trap and dispose of him quickly. The key to a speedy success is being
able to plant the C4 trap safely without coming under fire, and the best time
to do that is when Ocelot is talking. And how you get him to start his speech
is simply by hiding. At the start of battle, if you hide behind a pillar,
Ocelot will stop fighting and being talking to you. The words are: "Hiding
won't help. I understand the bullets you see, I make them go where I want."
That's it, but it's more than enough to plant all four of your C4s in the sweet
spot to set the trap; you should be done by the time he says 'bullets'. The way
the trap is executed is by forcing Ocelot to run back and forth over the spot
where you planted all four of your C4s and detonating them on him as he runs
over. Remember, if you are playing on extreme, it will still take one more
bullet to defeat him, and that bullet is fired at the very start of battle,
when he says, "draw!".
 ___________________________________________________________
|                                                           |
|   6                                                       |
|                                                           |
|                                                           |
|         _______                           _______         |
|       4|       |                         |       |        |
|        |       |                         |       |        |
|        |_______|                         |_______|        |
|                                                           |
|                                                           |
|                          _______                          |
|                         |       |                         |
|                         |       |                        3|
|                         |_______|                         |
|                                                           |
|                                                           |
|         _______                           _______         |
|        |       |                         |       |        |
|        |       |                         |       |        |
|       5|_______|                         |_______|        |
|                                                           |
|                                      1          2         |
|                                                           |
|                                                           |
|___________________________________________________________|

Now that you understand how the battle is played out, here it is in exact, step
by step detail:

Before you enter the room, arm your SOCOM. As soon as the battle begins, you
should be at position ‘1’, quickly lock onto ocelot with the socom and fire at
him. Ocelot will have just said "draw!" and there is just enough time to shoot
him before he shoots you. As soon as you press the trigger, hold down the R2
button to open the weapons menu and arm the C4. It is very important that you
change weapons as soon as you fire the shot.

Once you have the C4 armed, run to the right and hide behind the southeast
pillar (position 2). If you are now standing behind the pillar and have not yet
changed weapons, you may very well have foiled this attempt already. The reason
why you must change weapons before you move behind the pillar is because Ocelot
will begin talking once you are behind the pillar and when he is talking, it is
impossible to access your weapons menu. This means you will be needlessly
holding your SOCOM and unable to plant your C4 during the only opportunity you
have of doing so without being harmed. If you were successful in arming your C4
and moving behind the pillar to get Ocelot to talk, then the moment he begins
speaking, break out from behind the pillar and run up to the exact middle of
the east wall. There are some tiles on the floor; their seams will mark the
exact center point of the east wall between the north wall at the top of your
screen, and the south wall at the bottom (position 3 on the diagram above).
Either on the floor by the wall, or on the wall itself, on this center point is
where you must quickly plant all your C4.

As soon as you are done, run up along the top and come down the left side, but
come down along a path that is as close to the pillars as possible (between
positions 4-5). This is because if you move down along the very face of the
west wall, you will have pulled the camera so far left that it will be
difficult to see Ocelot on the other side of the room. Whereas if you were to
come down as far right as possible, Ocelot will remain very much in view as he
runs along the east side of the room. As you were moving along the top,
already, Ocelot had begun to move along the bottom to keep his distance from
you. He tries to stay on the exact opposite side of the room that you are on,
and this is where you will exploit this behavior to your advantage.

As you are running down the left side (between 4 and 5), keep your eye on
Ocelot as he moves up the right. The moment he runs over the center, press O
and detonate the first pack of C4. If you timed it correctly, he will have
sustained about 1/4 damage. If you missed, he may only take 1/8th. From here,
you can easily just beat around the bush, forcing him up and down along the
right side of the room, and blowing him up as he passes over the trap. Be
mindful to wait long enough in between blasts for him to recover, otherwise if
you blast two quickly, the 2nd blast will only do half damage, or, as Super
Mario has taught all of us since 1984, no damage at all if he is still
"flashing invincible".

There is little more I need to explain for you to finish the battle. With
practice, you can orchestrate your chase to finish him off with suave finesse.
You can learn how to pause and time your chase to precisely control Ocelot's
movement to the point where he is defeated wasting as few run-by's as possible,
and without even firing off a shot at you.

Lastly, try to pick up the ammo in the upper left corner at spot 6, just as you
blow up the last C4, before the battle ends. One interesting tidbit is that,
while during battle, Ocelot is only vulnerable to one hit at a time, the
finishing blow that ends the battle can be followed up by as many hits as you
can pull off before the screen finally fades out as the battle ends. What I
like to do sometimes is, instead of firing the one bullet at the beginning of
battle, is waiting until the end to deliver it as the finishing blow where I
can unleash an entire clip of bullets into him and hear him go
"uh-uh-uh-uh-uh-uh..." twelve times, one for each bullet that hits him.

Another flashy trick is looking in first person view by holding down the
triangle button and using the L1, R1, and X buttons to dodge and duck his
bullets. It's a refreshing change of action if you're bored. My most fanciest
trick was stepping to the side in first person in a position that was far
enough to make Ocelot fire a ricochet shot, step back into place, look over
every so slightly and duck just in time to see the bullet fly over my head.
Quite Fun.  Just go through the Level 2 door to get back to the armoury.

--------------------------------
Getting out of the armory safely
--------------------------------
 ___________________________________________________________
|                                                           |
|                                                           |
|                                                           |
|      ___________       ___________       ___________      |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |   PSG1    |     |     C4    |     |  NIKITA   |     |
|    2|           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |___________|     |___________|     |___________|     |
|                                                           |
|    3                                                      |
|      ___________       ___________       ___________      |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     | GRENADES  |     |   SOCOM   |     |   FAMAS   |     |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |___________|     |___________|     |___________|     |
|                                                           |
|                                                           |
|__1________________________________________________________|

There are two different ways to get out of here safely. You start at spot 1,
guard should be at spot 3, run to spot 2 quickly and knock, the guard should go
investigate but before he can you will run into the hole at the top (if you
used C4 on it earlier) and collect some important stun grenades, then proceed
to the elevator where you should call Meryl at 140.15 before you go to floor 1.
Second way is to run up to the guard at spot 3, throw him over your shoulder
and proceed to the elevator, if done properly you should not be spotted.

As soon as you arrive Meryl should call you and after you’ve skipped it go and
visit those infrared sensors. Use the thermal goggles for this part and proceed
by getting past one at a time, waiting for the sensors to go above your head.
Do be careful though because the sensors move fast in Extreme. There is a way
to run through them all but you must be quick, run as fast as you possibly can
and run through the sensors on the right hand side alongside the wall. Or I
find a more reliable way of succeeding is with thermal goggles on, run to left
side of the sensors, wait for the one closest to you to come down and then go
up, as soon as its over your height, run all the way through, you should be
able to run all the way through without letting the gas in. I have found times
when it hasn’t worked but its more reliable then the first way I have mentioned.

----------
5.9 CANYON                                                     [5CAN]
----------
Move forward until the call from Deepthroat and pick up the claymores that you
should know where they are if playing on Extreme or how to avoid them, if not
just crawl around up the right and left side of the central area ahead of you.
Or just run to the left and avoid them.

BOSS FIGHT: M1 TANK
 ___________________________________________________________
|                                                           |
|                                                           |
|                    2                                      |
|                    4                                      |
|     |                                                     |
|_____|                                                     |
|                  3                                        |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|       _______                                             |
|   C  |       |                                            |
|  / \ |       |                                            |
|      |_______|                                            |
|                                                           |
|              1                                            |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|                                                           |
|___________________________________________________________|


Once you arrive go left and pick up the claymore further up the path by
crawling. Make sure you are as close to the left as possible and pick up the
claymore without being hurt. You can do this after throwing the chaff but
that’s entirely up to you. You start at spot 1, throw a Chaff Grenade straight
way to scramble the tanks sensors and main gun, letting you get closer the
tank. Throw a stun grenade as well because this will stun the guard in the
tank. Then run to where spot 3, the tank should be around spot 2, remember you
must avoid the claymores at the bottom. By now the tank should have recovered
so place a claymore at spot 3, in front of the tank to take out the caterpillar
tracks and slow the tank down. The tank should run over it and explode if you
place it correctly. The tank will be slow now and this offers you the
opportunity to throw grenade in cockpit without being run over. If the grenade
is thrown directly in cockpit the guard will die with just one grenade. While
the guard is flying out of the tank get in the position for throwing a grenade
in the cockpit and as soon as the second guard says: “see how you like this”
you throw the grenade and he shall be defeated. This does take practice though.
There is an alternative way, you can throw stun grenades to stun the guards
from firing at you. Use more chaff and the grenades again to take the tank out.
 There are grenades to the left and right of the top area of the screen as well
as more chaff.

-------------------------------------
5.10 NUCLEAR WARHEAD STORAGE BUILDING                         [5NUKE]
-------------------------------------

Run as soon as you can and crawl under the almost shut door. Campbell will call
you and after you have skipped it do the following:

------------
Ground Floor
------------
  __________________________________________________________________
 |                                                                  |
 |            4                  3                                  |
 |                                                                  |
 |               |     |     |      |                               |
 |               |     |     |      |                               |
 |       /       |     |     |      |                               |
 |       \       |     |     |      |                               |
 |       /       |     |     |      |                               |
 |       \       |     |     |      |                               |
 |       /       |     |     |   2  |                               |
 |       \       |     |     |      |                               |
 |           5                                                      |
 |                                                                  |
 |                                                                  |
 |               6                                                  |
 |                                                                  |
 |           |       |        |             1                       |
 |___________|_______|________|_____________________________________|


You will start at spot 1. Run to up through spot 2 and then to spot 3. Carry on
running to spot 4 and then to spot 5. The guard patrolling will have moved and
be around spot 6. Go up the stairs to the left.

---------
1st floor
---------
 ____________________________________|   |
|        2          3                    |
| 1  ____________________________________|
|   |
|   |
|   |
|   |
|   |
|   |
|   |


When you get up the stairs the guard should be somewhere between spot 1 and 2.
From behind either punch, punch, kick him quickly so he doesn’t spot you or
throw him over your shoulder. Both require you to know how to not get spotted
doing them. Once that’s down QUICKLY run to the elevator at spot 3. Warning:
The guard may get up and spot you if he has been knocked over at spot 2.

-------------------------------------
NUCLEAR WARHEAD STORAGE BUILDING B1
-------------------------------------

You should know where the room with Nikita and missiles are, second room on the
right or from Snakes view the left.

  _________________| |_____________________________
 |                  1                          Stun|
 |                                               G |
 |                                     ____________|
 |        _______| |________           |
_|        |                 |          |
_|       _|                 |_         |
 |       _     Soc           _         |
_|        | Bullets         |          |_
_|        |                 |          |_2
 |        |______    _______|          |
_|               |  |                  |_
_|                                     |_
 |_____________________________________|

2= Nikita Missile Launcher

This can be hard to pull off sometimes. Get out of the elevator and walk into
the room in question (spot 1). Then you can either collect the SOCOM bullets
and then go in the room or just go into the room, the patrolling guard should
not see you, but be quick about it. When you’ve collected the Nikita, wait for
the guard to walk past, then as quick as you can throw him over your shoulder
and retreat from the room. It’s a lot safer if you can throw the guard into the
room because then when he gets up he wont have a chance to spot you and you can
take the chance to collect the stun grenades. Then go back to the elevator and
head to B2.

-------------------------------------
NUCLEAR WARHEAD STORAGE BUILDING B2
-------------------------------------

This is the part when you use the remote controlled missile and you should know
where to guide the missile. Be careful to avoid those gun cameras because they
can shoot the missile if its not moving fast.

BOSS FIGHT: NINJA
 ___________________________________________________________
|         |  |                                              |
|_________| 6|___________          _____________________    |
| 7                      |        |   4                 |   |
|___         2           |        |          13         |   |
|   |             11     |________|                     |___|
|   |    |              8             3                     |
|                           __________________      5       |
|   |    |     1          |                   |            _|
|   |    |                |_______________    |           | |
|   |    |        ___                     |   |           |_|
|   |    |       |   |                    |   |         9  _|
|___|    |       |   |                    |___|           | |
|        |       |   |           12                       | |
|        |       |   |                                    | |
|________|       |   |_____________                       | |
|                |                 |                      | |
|                |_________________|                      |_|
|                                                           |
|                                                 10        |
|___________________________________________________________|

The ninja’s katana can deflect any bullets you fire, so you will have to fight
this battle with no weapons, only hand to hand.  You can jam his electronic
camouflage with Chaff grenades but this way is slow and time consuming. Avoid
his kicks and use the punch-punch-kick combo to hit him when you can. You start
at spot 1 and ninja starts at spot 2, straight away do your combo on him. Then
he will move to a random part of this area, run to where he goes and combo him.
Then he will disappear and appear around by spot 3. This is the part that you
may well get hit. From the start of this part run over to him and combo him.
Then stay within the area of spots 4 and 5. Make sure you combo him before he
tries to attack. He will then flip in the air and try to land on where you are,
move before he lands, wait for him to start moving again and combo him. It is
hard but you MUST get a combo in before he starts doing his spinning twirly
stuff. In the next stage of the fight, the ninja will hide with his stealth
camouflage.  You will be able to see his shadow behind various computers in the
lab, you can also activate Thermal Goggles to see him better. Make sure you
keep punching and kicking him until he comes out in the open again. He will
appear at random spots in the room, the ones I've seen him at are spots 6-10 on
the map above. He will then move out of the way of your punches and appear
behind you.  Punch once to make him go behind you, and then turn around and use
the combo to inflict damage.  You can also use Chaff to immobilise him.
However, I just make sure I avoid his punch and then move in for the combo.
After his live is extremely low make sure you move out of the way because, a
field of electricity will form around him. This protects him from punching and
kicking, so you can now fire at him using a weapon. I suggest lining him up in
first person and shooting him with the SOCOM. He will appear at spots 11, 12 &
13 before the battle is over. Shoot him from a distance though.

Additional strategy in intricate detail:

The ninja has six different attack phases, each one can be easily overcome by
following a simple pattern. you can resort to using chaff greandes, but each
one only grants you a single three hit combo that you can only execute once
until the chaff fades away, which is time consuming, weak, and very
unnecessary. I won't get into all the different ways there are of defeating the
ninja, I will only briefly describe each phase and the pattern you use to
defeat him most efficiently.

The ninja is only subject to a maximum of three hits before he will evade you
and try to attack again. That means that if you know how to time your punches
to string them many of them together in a single, unbroken combo, only the
first three punches will connect. After three hits, the ninja will break away
and you cannot attack him until he is vulnerable again. If you break the combo
early after only 1 or two hits, then your attack has ended and the ninja will
be able to break away. Being able to follow these patterns depends highly on
your ability to articulately execute punch-punch-kick (PPK) combos without
mashing the O button. If you're a button masher, you're more likely to fail
using this strategy.

Phase 1 - Ninja runs around with the sword.

You will be allowed to land two attacks on the ninja in this phase. Whether
those two attacks comprise of a single punch each, or a PPK combo, after your
second attack is executed, the phase ends and the next begins, so it is in your
best interest to do as much damage as possible in this easy phase. As soon as
the battle begins, simply run up towards the ninja, and do a PPK. After the
first attack, he will flip to the left, right, or down. Simply follow and
execute another PPK the moment he is vulnerable. If he flips to the left into
the little cubby hole, you can grab the SOCOM ammo after you
land your 2nd PPK.

Phase 2 - Ninja runs around and attacks you.

The ninja will likely be coming at you from the top center area and you will be
coming towards him from the top left area. Wherever you decide to meet, it
doesn't matter, just don't try to outrun him or turn your back on him during
this phase. The best way to get through this is to face him head-on and hit him
before he hits you. Once you've started the cycle, it'll be easy from there. It
is crucial to time your first attack correctly or else you will eat a mouthful
of cyborg ninja foot. It's not very difficult, it just takes a few times before
you get the feel of the timing.

The basic pattern goes like this: PPK, and then the ninja will
flip away, follow him as he flips away so that you can execute another PPK on
him the moment he lands on his feet. After this second PPK, instead of flipping
away, this time he will jump up and try to stomp on you. Simply move away just
a bit, and then move back to execute another PPK as he lands from his stomp.
After this 3rd PPK, he will go back to flipping and you start the pattern over
again. So it's PPK, flip, PPK stomp, PPK flip, PPK stomp, etc. But there is one
more tweak to add to this pattern before it is perfect.

The problem with the phase 2 pattern as I've described it so far, is that
occasionally in the middle of the pattern, instead of flipping away, or
stomping, the ninja will decide to connect his elbow to your face in a very
painful way. The solution to this problem is the 'echo PPK', and all it is, is
just doing a 2nd PPK a split second after doing the first. You'll just be
punching air, but it will ensure that the ninja responds to your first PPK with
an evasive manoeuvre rather than an offensive elbow. Dear button mashers,
please note the pause between the first and 2nd PPK. If you fail to pause in
between, the echo is useless and you will likely still get an elbow. The pause
is quite short, slightly less than half a second.

So, finally, the complete, polished phase 2 pattern looks like this:
First strike: PPK-pause-PPK, ninja flips away-follow him.
Upon landing, PPK-pause-PPK, ninja stomps-dodge it.
Upon landing, PPK-pause-PPK, ninja flips away-follow him.
Upon landing, PPK-pause-PPK, ninja stomps-dodge it, etc etc.
The Phase is over when his health reaches a certain point.

Phase 3 - Ninja plays hide and seek

Simply put on the thermal goggles and look for him. He stands in 1 of 5 places:
-along the top wall next to the locker that Otacon is hiding in.
-along the left wall in the top corner where the SOCOM ammo is.
-along the horizontal glass wall that separates the top centre area with the
middle centre area.
-in between the two lockers on the far right wall.
-in the south east corner in the open area.

You have only a few seconds to reach him and land a PPK before he starts to
charge for you. Be sure to judge your ETA (for all you non military lot, that's
estimated time of arrival) and anticipate his charge if you can't make it him
in time. You will have to adjust your PPK execution to once again hit him
before he hits you, just like at the start of phase 2.  You only get three
attacks in this phase, so make every attack count with a full PPK combo.

Phase 4 - Ninja walks towards you and teleports.

When the ninja is in range, if you do nothing, he will very slowly throw a
punch that can very easily kill you on extreme. If you attack him before he
punches, you will miss as he instantly teleports behind you and tries to punch
you. You button mashers who sloppily execute a full PPK combo will sadly be
immobilised until the combo is completed, which is not soon enough to avoid the
spine-shattering Punch of Death. So be careful to press the button once only,
prompting him to teleport behind you and thus, giving yourself plenty of time
to remove yourself from the range of his fist and come back with your own ninja
whopping PPK combo.

For those of you wanting a more aggressive challenge, this is an easy phase to
deal with if you use the furniture to your advantage. You can force the ninja
to teleport to a spot and actually land a PPK on him before he throws that
killer punch. Do this by standing the middle of that little path between the
upper left area and the upper middle area. That path is sided by computer
consoles to the north, and the glass wall to the south. If you stand in the
middle, as the ninja approaches you from one side, when you throw a punch, he
will only be able to teleport directly behind you, so you can whip around and
PPK him just as he appears. The moment he gets up again,
throw another punch to force him to teleport and execute another PPK behind
you. You will effectively bounce him back and forth until he makes that long
speech, which brings us to the next phase.

Phase 5 - Ninja walks towards you with a double teleport.

After the "clashing of bone and sinew" speech, he'll start to teleport twice.
Just follow the same pattern except after the first teleport, punch twice, then
after the 2nd teleport, you will land the PPK. Be sure to run away once you
deplete his life bar, lest you get roasted by his electrical outpouring.

Phase 6 - Killer energy field.

In the spot that he stands where you delivered the finishing blow, he will let
out a yell and emit an energy field that will fry you toasty brown if you're
too close. Keep your distance, that thing reaches farther than it looks. After
the first yell, he will move to the upper left area where he will let out these
bursts of energy until you hit him. The easiest thing to do is to take out your
SOCOM and ping him off with a bullet. Your bullets will bounce off the energy
field, so only first between bursts. After he is hit, he will move to the left
side of the centre area, hit him again and he will move to top middle area,
where he will finally expire after one more hit.

Be sure to grab the chaff on your way out, or if you're in such a rush, you can
grab it during this 'bone and sinew' speech and be back in place in time to
continue the juggling act.

Exit the lab, and pick up the FAMAS ammo if you haven't done so already.  Exit
this hall to the gas hall and pick up the gas mask if you haven't done so
already (it's in the third room down on the right from the entrance to the
elevator). If you want a quick time then go into the second room on the right,
collect the very important 6 stun grenades, go into next room and pick up
famas, although its not essential I do so because I find it useful against
Mantis and wearing down guards in the elevator fights. Now Head for the
elevator and go to floor B1. I suggest you save here because you wont lose time
otherwise, if you save when mantis fight starts and load it up it starts way
back at meryl keeping a look out.

  _________________| |_____________________________
 |                  1                              |
 |                                                 |
 |                                     ____________|
 |        _______| |________           |
_|   2    |                 |          |
_|       _|                 |_         |
 |       _                   _         |
_|        |                 |          |_
_|        |                 |          |_
 |        |______    _______|          |
_|               |  |                  |_
_|                                     |_
 |_____________________________________|

  Meryl is in the same place each time as you may well know. The map above
shows you where she is just in case you don’t know. You enter the room at spot
1 and the guard at spot 2 is meryl, let her see you and follow her to ladies
bathroom. For more fun you could wait for the soldier to walk away and look at
the butt... If the soldier sways her butt, then let her see you, other wise,
avoid.   Follow the soldier to the ladies bathroom, run up to the 3rd stall and
go inside.  After the cutscene, walk outside the bathroom and take note of the
missing music and guards, use this to your advantage to gather up ammo for the
up coming boss fight.  When you're ready continue to the door at the top of the
screen for the boss fight.

BOSS FIGHT: PSYCHO MANTIS

                     ____________________
    |______________|                    |______________|
 ___|                      _____                       |___
|                    _____|_____|______                    |
|                   |                  |          1        |
|                   |__________________|                   |
|          7                                     8         |
|    3                       2                             |
|     _______                                              |
|    |       |                                             |
|    |       |                             ________        |
|    |       |                            |        |       |
|    |       |                            |________|       |
|    |       |                              |    |         |
|    |       |                              |    |         |
| 4  |_______|                             _|____|_        |
|                                         |        |       |
|              5                       6  |________|       |
|___                                                    ___|
    |                                                  |
    |__________________________________________________|

As he can read people's minds he can predict what you will do.  He can also
make furniture float and throw it at you.  Firstly, put your controller into
controller port 2 on your Playstation, or use the one in the second port.  The
boss fight had 6 phases, and Mantis can be especially easy if you first use the
second port controller and know how to get through each of the phases.  Instead
of using the second controller you can also shoot or punch off the masks in the
statues to the left and right in the room, but you have to die a few times
until the Colonel suggests it before it will work, so not much use for Extreme
players.

Phase 1 - Controlling Meryl 1

When you first enter the room, Mantis will control Meryl and make her shoot at
you.  To stop her you can either punch her out which will deplete her life, or
just throw a Stun Grenade to disable her with no health loss.  And yes she will
actually shoot at you.  Now Mantis will show.

Phase 2 - Attacking Mantis 1

Firstly the screen will black out, and the word Hideo will appear in the corner
(a little homage to the game's director and creator Hideo Kojima).  When the
screen reappears, Mantis will attack in one of 6 different ways:

1: The first phase, is Mantis in stealth camouflage and starts at spot 1,
shooting some sort of projectile at you.  Use thermal goggles to see him and
shoot at him with the Socom or FAMAS, I suggest Socom for this part.  Once hit
he will hover off to another spot on the map between 1 and 6.  You can't him
when he is flashing, much like the other boss fights.  Once hit 3 times, he
will change to the second attack.

2: Starting at spot 2, Mantis will use his powers to levitate chairs, move them
in a circle.  To avoid getting hit, just lay down and wait for him to throw
them all off screen and then get up and shoot at him, before quickly lying down
again for the third attack. Or you can move to spot 3 and fire the famas
bullets from left to right, trying to lock on to Mantis of course.

3: Mantis will send two statue figures at you very fast, so make sure you are
lying down after the second attack, as it is hard to avoid if you are standing.
 Once they go off screen, it's attack four.

4: Much like the last attack but with vases, two at a time, with each being
moved four times.  Again stay on the floor, standing up just after they have
moved to attack, and then get down again. Or if you want to finish him off as
quick as possible (which you will for the best times) you can try running away
from the vase when it moves, then quickly lock onto Mantis, shoot and run away
before the next vase tries to hit you. This applies for whenever the two
figures try to hit you.

5: Same as 3 but with animal heads instead of statue figures.

6: Lastly, Mantis will move between spots 7 and 8, sending pictures and book
cases at you, the 3 pictures on the inside, and the 2 book cases on the
outside.  They move from the north wall to the south wall then back to the
north again.  To avoid these lay down in the middle to avoid the pictures that
will go flying over you and the book cases should be to the left and right and
therefore not hit you.  When they have gone back to the north wall, get up and
shoot Mantis, then lay down again, getting up when it's safe to shoot him.
Sometimes you can get away with standing in the middle (or wherever there is no
picture frame flying around) and again try locking onto Mantis with which other
gun you see fit. Once he has completed this stage, he will start again at
attack 1.  Phase 3 will begin when Mantis has half life left.

Phase 3 - Controlling Meryl 2

Like Phase 1, with Meryl trying to shoot you.  Knock her out with a Stun
Grenade, after she comes to, she will threaten to shoot herself, but like
before just use the Stun Grenade to loosen Mantis's grip.  And again like Phase
1, she will shoot at you and herself if you leave it too long.

Phase 4 - Attacking Mantis 2

Same as attack 1 in Phase 2, eventually move onto Phase 5 once he only has a
small part of his life left.

Phase 5 - Attacking Mantis 3

Mantis will use a combo of the attacks in Phase 2, starting with attacks 3
(statue figures), 4 (vases) and 5 (animal heads).  After that set he will use
attacks 2(chairs) and 6 (pictures and book cases).  It is best to attack him
in-between him switching between sets of attacks.

After his health is worn down enough the cutscene will start, after which go
through the passage opened by Mantis and collect any ammo in the area before
moving through the door to the Wolf Cave.

--------------
5.11 WOLF CAVE                                                  [5WC]
--------------
     _________________________________________   __________
    |              4                          | |          |
    |_______      ___________                 | |          |
 _______    |    |           |                 \ \         |
|       |___|     \          |                  \ \        |
|                  \         |                   \ \       |
|                  |__    __/                  6 /  |      |
|                     |  /                      /   |      |
|                     | |___________5_________ /    |      |
|_______             _| _________________________   |______|
        |        ___| _|                         \   ______
         \_______\  _|                            \ | 2    |
           _______ |                              | |      |
          \   3   \ \                             | |      |
           \       \ \____________________________| |      |
 ___________\       \_______________________________|      |
|                                                          |
|                                                          |
|_____1_____________________________________________       |
                                                    |      |
                                                    |______|

You will start at position 1, after the little scene where Meryl takes point,
if you go to spot 2 and press against the wall you can see her at the exit.
Equip Night Vision Goggles and go to spot 3.  Crouch down with X and move
forward, you'll crawl under the rock barrier and you can see a wolf dog just
ahead.  Crawl out and throw a Stun Grenade and run to spot 4.  There will be
more wolf dogs ahead, so throw another Stun Grenade to daze them and then make
your way down to spot 5.  Crouch down again and crawl forward, you should go
through a hole into the area below on the map.  There will be various items in
this area, pick them up and crawl out again, looking for any wolf dogs in the
vicinity, if so, through another Stun Grenade, but only if necessary as you
need to save the Stun Grenades for later.  Go to spot 6 and crouch again and
crawl through the hole to get to a lighted area, there should be a wolf dog
puppy running around.  Go meet Meryl.  If you want to be able to pass back here
without using up Stun Grenades (as you will have to do in a moment), go up to
Meryl and punch her.  Then quickly equip a Cardboard Box.  The puppy will come
over and urinate on the box, making it have the same scent as the other wolf
dogs and so if you equip the box while moving around the Cave, the wolf dogs
won't attack you, and instead sit beside you, lovingly emitting hearts and
whimpering :).  Anyway move through the door to the Underground Passage.

------------------------
5.12 UNDERGROUND PASSAGE                                        [5UP]
------------------------

With the claymore mines, you can follow Meryl's footsteps but I found it takes
too long to keep turning around so just run up to the far right side, from
along the bottom, and around to where Meryl is, with Thermal Goggles equipped
if you're paranoid you're going to run into a mine :). If going for big boss
rank without bandana then I suggest you use this opportunity to pick up the 4
claymore mines (using thermal goggles) because you need 10/11 claymore mines to
defeat Raven later on.

After Meryl gets shot, go back the way you came, with the card equipped for the
door so you don't have to stand in Wolf's line of fire too long.  Presuming you
know how to travel back to the Armory (just retrace your steps, not too
difficult) for the rifle I will only instruct the Armory part because this is
difficult.

-----------------------------------------
ARMORY – Getting the sniper rifle safely:
-----------------------------------------
 __________ ________________________________________________
|                              6                            |
|             5                                             |
|                             1                             |
|      ___________       ___________       ___________      |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |  ROOM A   |     |   ROOM B  |     |  ROOM C   |     |
|  4  |           |     |           |     |           |     |
|     |           |2    |           |     |           |     |
|     |___________|     |___________|     |___________|     |
|                                                           |
|             3                                             |
|      ___________       ___________       ___________      |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |   ROOM D  |     |   ROOM B  |     |   ROOM F  |     |
|     |           |     |           |     |           |     |
|     |           |     |           |     |           |     |
|     |___________|     |___________|     |___________|     |
|                                                           |
|                                                           |
|__ ________________________________________________________|


You come off the elevator and a guard should be walking past at spot 1. Run up
behind him and throw him over your shoulder as quick as you can, make sure you
don’t alert him though. Run to spot 2 avoiding the trap door, if you did this
correct then the guard you threw over your shoulder should not spot you. Use
the corner/wall view to track the guard who should be facing east at spot 3.
When he turns around run into room A using the level 5 card. I’m presuming you
know how to avoid the infrared sensors in here. Equip thermal goggles, crawl
till you pick up PSG1 and then carry on crawling (don’t worry about the ammo to
the right corner), you should lean against wall and turn around. This is where
you quickly avoid the sensors and if you did this fast enough you should be
able to run to spot 4 WITHOUT detection from guard at spot 3. Run around,
without stopping, passing spot 5 and boarding the elevator. I’ve done this
several times and don’t get spotted. On your way back to underground passage
you may want to pick up some claymores in the canyon, remember you need at
least 10 to beat Raven.

BOSS FIGHT: SNIPER WOLF I
  _________________________________________________________
 |             |XXXXX|                                      |
 |             |XXXXX|                                      |
 |             |XXXXX|                                      |
 |             |XXXXX|                                      |
 |             |XXXXX|                                      |
 |            5|XXXXX|6                                     |
1|             |XXXXX|                                      |
 |_____________|XXXXX|______________________________________|
 |  ||    ||   |XXXXX|   ||     ||     ||     ||     ||     |
 |2 || 3  ||   |XXXXX|   ||     ||     ||     ||     ||     |
 |  ||    ||   |XXXXX|   ||  7  ||     ||     ||     ||  9  |
 |  ||    ||   |XXXXX|   ||     ||     ||     ||     ||     |
 |__||___4||___|XXXXX|___||_____||_____||_____||____8||_____|

BIG BOSS STRATEGY:

No need to worry about the claymores because you should have picked them up
before hand. When you enter press and hold triangle quickly, look to see if
wolf is hiding or aiming. If she’s aiming go to either the left or right cover
positions. Equip thermal goggles, may sound strange but if you barely have any
health (which is likely) its easier to hit wolf. Use the wall/corner view to
track where she is. When she is hiding at spots 5 and 6, get out in the open
and equip PSG1. She will sometimes come out quickly so be prepared. Take some
diazepam and wait for her to appear. When she moves around spots 1-9 you must
be quick in aiming at her and shooting. When you feel the diazepam is about to
run out take some more (you shouldn’t need more than the 3 you have though). If
you have barely any health (like I did) it only takes one shot from wolf to
kill you. If you have good health though, you will have to move to the sides
once she hits you once. If you have a good run you can stay in your one spot
shooting her every time but if she does get a shot in I suggest you get to the
side before she kills you. When I followed this strategy I did succeed in
killing her without moving from lying down position at all. Its not amazingly
hard but like with most parts of this game, it needs practice and patience.


Get the PSG-1 from the armoury and return to the Comm Towers, making sure you
don’t hit the mines in the first part.  Position yourself to the left or right,
using the walls for cover, peeking around the corner; if you fire from the
entrance, although it's a straight line of view, it leaves you very open to
being hit.  Use some Diazepam and equip your PSG-1 and rations if you have any.
 If Wolf’s bullets hit you they will screw up your aim, which is why firing
from the entrance can also be bad.  You should see her moving around, and this
is the easiest time to hit her, or when she peeks out to hit you.

Using the map above you can see where she will stop and lean out to fire (2 -
9, she starts at spot 1 but won't fire from here).  She doesn't have such a set
pattern as Mantis or Ocelot did, but if you aim at the pillar (X's on the map)
then follow her with your sight, you should be able to get a shot off before
her, if you leave it too long, you *will* get hit.  Thanks to Samuel Riesterer,
there are a few rules, such as only going to spot 7 if she was previously at
spot 8 or 9, rarely stopping at 3 and 4, and if at the centre pillar, she is
more likely to go spot 2, 8 or 9.

Once you succeed in hitting her once she will move off to a different spot, and
it can be easier to hit her as she is running than waiting for her to stop and
lean out.  If the fight takes longer than one Diazepam lasts, be sure to keep
using them as it is incredibly hard to get an accurate shot without using it.
After 6 hits the fight will end.

Collect any ammo you need that is around, and the claymores if you want.  Go
towards where you fought Wolf, get the ammo on the platform and below it before
moving towards the door, where your life will be replenished and you will be
taken off for interrogation and torture.

-----------------
5.13 TORTURE ROOM                                              [5TOR]
-----------------

Surviving the torture is one of the hardest things to succeed at in the Extreme
difficulty, so I've put down some tried and tested strategies for bashing that
damn circle button enough.  And it's reported that you can actually use a turbo
controller and Ocelot won't say anything, but I've never used one myself (and
my thumb has paid for it...) so I can't say if that's true.

BIG BOSS STRATEGY:

If your going for big boss then as soon as you are in the prison cell press
select before Johnny mumbles about his cold. Call colonel and skip this now
rather than later when he calls you himself. You will be submitting to the
torture because it is far quicker to do so. Also use the ketchup, when the
guard goes to the toilet, wait for him. He will come in look puzzled, when he
has stood looking at you for 2 seconds, quickly get up and use the choke hold,
if you were accurate enough he wont have been alerted, drag him to the torture
room choking him 9 times or less.Don’t worry about equipping the level 6 card.
I recently realized that Johnny has the card too and if you continue to drag
him the door will open. Oh you can also use the ‘hiding under the bed’ way,
this is slower, but when he looks under bed you can move out to the top side,
move around behind him and choke him that way. This is for a better rank, if he
does see you, you can still manage only being found 4 times, which is within
the big boss requirements, but obviously getting three is better. :)

Torture strategies:

I (liquid316) use the same method for the torture as I do with the Codec
skipping. It may not work for you but I’ll explain what I do anyway. I get my
thumbnail, slip it under the nail of the finger nearest the thumb. Then I rub
left to right keeping the thumbnail under the fingernail. Obviously do this as
fast as you can, I rarely lose health doing this and in fact I use this method
for the Solidus choke in MGS2 (oops spoilers).
Other ways to endure the torture as posted by GAMEFAQS users:
Squinky 45: “Put your left index finger on the controller a bit above circle
button, (with just the pad touching). Put your left thumb below the button in a
similar way. Rub the back end of a ballpoint pen flat across, "bouncing"
between your fingers. If you're lefty, you could turn the controller facing
away and invert the whole thing.”
Red Soul: “Put the controller flat on the ground,
hold it with your left arm/right arm(the on that you don't use),
and just bash with your right arm like hell like you are snake and will die in
real life if you don't succeed.”
The Unchosen One: “I use a marble. Just hold it between your index and thumb,
and rub it really fast across the button.”

After you either survive or submit to the tortu