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    FAQ/Walkthrough by Crazyreyn

    Version: 1.0 | Updated: 12/31/04 | Search Guide | Bookmark Guide

    *******************************************************************************
    
             ---------------------------------------------------------------
               M E T A L  G E A R  S O L I D : T H E  T W I N  S N A K E S
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                                   Nintendo  GameCube
                              FAQ/Walkthrough, Version 1.0
                               Last Updated - 31/12/2004
                        By Crazyreyn (crazyreyn_faqs@hotmail.com)
                 Copyright (c)2004 Matthew Reynolds. All rights reserved. 
    
    *******************************************************************************
    
    +--------------+
    | Legal Notice |
    +--------------+
    
    The ONLY sites that may have this FAQ and all my other FAQs are the following..
    
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    You will find the latest versions here. If you want to host my FAQ then
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    creating the document.
    
    +-----------------+
    | Contact Details |
    +-----------------+
    
    If you see a fault of ANY kind or you want to contribute some data to me, then 
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               If you could, rate this FAQ so I can get some feedback.
    
                                     Thank You.
    
    
    ===============================================================================
                                   ----------------
                                     INTRODUCTION
                                   ----------------
    ===============================================================================
    
    Hello and welcome to the Metal Gear Solid: The Twin Snakes FAQ/Walkthrough.
    This guide will provide you with a full walkthrough from beginning to end,
    an overview of how to play the game including the fundamentals of stealth,
    dog tags and ghost picture guides and a list of the unlockables - pretty much
    everything you will need to uncover everything within this game.
    
    Metal Gear Solid broke the mould back in 1998 with its refreshing gameplay,
    novel ideas and an amazing complex plot that kept you guessing. After a decent
    sequel in the form of the 'Sons of Liberty', Konami have decided to treat the
    GameCube owners with a chance to revisit the game where Solid Snake first
    became a household name. Rebranded 'The Twin Snakes', and featuring a complete
    graphics and gameplay overall that were seen in Metal Gear Solid 2 (not to
    mention over the top cutscenes) and another developer pitching in to help
    create the new version (Silicon Knights) this is more than a port; it's an
    update of one of the greatest games ever, available exclusively for the
    Nintendo GameCube.
    
    Happy trails, Hans!
    
    - Reyn
    
    
    ===============================================================================
                                 ---------------------
                                   TABLE OF CONTENTS
                                 ---------------------
    ===============================================================================
    
    1. Version History
    2. Game Overview
      2.01. Story
      2.02. Characters
      2.03. Basics
      2.04. Controls
    3. Walkthrough
      3.01. Disc 1
      3.02. Disc 2
    4. Items
      4.01. Items
      4.02. Weapons
    5. Bosses
    6. Dog Tags
      6.01. Very Easy
      6.02. Easy
      6.03. Normal
      6.04. Hard
      6.05. Extreme
    7. Ghost Pictures
    8. Rankings
    9. Secrets / Unlockables
    10. FAQ's
    11. Conclusion and Special Thanks
    
    Searching -
    Simply copy and paste the section you want to go to into the Find box (to open
    it, press CTRL+F). Now press enter twice and you will be taken to your selected
    section.
    
    
    ===============================================================================
                                ----------------------
                                  1. VERSION HISTORY
                                ----------------------
    ===============================================================================
    
    +--------------------------+
    | Version 1.0 - 31/12/2004 |
    +--------------------------+
    
    The first 100% complete version! It's been a long time coming I must admit,
    but this version is head and shoulders above the last one. Fixed up sections
    everywhere and ensured that the walkthrough is correct, all sections are
    complete including the Ghost Pictures, and I've added a Rankings section.
    I've also put the items and weapons list after the walkthrough, giving easier
    access to the walkthrough straight away. I've very pleased with this guide's
    quality now... enjoy. =)
    
    +---------------------------+
    | Version 0.95 - 15/04/2004 |
    +---------------------------+
    
    Hard and Extreme Dog Tags added. Also an overall update to all sections, with
    added information / resorting done all over the guide (there is a lot more in
    the Secrets/Unlockables section for one). The only thing is remaining is the
    Ghost Pictures section, which will come soon.
    
    +--------------------------+
    | Version 0.9 - 04/04/2004 |
    +--------------------------+
    
    The first public version of this FAQ. Everything is complete apart from the
    Hard and Extreme Dog Tags, and the Ghost Pictures section.
    
    
    ===============================================================================
                                 --------------------
                                   2. GAME OVERVIEW
                                 --------------------
    ===============================================================================
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     2.01. Story
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is the story of Metal Gear Solid: The Twin Snakes. Note that this is
    lifted directly from the manual and so is not my own words.
    
    --
    
    The Dawn of the 21st Century -
    
    The nuclear weapons disposal facility on Shadow Moses Island in Alaska's Fox
    Archipelago was being used to train the next generation special forces unit
    FOXHOUND when the unit suddenly revolted and captured the island.
    
    The terrorists have secured hundreds of nuclear warheads and are demanding that
    the government turn over the remains of Big Boss. They warn that if their
    demands are not met within 24 hours, they'll launch a nuclear weapon.
    
    Solid Snake is once again called back to duty in a top-secret mission to deal
    with the greatest terrorist threat the world has ever seen.
    
    First, he must single-handedly infiltrate the nuclear weapons disposal site and
    rescue two hostages, DARA Chief Donald Anderson and the President of ArmsTech,
    Kenneth Baker, and then eliminate the terrorist threat and prevent a nuclear
    launch.
    
    With just 24 hours left, the clock is already ticking.
    
    Once again, Snake heads into battle...alone.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     2.02. Characters
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This is the cast of characters from the game. Note that this is lifted directly
    from the manual and so is not my own words.
    
    Solid Snake
    -----------
    Former member of FOXFOUND. This infiltration expert can accomplish his mission
    in any location, under any circumstances.
    
    
    Meryl Silverburgh
    -----------------
    Colonel Campbell's niece. She has been dragged into the FOXHOUND revolt. She
    has superior training, but no combat experience.
    
    
    Roy Campbell
    ------------
    Former commanding officer of FOXHOUND. Although retired, he was reactivated
    for duty as he is the only mission commander who knows Solid Snake.
    
    
    Naomi Hunter
    ------------
    Chief of FOXHOUND's medical staff and in charge of gene therapy. She provides
    support for Snake along with Campbell.
    
    
    Mei Ling
    --------
    Operator in charge of communications and data management for this mission. She
    is the inventor of the Codec - Snake's communications device.
    
    
    Hal Emmerich
    ------------
    ArmsTech developer. Obsessive fan of Japanese animation. Nicknamed Otacon,
    short for "otaku convention".
    
    
    Liquid Snake
    ------------
    Appearance is identical to Solid Snake. He is the combat leader for FOXHOUND
    and the mastermind behind the terrorist attack.
    
    
    Revolver Ocelot
    ---------------
    FOXHOUND member. Unmatched with a revolver and an expert on torture.
    
    
    Vulcan Raven
    ------------
    FOXHOUND member. This giant shaman has untapped spiritual powers. He is
    extremely resistant to cold.
    
    
    Sniper Wolf
    -----------
    FOXHOUND member. A brilliant sniper, she can remain in a sniping position for
    a week at a time without moving.
    
    
    Psycho Mantis
    -------------
    FOXHOUND member. Former member of the KGB's Paranormal Intelligence Division.
    Possesses powerful telekinetic and mind-reading abilities.
    
    
    Decoy Octopus
    -------------
    FOXHOUND member. No details on file.
    
    
    Ninja
    -----
    A mysterious cyborg ninja. Body is well suited to stealth and camouflage.
    Wields a steel Japanese katana, capable of deflecting bullets.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     2.03. Basics
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    This section will tell you the basics of Metal Gear Solid: The Twin Snakes.
    From the basic moves to advanced stealth strategies, to the radar, codec and
    the different sorts of obstacles that you will encounter.
    
    -----------
    Game Screen
    -----------
    
     +--------------------------------+
     | --------               +-----+ |
     |  1                     | 2   | |
     |                        +-----+ |
     |                                |
     |                                |
     |                                |
     |                                |
     |                                |
     |                                |
     |                                |
     |                                |
     | 3                            4 |
     +--------------------------------+
    
    1 - Life Gauge
    
    2 - Radar
    
    3 - Items (when L is pressed)
    
    4 - Weapons (when R is pressed)
    
    
    ------
    Gauges
    ------
    
    There are a number of different Gauges that you will encounter during the
    course of the mission. Here is a list of them all, with descriptions of what
    they show and when they will appear
    
    Life Gauge - This appears in the top left corner of the screen at all times,
                 and is Snake's health gauge. When this is empty, then Snake has no
                 more life left and it is game over. When the Gauge is orange then
                 Snake is bleeding; the only way to stop bleeding is by using a
                 Ration or a Bandage.
    O2 Gauge   - This appears when Snake is in a gas or underwater environment.
                 The Gauge will slowly decrease until you are out of these
                 environments. When the Gauge is down to 0, then the life Gauge
                 will begin to decrease.
    Grip Gauge - When you are Hanging, this Gauge appears and slowly decreases as
                 your grip becomes weaker and weaker. When this is all gone, then
                 Snake will let go and fall. You can increase this gauge by
                 performing a high amount of press ups (pressing the L and R
                 buttons together whilst hanging) which will increase the level of
                 the grip gauge (which goes up to level three).
    Boss Gauge - There are two gauges for this; the main Gauge will appear under
                 your life gauge, and represents the bosses life. Once down to 0,
                 the boss is defeated. Underneath is a white gauge, the stun 
                 gauge which decreases with tranquiliser darts, stun grenades or
                 punches. Once this is down to 0, then boss will end. The stun
                 gauge is mainly used for when you are doing no kill runs.
    
    
    -----
    Radar
    -----
    
    The radar, found in the top right hand corner of your screen is a map of the
    area, with additional details. The white, central dot is Snake, with the green
    cone being the field of vision. Red dots are enemies / cameras / gun placements
    and their field of vision is blue. However if they see you or become suspicious
    then the cone of vision will change yellow, and if you are seen then it will
    become red. Also, when you have the Mine Detector equipped, the mines will
    show up on the radar as yellow cones. Always keep an eye on the radar.
    
    
    -----------
    Alert Modes
    -----------
    
    There are various modes of alert that change the way the guards operate.
    They change once you are seen, and then gradually decrease once you have
    hidden from view, where the alert mode goes back to Normal. Below is a flow
    diagram of the different alert modes, and below that is the alert modes
    meanings and what to do when in them to eventually progress back to Normal
    mode.
    
    
     Normal Mode
          |
          V
     Alert Mode
          |
          V
     Evasion Mode
          |
          V
     Caution Mode
          |
          V
     Normal Mode
    
    
    Normal Mode - This is where you haven't been discovered by any enemy of any
                  kind. The guards will follow a fix route and will investigate
                  something that will look suspicious, or if they hear something.
                  Some guards will remain in fixed locations in this mode too.
    Alert Mode  - Once you have been seen my an enemy or a camera, then this alert
                  mode will initiate. Radar is disabled, and the enemies will be
                  chasing and hunting you down. Get out of enemy sight and hide to
                  step down to Evasion Mode.
    Evasion Mode- This mode is where the guards will come looking for you. Radar
                  is disabled. Make sure that you are in a decent hiding place,
                  and that no guards or cameras have seen you get there (lockers
                  and under tables are great hiding locations). Guards will look
                  around the area for you and they even may work in a team (and you
                  get treated with a video of their actions in the top right
                  corner). Once they are finished, then the next mode will kick in.
    Caution Mode- The final mode before going back to Normal, the radar is
                  reintroduced and extra sentries are posted in certain areas.
                  Guards become more active. When the gauge under the radar is
                  gone, Normal mode will resume again.
    
    
    -----
    Codec
    -----
    
    The Codec is used to contact the other characters in the story. To enter the
    Codec menu then press START and A buttons together. To exit, press the two
    buttons again. Pressing left and right searches through the different Codec
    frequencies, and pressing A calls the frequency. Pressing down displays all the
    frequencies that you have from memory; here is a list of the frequencies you
    will need in the game -
    
    Roy Campbell       - 140.85
    Naomi Hunter       - 140.85
    Mei Ling           - 140.96
    Nastasha Romanenko - 141.52
    Master Miller      - 141.80
    Meryl Silverbrough - 140.15
    Hal Emmerich       - 141.12
    
    Mei Ling is for saving your data, and Meryl and Hal must be contacted during
    the course of the game. All the others will call you for story, or you can
    call them at any times to get advice about the current situation.
    
    
    ---------------------
    Weapon and Item Equip
    ---------------------
    
    Pressing and holding the L or R button brings up the Item or Weapon menu up
    respectively. Using the control stick or D-Pad you can scroll through the
    different items and weapons. You can use certain items that are selected.
    To equip an item/weapon, then let go of the L or R button while having it 
    selected. To quickly unequip, then press the L or R button quickly to have
    no item equipped; pressing it again equips the weapon once more.
    
    
    --------------
    Transportation
    --------------
    
    Most of the games transport is on foot (99% of it is) but when you get a box,
    you can use trucks to skip large chucks of backtracking. There are three boxes
    to collect in the game; Box 1 (Heliport), Box 2 (Nuke Building) and Box 3
    (Snowfield). These locations that are marked on the boxes are the destinations
    the trucks will go to, which are also found in those three areas. Get into the
    back of the truck and equip the box labelled with your desired location, then
    wait around 10 seconds and a cutscene will cut in, where the guard takes you
    to that area. Unless you backtrack heavily you shouldn't need to do this,
    but it's pretty decent none the less.
    
    
    -----------------
    Moves and Actions
    -----------------
    
    Here is a list of all the moves and actions that Snake can perform. Read
    through this section and you should gain more stealth and movement knowledge
    which will aid you in your mission.
    
    Crouching, Crawling and Diving
    ------------------------------
    Pressing the X button when not moving puts Snake into the crouching position.
    This can be useful for hiding under things like crates and boxes. Whilst in
    the crouching position, moving then allows Snake to crawl. This is useful for
    crawling into air vents, tight spaces and under objects like tables. If you
    want to look around whilst under an object, then hold Z and move the analog
    stick. When moving, pressing the X button makes Snake perform a diving
    somersault, which is useful for avoiding enemy gunfire, to avoid touching
    puddles or noisy floors or for knocking guards over.
    
    Hanging
    -------
    Snake can hang from railings, pipes and wires. Pressing the Y button at these
    locations will cause Snake to flip over and hang from them. From here, you
    can move along to the left and right. Keep an eye out on the grip gauge as
    when it reaches 0, Snake will fall. Pressing the Y button will cause Snake to
    climb back up, whereas pressing the X button causes Snake to let go and fall.
    If there are more places that you can hang from below, tapping the Y button on
    your decent will make Snake grab onto these places as he falls.
    
    Hanging also allows you to increase your Grip Gauge. By pressing the L and R
    buttons together Snake will perform a pull up, and after so many the grip
    gauge's level will increase, allowing you to hang for a longer period of time.
    On level 1, to increase to level 2 you have to perform 100 pullups. On level 2,
    to increase to level 3 you have to perform 200 pull ups. Level 3 is the highest
    possible grip gauge, where Snake is the human equivalent of a hanging picture.
    
    Walls
    -----
    Walls (apart from being vertical, flat and good for supporting the ceiling) are
    useful as stealth tools. Pressing a direction into the wall causes Snake to
    flatten against it, making Snake more hidden. You can move by moving the
    Control Stick diagonally (moving either left or right while still holding
    pressing against the wall). When close to a corner then the camera view will
    shift to in front of Snake, which allows you to see what's around the corner.
    You can move the C-Stick here to move the camera. You can peek out from the
    corners by pressing the L and R buttons. If you peek out with a weapon
    equipped then pressing the A button causes snake to jump out and aim at the
    closest guard. You can do this with firearms and grenades.
    
    Pressing the B button while Snake is pressed against the wall causes Snake to
    knock the wall. This noise will alert nearby guards to your location, allowing
    distractions to be made.
    
    Combat without a Weapon
    -----------------------
    If you don't have a weapon, there are some moves that Snake can perform that
    can cause damage to the enemy, knock them out or even kill them. Using the
    B button you can punch in the direction that Snake is facing. Pressing B
    repeatedly allows Snake to perform a punch punch kick combo. After so many
    hits, the enemy will collapse onto the ground, and possibly be rendered
    unconscious (otherwise they will get back up again).
    
    The A button (with no weapon equipped of course) throws and chokes the enemy.
    Moving while pressing the A button throws the enemy, which can knock them out,
    or if positioned correctly, throw them off balconies (priceless in the Blast
    Furnace). If you press the A button while not touching any directions then
    Snake will get the enemy into a choke hold. You can move while in this hold. 
    Pressing A repeatedly strengthens the grip and if you keep doing this, Snake
    will snap the enemies neck and kill them.
    
    Combat with a Weapon
    --------------------
    When a weapon is equipped, the A button is (usually) used to use the weapon.
    Firearms lock onto close enemies automatically. When using weapons it is
    _always_ better that you use the first person view to better your aim, such
    as performing headshots.
    
    There are two other things to take note of as well. You can attack with the
    butt of the larger weapons using the B button (you can do this with the FAMAS,
    Nikita and the Stinger missile launcher). Also you can put away your weapons
    by pressing the Y button while you are holding the A button (VERY useful for
    when you getting dog tags). A good idea when doing this is to hold A with the
    ball of your thumb, then hold Y with your tip then release A so that you don't
    fire.
    
    Disposing of unconscious enemies or bodies
    -------------------------------------------
    So, you have gone and knocked out a guard, or gone as far as killed him, right?
    You shouldn't leave him there for another guard to find, so you will need to
    hide him somewhere. To drag a body, approach the body with no weapon equipped
    then press and hold the A button to pick the body up. With the A button still
    being held, you can drag the body. Put it in a location where another guard
    isn't going to find it.
    
    The best place to put a body is in a locker or toilet cubicle. To do this,
    make sure that the locker is open before hand (stand before the locker and
    press the Y button) and taking the body with you, enter the locker. Snake will
    prop the body up inside the locker, then close it. Guards NEVER look inside
    lockers for bodies, so this is the best location for them (besides a grave of
    course). Opening the locker or toilet cubicle again will cause the body to fall
    out.
    
    Holding up a guard
    ------------------
    Guards hold items on them which Snake can take, such as Dog Tags, rations,
    bandages and ammo. To hold up a guard, approach an enemy from behind and point
    a gun at them. Snake will say 'Freeze!' and the enemy will raise his arms. Now
    lower your weapon by pressing the Y button while you are holding the A button.
    A good idea when doing this is to hold A with the ball of your thumb, then
    hold Y with your tip then release A so that you don't fire. This is very
    useful if you have a noisy weapon or you want to conserve ammunition.
    
    Now head round to the front of the enemy and point your gun either at his head
    or his crouch. He will then give a dog tag over if he has one at first. You can
    tell if he has a dog tag as he will have a telltale flash of light around their
    necks (or you can see them through the thermal goggles). Once you have the dog
    tag (or if he doesn't have one) then pointing your weapon at his head or
    crouch again and he may give up an item. Note that this doesn't always work.
    Once you have finished with the guard then either kill them, knock them out or
    simply walk away (the guard will just lower his arms and then call his buddies
    using his radio if you leave him for a short while).
    
    Ladders
    -------
    Approach a ladder and to climb / descent it, press the Y button. Often leaving
    an area by ladder will clear any alert modes. Handy!
    
    Elevators
    ---------
    To call the elevator, go to the panel on the right hand side and press the Y
    button. Now wait for the elevator to arrive. When it does, enter and go to
    the left of the door to view the buttons. Select what floor you wish to go to
    and press the Y or A button to select it. Note that elevators will not work
    if you are in the Alert or Caution modes.
    
    Running and Shooting Simultaneously
    -----------------------------------
    To run and shoot at the same time then hold the A and B buttons together while
    moving. Place your finger between both buttons for easier control.
    
    
    ---------------------------
    Enemies and other Obstacles
    ---------------------------
    
    There is a large range of enemies and obstacles that you will come across in
    your mission. Here is a list of all the different enemies or obstacles that
    you will come across, and how to avoid them -
    
    Genome Solders - Your average guard enemies. Avoid their attention by not
                     making noise or being seen close to them. You can distract
                     these guys, knock them out and kill them. However watch out
                     for other guards and obstacles close by before doing so. The
                     headshot is the best way to go if you want them disabled
                     instantly; either by tranquiliser or bullet. A great tip if
                     one is investigating and is coming your way is to shoot a
                     silenced shoot near their head, which will make them forget
                     about you. Overall it is best to avoid these guys as much as
                     possible until you fully know what they are like.
    Cameras        - These are cameras fixed onto walls that either scan the local
                     surrounding area, or are fixed into looking at one location.
                     To avoid being seen, either keep away from their sight or
                     progress past them by going underneath them (taking advantage
                     of their blind spot). You can also use a Chaff Grenade to
                     disable them for a short period of time, or you can destroy
                     them with a firearm. If you are spotted then the Alert mode
                     is initiated.
    Gun Placements - Found later in the game, these are like cameras, but instead
                     of Alerting they fire at you. Again to avoid being seen by
                     them, either keep away from their sight or progress past them
                     by going underneath them (taking advantage of their blind
                     spot). You can also a Chaff Grenade them to disable them for a
                     short period of time, or you can destroy them with a firearm.
                     They don't raise any alarms, so in some cases it may be easier
                     to just peg it past them.
    Sensor Beams   - Appearing in areas throughout the game (mainly to guard the
                     important areas or items) these are two sensor units (tall
                     vertical black units) that have invisible beams running
                     between them. These beams are either fixed and still, or 
                     moving vertically. To see the beams, then either equip the
                     Thermal Goggles, smoke, or fire at a sack of flour or a fire
                     extinguisher. Once you can see the beams, you can then
                     progress past them. The only beams that can be disabled are
                     the ones in the air lock in the Tank Hangar (North East) which
                     have small units (with a pulsing green light) next to each
                     left sensor. Taking this out with a firearm will disable that
                     unit's beam.
    Trapdoors      - Only found in certain areas (such as the Armory or Warehouse
                     North) these cannot be noticed until they are stepped on. When
                     they are, you hear a 'clunk' noise and you can see the trap-
                     door's edges. Move away as quickly as possible before the
                     floor gives way, leaving a hole behind. You can still fall
                     down this hole after it gives way, so watch out later.
    Wolves         - Found in the Caves area, these are wolves which attack you as
                     you progress through their territory. Killing them with a 
                     firearm is pointless as they quickly respawn. Avoid them.
                     Later when you get a special item (the hanky) you can get past
                     them unharmed.
    Puddles        - Moving through puddles creates two problems; noise and
                     footprints. The noise will attract the attention of the local
                     guards, and the footprints create a trail after which the
                     guards can follow. If you tread into a puddle and a guard has
                     heard you, get away as far as possible. If no one has heard
                     you run around in a small circle until the foot prints stop.
                     To progress past puddles without these problems, either crawl
                     or dive past them.
    Snow           - Only an obstacle due to that they create footprints that the
                     guards can follow. Make sure that you don't stay in areas of
                     snow for too long.
    Searchlights   - Only found at the Heliport, search lights grace the helipad
                     with their bright dazzling presence. You can shoot these out,
                     however at the time of going to the Heliport you won't have
                     the SOCOM silencer. So, I would avoid these at all costs.
    Gas            - Some areas in the game (notably the Nuke Building B2) is
                     filled with gas. You cannot stop the decrease of the 02 gauge
                     in these areas, only slow it down (with the aid of a Gas Mask)
                     so keep heading to non-gas filled areas to refill your O2
                     gauge.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     2.04. Controls
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Control Stick  - Move Snake.
    
    C Stick        - Move camera at the corner view
    
    A button       - Use Weapon (if equipped), or throw / choke enemy
    
    B button       - Punch, or when knock a wall when against one
    
    Y button       - Action, such as open locker, use ladder, climb etc
    
    X button       - Crouch / Stand up
    
    L button       - Select / Equip item
    
    R button       - Select / Equip weapon
    
    Z button       - Look in the first person view
    
    Notes
    -----
    " The Y button, the action button is used for more action based actions in the
      game. They are all described throughout the Basics section above.
    " The L and R buttons, when pressed against a wall allow you to move across the
      wall and peak around corners.
    
    
    ===============================================================================
                                  ------------------
                                    3. WALKTHROUGH
                                  ------------------
    ===============================================================================
    
    This is the walkthrough and is the main feature of this FAQ.
    
    - The guide is based on the Normal walkthrough, with a Type 2 radar. Remember
      that if you are not playing on the Normal setting and are following the
      walkthrough, you must be aware that there may be some differences.
    - I will provide you with directions throughout for which way you should be
      going, such as 'go up' or 'head west'. Note that these are for the standard
      isometrical gameplay viewpoint and not for anything else.
    - Apart from some place and boss names, NOTHING will spoil the plot for you
      in this walkthrough. I never commentate any of it throughout, as I wish for
      my readers to benefit from the plot first hand without knowing it by simply
      wanting help.
    - If you are having trouble in terms of stealth and such, scroll up and take
      a gander at the Basics section.
    - Save regularly! The game does tend to crash now and again, so if you don't
      want to repeat large sections of the game, keep saving! To save, call Mei
      Ling on 140.96. You need 3 blocks to create a save file.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     3.01. Disc 1
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Cargo Dock
    ----------
    After the opening cutscene, head down the steps into the water and collect the
    ration in the corner. Wade over to the opposite side of the underwater area
    for an AP Sensor. Head back up the steps and use the action button (Y button)
    to get back up the ledge. Equip the ration and run around in a circle here to
    dry yourself off (so you don't leave any wet footprints) and crawl under the
    box here (X). Make sure there is no guards ahead or on the right by using your
    radar and crawl out then stand up (X button) and head to the wall opposite and
    press up against it. You can look out and round the corner by pressing the R
    button, and you can also use the C stick to rotate the camera. If a guard
    comes nearby, slide toward the shadows and remain motionless. Once he's gone,
    it's time to make a move.
    
    There are some items to collect; there are rations in the South East
    of the area (by the storage box) and next to the Forklift truck in the North
    East. There is also an M9 in the locker next to the lift (in the far left one)
    BE SURE TO GET THIS as it is extremely useful. If you happen to miss this,
    then you can collect it later in the game but you really should get it now
    (restart the game if you have moved on from this area). Keep an eye for the
    guards here, use distractions such as knocking walls (press against a wall
    and tap the B button) where appropriate and roll through the puddles (run and
    press X). An ideal spot for waiting for the lift to come is next to the
    forklift. When it arrives, an extra guard will come. Head onto the lift (make
    sure that you are not in any alert modes) and you will head up to the heliport.
    
    If you are having some trouble in terms of stealth and such, scroll up and
    take a gander at the Basics section for help on hiding and avoiding guards.
    
    
    Heliport
    --------
    Before going anywhere, you may want to increase your grip level early on by
    hanging from the southern rails and pressing the L and R buttons together to
    pull up. You can do three pulls up in one go on level one, and you need 100
    to increase a level. However you probably don't want to do this (it takes about
    10 minutes) but it's an ideal location as nobody can disturb you.
    
    Anyway, ignore going over the helipad and go to the right of it instead (the
    snowy area with four boxes). Remember that you create footprints here. There
    is a ration next to the third box. Go left from this third box to in front of
    the helipad where there is a truck; climb into the back of this truck and
    go to behind the crate for a SOCOM pistol. I wouldn't use it much until you
    get the suppressor for it however. There is also a stun grenade in the room
    to the west of the helipad; it's in the left locker. Note the surveillance
    camera in there (take advantage of it's blind spot underneath). Ignore the
    Helipad totally; the item there isn't worth it and you will very most likely
    get spotted.
    
    From here, you have two routes you can take into the Tank Hangar; via the
    air duct to the North West on the ground floor (goes to the ground floor of
    Tank Hangar), or the one in the middle of the balcony section (balcony section
    of the Tank Hangar). The balcony route is better (you get an extra cutscene
    and it's easier to get the thermal goggles) whereas the ground floor route is
    quicker. However I will write the walkthrough for the balcony route.
    
    Head to the North East of the area to the stairs; go underneath the camera
    and head up the stairs. The air vent is in the middle of the balcony section,
    in an alcove. Note that there will be a guard round here, so either avoid him
    or take him out with the M9. Once into the air vent, make your way through to
    the other end (there will be a cutscene between two guards as you go), and use
    the action button (the Y button) to drop down through the hole at the end into
    the Tank Hangar.
    
    
    Tank Hangar
    -----------
    Go left and collect the Chaff Grenades and head East, while avoiding the
    camera at the corner. If you get spotted here, you can head back up the ladder
    (press the Y button) and the alert mode will disappear. Head into the room
    on the East side after, and when the camera is looking to the right, go
    underneath it and wait until it is turned to the left. Now quickly head to the
    bottom right corner and collect the thermal goggles and go back under the 
    camera, and then exit the room while it is turned right. Now instead of going
    all the way round to reach the ground floor, you can hang off the balcony here
    and drop down below (make sure the coast is clear below before doing so).
    
    If you get spotted here, a good place to hide is underneath the tanks.
    The lift is on the Northern wall (to the right of the stairs). Call it by
    pressing the Y button, and wait until it arrives. Enter and head over to the
    left side of the door, select floor B1 and press the A button to go down.
    
    
    Holding Cells
    -------------
    Head out of the lift and press against the right wall to see the DARFA chief.
    Head South then round the corner to reach a ladder. You can get a ration
    in the air went on the eastern wall. Press the Y button at the ladder to get
    up into the air vent. In the air vent, head onward and you can turn left for a
    cutscene and some M9 ammo. Head back and continue on the normal route to reach
    the DARFA chiefs cell. Watch the cutscene, and after wait for the cell door to
    open, then exit.
    
    Equip the SOCOM and rations and headshot the guards using the first person
    mode. This will take them down far quicker, so keep doing this. Feel free to
    collect any dropped ammunition or rations during the battle. One of the guards
    will throw a grenade in about halfway through, but he can be taken out at the
    doorway before he does so. If he does throw it, move to the far end of the 
    room to avoid the blast (it's nothing fatal anyway). If you get overwhelmed
    by guards, then you can temporarily dazzle them by shooting the fire
    extinguisher on the wall to the right.
    
    After the battle, head back into the area where you had the battle and go into
    the toilet (lower right room) to collect a Book and some M9 ammo. There are
    some stun grenades under the female soldiers bed also. Now head back to the
    lift and take it down to floor B2; the Armory.
    
    
    Armory
    ------
    There are no guards here for now, so don't worry about being spotted. However
    there are trapdoors located in-between the top row of blocks here, so be
    careful. Now that you have the Level 1 Keycard, you can open some of these
    doors - remember that you don't need to have the keycard equipped in order to
    open the doors (very convenient). Head into the top central block and collect
    all the C4 there (there is some in the lockers also). There are some grenades
    in the bottom left block, and some SOCOM ammo in the bottom central block. The
    rest of the blocks are inaccessable for the time being as you don't have the
    required level key card.
    
    There are two secret rooms here that you may like to check out, at either side
    of the lift. Go to the left side of the lift and look in first person for the
    patch of wall that hasn't been painted. Plant some C4 on the wall there
    (press against it) with the A button, then back off and detonate it with the
    B button. There are a range of ammunition in this room. Now do the same for
    the other side of the lift for more ammunition. Note that if you playing in
    Hard mode, then the M9 will be located in the left secret room.
    
    To progress, head to the South West corner of this floor and look for a patch
    of wall that hasn't been painted. Detonate some C4 there and head through to
    the Armory South.
    
    
    Armory South
    ------------
    Look at the diagram below as a reference to the description I'm about to give.
    Walk South and when Snake is next to the screen, look at the right wall to
    see where the paint is missing and detonate some C4 there (1 on the diagram).
    Head through to a horizontal corridor, where there will be some paint missing
    on the wall toward the end (2 on the diagram). Blast this and head through for
    a cutscene and a boss. You can also blow up the end wall (3 on the diagram)
    where they are two inaccessable rooms, two gun placements and a ration in
    the bottom end of the corridor. Not much point going there, but check it out
    if you want. When you are ready, go into the boss room.
    
        Armory
          ^
        +XXXX+            +----+
        |    |            |    |
        |+  +|            |    |
        |    |      Boss  |    |
        |+  +|        ^   |    |
        |    |            |    |     X     = Where you can blast
        |+  +|-------XXX--|    |     1,2,3 = References for the walkthrough above
        |  1 X        2  3X    |     R     = Ration
        |+  +|------------|    |
        |    |            |   R|
        +----+            +----+
    
    
    BOSS: Revolver Ocelot
    ==========================
    Equip rations and the SOCOM. Shoot Ocelot in the head using the first person
    view for more damage. He will hide round the pillars and shoot at you (he can
    rebound bullets off walls as well). Watch his bullet count (next to your life
    gauge) and when this is empty, he will reload giving you a chance to attack. 
    You may as well as attack also when he is, just hide behind a pillar and use
    the L and R buttons to move to the side. You can also shoot the pipes on the
    walls to blind him for a short while. There is ammunition around the room
    if you need it, and don't shoot Baker or the C4 planted on the pillars! This
    guy is only a challenge on the Hard and Extreme difficulties, so you should
    take him down easily.
    ==========================
    
    
    Watch the cutscene after. If you didn't get what Baker meant by back of the
    package, then he was referring to the back of the game case. The number is on
    the screenshot - so call Meryl on 140.15, then exit through the Northern door
    back through to the Armory.
    
    
    Armory
    ------
    Now that you have a level 2 keycard, you can access more of these blocks. Also
    guards now appear here, so watch your radar for them. Head over to the bottom
    right block, and watch out for the sensors inside (use thermal goggles or
    the cigarettes if you want to see the beams). Crawl past the two units to miss
    the beams and there will be Cardboard Box 1 and the FAMAS rifle waiting for
    you. The FAMAS is a powerful rifle, and the Cardboard Box is used for hiding
    in and for transportation in lorries. Collect the FAMAS ammo (behind the boxes
    and either side of the door) then exit the block. Head back to the lift in the
    North and remember to watch out for the guards as you go, and take it up to
    Floor 1,; the Tank Hangar.
    
    
    Tank Hangar
    -----------
    As soon as you arrive, Meryl will call you saying that she has opened the
    cargo door to the next area. If you haven't called her yet, do so on frequency
    140.15 then wait for a while for her to open the cargo door. One of the guards
    on the ground floor has now relocated onto the balcony above, which should make
    your progress here a little harder. There are more rooms you can open here
    thanks to the level 2 keycard, with some handy items - so let's get them before
    moving on.
    
    Head out of the lift and head right to the door next to the cargo door. Wait
    by the door and make sure that the guard inside is facing away before entering.
    Enter and tranquilise him with the M9, then collect the SOCOM Suppressor in
    the bottom right corner. To attach, equip the Suppressor on the items and the
    SOCOM on the weapons and they will be combined into a suppressed SOCOM. Now you
    can take out guards "permanently" without causing a fuss. There are some chaff
    grenades on the crate next to the door as well (press the Y button to climb
    up). Exit the room.
    
    Head over to the North West corner to the stairs leading up to the balcony. You
    may want to take out the guard on the ground floor here with your newly
    suppressed SOCOM, as well as the guard on the balcony section above to make
    your progress through here easier. Head up the stairs and get past the camera
    at the corner (take it out from the stairs with the SOCOM) and head into the
    door next to here. There are only chaff grenades here, but it also acts as an
    decent hiding spot if you are chased by guards (you can squeeze into the North
    West corner here).
    
    Head back out and take the balcony round the edge of the area to the East.
    The room that housed the thermal goggles is now closed and requires a level 4
    key card to open, so if you didn't get them earlier you have to wait until
    later in the game. Head to the room in the North East (watch out for the
    camera, again I recommend you take it out with the SOCOM) and head inside for
    a Mine Detector in the North East corner, a ration under the central desk and
    some stun grenades in the central locker on the east wall.
    
    Once you are done, exit the room and head back down to the North East corner
    of the ground level, to the cargo door (you can drop off the ledge here to
    save time walking round). To progress past this group of sensors, there are
    two methods; one is to equip the thermal goggles or the cigarettes so you can
    see the beams, and look at the sensor unit at the side to see where the beam
    is. Once it is past head height, progress past and do the same with the next
    one etc. until you have done all five. The other way, which is a bit quicker,
    is to take out the sensor units with the SOCOM. There are little boxes next
    to each one of the left sensor units, which can be distinguished by the pulsing
    green light. Once you have got past these units then head through the door
    to the next area, the Canyon.
    
    
    Canyon
    ------
    Equip the Mine Detector (or Thermal Goggles) and look at the radar to see the
    locations of the mines; there are four in the middle, two on the right and one
    of the left. I recommend that you crawl over all these to collect them
    (Claymores). Also collect the ration on the left side and go onward for a
    cutscene.
    
    
    BOSS: Tank
    ===============
    Throw a chaff grenade to temporarily disable the tanks' main gun and when
    it goes off, head North to the tank. If you have no chaff grenades then head
    South, where there is some by the door. Now hang around the tank for the rest
    of the battle; if you are close (within about a screen's range should do it)
    then he cannot use his main gun. However there are still two methods of attack
    available to the tank; one is that gunners will appear from the top of the
    tank and shoot at you with machine gun fire. These are pulsing bullets, and
    so can be seen easily. The other method (perhaps not so intentional) is that
    the tank can run you over. This hurts quite a bit (takes about half of your
    health away) so avoid getting too close. If you do get run over, then stay down
    or get into a crawling position; otherwise you will get hit again as the Tank
    rolls away.
    
    Firstly, if you collected them a moment ago, use Claymores to take out the
    tracks of the tank; this slows it down and will help you out a fair bit.
    The best method of attack I found is by using the SOCOM; gunners appear from
    the top of the tank every so often, so go into first person and shoot them.
    Do this preferably when the tank is motionless, as it's hard to him them when
    the tank is on the move. To get a decent aim, go into first person and when
    the guard appears, press the A button to arm the SOCOM and it should autoaim
    onto the guard. Shoot straight away and you should get a hit. Keep doing this
    until the gunner dies, when another one takes his place. Do the same again
    and the boss is done for. I find that sometimes waiting in first person for
    a gunner to appear doesn't work (he just stays in the tank), so flick between
    first and third person views if this happens.
    
    You can attack using other methods, such as grenades (stand in front of the
    tank and produce a decent throw and it should land next to the gunner) but they
    are somewhat awkward to use (however I found them useful on the harder modes
    where the SOCOM method is hard to survive with). However I would just stick to
    the SOCOM method, it's the easiest way to go. There are also ammunition at the
    North of the area and to the North East - collect these only when the Tank is
    close by otherwise Raven will get the opportunity to attack you with the main
    gun.
    ===============
    
    
    Nuke Building 1F
    ----------------
    After the boss battle you will head into the Nuke Building. Head up the
    walkway on the left side to find a ration at the end. Head back and go down the
    main slope and crawl underneath the parting to the next area. You will get a
    codec saying that you cannot use any weapons due to nuclear warheads being
    stored here (although you can still use the chaff grenades, books and empty
    magazines). There are guards patrolling around the ground floor, and one on the
    balcony (near the lift). There are also camera's around (Eastern wall, and the
    corner to the North on the balcony). If you get spotted here then area is
    sealed off and filled with gas until the yellow caution mode appears, so hide
    somewhere and hope that you don't get spotted - the truck to the East and the
    lockers in the south west corner are good locations to hide.
    
    There is little in terms of items here; SOCOM ammo can be found on the truck
    (behind the create), FAMAS ammo under the stairs in the east, Chaff Grenades
    next to the north west stairs and M9 and Grenades in the lockers in the south
    west corner. I wouldn't particularly go after any of these as I would advise
    on concentrating on staying out of sight.
    
    The lift is at the North West corner on the balcony. You can get there via the
    stairs in the East and West. Use distractions to avoid the guards to get there
    and don't be afraid to kill the guards by choking them. Be aware of the guard
    by the lift - I found it easier to wait until he is to the right of the lift
    (around the corner) then call the lift and press against the wall to the right
    that dents out a little. Choke him as he comes past and then enter the lift.
    The floor you want to go to is B1.
    
    
    Nuke Building B1
    ----------------
    Exit the lift and enter the large area opposite. Go right and collect the 
    Nikita missile and some ammo, then exit. If you are quick enough you can do
    this without a guard noticing. You cannot enter any of the rooms in the large
    area South yet, however there is a ration in the men's toilets in the North
    West (as well as a book in one of the cubicles). If you do go into the toilets
    then there is always a guard taking a piss, which is a rather dull threat. Once
    you have the Nikita missile launcher, take the lift now to B2.
    
    
    Nuke Building B2
    ----------------
    Exit the lift and press against the right wall here to see the scientist we
    are looking for. Head through the two doors to the south and watch the 
    cutscene. This area is filled with gas, and your route forward is blocked with
    an electrified floor. To progress you have to destroy the switchboard in the
    North West of this floor by using a Nikita missile found in Floor B1. Equip the
    Nikita and fire it to control the missile. Go down the corridor and turn right
    and right again into a lab like area. Hug the right wall (where the doors are)
    to avoid the cameras and head through the gap in the North West glass. Turn
    right into the room next door and the switchboard is on the left. Here is a
    diagram to aid you -
    
       +----------+--------+-------========
       |          |////////|
       |          |Ż*ŻŻŻŻŻŻ|
       |      *******      |
       +---- *----+--------++=====+--------       Diagram of the West side of the
       |     *   X|         |     |               Nuke Building B2
       |      *   |         |     |
       |       *  +---------+=====+--------       S = Snake
       |       *  |         |  S  |               * = Nikita Missile route
       |       * X|         |  *  |               X = Gun Placements
       |       *  +---------+  *  +--------       / = Switchboard
       |       *  |         |  *  |
       |       *  |         |  *  |
       |       *  +---------+  *  +--------
       |X      *  |         |  *  |
       |       *  |         |  *  |
       |       *  +---------+  *  +--------
       |       *****************
       |X
       +-----------------------------------
    
    Remember that the Nikita missile slows down when it is turning and goes its
    fastest when it's on the straight and narrow. You don't have much time before
    the missile's fuel expires and explodes, so try and remain as linear as
    possible. Now that the floor is safe to walk on, head back North and refill
    your O2 gauge. Now head South down the corridor and enter the last room on the
    end and collect the Book and Gas Mask inside. Equip the Gas Mask, exit the
    room and head South to the end of the corridor. Go East at the turning (ignore
    the West area for now; you cannot open many of the rooms yet) and enter the
    door at the end.
    
    Go next door and watch the awesome cutscene. Collect the FAMAS ammo to the
    right of you afterward, then head through the door to reach the Laboratory.
    Watch the cutscene.
    
    
    BOSS: Ninja
    ================
    First point I wish to make is that you cannot use firearms in this battle,
    simply because they are ineffective. The only way to deal damage to the Ninja
    is by means of punching (the B button). Attack the Ninja using the punch punch
    kick combo here until he teleports to the North East corner and talks about
    'hand-to-hand combat'. Attack him again using the B button. However when you
    attack, move away afterward as most of the time he will attack you (as you
    are open). So do what he does; attack when he has finished his move as he
    is wide open for attack. His attacks come quick and fast; when he starts to
    move toward you, move out of the way. When you see him hovering in the air he
    is about to drop down below, causing a mini shockwave around him, so if you
    see him doing this steer clear then move in quickly and give him a punch combo.
    
    After getting his health down to about half way, he decides that he wants to
    play hide and seek by going into stealth mode and hiding around the room.
    Equip your Thermal Goggles and run around the room to find him. When you find
    him, attack him with a punch combo. If you cannot find him then wait in one
    place and he will approach you. You can attack him then no problem (as he
    thinks you cannot see him). After a while he will be injured, and he will
    fight you again. Unequip the Thermal Goggles. As you attack him he will
    teleport to the side or behind you, then attack (he may even teleport twice).
    To counter this, only throw one punch when you see him (so you aren't open to
    attack) then move out of the way when he attacks from his teleported position.
    After he has finished his attack, get him with a combo. Continue this method
    until he is done for.
    ================
    
    
    Laboratory
    ----------
    After the Ninja battle, watch the cutscenes between Snake and Otacon. Before
    exiting the Laboratory, be sure to check out the Mario and Yoshi statuettes
    in the North East corner, and the GameCube console with Wavebird in the
    central area. There is also various ammunition around the room. Exit.
    
    
    Nuke Building B2
    ----------------
    Head down the corpse filled corridor then back to the gas filled area. Equip
    the Gas Mask, and head to the West area where the four rooms are. You can enter
    all of these apart from the one at the bottom - most of them contain ammo and
    such, however the one on the end contains a pair of N.V.G (Night Vision
    Goggles). Head back to the lift and head up to floor B1.
    
    
    Nuke Building B1
    ----------------
    Meryl is on this floor disguised as one of the guards. She can be found in the
    Southern large area, on the West (check her arse when she walks to see if it's
    her or not). You have two options at this point; either frighten her so he
    runs off into the women's toilets, or you can wait for her to go in herself.
    To scare her then just approach her and she will just run off to the toilet.
    If you would rather wait, then an ideal waiting spot is in the lobby area
    (where the lift is), at the column on the far right. Wait her for a while and
    she will enter the women's bogs. Follow after her and watch the cutscene.
    
    After the cutscene, head into the large Southern area (there are no guards
    here) and raid the rooms. You can find Box 2 and a ration in the top left
    room, some Pentezemin plus various ammo in the bottom left room and some more
    ammo in the room at the opposite corner. Once you are finished here, head
    back out and take the corridor leading North and head through the door to the
    Commander Room.
    
    
    Commander Room
    --------------
    After the cutscene, head into the room itself and wait for another cutscene
    to begin. When Meryl is possessed and is shooting at you, there are various
    methods of rendering her unconscious. The best way is via an M9 tranquiliser
    dart, otherwise you can use a Stun Grenade, or you can choke a few times (don't
    snap her neck) or by punching her a few times. Once she is taking five, you
    will get another cutscene where he will 'read your mind' (a.k.a. reading your
    memory card) for games that you have played. If you have either Super Mario
    Sunshine, The Legend of Zelda: The Wind Waker, Super Smash Bros. Melee or
    Eternal Darkness, then he will say that you have played them. After that and
    some other party tricks, he gets underway with the battle.
    
    
    BOSS: Psycho Mantis
    ========================
    The first _major_ thing you should do is change your controller to Port 4.
    This way he cannot read your mind (clever, eh?), and you will not be hampered
    again for the rest of the battle so feel free to shoot at him. This is
    essential for this boss fight.
    
    You start with a Hideo Blackout (don't worry, it's meant to happen). There are
    other things to make note of; if you stay in first person mode for a while then
    you will look through the eye's of Psycho Mantis (annoying, but it proves
    useful if you cannot find him). He will also slant the camera view at some
    stage - this is just another trick of his (or shall I say one of Silicon
    Knight's tricks... Eternal Darkness fans will know what I am on about ;]).
    
    To damage him, use one of your weapons (I recommend the SOCOM) and shoot him
    in the head whilst in the first person view. He will attack him a variety of
    ways; one of them is he will go into invisible and appear, then throw a red
    energy ball your way. When he does this, you can see him using the Thermal
    Goggles, otherwise wait until he throws the red energy ball and dodge it, then
    look at the direction the ball came from and quickly shoot Mantis before he
    disappears again.
    
    His other methods of attack inside throwing items around, vases chasing you
    around and spinning chairs / suits of armour. You can shoot and destroy most
    of these, however I would just ignore them and attack Mantis. About halfway
    through the battle Meryl will be possessed again and will start attacking you.
    Knock her out, and she will she will arise once again, only this time she
    plans to blow her brains out. Quickly use the M9 Tranquiliser before she
    manages to do so. You will continue the battle again afterward, with the same
    attacks. Carry on until all of Mantis's life is depleted.
    ========================
    
    
    After the battle, change your controller back to port 1 again and head
    through the passage in the North East. There is some ammo and a ration to the
    right of the stairs, then continue onward through the door ahead to the
    Caves area.
    
    
    Caves
    -----
    You have no radar in this area, so below is a map of the caves area -the ####
    sections being the gaps where you can crawl through to the area next to it.
    There are also various items and ammos around, so check the diagram with the
    key for these. To get through, head West then North up through the diagonal
    passage and crawl through under the rock in to the large open area. There are
    wolves here; for now you will have to ignore them and carry on - if they are
    becoming a hassle then use a stun grenade or two. Head North to the far end,
    then West and South down the passage. To the South there is a hidden section
    with various ammo you can collect, which can be seen on the diagram below.
    To continue, crawl through the section on the right to an elongated section
    where Meryl is located near the door to the North.
    
                 /--\          /--\  Underground
           /----/    \--------/ P  \   Passage
           \                       |      ^
            \___/\                 |   =======
        _____     \       /---\    |  /R      \
       /     \    /      /     \   |  |       |    #### = Crawling locations
      / T     \  /       \     |   \  |   M   |
      \        ŻŻ         \    |   T| |       |    M = Meryl
       \                   |   |   /  |       |    R = Ration
        \                  |   |   |  |       |    S = SOCOM ammo
         |                 |   |   |  |       |    P = PSG1 ammo
        /                  |   |    \ |       |    T = PSG1-T ammo
       /                   |   |     ##       |    F = FAMAS ammo
       \                  /   /      ##       |    Z = Pentazemin ammo
        \---\        /\__/   |       ##       |
             \-####-/         \_   _/  \     /
               \   \           _###__   |ŻŻŻ|
                \   \         /R     \  |R  |
                 \   \       /   _   Z| |   |
                  \   \      \F_/ \P_/  |   |
                   \   \                |   |
        +-----------\   \---------------+   |
        |                                   |
        |            +------------------+   |
        +-=====------+                  |S  |
            V                           \___/
        Commander Room
    
    Once you get to Meryl, before continuing onward have a Box on quick equip
    (equip a box then press L once to unequip it, and you can now quickly equip it
    again by pressing L once more). Now punch Meryl and QUICKLY equip the box.
    She orders the small wolf to attack you, so he pisses on the box. You now
    have the scent of the wolves on the box, so whenever you traverse through this
    area again equip the Box and you will pass through unharmed. Cool, huh? Once
    you are done, grab the ration to the left of the door then head through it
    to the Underground Passage.
    
    
    Underground Passage
    -------------------
    This first area is mined, and Meryl will walk between the mines and create a
    path with her footprints for you to take. The best way is to simply crawl
    straight through the area up toward Meryl, meaning that the mines don't explode
    and you pick up some claymores in the process. Also, if you step on a mine
    here Meryl will smack her ass for some bizarre reason. Nothing like "Snake!
    Are you alright!?" or anything concerning like that, no. Women.
    
    Once you make it through this area, a cutscene will cut in. After, you now have
    to find a Sniper rifle to fight Sniper Wolf. Head South back to the Caves area
    (go around the edge to avoid the mines).
    
    There are two sniper rifles for you to collect; the PSG1 and the PSG1-T.
    The PSG1-T is a tranquillising rifle that works just as well as the normal PSG1
    for this battle, and is found in the Nuke Building B1 (in the southern area,
    bottom left room). Get some Pentazemin while you are there too. The PSG1 on the
    other hand is located all the way back in the Armory. It's up to you which one
    you get _however_ there's a guard that only appears when you come back to the
    Armory to get the rifle, so if you are collecting the dog tags go and get the
    PSG1 (he won't appear later!). Either way you can get the other one later. I'll
    cover getting the PSG1 route anyway... to get back to the Armory, go through
    the following rooms (in case you've forgotten) -
    
    Caves > Commander Room > Nuke Building B1 > Nuke Building 1F > Canyon >
    Tank Hangar > Armory
    
    Remember to equip the scented box (if you got it scented that is) when going
    through the caves to avoid the onslaught of wolves, and that the canyon is now
    populated with camera's and guard sentries.
    
    
    Armory
    ------
    The PSG1 is located in the top left block. There are two guards hanging around
    here; to get into the block easily, knock on the Northern wall of this block,
    making sure that both guards notice and start heading your way. Now go right
    and walk between the top central and right blocks, then left over and into the
    top right block. Either that or use the silenced SOCOM to bag their asses. 
    Inside, crawl under the sensor beams and collect the PSG1 and some ammo. Now
    exit and head all the way back to the Underground Passage to fight Sniper Wolf.
    Make sure you take some Pentazemin with you (found in the South West room of
    the Southern area of Nuke Building B1).
    
    
    BOSS: Sniper Wolf
    ======================
    As soon as you enter the Underground Passage area, head to one of the sides to
    avoid fire (the mines are gone now so need not worry about them). Crawl out
    from this corner and into the middle, equip the PSG1 / PSG1-T and take some
    Pentazemin. The crawling position and the Pentazemin will help you stop shaking
    when using the weapon. If you haven't got any Pentazemin then there is some at
    the bottom, to the left of the door. To use the PSG1, press A to fire, B is to
    zoom in and X is to zoom out. The first and hardest part about this battle is
    finding her initial location and gaining the advantage. Stay zoomed out on the
    balcony section ahead and when you see her, zoom in and shoot her (preferably
    in the head for more damage). Once you have found her and kept her in your
    sights, then the battle is a breeze.
    
    Just then keep following her as she moves around and as soon as she is about to
    fire, take her down. If she manages to shoot you while you do this, your
    aim will become well off, so unequip then reequip the PGS1 and try again.
    Also note that you can see if she is hiding behind a pillar or corner by
    looking for her breath. The Thermal Goggles may help too. Remember to keep
    taking the Pentazemin when your aim becomes shaky, and that there is some ammo
    in the bottom right corner if you need it.
    ======================
    
    
    After the battle, save your game (!!!) and head North down this long passage
    until you reach the end. There is a ration in the bottom left corner and
    various ammunation under and on the balcony section. Now SAVE your game here
    (_very_ important!) and head to the door in the North East. Watch the
    cutscenes.
    
    
    Torture Chamber
    ---------------
    After the cutscenes, as promised Ocelot will torture you with electric
    currents. To resist, press the A button repeatedly. To submit (when you are
    about to lose all your health) press the A button and the START button
    together. If you lose all your health then it's game over, with no continue
    available. I really hoped your saved after the Sniper Wolf battle. ;)
    
    A good method I found was to use two fingers when tapping. Thanks to the
    abnormally large A button, you can use two fingers to alternate when tapping
    away. Doing this (lightly tap to save energy) and switching hands between
    bouts helps maintain your life gauge better. I've heard that using a pen to
    rub over the A button works well too. Also once the electrocution has stopped,
    continue tapping to restore a little more life afterward.
    
    The outcome here is important at it decides your ending. If you submit then you
    get one ending, whilst surviving the torture and resisting to it gets you the
    other one. I'll leave it up to you to what you want to do here.
    
    
    Medical Room
    ------------
    Once you had three bouts of electric-based fun, you will be thrown into the
    cell. There will be some codec conversations. SAVE at this point, as if you
    resisted then you will have to go in for another session. If you submitted,
    then you don't. Either way after the torture wait until the guard heads to the
    toilet with a stomach problem, where Octacon will appear. He will give you
    a range of items - a Ration, a Level 6 Key Card, Ketchup and a Handkerchief.
    There are three ways to escape the cell at this point -
    
    1 - As soon as the guard goes to the toilet, hide under the bed. He will
        come in to investigate, at which point you crawl out and kick his ass.
        The best way to knock him out is to choke him.
    2 - As soon as the guard goes to the toilet, lie on the ground and use the 
        Ketchup. The guard will look in, thinking that it is blood, and
        investigate. Once he is in the cell, get up and kick his ass. The best way
        to knock him out is to choke him.
    3 - Wait in the cell for a long time for the Ninja to arrive and bust you out.
        He will come along at the 6th toilet break since the Otacon conversation
        (that's about 11 minutes!). He slices the door into two, and then the
        guard comes out to bust your ass. The best way to knock him out is to choke
        him.
    
    Once you are out of the cell and the guard unconscious, head into the torture
    Chamber and collect the large item there - this is all your equipment and such.
    Have a quick look through your items now for a Time Bomb; if you have it,
    then press the A button whilst it is open to throw it away. If you don't then
    it could explode and kill you (although most of the time Deep Throat will
    warn you by CODEC soon before). Also note that you may have received a cold;
    this will cause you to sneeze now and again, which is quite the pain when
    trying to avoid guards. There's some medicine in the Nuke Building B1, and
    you shouldn't encounter that many guards on the way. Now exit through the
    North East door now while avoiding the camera in the corner.
    
    
    Holding Cells
    -------------
    Before continuing, let's go get the Camera and the PSG1 (if you didn't get it
    eariler). There are some gun placements on the walls here to watch out for.
    Take the lift down to floor B2; the Armory.
    
    
    Armory
    ------
    If you didn't get the PSG1, then it's located in the top left block. Inside,
    crawl under the sensor beams and collect the PSG1 and some ammo. You can also
    access the top right block for some Nikita missiles and a book in the locker.
    Go through the other blocks to stock up on ammo, then head through the door at
    the bottom to the Armory South to get the Camera.
    
    
    Armory South
    ------------
    Head South here to the Horizontal passage. Detonate the right end wall of this
    passage and head through to the room opposite before the gun placements can
    notice you. Inside, there is a gun placement on the south wall (on higher
    difficulty levels I think there is one on the North wall too). Take it out
    using the SOCOM. Collect the Stun and Chaff Grenades to the South (ignore the
    Stinger missile ammo for now) and head through the gap in the fencing into the
    small enclosed area in the corner. The Camera is in here.
    
    The other room doesn't contain anything, so now exit to the Armory.
    
    
    Armory
    ------
    Grab ammo if necessary, then take the lift up to the Tank Hangar (floor 1).
    
    
    Tank Hangar
    -----------
    If you didn't collect the Thermal Goggles from the west balcony room, now's
    your chance. Otherwise, head right from the lift then north to the Canyon.
    
    
    Canyon
    ------
    There will be guards and cameras in this area. I would advise you pick off
    the two guards ahead with the SOCOM, hug the left edge to miss the left
    camera, take out the other guard (onward or to the right) then hug the left
    side until you reach the far door to the Nuke Building 1F.
    
    
    Nuke Building 1F
    ----------------
    Nothing's changed here; get to the lift and take it down to floor B2, as there
    is a room we can now open to get a decent new item.
    
    
    Nuke Building B2
    ----------------
    Equip the Gas Mask and head South into the gas filled area. Head down the
    corridor, go left and enter the closest room. There is some Body Armour
    inside - this reduces your damage by half when equipped, and so is very
    useful. You could get this later on in the game, but why not get it now, right?
    Anyway, head back to the lift up to B1.
    
    
    Nuke Building B1
    ----------------
    Head into the large area South, then the middle room to the West for some
    Medicine. Take it and it will stop you sneezing. Head into the room below
    (the South West room) and collect the PSG1-T and some ammo if you haven't
    already. (it proves useful if you wish to tranquilise people instead of killing
    them). Now head through to the Commander Room.
    
    
    Commander Room
    --------------
    Head straight through to the Caves.
    
    
    Caves
    -----
    Head straight through to the Underground Passage. Now that you have Sniper
    Wolf's Handkerchief, you can equip it and use it to get past the wolves
    untouched.
    
    
    Underground Passage
    -------------------
    Head North, and after the cutscene, keep going to the end. Collect the ammo
    around here if you wish, and when you are done, head through the door in the
    North East. As you enter, you are prompted to change to Disc 2.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     3.02. Disc 2
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Communication Tower A
    ---------------------
    Go onward and collect the SOCOM and FAMAS ammunition at the corner, and then
    continue to the door. As soon as you walk through it, you trip the
    sensor beams and guards approach you (this cannot be avoided). PICK UP THE
    ROPE OPPOSITE and head South to the base of the tower. There are items on this
    floor here, but ignore them as they are just things like ammo. Take out a 
    few of the guards that have followed you and take the stairs upward. Equip your
    rations as enemies will come from either side and you will incour a few bit
    of damage.
    
    Equip your FAMAS and as run and shoot at the same time as you go (holding the A
    and B buttons together) to take down the guards that come from the front.
    You can tell that you are approaching some as you can see tracer bullets fired.
    Ignore the ones behind you. You can also use Stun Grenades, but sometimes they
    don't work that well. Halfway up you will come across a flat floor with a
    door that doesn't work; just continue going up the stairs (take out some
    guards behind you here). Keep going all the way to the top and make your way
    round to the ladder in the South West corner. Press the Y button to head up to
    the top of the tower.
    
    At the top, head out the door to the roof and grab the Stun Grenades at the
    side of the block and head onward for a cutscene. After, simply equip the Rope
    that you collected earlier and after another cutscene, you have the job of
    abseiling down the outside wall of the tower while avoiding the Hind. To move,
    press the A button to kick away and then hold a direction down to go that way.
    To walk across the wall, then use the B button instead. You have to dodge
    gunfire and steam from the pipes as you descend; this is very easy, just head 
    straight downward by tapping A and holding the Control Stick down. You'll get
    hid a few times by gunfire, but as it doesn't damage you much it shouldn't
    matter. You have to be fairly quick anyway as your grip meter decreases as
    you abseil.
    
    If you managed to forget collecting the Rope on the way here, then not all hope
    is lost. Hang off the ledge and drop down. You now have to make your way down
    the wall by means of shimmying and dropping down from pipe to pipe. Below is
    a diagram of the wall, with the pipe locations -
    
        START 
     |===X===================|
     |                       |
     |=======================|
     |                       |
     |               ========|     X  -  Start
     |                       |     =  -  Pipe
     |=======================|
     |                       |
     |            ========   |
     |            ========   |
     |       --------        |
              FINISH
    
    The X button is to drop, and the Y button is to grab onto the pipe. Remember
    that you need to tap Y when you are falling to grab onto the pipe below you.
    Drop down onto the pipe below, and go right to the end, drop down, and again,
    then go left a little, drop down twice onto the bottom most pipe and drop down
    on the far left and onto the A-B Connecting Bridge. 
    
    
    A-B Connecting Bridge
    ---------------------
    At the bottom, use C4 on the door to make it work again (there's some on the
    right if you need it). Now stand in front of the door, equip the PSG1 / PSG1-T
    and look down the walkway ahead. There are three guards at the far corner; take
    them out using headshots. They will run away and hide, but they will come back
    after a short while. You can also use a Nikita missile here, but it's far
    easier (and quicker) to use one of the sniper rifles. Lie down and take
    Pentazemin if it makes it easier. Once all three of the guards are disposed
    off, head down this walkway to the corner, where the Hind will appear once
    more. Quickly carry on down the walkway route to the indoors, where you will
    find the Stinger and some ammo. Head South through the door.
    
    
    Communication Tower B
    ---------------------
    Head South and try the lift to find it won't work, so head round the lift in a
    clockwise direction and go down the stairs until you reach the dead end. Now
    head back up to the lift for a cutscene. After, the path up the tower is
    clear, so head right of the lift and take the stairs up to the top of the
    tower. There are gun placements along the way, so throw a Chaff Grenade when
    you start, and throw another when the gauge (in the top right corner) is
    halfway so that the new one will come into effect when the current chaff
    stops working. When you reach the top, collect the ammo and ration around the
    edges and then take the ladder on the North wall up to the roof. Head out into
    the roof to fight the Hind.
    
    
    BOSS: Hind D
    =================
    Always stay in North area here (around the two tankers) as they provide
    sufficient cover from the gunfire. The Hind is the red mass on the radar, and
    you have to use the Stinger to shoot it down. Equip the Stinger and aim at the
    Hind; there are three targets available on the Hind and it doesn't matter
    which you choose. Lock onto the target (the square will become red and you
    will hear a continuous beep) and fire with the A button. Have the stinger on
    quick equip.
    
    He will fly all around the rooftop, so keep an eye on the radar for his
    location. Watch out for his fire, so hide at the tankers until he's fairly
    close, then stinger him quickly. Sometimes he will be on the radar but out of
    view - he will most likely be underneath you, so keep looking toward his
    direction and when the Hind appears take a shot. When he says 'Eat This!' and
    fires a missile, stay away from the Southern area as that area will get blown
    to smithereens. There is also some ammo over on the East side, and a ration to
    the West.
    
    When his life gauge is all gone, he will fly off into the distance then fire a
    final missile. When he does this, head over to the Southern area to avoid the
    explosion. Nice fly swatting skills, Snake!
    =================
    
    
    After the boss take the ladder back down into the tower and head back down
    to the lift. Remember to use the Chaff Grenades as you start descending and to
    throw another when the gauge (in the top right corner) is halfway so that the
    new one will come into effect when the current grenade stops. When you reach
    the lift, call it, enter and take it down to floor 1.
    
    In the battle with the stealth enemies, fire at them in first person and aim
    to get headshots to take them down quickly. You can easily see them without
    any aids, however you may want to equip the Thermal Goggles anyway. For
    comical effect and a quick battle, use the Stinger missile launcher. After
    the battle you reach the ground floor. Collect the ammo from all around the
    lift when head through the South East door. The corridors here have gun
    placements throughout, so throw a couple of Chaff Grenades and make your way
    through to the door on the end (be sure to collect the Pentazemin by the door
    before exiting).
    
    Watch the cutscene...
    
    
    BOSS: Sniper Wolf 2
    ======================
    This is the same kind of deal as the first battle with Wolf. She will use
    the tree's at the far side of the area as a means of cover, so to find her
    easily, equip the Stinger to find her location, then change to the PSG1 /
    PGS1-T and take some Pentazemin. Like before keep watching her and stay ahead
    of her moves by shooting first. It's much easier to shoot her when she is on
    the move as well as she goes at a much reduced pace. Again if she shoots you
    and totally swings your aim (or if you lose her) then equip the Stinger to
    find her again. Remember to keep taking the Pentazemin when your aim becomes
    shaky, and this battle is a breeze.
    ======================
    
    
    Snowfield
    ---------
    After the battle head North for a cutscene. Afterward it is time to explore
    this area. There are loads of rooms that surround the snowfield, so here is
    a list of what they contain (and in brackets the defences they yield).
    
    SE - Chaff Grenades x2, Grenades x2 (Guns)
    E  - FAMAS ammo x3, SOCOM ammo x2, PGS1 x1, PSG1-T x1 ammo 
    NE - Ration, Stun Grenade (Mines)
    N  - Need a Level 7 Card Key to enter.
    NW - Box 3, Nikita ammo x4 (Guns)
    SW - Bandage, Ration x2 (Guns)
    
    There is a truck located in the South West as well, which contains a Bandage.
    There is also a secret Codec conversation to be had here as well - head to the
    South East corner of the Snowfield and head onto the higher ground, then look
    out to the East in first person. You will see a parachute in the tree, and you
    will receive a Codec conversation about it.
    
    Once you are done exploring this area, then head off to the North / North West
    room (it's to the left of the Level 7 room). Hide behind the crates as soon
    as you enter to avoid the gun placement in the corner, then take it out when
    it is turned away. Collect the SOCOM ammo from underneath, then destroy the
    other gun placement opposite and head down the stairway.
    
    
    Blast Furnace
    -------------
    Head down the stairs and into the area ahead. There is a guard on the ledge,
    and I recommend that you take him out (with the amount of firepower at your
    disposal, you have no reason not to ;]). You may want to also take out some
    of the guards below from here. Head down the South West walkway to
    the ledge on the West wall that goes over the molten metal below. Press
    against the wall and make your way North over the ledge. Make sure that you
    are in the crouching position so that the crane doesn't knock you off.
    
    At the other side, head follow the walkway to the stairs and head down. There
    will be a guard down here, so use your judgement to manage the situation best.
    From the bottom of the stairs, going West takes you to an area that would be
    good for hiding (it also has some ammo round there), South takes you to some
    C4 and a lift that takes you back up to the area above and going East takes
    you down some more steps to the area below. Explore the other areas then go
    East down the steps.
    
    Before heading through the door in the North East, you may want to go into
    the area opposite the door (especially if you haven't got the Body Armor).
    This is a small pipe laden area containing various ammunition - watch out for
    the steam that comes from the pipes as you go. Head over to the South West
    corner and crawl through under the pipes there to reach an area next to the
    molten metal pit. Take out the two gun placement that are at the corners, and
    grab the Body Armor from under the gun (if you already have this, then it will
    be some M9 ammo instead), plus there are some Stinger missiles and Chaff
    Grenades on the Southern wall. Once you are done here, head back through the
    piped area and through the door in the North East to the Cargo Elevator.
    
    
    Cargo Elevator
    --------------
    Go onward to the cargo elevator and press Y at the control station on the right
    to take it down. After the cutscene you will have to fight a group of guards;
    it's best to headshot the lot in first person using either the SOCOM, FAMAS or
    M9. For comical effect and a quick battle, use the Stinger missile launcher. At
    the stop halfway, head East to the other lift (watch the gun placement in the
    middle) and before using it, collect the ammo and rations that surround it in
    the corners. Head down when you are ready. At the bottom, there is more ammo
    and rations around the crates, then head through the door to the Warehouse.
    
    
    BOSS: Vulcan Raven
    =======================
    Always watch out for his position on the radar, and don't get too close to him
    (or in front of him) otherwise he will fire at you using his nasty minigun.
    Equip the Body Armor to reduce the damage you take here by half, but keep
    an eye on your health throughout. Attack from the sides or behind him. My
    weapon of choice here is the Stinger; get to the side of him and fire from
    where he cannot see you. Below are two examples of in what examples you can use
    the Stinger without being spotted straight away by Raven (just make sure as
    soon as you fire you run away and hide).
      __    __    __
     |  |  |  |  |  |
      ŻŻ    ŻŻ    ŻŻ     You stand next to him with a crate between you.
      __  ^ __    __
     |  | R|  | S|  |
      ŻŻ    ŻŻ    ŻŻ
    
      __    __    __
     |  | ^|  |  |  |
      ŻŻ  R ŻŻ    ŻŻ     He carries on walking, and you can see him walking onward,
      __    __    __     allowing you to fire at him with his back turned.
     |  |  |  | S|  |
      ŻŻ    ŻŻ    ŻŻ
    
    Here is another example.
    
           < R
      __    __
     |  |  |  |
      ŻŻ    ŻŻ      Raven is travelling either to the East or West, with you at the
      __  S __      turning.
     |  |  |  |
      ŻŻ    ŻŻ
    
        < R
      __    __
     |  |  |  |
      ŻŻ    ŻŻ      Just as he appears into view in front of you (regardless of him
      __  S __      turning toward you or carrying onward) fire a stinger and run
     |  |  |  |     away.
      ŻŻ    ŻŻ
    
    You could also use the Stinger at a long distance away, and fire it from there.
    Other methods of attack include using the Nikita missile; however this is risky
    as you may not know his exact location and it leaves Snake wide open to attack.
    You could also use Claymores and lay them around the Warehouse (just make sure
    you don't tread on them), Grenades and C4. Any bullet based firearms don't
    really work that well here. It gets harder later in the battle when he starts
    to jog around, but just keep on your toes and you should be fine. Don't get
    impatient either, stay hidden until you get a clear shot of him. There is a
    ration in the North East corner as well if you need it, and he will also shoot
    crates down that reveal ammunation.
    =======================
    
    
    Warehouse
    ---------
    After the battle, you can grab the dog tag from Vulcan's corpse. Head North
    through the door.
    
    
    Warehouse North
    ---------------
    There are two trapdoors ahead of you (they are before and after the ration)
    so if you want the ration, then either grab it quick and move out to the side,
    or after the trap doors totally (you can see their outlines). There is a guard
    round the corner on the bridge, as well as one on the upper area to the East.
    Take out the one on the bridge, which attracts the one from above down, so
    kill him too. If you get spotted then go back into the Warehouse and the
    alert mode will reset. There is Stinger ammo in the upper area if you need it,
    and there are also two gun placements located either side of the door on the
    North wall. Head through it when you are done here.
    
    
    Underground Base
    ----------------
    Head North and watch the cutscene. Head East and take the stairs up to the
    area above, then go left and then North up more stairs. There will be a guard
    in this area, so be on the lookout. Head West and head round the outside of
    this area to the South (where the Control Room is). There will be another
    guard in the West as well. I recommend that you take all the guards out in this
    area as you will be spending some time here. Head up the small steps to the
    Control Room, and watch the cutscenes.
    
    The PAL Key can be found in the drainage ditch on the ground level. For a quick
    way to get down there, go West to the corner and on the ledge here that's
    parallel to the Western wall, hang off it and drop down, tapping Y as you fall.
    You should grab onto a wire on the way down (if you don't then you die). Drop
    off onto the ground and then head into the Drainage Ditch via the stairs in the
    North West. Search everywhere within this ditch for the PAL Card Key. Note
    that there are several other items here too, such as the SOCOM Suppressor in
    the North West corner if you haven't collected it yet, rations and SOCOM ammo.
    You may also collect a Time Bomb, and if you do, throw it away by selecting it
    in the item menu and pressing the A button.
    
    If you can't find it, then after collecting the Time Bomb you will get a codec
    call from Master Miller telling you that a rat must have eaten it. If this is
    the case, then head to the South West corner of the area (not in the ditch),
    and look toward the North West corner for a hole in the toe of the wall. A rat
    is running around here. If you cannot see it then equip the Thermal Goggles to
    aid you. Use the PSG1 to sniper it, or throw a grenade down to around where the
    hole is. If you take too long or get too close then the rat will retreat back
    into the hole, and if that happens walkway to the East side of the area then
    return back to the corner and try again. Once you get it, it will drop the
    card.
    
    In any case once you get the PAL Card Key head back up to the Control Room.
    Take out the camera's within from the doorway with the SOCOM (one by the door,
    the other on the far end of the room) then head inside. Go to the three laptops
    in the North side of the room. Approach the orange one on the left with the PAL
    Card Key equipped and press the Y button in front of it to activate PAL Code
    no.1.
    
    For the next two codes (freeze and warm the key), you have two options - the
    long normal method, and the far shorter (and not as apparent) method. In terms
    of plot there isn't any difference, you still get the same Codec calls and
    conversations whichever method you choose. Anyway they are -
    
    1 - The normal method. Did you notice the two rooms on the way here, the
        Blast Furnace and the Warehouse, and their hot and cold temperatures
        respectively? Well head back to the Warehouse and remain there until the
        PAL Card Key is blue, then hurry back to the Control Room and insert it
        into the central laptop. For warming the key, head all the way back to the
        Blast Furnace an remain there for a while until the PAL Card Key is red,
        and then head all the way back to the Control Room and insert it into the
        right laptop. Remember to hurry taking both back as they will return to
        room temperature after a short while. This takes a long time to do, but is
        the regular method.
    2 - The shorter method. Head over to the South East corner of the Underground
        Base (on the top balcony) and hang off the ledge. Locate yourself in line
        with the isolated ledge below with the two pipes on the wall. Drop down
        and tap the Y button to hang onto this ledge. Pull yourself up, and equip
        the PAL Card Key. There are two pipes here; Steam and Liquid Nitrogen.
        Shoot the Steam pipe to instantly heat the key, and the Liquid Nitrogen
        pipe to freeze the key. Start with freezing, then drop down onto the wire
        below, onto the ground, then head back to the Control Room and insert it
        into the central laptop. Do the same again after with the Steam pipe and
        the right laptop. This is FAR quicker than the other method.
    
    Once you have activated all three of the PAL codes, you will receive a Codec
    call. After the room will seal off and fill with gas. Equip the Gas Mask and
    call Octacon on your Codec on frequency 141.12. He will call you back shortly
    and will open the door for you. Exit the room and watch the cutscenes.
    
    
    BOSS: Metal Gear Rex
    =========================
    Equip the Body Armor and run South to keep away from Metal Gear. You have to
    shoot the radome on Metal Gear's left shoulder, which is to your right (it's
    the circle) with the Stinger. So lock onto it and shoot away - it sometimes
    doesn't lock on, and if that's the case then move to a different position and
    try again. The other targets on Rex can be destroyed, but there's no point.
    Rex will shoot missiles at you (you can hear them being fired, and
    you can tell if Metal Gear is about to do it as it goes into a squatting
    formation). When it does so, run from your position and keep running until
    all three missiles have hit the ground, then continue shooting the radome.
    
    If you get close enough, then Metal Gear will use a powerful laser attack,
    and also a stomp move - the camera will change before the stomp, so RUN and
    roll out of the way of the leg, which also creates a shockwave. There is also
    a gun fire attack too. The bottom line is not to get too close to Metal Gear -
    Stinger missiles will reach from a good distance.
    
    Once you have got it's health down to nothing, watch the cutscenes
    afterward and the next part of the battle will begin. The cockpit is opened
    up, and that is your new target (the central target on Metal Gear). When it
    starts, head South again and keep your distance. Same sort of attacks again.
    There is ammo around the edges if you need it, but this boss shouldn't be to
    much of a hassle.
    =========================
    
    Watch the cutscenes.
    
    
    BOSS: Liquid Snake
    =======================
    You will have three minutes to complete this battle. You have no weaponry,
    so hand to hand combat is how you play it. He will dodge your attacks, so to
    counter this, only punch once and if he shifts out of the way, adjust quickly
    and let rip with a combo. If you go straight in with a combo and he moves,
    then you are wide open for attack. Later in the battle he will try and ram
    you with his head; this is easy to spot, so either attack him before he can
    do this or move out of the way. It is quite damaging, so try not to get hit
    by too many of these rams. Another attack is when he gets up off the ground,
    he will kick as he gets up. Stay out of his way when he gets up, then attack
    him shortly afterward.
    
    It's a fairly easy battle once you get used to his attacks. If you get knocked
    off the edge, then simply get back up and keep going. Also to get his dog tag
    in this battle, knock him off the edge and he will drop them onto the arena.
    =======================
    
    
    Watch the cutscenes.
    
    
    Escape Route
    ------------
    You have ten minutes to escape the base. Head left and collect the Ration by
    the stairs, then continue left to a car park. There is another Ration in the
    South West corner, so collect that one as well and equip them. Fight off the
    guards until the Keys are found and the car is started, and when it is,
    approach the back of the left car and press Y to climb on board. You will now
    command the gun; go into first person and shoot the drums by the door to create
    an exit.
    
    You will now drive down a tunnel. At the checkpoints, again go into first
    person and shoot the drums at either side to progress. After two checkpoints,
    another jeep will turn up and give chase. Shoot out the headlights to stop
    being blinded by them, then continuously shoot at the driver (line the person
    up with the rectangular crosshair) until the end.
    
    CONGRATULATIONS!! ENJOY THE ENDING!!
    
    
    ===============================================================================
                                     ------------
                                       4. ITEMS
                                     ------------
    ===============================================================================
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     4.01. Items
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    There are loads of items that can you find throughout the game, and most of
    which are not essential to the mission. To equip an item, press and hold the
    L button and use the Control Stick / D-Pad to scroll through the items.
    Releasing the L button on the item of your choice equips that item.
    Here is a list of all the items in the game (in alphabetical order), with their
    uses and locations -
    
    Note - For the description, they are the ones as used in the game with some
           adjustment.
    
    
    AP Sensor
    ---------
    Location    : Cargo Dock; South East, in water.
    Description : Sensor that detects nearby lifeforms, which rumbles on enemy
                  approach.
    How to Use  : Equip it and it works. You'll need to keep it equipped, however.
    Other Notes : All other rumbles are turned off when this is equipped. Only
                  useful if you are playing with no radar, or when you are areas
                  with no radar. Otherwise it's pointless, and you may as well
                  as have something else on constant equip which is more useful -
                  e.g. Rations.
    
    
    Bandage
    -------
    Location    : Various locations. Can be retrieved from enemies.
    Description : Stops bleeding.
    How to Use  : When this is selected in the window, press the A button to use.
    Other Notes : Have a couple on you at all times to prevent the enemies from
                  following your blood.
    
    
    Bandanna
    --------
    Location    : Complete the game with the Meryl ending to get this item.
    Description : Snake's Bandanna with an infinity symbol sown into it. When
                  equipped gives you unlimited ammunition for your weapons.
    How to Use  : Equip it to give you unlimited ammo.
    Other Notes : You still have to reload when using this item. To counter this,
                  tap the R button twice quickly (unequip then equips the weapon)
                  for faster reloading. Special item. Very fun to use.
    
    
    Body Armor
    ----------
    Location    : Nuke Building B2, South West Room / Blast Furnace.
    Description : Bullet-proof vest that halves the damage taken when equipped.
    How to Use  : Equip this to half damage taken.
    Other Notes : Use this for bosses (but still keep an eye out on your health).
    
    
    Box 1
    -----
    Location    : Armory, in the bottom right block. If you miss it however it will
                  appear again later in the Warehouse North, in the upper area to
                  the East.
    Description : A cardboard box labelled with 'Heliport'.
    How to Use  : Equip to wear.
    Other Notes : Useful for evading or hiding for guards. Can use to transport
                  from place to place using the game's three trucks.
    
    
    Box 2
    -----
    Location    : Nuke Building B1, South Area, North West room.
    Description : A cardboard box labelled with 'Nuke Building'.
    How to Use  : Equip to wear.
    Other Notes : Useful for evading or hiding for guards. Can use to transport
                  from place to place using the game's three trucks.
    
    
    Box 3
    -----
    Location    : Snowfield, North West room.
    Description : A cardboard box labelled with 'Snowfield'.
    How to Use  : Equip to wear.
    Other Notes : Useful for evading or hiding for guards. Can use to transport
                  from place to place using the game's three trucks.
    
    
    Camera
    ------
    Location    : Armory South, South East room / complete the game to get this
                  item.
    Description : Digital Camera that allows you to take photographs to save onto
                  your memory card. You can view them in the SPECIAL area, from
                  the main menu.
    How to Use  : Press the A button to take photographs, B to zoom in and X to
                  zoom out.
    Other Notes : Saves images to memory card (3 blocks each). Can be used to see
                  the secret ghosts. Special item.
    
    
    Card Key
    --------
    Location    : Different levels received from different events throughout game.
    Description : Security card that allows you to enter doors of the cards number.
    How to Use  : Have the Card key on you (no need to equip it) and approach the
                  door to open.
    Other Notes : Goes up to Level 7. Remember, no need to have it equipped.
    
    
    Cigarettes
    ----------
    Location    : You start with this item.
    Description : Highly addictive and bad for you; Snake's favourite brand.
    How to Use  : Equip them to smoke.
    Other Notes : Gradually reduce your health; allows you to see sensor beams when
                  equipped. Other than that pointless, like smoking is. *expects
                  a nasty email or two*
    
    
    Dog Tags
    --------
    Location    : Received when you collect a Dog Tag.
    Description : Dog Tags from enemies or bosses. You get these by holding the
                  enemies up or by defeating them and shaking their corpses.
    How to Use  : You can view what Dog Tags you have by going onto SPECIAL on the
                  Main Menu, then selecting Dog Tag Viewer and loading your save
                  from your memory card.
    Other Notes : Dog Tags available for each difficulty setting. You receive no
                  extras for getting Dog Tags.
    
    
    Gas Mask
    --------
    Location    : Nuke Building B2
    Description : Reduces the decrease of the O2 gauge when in poison gas areas.
    How to Use  : Equip and it will take effect.
    Other Notes : Remember this only reduces the speed of the O2 decrease, and
                  doesn't stop it. Still very useful though, especially in Nuke
                  Building B2.
    
    
    Handkerchief
    ------------
    Location    : Given to by Otacon in the Medical Room.
    Description : Sniper Wolf's handkerchief, smell's faintly of her.
    How to Use  : Equip it when heading through the Caves area to get past the
                  wolves without being bothered.
    Other Notes : No other use. You lose it later in the game (I won't say when).
    
    
    Ketchup
    -------
    Location    : Given to by Otacon in the Medical Room.
    Description : Tomato-based food condiment. Has so many addictives in you could
                  go blind*.
    How to Use  : When open in the menu, press the A button to use.
    Other Notes : Use it to escape the Medical Room cell.
                  *That was a joke, by the way.
    
    Medicine
    --------
    Location    : Nuke Building B1 - South Area, Middle West room.
    Description : Cold medicine, and when used, stops you sneezing.
    How to Use  : When open in the menu, press the A button to use.
    Other Notes : You only get a cold once, so there is only one of this item.
    
    
    Mine Detector
    -------------
    Location    : Tank Hangar, North East room (balcony section).
    Description : Chemically detects the mines, which show up on the radar (as well
                  as their direction).
    How to Use  : Equip to use; mines show up on radar.
    Other Notes : Shows up mine direction as well. You can crawl over the mines
                  to collect them (they show up as Claymores in your weapons).
    
    
    MO Disk
    -------
    Location    : Given to you as part of the story.
    Description : Optical Disk containing Metal Gear exercise data.
    How to Use  : No use.
    Other Notes : No use; as part of the story.
    
    
    N.V.G
    -----
    Location    : Nuke Building B2, North West room.
    Description : Stands for Night Vision Goggles. Electronically amplifies weak
                  light for visualisation (and so allows you to see in the dark).
    How to Use  : Equip to wear. 
    Other Notes : You will hardly need it. The only location where you may use it
                  is in the Caves; but you can see fine there anyway.
    
    
    PAL Key
    -------
    Location    : Given to you as part of the story.
    Description : Emergency input or override device.
    How to Use  : Have it equipped to use it for computers.
    Other Notes : You will need it later in the game. See the Walkthrough for more
                  details.
    
    
    Pentazemin
    ----------
    Location    : Various locations - first found Nuke Building B1, South area,
                  South West room.
    Description : Benzodiazepine anti-depressant, but you knew that already, right?
                  Stops trembling of the hand when using a sniper rifle.
    How to Use  : When open in the menu, press the A button to use.
    Other Notes : Doesn't last long, so once you start shaking again, take another.
                  Although they do work well.
    
    Ration
    ------
    Location    : Various locations. Can be retrieved from enemies.
    Description : "Meal ready to eat". Restores health, and so is very important.
    How to Use  : When open in the menu, press the A button to use. Even better, if
                  you have it equipped then it is used when you health is down
                  to 0 automatically. 
    Other Notes : Restores only about half of your health, so keep several in
                  supply.
    
    
    Rope
    ----
    Location    : Communication Tower A; ground floor. Next to THAT sensor beam.
    Description : Long durable rope that is made from Nylon fibres.
    How to Use  : Equip when prompted during the game...
    Other Notes : Doesn't have to be collected, but it makes the section a lot
                  easier.
    
    
    Scope
    -----
    Location    : You start with this item.
    Description : Military binoculars allowing long-distance reconnaissance. In
                  English, they are binoculars that allow you to look around the
                  area with it's adjustable zoom.
    How to Use  : Press the B button to zoom in, and the X button to zoom out.
    Other Notes : Useful for seeing where guards and other things are located.
    
    
    SOCOM Suppressor
    ----------------
    Location    : Tank Hangar, North East room on the ground floor. In the corner /
                  Underground Base, North West in drainage ditch.
    Description : Silences the SOCOM when attached.
    How to Use  : Equip this on items, and the SOCOM as the weapon for the two to
                  be combined together.
    Other Notes : Silences the SOCOM, meaning that SOCOM is useable in guard heavy
                  areas. Not essential, but very VERY useful and makes the game
                  easier.
    
    
    Stealth
    -------
    Location    : Complete the game with the Octacon ending to get this item.
    Description : Optically deceives the enemy eye a.k.a. turning you invisible. As
                  "seen" by Otacon and the Ninja. Get it? As seen by? Invisible?
    How to Use  : Equip to activate.
    Other Notes : A very cool item, and useful for replays. It's not perfect
                  however - it unequip's if you touch an enemy solder, it doesn't
                  work against bosses, wolves or those enemy set pieces and it
                  still set's off sensor beams. Special item.
    
    
    Thermal Goggles
    ---------------
    Location    : Tank Hangar, West room on balcony section.
    Description : Visualises heat source distribution a.k.a. allows you to see warm
                  objects.
    How to Use  : Equip to use.
    Other Notes : Very useful - allows you to see guards, bosses, rats, wolves or
                  any enemies that are hard to see. You can also see the sensor
                  beams, dog tags, Claymore mines and allows you to see in the
                  dark. Nice. :)
    
    
    Time Bomb
    ---------
    Location    : Sometimes found when you get your items back from the Medical
                  Room, and can be collected from the Underground Base drainage
                  Ditch.
    Description : A bomb, and the timer can be see on the item's icon. Explodes
                  when the item is expired, killing Snake instantly.
    How to Use  : When open in the menu, press the A button to throw it away.
    Other Notes : Take care of it as quick as possible. You should get a codec
                  about it when you get it from the Medical room, but when you can
                  collect it from the Drainage Ditch, make sure you don't have it
                  before progressing.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     4.02. Weapons
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    There are loads of weapons that can you find throughout the game, and most of
    which are not essential to the mission. To equip an item, press and hold the
    R button and use the Control Stick / D-Pad to scroll through the items.
    Releasing the R button on the item of your choice equips that item.
    Here is a list of all the weaponry in the game (in alphabetical order), with
    their uses and locations -
    
    Note - For the description, they are the ones as used in the game with some
           adjustment.
    
    Book
    ----
    Location    : Various locations - notably the Holding Cells (toilet), Nuke
                  Building B1 and B2.
    Description : Publication with adult-oriented material. What a perverted guard
                  loves on those long, lonely missions. Set it and the guard will
                  become distracted and read it.
    How to Use  : Press A to set it onto the ground.
    Other Notes : Has an image of Eternal Darkness's Alexandra Roivas on.
    
    
    C4
    --
    Location    : Various locations - first found in the Armory, top central block.
    Description : Plastic Explosive with a remote control detonator.
    How to Use  : Set the C4 with the A button, and detonate it with the B button.
    Other Notes : Can set this on walls as well as the ground, and on the back of
                  guards (no, really!). Can set lay down more than one at a time -
                  up to 16 in fact.
    
    
    Chaff Grenade
    -------------
    Location    : Various locations.
    Description : Grenade that temporarily disables electronic devices, including
                  surveillance cameras and gun placements.
    How to Use  : Press the A button to aim, and release to throw. The longer held
                  the further it will go.
    Other Notes : Very useful item, and can be used for certain bosses too. If you
                  hold this too long, then it will go off in your hand.
    
    
    Claymore
    --------
    Location    : Various locations - Canyon, Underground Passage and the
                  Snowfield. To collect the Claymore, crawl over the mines.
    Description : Antipersonnel landmine with a front sensor.
    How to Use  : Press the A button to set.
    Other Notes : You can collect mines that you have set by crawling over them.
                  Useful for certain bosses, and comedy moments with guards. ;)
    
    
    FAMAS
    -----
    Location    : Armory, bottom right block.
    Description : Assault rifle.
    How to Use  : Press the A button to fire. Press the Y button to put the safety
                  on. Loud.
    Other Notes : Very loud, and has 25 rounds per magazine. The last 3 bullets are
                  tracer bullets (visible).
    
    
    Grenade
    -------
    Location    : Various locations. First found in the Armory.
    Description : Frag Grenade which after a short period of time explodes.
    How to Use  : Press the A button to aim, and release to throw. The longer held
                  the further it will go.
    Other Notes : Not the most useful weapon, only good for certain bosses. If you
                  hold this too long, then it will go off in your hand. Naturally.
    
    
    M9
    --
    Location    : Very Easy - next to where you begin
                  Easy - Next to the lift).
                  Normal - Cargo Dock, North. In the locker.
                  Hard - Armory; in the hidden top left room.
                  Extreme - Holding Cells; in the air duct on the way to the DARFA
                            chief's cell.
    Description : Tranquiliser with a silencer. Also is equipped with a laser
                  sight.
    How to Use  : Press the A button to aim, release to fire.
    Other Notes : Very useful for taking out guards without causing a racket.
                  Essential for getting the better ranks where no kills are
                  required.
    
    
    Magazine
    --------
    Location    : Received once you have finished a SOCOM, M9 or FAMAS magazine.
    Description : Empty magazine, can be thrown to distract guards.
    How to Use  : Press the A button to aim, and release to throw. The longer held
                  the further it will go.
    Other Notes : Great for distracting guards, doesn't knock anyone out. Would be
                  great if it did though, right? *tumbleweed*
    
    
    Nikita
    ------
    Location    : Nuke Building B1, South Area, on the East side.
    Description : Remote control missile launcher. Fictional.
    How to Use  : Press the A button to aim, and release to fire the missile. Use
                  the Control Stick or D-Pad to control it. You can also use the
                  C-Stick to move the camera round too.
    Other Notes : The missile only have a limited fuel supply (the gauge in the
                  top right corner of the screen) and can only be controlled in the
                  first person perspective. Only needed in one part of the game,
                  but can be used also for bosses and messing with the guards.
    
    
    PSG1
    ----
    Location    : Armory, top left block.
    Description : Sniper rifle. Aims in first person. Very loud and shaky.
    How to Use  : Fire with the A button, zoom in with the B button and zoom out
                  with the X button.
    Other Notes : Required for certain boss battles. Will alert other guards when
                  fired due to it's noise. To stop the shaking, use a Pentazemin
                  and use while in the crawling position.
    
    
    PSG1-T
    ------
    Location    : Nuke Building B1, South area, bottom left room. Only there when
                  you required to get a sniper rifle and onward.
    Description : Sniper rifle that fires tranquilising darts. Aims in first
                  person. Very loud and shaky.
    How to Use  : Fire with the A button, zoom in with the B button and zoom out
                  with the X button.
    Other Notes : Required for certain boss battles. Will alert other guards when
                  fired due to it's noise. To stop the shaking, use a Pentazemin
                  and use while in the crawling position. Same as the PSG1, but
                  tranquillises instead of kills.
    
    
    SOCOM
    -----
    Location    : Helipad, back of the truck.
    Description : .45 handgun. Loud, but you can attach a suppressor onto it. Also
                  equipped with a laser sight.
    How to Use  : Press the A button to aim, and release to fire.
    Other Notes : Can attach a suppressor onto it (see the items section to find
                  it's location). Very handy to have.
    
    
    Stinger
    -------
    Location    : Communicating Towers Connecting bridge - just before you enter
                  Communicating Tower B.
    Description : Portable surface to air missile, with lockon. Very awesome.
    How to Use  : Press the A button to aim, and release to fire the missile. Don't
                  fire until you have a lockon.
    Other Notes : Lockon feature allows you to see where hidden enemies are
                  located. Pressing the Z button lets you see it from Snake's
                  perspective. _Great_ for later bosses, and for taking out those
                  pesky, pesky guards/crows/rats!
    
    
    Stun Grenade
    ------------
    Location    : Various locations.
    Description : Grenade that temporarily stuns enemies.
    How to Use  : Press the A button to aim, and release to throw. The longer held
                  the further it will go.
    Other Notes : Very useful - can be used for bosses as well as enemies. If you
                  hold this too long, then it will go off in your hand.
    
    
    ===============================================================================
                                     --------------
                                       5. BOSSES
                                     --------------
    ===============================================================================
    
    
    
    BOSS: Revolver Ocelot
    ==========================
    Equip rations and the SOCOM. Shoot Ocelot in the head using the first person
    view for more damage. He will hide round the pillars and shoot at you (he can
    rebound bullets off walls as well). Watch his bullet count (next to your life
    gauge) and when this is empty, he will reload giving you a chance to attack. 
    You may as well as attack also when he is, just hide behind a pillar and use
    the L and R buttons to move to the side. You can also shoot the pipes on the
    walls to blind him for a short while. There is ammunition around the room
    if you need it, and don't shoot Baker or the C4 planted on the pillars! This
    guy is only a challenge on the Hard and Extreme difficulties, so you should
    take him down easily.
    ==========================
    
    
    
    
    
    BOSS: Tank
    ===============
    Throw a chaff grenade to temporarily disable the tanks' main gun and when
    it goes off, head North to the tank. If you have no chaff grenades then head
    South, where there is some by the door. Now hang around the tank for the rest
    of the battle; if you are close (within about a screen's range should do it)
    then he cannot use his main gun. However there are still two methods of attack
    available to the tank; one is that gunners will appear from the top of the
    tank and shoot at you with machine gun fire. These are pulsing bullets, and
    so can be seen easily. The other method (perhaps not so intentional) is that
    the tank can run you over. This hurts quite a bit (takes about half of your
    health away) so avoid getting too close. If you do get run over, then stay down
    or get into a crawling position; otherwise you will get hit again as the Tank
    rolls away.
    
    Firstly, if you collected them a moment ago, use Claymores to take out the
    tracks of the tank; this slows it down and will help you out a fair bit.
    The best method of attack I found is by using the SOCOM; gunners appear from
    the top of the tank every so often, so go into first person and shoot them.
    Do this preferably when the tank is motionless, as it's hard to him them when
    the tank is on the move. To get a decent aim, go into first person and when
    the guard appears, press the A button to arm the SOCOM and it should autoaim
    onto the guard. Shoot straight away and you should get a hit. Keep doing this
    until the gunner dies, when another one takes his place. Do the same again
    and the boss is done for. I find that sometimes waiting in first person for
    a gunner to appear doesn't work (he just stays in the tank), so flick between
    first and third person views if this happens.
    
    You can attack using other methods, such as grenades (stand in front of the
    tank and produce a decent throw and it should land next to the gunner) but they
    are somewhat awkward to use (however I found them useful on the harder modes
    where the SOCOM method is hard to survive with). However I would just stick to
    the SOCOM method, it's the easiest way to go. There are also ammunition at the
    North of the area and to the North East - collect these only when the Tank is
    close by otherwise Raven will get the opportunity to attack you with the main
    gun.
    ===============
    
    
    
    
    
    BOSS: Ninja
    ================
    First point I wish to make is that you cannot use firearms in this battle,
    simply because they are ineffective. The only way to deal damage to the Ninja
    is by means of punching (the B button). Attack the Ninja using the punch punch
    kick combo here until he teleports to the North East corner and talks about
    'hand-to-hand combat'. Attack him again using the B button. However when you
    attack, move away afterward as most of the time he will attack you (as you
    are open). So do what he does; attack when he has finished his move as he
    is wide open for attack. His attacks come quick and fast; when he starts to
    move toward you, move out of the way. When you see him hovering in the air he
    is about to drop down below, causing a mini shockwave around him, so if you
    see him doing this steer clear then move in quickly and give him a punch combo.
    
    After getting his health down to about half way, he decides that he wants to
    play hide and seek by going into stealth mode and hiding around the room.
    Equip your Thermal Goggles and run around the room to find him. When you find
    him, attack him with a punch combo. If you cannot find him then wait in one
    place and he will approach you. You can attack him then no problem (as he
    thinks you cannot see him). After a while he will be injured, and he will
    fight you again. Unequip the Thermal Goggles. As you attack him he will
    teleport to the side or behind you, then attack (he may even teleport twice).
    To counter this, only throw one punch when you see him (so you aren't open to
    attack) then move out of the way when he attacks from his teleported position.
    After he has finished his attack, get him with a combo. Continue this method
    until he is done for.
    ================
    
    
    
    
    
    BOSS: Psycho Mantis
    ========================
    The first _major_ thing you should do is change your controller to Port 4.
    This way he cannot read your mind (clever, eh?), and you will not be hampered
    again for the rest of the battle so feel free to shoot at him. This is
    essential for this boss fight.
    
    You start with a Hideo Blackout (don't worry, it's meant to happen). There are
    other things to make note of; if you stay in first person mode for a while then
    you will look through the eye's of Psycho Mantis (annoying, but it proves
    useful if you cannot find him). He will also slant the camera view at some
    stage - this is just another trick of his (or shall I say one of Silicon
    Knight's tricks... Eternal Darkness fans will know what I am on about ;]).
    
    To damage him, use one of your weapons (I recommend the SOCOM) and shoot him
    in the head whilst in the first person view. He will attack him a variety of
    ways; one of them is he will go into invisible and appear, then throw a red
    energy ball your way. When he does this, you can see him using the Thermal
    Goggles, otherwise wait until he throws the red energy ball and dodge it, then
    look at the direction the ball came from and quickly shoot Mantis before he
    disappears again.
    
    His other methods of attack inside throwing items around, vases chasing you
    around and spinning chairs / suits of armour. You can shoot and destroy most
    of these, however I would just ignore them and attack Mantis. About halfway
    through the battle Meryl will be possessed again and will start attacking you.
    Knock her out, and she will she will arise once again, only this time she
    plans to blow her brains out. Quickly use the M9 Tranquiliser before she
    manages to do so. You will continue the battle again afterward, with the same
    attacks. Carry on until all of Mantis's life is depleted.
    ========================
    
    
    
    
    
    BOSS: Sniper Wolf
    ======================
    As soon as you enter the Underground Passage area, head to one of the sides to
    avoid fire (the mines are gone now so need not worry about them). Crawl out
    from this corner and into the middle, equip the PSG1 / PSG1-T and take some
    Pentazemin. The crawling position and the Pentazemin will help you stop shaking
    when using the weapon. If you haven't got any Pentazemin then there is some at
    the bottom, to the left of the door. To use the PSG1, press A to fire, B is to
    zoom in and X is to zoom out. The first and hardest part about this battle is
    finding her initial location and gaining the advantage. Stay zoomed out on the
    balcony section ahead and when you see her, zoom in and shoot her (preferably
    in the head for more damage). Once you have found her and kept her in your
    sights, then the battle is a breeze.
    
    Just then keep following her as she moves around and as soon as she is about to
    fire, take her down. If she manages to shoot you while you do this, your
    aim will become well off, so unequip then reequip the PGS1 and try again.
    Also note that you can see if she is hiding behind a pillar or corner by
    looking for her breath. The Thermal Goggles may help too. Remember to keep
    taking the Pentazemin when your aim becomes shaky, and that there is some ammo
    in the bottom right corner if you need it.
    ======================
    
    
    
    
    
    BOSS: Hind D
    =================
    Always stay in North area here (around the two tankers) as they provide
    sufficient cover from the gunfire. The Hind is the red mass on the radar, and
    you have to use the Stinger to shoot it down. Equip the Stinger and aim at the
    Hind; there are three targets available on the Hind and it doesn't matter
    which you choose. Lock onto the target (the square will become red and you
    will hear a continuous beep) and fire with the A button. Have the stinger on
    quick equip.
    
    He will fly all around the rooftop, so keep an eye on the radar for his
    location. Watch out for his fire, so hide at the tankers until he's fairly
    close, then stinger him quickly. Sometimes he will be on the radar but out of
    view - he will most likely be underneath you, so keep looking toward his
    direction and when the Hind appears take a shot. When he says 'Eat This!' and
    fires a missile, stay away from the Southern area as that area will get blown
    to smithereens. There is also some ammo over on the East side, and a ration to
    the West.
    
    When his life gauge is all gone, he will fly off into the distance then fire a
    final missile. When he does this, head over to the Southern area to avoid the
    explosion. Nice fly swatting skills, Snake!
    =================
    
    
    
    
    
    BOSS: Sniper Wolf 2
    ======================
    This is the same kind of deal as the first battle with Wolf. She will use
    the tree's at the far side of the area as a means of cover, so to find her
    easily, equip the Stinger to find her location, then change to the PSG1 /
    PGS1-T and take some Pentazemin. Like before keep watching her and stay ahead
    of her moves by shooting first. It's much easier to shoot her when she is on
    the move as well as she goes at a much reduced pace. Again if she shoots you
    and totally swings your aim (or if you lose her) then equip the Stinger to
    find her again. Remember to keep taking the Pentazemin when your aim becomes
    shaky, and this battle is a breeze.
    ======================
    
    
    
    
    
    BOSS: Vulcan Raven
    =======================
    Always watch out for his position on the radar, and don't get too close to him
    (or in front of him) otherwise he will fire at you using his nasty minigun.
    Equip the Body Armor to reduce the damage you take here by half, but keep
    an eye on your health throughout. Attack from the sides or behind him. My
    weapon of choice here is the Stinger; get to the side of him and fire from
    where he cannot see you. Below are two examples of in what examples you can use
    the Stinger without being spotted straight away by Raven (just make sure as
    soon as you fire you run away and hide).
      __    __    __
     |  |  |  |  |  |
      ŻŻ    ŻŻ    ŻŻ     You stand next to him with a crate between you.
      __  ^ __    __
     |  | R|  | S|  |
      ŻŻ    ŻŻ    ŻŻ
    
      __    __    __
     |  | ^|  |  |  |
      ŻŻ  R ŻŻ    ŻŻ     He carries on walking, and you can see him walking onward,
      __    __    __     allowing you to fire at him with his back turned.
     |  |  |  | S|  |
      ŻŻ    ŻŻ    ŻŻ
    
    Here is another example.
    
           < R
      __    __
     |  |  |  |
      ŻŻ    ŻŻ      Raven is travelling either to the East or West, with you at the
      __  S __      turning.
     |  |  |  |
      ŻŻ    ŻŻ
    
        < R
      __    __
     |  |  |  |
      ŻŻ    ŻŻ      Just as he appears into view in front of you (regardless of him
      __  S __      turning toward you or carrying onward) fire a stinger and run
     |  |  |  |     away.
      ŻŻ    ŻŻ
    
    You could also use the Stinger at a long distance away, and fire it from there.
    Other methods of attack include using the Nikita missile; however this is risky
    as you may not know his exact location and it leaves Snake wide open to attack.
    You could also use Claymores and lay them around the Warehouse (just make sure
    you don't tread on them), Grenades and C4. Any bullet based firearms don't
    really work that well here. It gets harder later in the battle when he starts
    to jog around, but just keep on your toes and you should be fine. Don't get
    impatient either, stay hidden until you get a clear shot of him. There is a
    ration in the North East corner as well if you need it, and he will also shoot
    crates down that reveal ammunation.
    =======================
    
    
    
    
    
    BOSS: Metal Gear Rex
    =========================
    Equip the Body Armor and run South to keep away from Metal Gear. You have to
    shoot the radome on Metal Gear's left shoulder, which is to your right (it's
    the circle) with the Stinger. So lock onto it and shoot away - it sometimes
    doesn't lock on, and if that's the case then move to a different position and
    try again. The other targets on Rex can be destroyed, but there's no point.
    Rex will shoot missiles at you (you can hear them being fired, and
    you can tell if Metal Gear is about to do it as it goes into a squatting
    formation). When it does so, run from your position and keep running until
    all three missiles have hit the ground, then continue shooting the radome.
    
    If you get close enough, then Metal Gear will use a powerful laser attack,
    and also a stomp move - the camera will change before the stomp, so RUN and
    roll out of the way of the leg, which also creates a shockwave. There is also
    a gun fire attack too. The bottom line is not to get too close to Metal Gear -
    Stinger missiles will reach from a good distance.
    
    Once you have got it's health down to nothing, watch the cutscenes
    afterward and the next part of the battle will begin. The cockpit is opened
    up, and that is your new target (the central target on Metal Gear). When it
    starts, head South again and keep your distance. Same sort of attacks again.
    There is ammo around the edges if you need it, but this boss shouldn't be to
    much of a hassle.
    =========================
    
    
    
    
    
    BOSS: Liquid Snake
    =======================
    You will have three minutes to complete this battle. You have no weaponry,
    so hand to hand combat is how you play it. He will dodge your attacks, so to
    counter this, only punch once and if he shifts out of the way, adjust quickly
    and let rip with a combo. If you go straight in with a combo and he moves,
    then you are wide open for attack. Later in the battle he will try and ram
    you with his head; this is easy to spot, so either attack him before he can
    do this or move out of the way. It is quite damaging, so try not to get hit
    by too many of these rams. Another attack is when he gets up off the ground,
    he will kick as he gets up. Stay out of his way when he gets up, then attack
    him shortly afterward.
    
    It's a fairly easy battle once you get used to his attacks. If you get knocked
    off the edge, then simply get back up and keep going. Also to get his dog tag
    in this battle, knock him off the edge and he will drop them onto the arena.
    =======================
    
    
    
    
    ===============================================================================
                                    ---------------
                                      6. DOG TAGS
                                    ---------------
    ===============================================================================
    
    Dog Tags are extra items that you can get from enemy soldiers and some of the
    bosses. When you have one or more dog tags on you, then an icon will appear in
    your items list. The dog tags that you have collected can be then viewed in the
    Dog Tag Viewer within the SPECIAL menu (found on the main menu). There are
    dog tags for every difficulty, so to get them all, you have to go through from
    Very Easy to Extreme.
    
    To get a dog tag from an enemy, you must hold them up. To do this, approach
    an enemy from behind and point a gun at them. Snake will say 'Freeze!' and the
    enemy will raise his arms. Now lower your weapon by pressing the Y button while
    you are holding the A button . A good idea when doing this is to hold A with
    the ball of your thumb, then hold Y with your tip then release A so that you
    don't fire. This is very useful if you have a noisy weapon or you want to
    conserve ammunition.
    
    Now head round to the front of the enemy and point your gun either at his head
    or his crouch. He will then give a dog tag over if he has one. You can tell if
    he has a dog tag as he will have a telltale flash of light around their necks
    (or you can see them through the thermal goggles). Once you have the dog tag,
    either kill them, knock them out or simply walk away (the guard will just lower
    his arms and then call his buddies using his radio if you leave him for a short
    while).
    
    If you have Stealth, then getting dog tags is a lot easier. Hold them up like
    usual (either from front or behind as they cannot see you) and then unequip
    your stealth (and possibly change to the Bandanna if you have it to conserve
    ammo if you choose to fire it at the guard). It's easier as you don't have to
    worry about getting to the side or behind of the guard before holding him up.
    
    Some areas have about four guards in (Armory and the Warehouse are prime
    examples) and so it's sometimes hard to hold guards up without others noticing.
    Try and lore single guards away to more secluded areas (watch where the guards
    hang around before doing this to get a good idea of where a secluded area is)
    by walking on noisy flooring, throwing a magazine or knocking on a wall.
    
    Remember that not EVERY guard in the game has a set of dog tags, and that each
    enemy will only give you one set of dog tags each. Check the lists throughout
    this section for the locations of all the guards that have them, and read
    through the notes section that is below the table as some have special
    conditions for appearing.
    
    For bosses, once you have defeated a boss shake their corpse to receive it.
    Otherwise they will leave it behind, or there are other special causes to get
    their dog tag. Check the notes section along with the lists below so you know
    how to get them all. The names on the dog tags are those of both the
    development team (not satisfied enough with just their name in the credits ;])
    and from a competition that was held on the Konami website (which I entered,
    and didn't win).
    
    And what do you get for getting dog tags? Nothing! It's just an interesting
    extra that you can participate in to add some replay value to the game.
    Anyway, good luck and have fun collecting!
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     6.01. Very Easy
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Check the Notes below the table before going after the Dog Tags!
    
       +-----+--------------------------------+------+-----+------------------+
       | ID  | Name                           | DOB  | BLD | Location         |
       +-----+--------------------------------+------+-----+------------------+
       | 000 | Ryan M Mccarthy                | 0206 | O   | Helipad          |
       | 001 | Alexandre Ignatoff             | 0326 | A   | Helipad          |
       | 002 | Hyan Sup Kim                   | 0205 | O   | Helipad          |
       | 003 | Bruno Petit                    | 0709 | O   | Tank Hangar      |
       | 004 | Yuu Shinohara                  | 0426 | O   | Tank Hangar      |
       | 005 | Hector S Garcia                | 1208 | --  | Tank Hangar      |
       | 006 | Young Chan Park                | 1122 | B   | Armory           |
       | 007 | Rathana Darrh Sang             | 0827 | --  | Armory           |
       | 008 | Scott Derby                    | 0522 | B   | Canyon           |
       | 009 | Johnny Kichmaier               | 1004 | --  | Canyon           |
       | 010 | Jerimiah W Harte               | 0804 | A   | Canyon           |
       | 011 | Alejandro Garcia               | 1007 | AB  | Nuke Building B1 |
       | 012 | Menelaeos Papadiminitriou      | 0527 | --  | Nuke Building B1 |
       | 013 | Zaheer Omar                    | 0728 | A   | Blast Furnace    |
       | 014 | Ryan Callender                 | 1106 | --  | Blast Furnace    |
       | 015 | Mamoru Mizuno                  | 1015 | B   | Warehouse        |
       | 016 | Jin Zhao                       | 1216 | O   | Warehouse        |
       | 017 | Tomoyuki Marumo                | 0313 | B   | Warehouse North  |
       | 018 | Jason Clarke                   | 0622 | --  | Warehouse North  |
       | 019 | Mikiyasu Kambasyashi           | 0929 | A   | Underground Base |
       | 020 | Gary Goemans                   | 0629 | O   | Underground Base |
       | 021 | Johnny Sasaki                  | --   | --  | Nuke Building B1 |
       | 022 | Meryl SilverBurgh              | --   | --  | Nuke Building B1 |
       | 023 | Psycho Mantis                  | --   | --  | Commander Room   |
       | 024 | Sniper Wolf                    | --   | --  | Snowfield        |
       | 025 | Vulcan Raven                   | --   | --  | Warehouse        |
       | 026 | Liquid Snake                   | --   | --  | Supply Route     |
       +-----+--------------------------------+------+-----+------------------+
    
     Notes
     -----
     005 - This guard is in the room to the North East on the ground floor of the
           Tank Hangar, which you can enter from the Ocelot boss fight onward.
           Make sure that the guard isn't looking at the door before entering, then
           using the crates sneak round and hold him up.
     008 to 010 - These appear once you have done the Tank battle and have returned
                  after. Take out the cameras in the Canyon as well (two near the
                  Northern door, and two in the middle at either side, on the
                  pillars.
     015 to 016 - These only appear in the Warehouse once you are doing the PAL
                  Key part of the story.
     021 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to
           Nuke Building B1 and go into the Southern area; she is in the South
           West corner. Tranquiliser her then shake her before she wakes up to get
           this dog tag.
     022 - When with Meryl (either in Nuke Building B1, the Commander Room or the
           Caves) tranquilise her and shake her before she wakes up to get the dog
           tag.
     023 - Once you defeat him, shake his body to get the dog tag.
     024 - Once you defeat her, shake her body to get the dog tag.
     025 - Once you defeat him, he leaves his dog tag behind. Go South and collect
           it (by his minigun)
     026 - Knock him off the edge during the final battle and the dog tag will
           appear for the taking.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     6.02. Easy
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Check the Notes below the table before going after the Dog Tags!
    
       +-----+--------------------------------+------+-----+------------------+
       | ID  | Name                           | DOB  | BLD | Location         |
       +-----+--------------------------------+------+-----+------------------+
       | 000 | Sasa Radosevic                 | 0709 | A   | Helipad          |
       | 001 | Huang Rongsheng                | 0301 | O   | Helipad          |
       | 002 | Damian Di Carlo                | 0319 | A   | Helipad          |
       | 003 | Randy W. McAllister            | 0505 | --  | Tank Hangar      |
       | 004 | Carlos Costa                   | 1026 | O   | Tank Hangar      |
       | 005 | Federico A Elli                | 0827 | --  | Tank Hangar      |
       | 006 | Kevin Leung                    | 0517 | --  | Armory           |
       | 007 | David Falcon Marrero           | 0511 | AB  | Armory           |
       | 008 | Elran Joseph Ettinger          | 0822 | O   | Armory           |
       | 009 | Miguel Barrieiro               | 0623 | A   | Canyon           |
       | 010 | Jan Olbrich                    | 0811 | --  | Canyon           |
       | 011 | Alistair Kan                   | 0524 | B   | Canyon           |
       | 012 | Benjamin T Turner              | 0520 | O   | Nuke Building B1 |
       | 013 | Hank Van Den Brink             | 0913 | --  | Nuke Building B1 |
       | 014 | Daijyu Satu                    | 0821 | B   | Blast Furnace    |
       | 015 | Ryan G Vicera                  | 0304 | O   | Blast Furnace    |
       | 016 | Diogo M Fernandes              | 1010 | O   | Warehouse        |
       | 017 | John D Eriai                   | 1107 | --  | Warehouse        |
       | 018 | Chris Kohler                   | 0418 | O   | Warehouse North  |
       | 019 | Pat RW Hart                    | 0806 | O   | Warehouse North  |
       | 020 | Matt Davies                    | 0422 | --  | Underground Base |
       | 021 | Aurore Portet                  | 0909 | --  | Underground Base |
       | 022 | Johnny Sasaki                  | --   | --  | Nuke Building B1 |
       | 023 | Meryl SilverBurgh              | --   | --  | Nuke Building B1 |
       | 024 | Psycho Mantis                  | --   | --  | Commander Room   |
       | 025 | Sniper Wolf                    | --   | --  | Snowfield        |
       | 026 | Vulcan Raven                   | --   | --  | Warehouse        |
       | 027 | Liquid Snake                   | --   | --  | Supply Route     |
       +-----+--------------------------------+------+-----+------------------+
    
     Notes
     -----
     005 - This guard is in the room to the North East on the ground floor of the
           Tank Hangar, which you can enter from the Ocelot boss fight onward.
           Make sure that the guard isn't looking at the door before entering, then
           using the crates sneak round and hold him up.
     008 - This guard only appears when you come back to the Armory to get the
           PSG1. Get the Dog Tag from him now, as you cannot again!
     009 to 011 - These appear once you have done the Tank battle and have returned
                  after. Take out the cameras in the Canyon as well (two near the
                  Northern door, and two in the middle at either side, on the
                  pillars.
     016 to 017 - These only appear in the Warehouse once you are doing the PAL
                  Key part of the story.
     022 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to
           Nuke Building B1 and go into the Southern area; she is in the South
           West corner. Tranquiliser her then shake her before she wakes up to get
           this dog tag.
     023 - When with Meryl (either in Nuke Building B1, the Commander Room or the
           Caves) tranquilise her and shake her before she wakes up to get the dog
           tag.
     024 - Once you defeat him, shake his body to get the dog tag.
     025 - Once you defeat her, shake her body to get the dog tag.
     026 - Once you defeat him, he leaves his dog tag behind. Go South and collect
           it (by his minigun)
     027 - Knock him off the edge during the final battle and the dog tag will
           appear for the taking.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     6.03. Normal
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Check the Notes below the table before going after the Dog Tags!
    
       +-----+--------------------------------+------+-----+------------------+
       | ID  | Name                           | DOB  | BLD | Location         |
       +-----+--------------------------------+------+-----+------------------+
       | 000 | Michael L P Janes              | 0317 | O   | Heliport         |
       | 001 | Paul Rogozinski                | 1001 | B   | Heliport         |
       | 002 | Rich Barnes                    | 0920 | A   | Heliport         |
       | 003 | Kalle Seponpoika Viitanen      | 0627 | A   | Tank Hangar      |
       | 004 | Dan Amadio                     | 0714 | A   | Tank Hangar      |
       | 005 | Kate Dyson                     | 0221 | AB  | Tank Hangar      |
       | 006 | Kaleb T Heil                   | 0714 | AB  | Armory           |
       | 007 | Kevin Gordon                   | 0320 | A   | Armory           |
       | 008 | Carlos A Ortega                | 1004 | O   | Armory           |
       | 009 | Edward A Holmberg              | 0705 | A   | Canyon           |
       | 010 | Suneel C Buggal                | 1229 | --  | Canyon           |
       | 011 | Ken Alguire                    | 1014 | O   | Canyon           |
       | 012 | David Miner                    | 1206 | --  | Nuke Building B1 |
       | 013 | Steven Tieu                    | 0130 | --  | Nuke Building B1 |
       | 014 | Souta Asaka                    | 0803 | O   | Blast Furnace    |
       | 015 | Paul Caporicci                 | 0113 | O   | Blast Furnace    |
       | 016 | Akitaka Tosaka                 | 1118 | O   | Warehouse        |
       | 017 | Carey Murray                   | 0731 | O   | Warehouse        |
       | 018 | Brian L Hanson                 | 1129 | A   | Warehouse        |
       | 019 | Eric Dechaux                   | 0312 | AB  | Warehouse North  |
       | 020 | Essam Khilil L Obaidi          | 0722 | AB  | Warehouse North  |
       | 021 | Vong Chan Phuc                 | 0603 | --  | Underground Base |
       | 022 | Patrick Ingoldsby              | 0506 | A   | Underground Base |
       | 023 | Johnny Sasaki                  | --   | --  | Nuke Building B1 |
       | 024 | Meryl SilverBurgh              | --   | --  | Nuke Building B1 |
       | 025 | Psycho Mantis                  | --   | --  | Commander Room   |
       | 026 | Sniper Wolf                    | --   | --  | Snowfield        |
       | 027 | Vulcan Raven                   | --   | --  | Warehouse        |
       | 028 | Liquid Snake                   | --   | --  | Supply Route     |
       +-----+--------------------------------+------+-----+------------------+
    
     Notes
     -----
     005 - This guard is in the room to the North East on the ground floor of the
           Tank Hangar, which you can enter from the Ocelot boss fight onward.
           Make sure that the guard isn't looking at the door before entering, then
           using the crates sneak round and hold him up.
     008 - This guard only appears when you come back to the Armory to get the
           PSG1. Get the Dog Tag from him now, as you cannot again!
     009 to 011 - These appear once you have done the Tank battle and have returned
                  after. Take out the cameras in the Canyon as well (two near the
                  Northern door, and two in the middle at either side, on the
                  pillars.
     016 to 018 - These only appear in the Warehouse once you are doing the PAL
                  Key part of the story.
     023 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to
           Nuke Building B1 and go into the Southern area; she is in the South
           West corner. Tranquiliser her then shake her before she wakes up to get
           this dog tag.
     024 - When with Meryl (either in Nuke Building B1, the Commander Room or the
           Caves) tranquilise her and shake her before she wakes up to get the dog
           tag.
     025 - Once you defeat him, shake his body to get the dog tag.
     026 - Once you defeat her, shake her body to get the dog tag.
     027 - Once you defeat him, he leaves his dog tag behind. Go South and collect
           it (by his minigun)
     028 - Knock him off the edge during the final battle and the dog tag will
           appear for the taking.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     6.04. Hard
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Check the Notes below the table before going after the Dog Tags!
    
       +-----+--------------------------------+------+-----+------------------+
       | ID  | Name                           | DOB  | BLD | Location         |
       +-----+--------------------------------+------+-----+------------------+
       | 000 | Mark Ernest Torio              | 1014 | B   | Heliport         |
       | 001 | Alex H Higgins                 | 1266 | O   | Heliport         |
       | 002 | Li Shi Dan                     | 0814 | A   | Heliport         |
       | 003 | Kristopher Schmitt             | 1224 | O   | Tank Hangar      |
       | 004 | Arthur Manuel Szpinski         | 0409 | A   | Tank Hangar      |
       | 005 | Kevin S Weng                   | 0316 | O   | Tank Hangar      |
       | 006 | Michael A Williams             | 1229 | O   | Armory           |
       | 007 | Patrick M Michalishyn          | 0917 | O   | Armory           |
       | 008 | Julliard Ej Emilien            | 1019 | --  | Armory           |
       | 009 | Ross Lillo                     | 0529 | O   | Armory           |
       | 010 | Andy E Turner                  | 1022 | --  | Canyon           |
       | 011 | Nouri Frederic                 | 0309 | A   | Canyon           |
       | 012 | Eric J Holmes                  | 0605 | --  | Canyon           |
       | 013 | Alex G Fisico                  | 1121 | O   | Canyon           |
       | 014 | Jong Dong Kim                  | 1208 | A   | Nuke Building B1 |
       | 015 | Navid Masserrat                | 1210 | AB  | Nuke Building B1 |
       | 016 | Jad V Jureidini                | 0824 | O   | Blast Furnace    |
       | 017 | John Michciel V Lim            | 0217 | O   | Blast Furnace    |
       | 018 | Andrew M Long                  | 0727 | O   | Blast Furnace    |
       | 019 | Bruno Aimedia                  | 0324 | O   | Warehouse        |
       | 020 | Dmitriy Sergeeritch Kovalev    | 0121 | AB  | Warehouse        |
       | 021 | Oscar M Grandell               | 0303 | --  | Warehouse        |
       | 022 | Fernando Makio Toshimoto       | 0131 | O   | Warehouse North  |
       | 023 | Christopher J Barbour          | 0924 | A   | Warehouse North  |
       | 024 | Jose Maria Castillo Sealla     | 0905 | A   | Underground Base |
       | 025 | Michael R Klingensmith         | 0726 | O   | Underground Base |
       | 026 | Doug Tooley                    | 0910 | O   | Underground Base |
       | 027 | Johnny Sasaki                  | --   | --  | Nuke Building B1 |
       | 028 | Meryl SilverBurgh              | --   | --  | Nuke Building B1 |
       | 029 | Psycho Mantis                  | --   | --  | Commander Room   |
       | 030 | Sniper Wolf                    | --   | --  | Snowfield        |
       | 031 | Vulcan Raven                   | --   | --  | Warehouse        |
       | 032 | Liquid Snake                   | --   | --  | Supply Route     |
       +-----+--------------------------------+------+-----+------------------+
    
     Notes
     -----
     005 - This guard is in the room to the North East on the ground floor of the
           Tank Hangar, which you can enter from the Ocelot boss fight onward.
           Make sure that the guard isn't looking at the door before entering, then
           using the crates sneak round and hold him up.
     009 - This guard only appears when you come back to the Armory to get the
           PSG1. Get the Dog Tag from him now, as you cannot again!
     010 to 013 - These appear once you have done the Tank battle and have returned
                  after. Take out the cameras in the Canyon as well (two near the
                  Northern door, and two in the middle at either side, on the
                  pillars.
     019 to 021 - These only appear in the Warehouse once you are doing the PAL
                  Key part of the story.
     027 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to
           Nuke Building B1 and go into the Southern area; she is in the South
           West corner. Tranquiliser her then shake her before she wakes up to get
           this dog tag.
     028 - When with Meryl (either in Nuke Building B1, the Commander Room or the
           Caves) tranquilise her and shake her before she wakes up to get the dog
           tag.
     029 - Once you defeat him, shake his body to get the dog tag.
     030 - Once you defeat her, shake her body to get the dog tag.
     031 - Once you defeat him, he leaves his dog tag behind. Go South and collect
           it (by his minigun)
     032 - Knock him off the edge during the final battle and the dog tag will
           appear for the taking.
    
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
     6.05. Extreme
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    * Check the Notes below the table before going after the Dog Tags!
    
       +-----+--------------------------------+------+-----+------------------+
       | ID  | Name                           | DOB  | BLD | Location         |
       +-----+--------------------------------+------+-----+------------------+
       | 000 | Leon Shi                       | 0314 | O   | Heliport         |
       | 001 | Itoh Yuuichi                   | 0503 | O   | Heliport         |
       | 002 | Justin C Weber                 | 0430 | B   | Heliport         |
       | 003 | Augusto M Piccio               | 0912 | O   | Heliport         |
       | 004 | Nam Huan Ho                    | 0320 | O   | Tank Hangar      |
       | 005 | Vlad A Parfyonor               | 0119 | A   | Tank Hangar      |
       | 006 | Kris O R Sutton                | 1215 | O   | Tank Hangar      |
       | 007 | David P Newman                 | 0419 | --  | Armory           |
       | 008 | Tres Feia                      | 0406 | AB  | Armory           |
       | 009 | Kyle P Wright                  | 1103 | A   | Armory           |
       | 010 | Markus A Lindgrist             | 0209 | --  | Armory           |
       | 011 | Ted Traver                     | 1106 | --  | Canyon           |
       | 012 | Solid Emad Vlaaj               | 1104 | AB  | Canyon           |
       | 013 | Seosamh Gowran                 | 0808 | O   | Canyon           |
       | 014 | Kiba Wang Amada                | 1031 | A   | Canyon           |
       | 015 | Iori Oda                       | 0426 | B   | Nuke Building B1 |
       | 016 | James O' Reilly                | 1017 | --  | Nuke Building B1 |
       | 017 | Tomotaka Morita                | 0903 | B   | Blast Furnace    |
       | 018 | John H Weaver                  | 0607 | A   | Blast Furnace    |
       | 019 | Jaeho Song                     | 1129 | O   | Blast Furnace    |
       | 020 | Todd Maclntyre                 | 1020 | --  | Blast Furnace    |
       | 021 | Mike Lisman                    | 0905 | O   | Warehouse        |
       | 022 | Wai K Lan                      | 0826 | B   | Warehouse        |
       | 023 | Kenichi Rou Kudo               | 0604 | B   | Warehouse        |
       | 024 | Inhyuk Lim                     | 0116 | B   | Warehouse        |
       | 025 | Eric Gatrieau                  | 0619 | A   | Warehouse North  |
       | 026 | Brad Furminger                 | 1123 | AB  | Warehouse North  |
       | 027 | Theo Colin Tyler King          | 1115 | A   | Underground Base |
       | 028 | Robert G Pring                 | 0630 | O   | Underground Base |
       | 029 | Jun Yo Kim                     | 0514 | B   | Underground Base |
       | 030 | Paris Alexandre                | 0828 | A   | Underground Base |
       | 031 | Johnny Sasaki                  | --   | --  | Nuke Building B1 |
       | 032 | Meryl SilverBurgh              | --   | --  | Nuke Building B1 |
       | 033 | Psycho Mantis                  | --   | --  | Commander Room   |
       | 034 | Sniper Wolf                    | --   | --  | Snowfield        |
       | 035 | Vulcan Raven                   | --   | --  | Warehouse        |
       | 036 | Liquid Snake                   | --   | --  | Supply Route     |
       +-----+--------------------------------+------+-----+------------------+
    
     Notes
     -----
     006 - This guard is in the room to the North East on the ground floor of the
           Tank Hangar, which you can enter from the Ocelot boss fight onward.
           Make sure that the guard isn't looking at the door before entering, then
           using the crates sneak round and hold him up.
     009 - This guard only appears when you come back to the Armory to get the
           PSG1. Get the Dog Tag from him now, as you cannot again!
     011 to 014 - These appear once you have done the Tank battle and have returned
                  after. Take out the cameras in the Canyon as well (two near the
                  Northern door, and two in the middle at either side, on the
                  pillars.
     021 to 024 - These only appear in the Warehouse once you are doing the PAL
                  Key part of the story.
     031 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to
           Nuke Building B1 and go into the Southern area; she is in the South
           West corner. Tranquiliser her then shake her before she wakes up to get
           this dog tag.
     032 - When with Meryl (either in Nuke Building B1, the Commander Room or the
           Caves) tranquilise her and shake her before she wakes up to get the dog
           tag.
     033 - Once you defeat him, shake his body to get the dog tag.
     034 - Once you defeat her, shake her body to get the dog tag.
     035 - Once you defeat him, he leaves his dog tag behind. Go South and collect
           it (by his minigun)
     036 - Knock him off the edge during the final battle and the dog tag will
           appear for the taking.
    
    
    ===============================================================================
                                 ---------------------
                                   7. GHOST PICTURES
                                 ---------------------
    ===============================================================================
    
    Once you have unlocked the Digital Camera (see the section below for more
    details) you can take pictures and save them to the memory card. However this
    camera has some special properties that allows you to see ghosts! In certain
    places in the game you can take an image and a ghost will appear on it. It
    will not show up straight away however by going into the Images section of
    the Special area from the Main Menu, the ghosts will appear on your picture.
    The ghosts are mostly of staff from the game, usually in strange poses and
    guises. Some are funny, others are just a little strange. You can also
    exercise the ghost from your picture if you decide that you don't want it on
    there after all.
    
    To take a picture with the digital camera, equip it, aim and press the A
    button. You will then have to save it to a memory card (taking up 3 blocks of
    space per image). As some ghosts are quite tough to get (hard to get angles
    and so on) I would do about 5 tries of the same ghost, save your game, exit
    and check to see if it has appeared. If it has, then rename it to something
    (I named them GHOST 01, GHOST 02 etc) and then delete the other images later.
    Although this is a pain, there is nothing worse than realising you have
    missed out on a once only ghost. I would also advise that you get all the
    ghosts in one sitting (after you have completed the game a few times so you
    have the special items to help you through).
    
    Note that the ghost pictures don't unlock anything. Not a sausage. They are
    just an extra side quest that you can participate in so you can feel that you
    have fully done everything in the game. Anyway, here is the list of all 40
    ghost pictures in the game!
    
    Thanks goes out to Mike Nelson (mnftg64) for allowing me to use his Ghost
    Pictures FAQ as a source for this list. It's much appreciated! I can verify
    that these all work as I've gone and snapped them myself as well.
    
    Note the following will contain some spoilers.
    
    
    01. Cargo Dock
        ----------
        Location -    Side of forklift.
        How to get -  Take a picture of just the whole left side of the forklift
                      that is in the North East corner of the area.
        Description - Kevin Leung.
    
    
    02. Heliport
        --------
        Location -    Main Door to Tank Hangar.
        How to get -  Take out all the guards in the area, then head to the main
                      door to the North (by the truck) and take a picture of the
                      entire door.
        Description - Doug Tooley.
    
    
    03. Heliport
        --------
        Location -    Western side room.
        How to get -  Simply go to the side room on the West of the area, stand
                      outside and snap the inside of the room with nothing at the
                      sides. And I mean NO SIDES.
        Description - Mike Janes + Paul Rogozinski.
    
    
    04. Heliport
        --------
        Location -    Heliport.
        How to get -  Go south of the heliport and take out the lights with the
                      SOCOM (because of this it may be easier to clear the area of
                      guards before hand). Stand south of the H, and take a picture
                      that is straight on (no looking up or down at all), not
                      zoomed much (if at all) and has the entire H in view. Quite a
                      tricky ghost to get.
        Description - Rich Barnes.
    
    
    05. Holding Cells
        -------------
        Location -    In the DARPA's chief's cell; snap his corpse.
        How to get -  Stand at the door of his cell and snap the corpse, ensuring
                      that it is from head to toe. You need to do this before
                      heading down to B2.
        Description - Pam Pagayonan.
    
    
    06. Holding Cells
        -------------
        Location -    Looking out of Meryl's cell.
        How to get -  Go to Meryl's cell, place you self just outside and face the
                      wall opposite (outside the cell) and take a picture, with
                      no zoom and no sides of the door.
        Description - Peter Handrinos.
    
    
    07. Armory North
        ------------
        Location -    Hidden room behind the North East blast wall.
        How to get -  Use C4 to blast the wall away in the North East, then stand
                      looking in and take a shot - make sure you have just the room
                      and none of the cracked wall.
        Description - Bryan Abad.
    
    
    08. Tank Hangar
        -----------
        Location -    Room with the lasers, just before the Canyon.
        How to get -  Stand in the doorway to the south of the lasers and take a
                      picture of the room, with the sides to the room present
                      and the Canyon door.
        Description - Kevin Gordon.
    
    
    09. Canyon
        ------
        Location -    The large rock at the bottom, on the right (next to the
                      mines).
        How to get -  Clear the minefield (if you are getting this when you first
                      come to the Canyon) and go the rock. The ghost is on the
                      rock, and you must go really close so that you don't see
                      none of the above or around the rock in any way.
        Description - James O'Reilly.
    
    
    10. Nuke Building 1F
        ----------------
        Location -    From the window in the very first area (up the left path).
        How to get -  After coming from the Canyon, you have a ramp going down
                      into the main area, and also a path on the left that leads to
                      a window at the end. Go down this path to the window, and
                      take a picture of the window.
        Description - Andrew Paton.
    
    
    11. Nuke Building 1F
        ----------------
        Location -    In front of the lockers in the SW corner.
        How to get -  Get a picture of the two lockers and a little of the wall
                      above.
        Description - Don Toledo.
    
    
    12. Nuke Building B1
        ----------------
        Location -    Men's toilets.
        How to get -  Take a picture of the entire of the middle mirror.
        Description - Dave Miner.
    
    
    13. Nuke Building B1
        ----------------
        Location -    Commander's Room Door
        How to get -  Take a picture of the Commander Room door (the door in the
                      North). Get all of the door and a little of the ceiling
                      above it.
        Description - Scott Williamson.
    
    
    14. Nuke Building B2
        ----------------
        Location -    Electric Flooring.
        How to get -  The picture is of the wall at the far end, standing at the
                      start of the electric flooring. When you first come here in
                      the game, after the cutscene take a picture straight
                      ahead with no zoom.
        Description - Gerry Eng.
    
    
    15. Laboratory Hallway
        ------------------
        Location -    The corner of the hallway full of corpses.
        How to get -  It's the NE outside corner of the corridor - take a picture
                      of it, with no floor or ceiling present.
        Description - Ted Traver.
    
    
    16. Laboratory
        ----------
        Location -    The ZOE 2 poster on the wall.
        How to get -  There is a ZOE 2 poster of the North wall. Get all of it
                      in a shot.
        Description - Brad Furminger.
    
    
    17. Laboratory
        ----------
        Location -    Glass wall the Ninja was thrown into.
        How to get -  In the West in front of the super computers are some glass
                      panes. Stand to the East and look at them, and get all three
                      panels in, as well as the small top ones.
        Description - Will Barry.
    
    
    18. Commander's Room
        ----------------
        Location -    Holographic Model of the Towers.
        How to get -  Take a picture of the whole holographic model of the towers
                      that is in the West part of the room.
        Description - Denis Dyack.
    
    
    19. Commander's Room
        ----------------
        Location -    The mirror in the NE corner.
        How to get -  Snap the entire of the mirror in the NE corner.
        Description - Frank Chen.
    
    
    20. Caves
        -----
        Location -    The area at the end of the cave where Meryl waits for you.
        How to get -  Go to this end area and stand as far south as possible, then
                      look north toward the door. Take a picture using no zoom.
        Description - Jeff Feth.
    
    
    21. Caves
        -----
        Location -    Looking out of the first crawl space.
        How to get -  From the start of the area, crawl underneath the first
                      section (to the large area) and look slightly left and take a
                      picture. You will get some snow and rock at the far wall.
        Description - Randy McAllister.
    
    
    22. Caves
        -----
        Location -    The large puddle of water in the North.
        How to get -  In the large area go to the puddle just above the snow.
                      Look down at the puddle, zoom slightly and snap. It's
                      basically all water and rock. To be honest, I haven't done
                      this one. I've followed my source guide and I just can't get
                      it! If you can help me out further here, then give me an
                      email please. =)
        Description - Rob Elsworthy.
    
    
    23. Underground Passage
        -------------------
        Location -    Meryl's blood.
        How to get -  After the Sniper Wolf battle, stand north of the blood stain
                      on the ground and take the picture so that you have the blood
                      visible on the floor with the door behind it.
        Description - Karyn Derby.
    
    
    24. Underground Passage
        -------------------
        Location -    The platform at the end of the area, where Sniper Wolf was.
        How to get -  Head all the way up and stand so that the walls end on your
                      left and right. Take out the camera and aim it at the
                      platform, and nothing but that.
        Description - Scott Derby.
    
    
    25. Medical Room
        ------------
        Location -    Cell, DARFA chief corpse.
        How to get -  Crouch in front of the corpse and make sure you get all of
                      it in the picture.
        Description - Dan Amadio.
    
    
    26. Medical Room
        ------------
        Location -    Torture Machine.
        How to get -  Stand a little back from the machine so that in the
                      viewfinder you will have a little background, with no zoom
                      used.
        Description - Sean Dwyer.
    
    
    27. Communication Tower A
        ---------------------
        Location -    Roof; looking at Tower B.
        How to get -  Before you use the rope to abseil away from the Hind D, go
                      onto the platform where the bridge was and aim at the other
                      tower. The picture should have air and Tower B in the back
                      ground.
        Description - Jung Yoon.
    
    
    28. Connecting Walkway
        ------------------
        Location -    On the walkway, next to Tower B.
        How to get -  After you have killed the three guards at the corner, walk
                      down and line up with the corner of Tower B on the left, and
                      take a picture of the corner where the guards were standing. 
        Description - Daniel Ebanks + Carmen Dix.
    
    
    29. Communication Tower B
        ---------------------
        Location -    Top of the Broken Stairs
        How to get -  From the lift that isn't operating, go down the stairs to
                      where it ends. Whip out your camera and take a picture of
                      the wall ahead of you, no zoom needed.
        Description - Clove Roy.
    
    
    30. Communication Tower B
        ---------------------
        Location -    Roof; looking at Tower A.
        How to get -  Like Ghost 27, after the Hind D battle stand on the southern
                      platform and look to the south, where Tower A is. Take a
                      picture with air and Tower A in the background.
        Description - John Dobbie.
    
    
    31. Snowfield
        ---------
        Location -    Sniper Wolf Corpse.
        How to get -  After the second Sniper Wolf boss battle, stand South of the
                      body and lie on the ground, facing her. Get her corpse and
                      the entire door behind it in the shot.
        Description - Carey Murray.
    
    
    32. Blast Furnace
        -------------
        Location -    Top level walkway
        How to get -  Take out the guard when you arrive and go down the southern
                      most walkway to the box platform and stand in the NE square.
                      Look north and take a picture so the crane and far walkway
                      is in sight.
        Description - Paul Caporicci.
    
    
    33. Blast Furnace
        -------------
        Location -    North area, looking into Molten Metal
        How to get -  Stand to the East of the North most molten metal pit and
                      aim so that you get most of it in, and a bit of the edge at
                      the top.
        Description - Steve Henifin.
    
    
    34. Cargo Elevator
        --------------
        Location -    Top level - Elevator.
        How to get -  When you first get here, take a picture of the entire of the
                      elevator.
        Description - Mike Seto + Dawn Blair.
    
    
    35. Warehouse
        ---------
        Location -    Vulcan Raven's "stuff".
        How to get -  Stand to the North of Raven's stuff and look south. Aim at
                      the wall above it so that you get the top of the backpack
                      as well. Don't worry if you get the door in the shot.
        Description - Blair Wilson.
    
    
    36. Warehouse
        ---------
        Location -    Inbetween the middle left containers, or if the containers
                      were numbered like a phone pad they would be numbers 5 and 6.
        How to get -  Stand inbetween the two containers and look either to the
                      north or south and take a picture with no zoom and that you
                      have the sides of the two containers in view.
        Description - Pat Ingoldsby.
    
    
    37. Warehouse North
        ---------------
        Location -    Waterfall.
        How to get -  Stand on the bridge and aim at the waterfall. Get the
                      tunnel the water comes out of as well.
        Description - Sanford Kong.
    
    
    38. Underground Passage
        -------------------
        Location -    Cockpit of Metal Gear Rex.
        How to get -  Stand in front of Rex at the top of the area, and get a
                      picture of the cockpit and most of the head. No zoom.
        Description - Dan Tozer.
    
    
    39. Underground Passage (Control Room)
        ----------------------------------
        Location -    The World Map to the South.
        How to get -  Stand as far north as possible and take a picture of all of
                      the world map that's on the wall. Nothing else.
        Description - Peter Anderson.
    
    
    40. Escape Route
        ------------
        Location -    Fighting Metal Gear Rex.
        How to get -  As soon as you start the battle, don't move and take a
                      picture straight away with no zoom. The picture will be of
                      Metal Gear Rex's leg's and the back wall.
        Description - Brian Lee.
    
    
    ===============================================================================
                                       ---------------
                                         8. RANKINGS
                                       ---------------
    ===============================================================================
    
    When you complete the game you will receive a ranking based on your
    performance. It looks at time, kill total, ration use, stealth (how many times
    you've been spotted), continues used and how many times you've saved during
    the game. Within each of the four difficulties (Very Easy and Easy are
    grouped together) are 12 rankings. This section will tell you what the ranking
    is and how to obtain it. The best rank is BIG BOSS, on Extreme. If you want
    attempt this rank, then I would advise first going to this site to download a
    speed run of the BIG BOSS rank -
    http://www.planetquake.com/sda/other/mgstts.html.
    
    Note that I got my information directly from the GameFAQs code page, the
    rankings submitted by HUmarMasta. Thanks!
    
    
    ----------------
    Very Easy / Easy
    ----------------
    
    Rank 1 - HOUND
      Finish in less than 3 hrs, kill 25 or less, use 1 ration or less, be
      discovered no more than 4 times, save less than 80 times, and do not
      continue
    Rank 2 - PIGEON
      Finish in less than 2.5 hrs, kill less than 250, use less than 130 rations,
      be discovered less than 30 times, and save less than 80 times
    Rank 3 - PIRANHA
      Finish in less than 18 hrs, kill at least 250, use less than 130 rations, be
      discovered less than 30 times, and save less than 80 times
    Rank 4 - PIG
      Complete game in less than 18 hours, use at least 130 rations, be discovered 
      less than 30 times, and save game less than 80 times (kills don't matter)
    Rank 5 - CAT
      Complete game in less than 18 hours, be discovered less than 30 times, and
      save game at least 80 times (enemies and rations do not matter)
    Rank 6 - KOALA
      Complete game in at least 18 hours and be discovered less than 30 times 
      (enemies, rations, and saves do not matter)
    Rank 7 - CHICKEN
      Be discovered less than 30 times and complete the game in at least 18 hours
    Rank 8 - PUMA
      Be discovered less than 30 times AND kill less than 8 enemies
    Rank 9 - KOMODO DRAGON
      Either be discovered at least 55 times and kill less than 4 OR be discovered 
      30-54 times and kill less than 8
    Rank 10 - MONGOOSE
      Either be discovered less than 30 times and kill 8-19 OR be discovered 30-54 
      times and kill 8-15
    Rank 11 - SPIDER
      Either be discovered less than 30 times and kill at least 20 OR be discovered 
      30-54 times and kill 16-19
    Rank 12 - FLYING SQUIRREL
      Either be discovered at least 55 times and kill at least 16 OR be discovered 
      30-54 times and kill at least 20
    
    
    ------
    Normal
    ------
    
    Rank 1 - DOBERMAN
      Finish in less than 3 hrs, kill 25 or less, use 1 ration or less, be
      discovered no more than 4 times, save less than 80 times, and do not
      continue.
    Rank 2 - FALCON
      Finish in less than 2.5 hrs, kill less than 250, use less than 130 rations,
      be discovered less than 30 times, and save less than 80 times
    Rank 3 - SHARK
      Finish in less than 18 hrs, kill at least 250, use less than 130 rations, be 
      discovered less than 30 times, and save less than 80 times
    Rank 4 - ELEPHANT	
      Complete game in less than 18 hours, use at least 130 rations, be discovered 
      less than 30 times, and save game less than 80 times (kills don't matter)
    Rank 5 - DEER
      Complete game in less than 18 hours, be discovered less than 30 times, and
      save game at least 80 times (enemies and rations do not matter)
    Rank 6 - CAPIBARA
      Complete game in at least 18 hours and be discovered less than 30 times 
      (enemies, rations, and saves do not matter)
    Rank 7 - MOUSE
      Be discovered less than 30 times and complete the game in at least 18 hours
    Rank 8 - LEOPARD
      Be discovered less than 30 times AND kill less than 8 enemies
    Rank 9 - IGUANA	
      Either be discovered at least 55 times and kill less than 4 OR be discovered 
      30-54 times and kill less than 8
    Rank 10 - HYENA
      Either be discovered less than 30 times and kill 8-19 OR be discovered 30-54 
      times and kill 8-15
    Rank 11 - TARANTULA
      Either be discovered less than 30 times and kill at least 20 OR be discovered 
      30-54 times and kill 16-19
    Rank 12 - BAT
      Either be discovered at least 55 times and kill at least 16 OR be discovered 
      30-54 times and kill at least 20
    
    
    ----
    Hard
    ----
    
    Rank 1 - FOX
      Finish in less than 3 hrs, kill 25 or less, use 1 ration or less, be
      discovered no more than 4 times, save less than 80 times, and do not
      continue.
    Rank 2 - HAWK
      Finish in less than 2.5 hrs, kill less than 250, use less than 130 rations,
      be discovered less than 30 times, and save less than 80 times
    Rank 3 - JAWS
      Finish in less than 18 hrs, kill at least 250, use less than 130 rations, be 
      discovered less than 30 times, and save less than 80 times
    Rank 4 - MAMMOTH
      Complete game in less than 18 hours, use at least 130 rations, be discovered 
      less than 30 times, and save game less than 80 times (kills don't matter)
    Rank 5 - ZEBRA
      Complete game in less than 18 hours, be discovered less than 30 times, and
      save game at least 80 times (enemies and rations do not matter)
    Rank 6 - SLOTH
      Complete game in at least 18 hours and be discovered less than 30 times 
      (enemies, rations, and saves do not matter)
    Rank 7 - RABBIT
      Be discovered less than 30 times and complete the game in at least 18 hours
    Rank 8 - PANTHER
      Be discovered less than 30 times AND kill less than 8 enemies
    Rank 9 - ALLIGATOR
      Either be discovered at least 55 times and kill less than 4 OR be discovered 
      30-54 times and kill less than 8
    Rank 10 - JACKAL
      Either be discovered less than 30 times and kill 8-19 OR be discovered 30-54 
      times and kill 8-15
    Rank 11 - CENTIPEDE
      Either be discovered less than 30 times and kill at least 20 OR be discovered 
      30-54 times and kill 16-19
    Rank 12 - FLYING FOX
      Either be discovered at least 55 times and kill at least 16 OR be discovered 
      30-54 times and kill at least 20
    
    
    -------
    Extreme
    -------
    
    Rank 1 - BIG BOSS
      Finish in less than 3 hrs, kill 25 or less, use 1 ration or less, be
      discovered no more than 4 times, save less than 80 times, and do not
      continue.
    Rank 2 - EAGLE
      Finish in less than 2.5 hrs, kill less than 250, use less than 130 rations,
      be discovered less than 30 times, and save less than 80 times
    Rank 3 - ORCA
      Finish in less than 18 hrs, kill at least 250, use less than 130 rations, be 
      discovered less than 30 times, and save less than 80 times
    Rank 4 - WHALE
      Complete game in less than 18 hours, use at least 130 rations, be discovered 
      less than 30 times, and save game less than 80 times (kills don't matter)
    Rank 5 - HIPPO
      Complete game in less than 18 hours, be discovered less than 30 times, and
      save game at least 80 times (enemies and rations do not matter)
    Rank 6 - GIANT PANDA
      Complete game in at least 18 hours and be discovered less than 30 times 
      (enemies, rations, and saves do not matter)
    Rank 7 - OSTRICH
      Be discovered less than 30 times and complete the game in at least 18 hours
    Rank 8 - JAGUAR
      Be discovered less than 30 times AND kill less than 8 enemies
    Rank 9 - CROCODILE
      Either be discovered at least 55 times and kill less than 4 OR be discovered 
      30-54 times and kill less than 8
    Rank 10 - TASMANIAN DEVIL
      Either be discovered less than 30 times and kill 8-19 OR be discovered 30-54 
      times and kill 8-15
    Rank 11 - SCORPION
      Either be discovered less than 30 times and kill at least 20 OR be discovered 
      30-54 times and kill 16-19
    Rank 12 - NIGHT OWL
      Either be discovered at least 55 times and kill at least 16 OR be discovered 
      30-54 times and kill at least 20
    
    
    ===============================================================================
                               ----------------------------
                                 9. SECRETS / UNLOCKABLES
                               ----------------------------
    ===============================================================================
    
    This section contains all the unlockables, secrets, Easter eggs and extra
    hidden things that you may not know about. Thanks to the GameFAQ's codes page
    and their respective contributors for the codes listed, which is one of my
    sources. Also thanks goes out to Merca for allowing me to nab some of his codes
    from his award winning guide. Cheers mate!
    
    -----------
    Unlockables
    -----------
    
    Completing the game once (regardless of ending) unlocks the...
    - Camera (you need to complete the game with it however)
    - Boss Survival Mode (accessible from Special on the Main Menu)
    
    Completing the game (with the Otacon ending - submit to torture) unlocks the...
    - Stealth
    - Otacon demo
    
    Completing the game (with the Meryl ending - resist torture) unlocks the...
    - Bandana
    - Meryl demo
    
    Completing with both endings unlocks the...
    - Tuxedo Snake
    - Snake suit Meryl
    - Crimson Ninja
    
    Completing the game three times (regardless of ending)...
    - Changes the end credit music to the Metal Gear Solid theme.
    
    Completing the game (with the Otacon ending as Tuxedo Snake) unlocks the...
    - Otacon demo (alternate costumes)
    
    Completing the game (with the Meryl ending as Tuxedo Snake) unlocks the...
    - Meryl demo (alternate costumes)
    
    
    -------
    Secrets
    -------
    
    - On the title screen, you can alter the speeds of the DNA strands in the
      background by using the shoulder buttons. Holding L slows them down, and
      holding R speeds them up.
    - You can zoom in on the in-game cutscenes by pressing the R button. You can
      then move around using the C-Stick.
    - The save icon on the memory card will be Otacon once you have completed the
      game once.
    - The save icon on the memory card will be the Ninja once you have completed
      the game twice.
    - You can annoy Mei Ling by calling her up then choosing not to save over and
      over again. After a while she will complain, then say nothing, and eventually
      she will stick her tongue out at you. =D
    - When you are paired with Meryl during parts of the game, you can play around
      with her. Punching or shooting her causes her to punch you in retaliation
      (this sadly cannot be avoided) and staring at her makes her uneasy!
    - When you first see Meryl in the Holding Cells (overhead in the air duct) exit
      the air duct and return again she will be in her underwear! ;)
    - Later when she is disguised as a guard and you have to wait for her to enter
      the ladies toilets (Nuke Building B1; before the Psycho Mantis battle) if you
      enter straight after she goes in, she doesn't have time to change properly
      and she will be in her underwear during the following cutscene.
    - When you visit the Underground Passage for the first time and have to head
      through the patch of mines, step on one and Meryl will slap her ass at you.
    - Killing ravens on the Cargo Elevator means that in the cutscene with Vulcan
      Raven before his boss battle, he will mention something about your bird
      slaughtering.
    - When escaping from your cell in the Medical Room, ignore Johnny (the guard)
      and head straight to the torture room in the North. He will then approach
      you, but he gets another crap attack and just heads into the toilet instead!
      Knock on the toilet door after and he will make groaning noises. :)
    - You may notice that you cannot enter the Medical Room toilet. Well if you
      exit the room and re-enter again, the toilet is accessible. Nothing notable
      in there, but it's somewhat posh.
    - There is also a secret Codec conversation to be had in the Snowfield - head
      to the South East corner of the Snowfield and head onto the higher ground,
      then look out to the East in first person. You will see a parachute in the
      tree, and you will receive a Codec conversation about it.
    - Having or not having the SOCOM in the cutscene in the Holding Cells after
      escaping the DARFA chief's cell changes what happens somewhat.
    - Shooting at rats after a while causes Campbell to contact you by CODEC and
      have a belly at you.
    
    
    -----------
    Easter Eggs
    -----------
    
    - There are Mario and Yoshi statuettes in the North East corner of the 
      Laboratory. Shooting Mario shows you a 1UP symbol, and shooing Yoshi will
      cause him to make a noise.
    - There is a GameCube and a Wavebird on the central desk of the Laboratory.
      There is even the GameCube menu displayed on the nearby television screen!
    - There is a Zone of the Enders 2 poster on the North wall of the Laboratory.
    - The Books that you can lay down to distract guards with have images of
      Alexander Roivas from Eternal Darkness on them!
    - The inside of the locker door in the top right block of the Armory has a
      Eternal Darkness inside.
    - In the Psycho Mantis cutscene before the boss battle, he will read your
      mind (or rather your memory card) and say what games you are playing. If
      you have Super Mario Sunshine, The Legend of Zelda, Super Smash Bros. Melee
      or Eternal Darkness, then he will mention them.
    - In the Commander Room, on the North wall are three pictures of people. There
      is cut-scene director Ryuhei Kitamura on the left, Hideo Kojima in middle
      (the creator / producer of the Metal Gear series) and on the right is Denis
      Dyack, the President of co-developer Silicon Knights. Feel free to shoot
      these off the wall. ;)
    
    
    -----------------
    Glitches / Errors
    -----------------
    
    - The game will freeze up from time to time - the GameCube will make clicking
      noises and the game will have an error. You have to switch it off at which
      point. If this happens to you then don't worry, everyone's version does it
      now and again (Metroid Prime does it a lot). I recommend that you save
      as much as you possibly again to avoid a lot of lost data due to these
      errors.
    - You cannot see Snake's shadow while in first person mode.
    - Watch the cutscene in Nuke Building B2 where the Ninja kills the bunch of
      guards. You may notice he slices one into two. However when you investigate
      the bodies afterward, there is no corpse there that is like that.
    - Repeatedly shoot a nearby target with a stinger to make the game slow down to
      a crawl.
    - When you get to the Underground Base, stand outside of the Control Room and
      fire a Nikita missile. Take it in front of Metal Gear Rex, and use it's head
      snout ramp thing at the front to make the nikita go higher. When you are at
      the highest point, turn around and look into the control room. Ocolot and
      Liquid will be in there, but Liquid doesn't have any legs! Pretty funny.
      Note you can only do this while they are in there - so when you first arrive
      and just after you lose the PAL key card.
    - Before the Psycho Mantis battle, when you walk into the room walk in and
      stand very close to Meryl (in front of her) so you are close to her chest.
      In first person, look now at her and the view will change to PM's 1st person
      view, which will see inside Snakes body and head (as you are really close).
    - Grenade Pin glitch - When lying down, pull the pin out of a grenade based
      weapon and then X to stand up. Press A again to pull another pin out! So
      Snake can pull two pins from the same grenade. Note that when you pull it
      out the first time the grenade is still live.
    
    ----------------------
    Other / Messing around
    ----------------------
    
    This is a list of things that you can do in the gameplay that isn't really
    obvious or is hidden, and also things you can try out if you are bored or want
    a laugh. If you have found any else that is hidden or is fun to do, then
    give us an email and I'll consider placing it here.
    
    - Rolling up or down a set of stairs causes Snake to collapse in a heap.
    - You can shoot sacks of flour. This creates a fine mist in the area which can
      blind guards and enables you to see sensor beams.
    - You can shoot fire extinguishers. This creates a fine mist in the area which
      can blind guards and enables you to see sensor beams.
    - You can shoot some pipes in some of the areas, which can blind nearby guards
      and also harm you.
    - Although most lights (sadly) cannot be shot, there are some that can. They
      are bar ones with heavy gridding over them, as seen in some of the blocks of
      the Armory area.
    - Water ripples when you shoot it. </too obvious>
    - The ravens in the Cargo Elevator sometimes crap on you if you look up at them
      in the first person mode.
    - The electric flooring in the Nuke Building B2 can be fun to play around with.
      For example setting Books onto it sets them alight, and throwing grenade
      based weapons at them causes them to explode quicker.
    - Die in first person mode and the screen will crack.
    - Some computer monitors can be destroyed by being shot / punched. A good
      example is the laptop in the Holding Cells; punch it a few times and it will
      fold back a couple of times.
    - You can knock over the chairs in the Laboratory by blowing them up.
    - You can drop down onto guards from a railing to knock them out. However there
      are little opportunities to do this.
    - You can shoot a guard's radio and destroy it (its the gray box on their lower
      backs). Doing this means they cannot call for help.
    - You can knock the doors off lockers by attacking them with punches or a
      weapon. If the locker can be opened then the door will fall outward, and if
      it is locked then it will fall inward.
    - You can set C4 on guard's backs.
    - Hold up a guard and shoot his arm or leg. He will continue to be held up,
      but his injured limb with act limp and shake. You can shoot one arm and a
      leg before he dies.
    - Hold up a guard and shoot one arm, one leg and destroy his radio then leave
      him alone. He will limp away, try and call for help to find that his radio
      doesn't work, then continue to limp around the area for ages! Very funny.
    - Hide in a locker with the stealth equipped and knock. The guard will open
      the door to find no one there.
    - Hold up a guard and leave him there so another guard finds him. The finder
      will kick the held up guard in the back! Kinda funny. Thanks to darkchild
      for contributing this.
    - Put a guard to sleep (tranquilise with the M9 or PSG1-T) and when another
      guard finds him, he will kick the sleeping guard to wake him up.
    - Equip a box and make a guard pick it up from over you. JUST as the box is
      being unequipped and taken from you, equip the stealth and the guard will
      act all confused. Collect the box afterward remember!
    - In the Cargo Dock waters, you can move the floating drums by running into
      them.
    - Each Key Card door has a "CAUTION: Stand Back" sign at the bottom.
    - In the South Armory section before you face Ocelot, you can look through into
      the boss room in first person to see Baker tied up. You can even shoot him
      from here.
    - In the Ninja boss fight, knock on the locker that Octacon is hiding in to
      hear him moan.
    - In the Laboratory you can knock over the chairs by blowing them up with C4,
      Grenades or anything else that's explosive.
    - After meeting with Meryl in the women's toilets, you can go back in and take
      a look around. There are mirrors in there that are worth checking out (try
      looking in first person and strifing left and right, quite strange). You can
      also smash it by shooting and brake off segments of glass by shooting them.
    - In the Underground Passage with Meryl you can stun and wound her and she
      won't do anything back to you.
    - In the Cave with Meryl you stun her then retreat through the hole. The
      camera will now follow the wolf through the hole after you, pretty cool.
    - Take a picture in a gas environment; the picture will still be wavy after.
    - Punching an enemy in the head in first person is really funny, as when they
      get KO'd they just fall straight over. Try it out. ;)
    
    
    ===============================================================================
                                    -------------
                                      10. FAQ'S
                                    -------------
    ===============================================================================
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Q. Is this game like the original?
    
    A. Very much so. I would go as far to say it's just an update of the original
       MGS on the PS1 with MGS2 gameplay and graphics, making possibly the best
       Metal Gear game out there. They have added the Dog Tags, but taken out
       the VR missions mind.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Q. What is Meryl's Codec Frequency? I don't understand where you get it from...
    
    A. It is 140.15. You get it from the back of the 'package' as Baker said,
       which is really the back of the game case! You can see it in the screenshot
       of the Codec conversation between Snake and Meryl. Clever, huh?
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Q. I cannot hit Psycho Mantis in the boss battle! Help! What am I doing wrong?
    
    A. Change your controller to Port 4. He then cannot read your mind, and you
       can attack him at will. Huzzah!
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Q. What do I get for collecting the Dog Tags?
    
    A. Nothing... just the satisfaction that you can get them, that's all. ;)
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Q. What do I get for getting all the ghost pictures?
    
    A. Like the Dog Tags, nothing... just the satisfaction that you can get them,
       that's all. ;)
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Q. Can you get the High Frequency Blade?
    
    A. No, there isn't any way to get this item. Sorry!
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    Q. How do you get the Big Boss ranking?
    
    A. In Extreme mode, finish the game in less than 3 hrs, kill 25 or less, use
       1 ration or less, be discovered no more than 4 times, save less than 80
       times, and do not continue. Pretty tough, no? Your only saving grace is
       that you have loads of saves to play with. I would advise that you check
       out this speed run of the Big Boss rank to get a definitive insight on how
       it's done - http://www.planetquake.com/sda/other/mgstts.html.
    
    =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    ===============================================================================
                          -------------------------------------
                            11. CONCLUSION AND SPECIAL THANKS
                          -------------------------------------
    ===============================================================================
    
    That's just about it, folks. I hope that this document has been of aid in
    one form or another, and that it has been easy to use. If you could, please
    either ask me questions, suggestions, comments or contributions at 
    crazyreyn_faqs@hotmail.com. Also could you rate this FAQ so I could get some 
    feedback. Thank you for reading.
    
    
     +--------------------------------------------------------------------------+
     | Special Thanks to these who have contributed to the guide in some way... |
     +--------------------------------------------------------------------------+
    
    CJayC (Gamefaqs) -      For accepting this guide and for creating the best site
                            on the internet. Thanks! http://www.gamefaqs.com
    
    IGN -                   For accepting this guide and for creating an awesome
                            video games site. Thanks! http://www.ign.com
    
    Konami / SK -           For creating a superb update to a classic title!
    
    ASCII Generator -       For producing the text ASCII for my Crazyreyn sig.
                            Thanks, and is a great site if you need any ASCII text.
                            http://www.network-science.de/ascii/
    
    Don Fleming (El Greco)- For correcting the date of which the original MGS was
                            released. Thanks!
    
    Merca  -                For telling about the controller info for the Psycho
                            Mantis battle, for critiquing the guide and for
                            letting nab some of his secrets from his guide. Cheers
                            mate, and be sure to check out his _great_ work!
                            http://www.gamefaqs.com/features/recognition/39691.html
    
    Kevin Ortez -           For correcting loads of typos in my guide. Thanks!
    
    Mike Nelson (mnftg64) - For creating the Ghost Pictures FAQ and allowing me
                            to use it as the source for my guide. Thanks!
    
    HUmarMasta -            For submitting the rankings to the GameFAQs code page.
    
    darkchild -             For submitting a cheat / secret.
    
    
             +-------------------------------------------------------------+
             | Special Thanks to these who are my good GameFAQS friends... |
             +-------------------------------------------------------------+
    
    Robert Lane        (Lanerobertlane)
    Richard Arnett     (Guitarfreak86)
    Ryan Harrison      (RHarrison0987)
    Thomas Carter      (Carter12)
    Duncan Hardy       (Super Nova)
    Rebecca Skinner    (Karpah)
    Martin Dale-Hench  (Fox)
    Brian Sulpher      (BSulpher)
    Trace Jackson      (Meowthnum1)
    Richard B.         (Gbness)
    Steve McFadden     (Psycho Penguin)
    Chris Noonan       (Merca)
    Colin Scully       (me frog)
    Tom Hayes          (THayes)
    
    And everyone else at the FAQ Contributors board! Also a nod to the GameFAQs
    UK board, for being so damn funny. :)
    
    If I have forgotten you, then please contact me and I'll fix your name up here!
    
    -------------------------------------------------------------------------------
      ___                                    
     / __|_ _ __ _ ____  _ _ _ ___ _  _ _ _  
    | (__| '_/ _` |_ / || | '_/ -_) || | ' \ 
     \___|_| \__,_/__|\_, |_| \___|\_, |_||_|
                      |__/         |__/      
    
                            http://www.gamefaqs.com/features/recognition/27600.html
    -------------------------------------------------------------------------------
    
    By Crazyreyn (crazyreyn_faqs@hotmail.com)
    Copyright (c)2004 Matthew Reynolds. All rights reserved. 
    
    
    +------------------+
    | Copyright Notice |
    +------------------+
    
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    
    ================================END OF DOCUMENT================================

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