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

         ---------------------------------------------------------------
           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
         ---------------------------------------------------------------

                               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..

http://www.gamefaqs.com
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http://www.cheathappens.com

You will find the latest versions here. If you want to host my FAQ then
give me an email and I'll most probably agree, as long as you don't alter
anything, and if keep it in it's original format and give me full credit for
creating the document.

+-----------------+
| Contact Details |
+-----------------+

If you see a fault of ANY kind or you want to contribute some data to me, then 
either email me at crazyreyn_faqs@hotmail.com OR speak to me on 
MSN Messenger on crazyreyn_faqs@hotmail.com, or on AIM at Crazyreyn.
If you are emailing me, then please have the subject title as 'Metal Gear Solid
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Or feel free to ask me any questions you wish, comment on this FAQ, ask if you
want this posted on your site etc. then do that same as above.

           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!

-------------------------------------------------------------------------------
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| (__| '_/ _` |_ / || | '_/ -_) || | ' \ 
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                  |__/         |__/      

                        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================================