hide results

    FAQ/Walkthrough by El Greco

    Version: 3.00 | Updated: 01/03/07 | Printable Version | Search This Guide

                               --  Fission Mailed  --
    
    
    
    
    
    
        __  __      _        _    _____                    _____       _ _     _ 
       |  \/  |    | |      | |  / ____|                  / ____|     | (_)   | |
       | \  / | ___| |_ __ _| | | |  __  ___  __ _ _ __  | (___   ___ | |_  __| |
       | |\/| |/ _ \ __/ _` | | | | |_ |/ _ \/ _` | '__|  \___ \ / _ \| | |/ _` |
       | |  | |  __/ || (_| | | | |__| |  __/ (_| | |     ____) | (_) | | | (_| |
       |_|  |_|\___|\__\__,_|_|  \_____|\___|\__,_|_|    |_____/ \___/|_|_|\__,_|
    
    
                                        ______  
                                       (_____ \ 
                                         ____) )
                                        / ____/ 
                                       | (_____ 
                                       |_______)
                                                
    
    
                  Metal Gear Solid 2: Substance -- FAQ/Walkthrough
    
    
    
         =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
                        Written by : El Greco
                           Created : March 2, 2003
                           Version : 3.00
                           Updated : January 3, 2007
                            E-mail : REMOVED
    
         =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
    
    
    ---------------------
    ---  WHAT'S NEW?  ---
    ---------------------
    
    
    I completely overhauled the Sons of Liberty walkthrough and reformatted some
    parts of the guide.
    
    
     ----------------------------------------------------------------------------
    |                           CONTACT INFORMATION                              |
     ----------------------------------------------------------------------------
    
    
    If you have any questions, comments, suggestions, or contributions to
    make then you can e-mail me at the address provided below.  I will only
    accept questions, comments, suggestions, and contributions if they
    abide by the guidelines outlined below.  I do not think that I am
    asking much by doing that, but if you do have a problem with that then
    I ask you just not send me anything at all.
    
    E-MAIL : REMOVED
    
    SUBJECT LINE : Metal Gear Solid 2: Substance
    
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                                   01)  Contents
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                           -  Navigating the Guide  -
    
    
    To find the place in the walkthrough that you would like to use you can use
    your internet browser's Search function.  All you have to do is highlight the
    section you would like to go to (e.g. "5.1  Controls" for the Controls
    section), press CTRL+C, CTRL+F (this will bring up the Search function), and
    then press CTRL+V and ENTER.  This should immediately bring you to the desired
    section.
    
    
    6.1 : Covers gameplay from the entire Tanker Chapter
    
    6.2 : Covers gameplay from the beginning of the Plant Chapter to the entrance
          of Strut C, before meeting Stillman.
    
    6.3 : Covers gameplay from the point when Raiden meets up with Stillman in
          Strut C to the end of the Fatman battle.
    
    6.4 : Covers gameplay from the beginning of the search for Ames to the exit of
          the hall in Shell 1 Core.
    
    6.5 : Covers gameplay from the beginning of the journey to Shell 2 to rescue
          the President until the point at which all of the cut-scenes with the
          President have been completed.
    
    6.6 : Covers gameplay from the start of your quest to rescue Emma to the end
          of the events in the Big Shell.
    
    6.7 : Covers gameplay inside Arsenal Gear and Lower Manhattan.
    
               _______________________________________________________
    
    
                                  01)  Contents
                                  02)  Introduction
                                  03)  Previous Story
                                  04)  Characters
    
                                  05)  Game Overview
                                         5.1  Controls
                                         5.2  Basic Actions
                                         5.3  In-Game Information
                                         5.4  Other Things
                                         5.5  Substance Features
    
                                  06)  Sons of Liberty
                                         6.1  Tanker Chapter
                                         6.2  Infiltration
                                         6.3  Bomb Disposal
                                         6.4  Contacting Ames
                                         6.5  Presidential Rescue
                                         6.6  Emma and the Virus
                                         6.7  Arsenal Gear
    
                                  07)  Missions
                                         7.1  Raiden
                                         7.2  Ninja Raiden
                                         7.3  Raiden X
                                         7.4  Snake
                                         7.5  Pliskin
                                         7.6  Tuxedo Snake
                                         7.7  MGS1 Snake
    
                                  08)  Snake Tales
                                         8.1  A Wrongdoing
                                         8.2  Big Shell Evil
                                         8.3  Confidential Legacy
                                         8.4  Dead Man Whispers
                                         8.5  External Gazer
    
                                  09)  Appendices
                                         9.1  Weapons
                                         9.2  Items
                                         9.3  Special Items
                                         9.4  Dog Tags
                                         9.5  Bosses
                                         9.6  Skateboarding
                                         9.7  Quote Book
                                         9.8  Frequently Asked Questions
                                         9.9  Plot Summary
                                         9.10 Easter Eggs, Secrets, Fun Stuff
    
                                  10)  Conclusion
                                         10.1  Contact Information
                                         10.2  Credits
                                         10.3  Conclusion
                                         10.4  Legal Notice
                                         10.5  Version History
    
    
               _______________________________________________________
    
    
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                              02)  Introduction
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    
    Metal Gear Solid 2: Substance is basically the expansion of Metal Gear Solid
    2: Sons of Liberty.  It features the original game of MGS2 plus a whole
    shitload of extras piled on top of it.  Included in the game besides the
    original game is about 500 VR/Alternative missons, 5 Snake Tales, a Casting
    Theatre (see "Features"), a feature called Boss Survival (see "Features"), and
    a new difficulty level caled European-Extreme.  There are a few more minor
    extras such as new 2-5 second cinematics in new places, some altered dialogue,
    and crappy little skateboarding mini-game that really isn't worth your time,
    unless of course you enjoy skateboarding games.
    
    This is my first FAQ.  I will provide the details necessary for completing the
    game.  This FAQ only covers one way to do things, there are lots of other ways
    to beat this game, and I have just written what I felt was the best and
    easiest way to go about things.
    
    This will cover the "Sons of Liberty" game, the VR missions (except weapon
    mode which is very straight forward), Alternate Missions, Snake Tales, Dog
    Tags, and Bosses.  This is intended for the completion of the game, nothing
    more than that.  Occasionally I will throw in some fun things to do, or some
    alternative strategies.
    
    You do not always have to go by the guide that I have written.  If you prefer
    to go another route or do a little exploring then by all means, do so.  The
    game play was made very open ended so have fun sometimes.  You don't have to
    tranquilize the guards all the time, choke them, punch them, kill them, and
    flip them if you want to.  However, be careful, if you are caught, you will
    have to fight your way out.  So, tread softly.
    
    If you are having trouble with this game go to the Missions part of this game.
    The VR/Alternative Missions will definitely help your game play, and they are
    a good source of fun.  The SPECIAL menu contains a  "Basic Moves" section so
    refer to this if you see anything that appears unfamiliar in this guide.
    
    Feel free to contact me if you have questions about the game, want to suggest
    some strategies for a part in the game, or wish to point out any errors that I
    have made in the FAQ.  If you submit a strategy I will be glad to put in my
    guide and I will give you credit.  I hope this is helpful.
    
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                               03)  Previous Story
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    
    ------------------------------------------------------------------------------
    
     *  Metal Gear - The Outer Heaven Uprising
    
    ------------------------------------------------------------------------------
    
    
    The year is 1995. Deep in South Africa, 200km north of Garzburg, Outer Heaven-
    an armed fortress nation, established by the legendary mercenary. He was
    feared in combat by both his friends and foes as a hero and a lunatic. The
    "Western" nations have found that a weapon of mas destruction capable of
    rewritting war history is under development at Outer Heaven. They have called
    upon the high-tech special forces unit FOX-HOUND to take care of the
    situation.  In response to this order, Big Boss, the commander-in-chief of
    FOX-HOUND, sent Gray Fox, the man with the code name "Fox" which is given to
    the best member of the unit "Operation intrude N313"
    
    After a few days, his last message being "Metal Gear..." Gray Fox was missing
    in action. Taking the situation seriously, the top men of the "West" again
    called for FOX-HOUND. Big Boss selected Solid Snake, who had recently joined
    FOX-HOUND, as the agent and entrusted everything to him.
    
    Successfully making a solo infiltration to Outer Heaven, Snake got in touch
    with local resistance members Schneider, Diane and Jennifer. With their
    co-operation, Snake suceeded in rescueing Gray Fox. Gray Fox laid out the
    terrifying facts about "Metal Gear" Metal Gear was the development name of a
    nuclear warhead-equiped two-legged walking tank. It can walk through over the
    toughtest terrains that would stop normal tanks. It can conduct local warfare
    by itself with unique weapons like its vulcan-cannon and anti-tank missiles.
    It was indeed a new type of weapon that can conduct a nuclear attack against
    any place on the face of the Earth from any l and surface...
    	
    With Metal Gear, Outer Heaven was trying to establish its military superiority
    over the entire world. In order to destroy Metal Gear, Snake rescued Metal
    Gear's chief engineer Dr. Pettrovich and his daughter, Elen, who was taken
    hostage to force her father to continue with his development. Snake hears from
    Dr. Pettrovich how to destroy Metal Gear.
    
    However, as Snake approached the heart of Outer Heaven and Metal Gear, well
    designed traps are set all around Snake- as if his actions are being leaked
    to the enemy...
    
    In the midst of the escalating battle, the leader of the resistance,
    Schneider, fell into the hands of the enemy, and Snake himself was injured
    through the deadly battles with Outer Heaven's best mercenaries. But Snakes
    indomitable spirit lead him to the 100th floor basement of the secret base
    where Metal Gear was developed. Evading the powerful defense system that wipes
    out all intruders, Snake ultimately succeeded in destroying Metal Gear.
    
    Snake tried to escape from Outer Heaven upon completing the mission. However,
    during the escape he was comfronted by one man- FOX-HOUND's commander-in-chief
    Big Boss. Big Boss laughed at the astounded Snake and told him the truth
    behind his mission. While serving as commander-in-chief of FOX-HOUND Big Boss
    also ran a mercenary dispatch company utilizing his connections and capitals
    from his own years as a merc. He was planning on to build this company a
    larger military establishment, and he built Outer Heaven as its base. His
    purpose for sending the rookie Snake was to cause information confusion
    amongst the west. However, Big Boss miscalculated. He never thought Solid
    Snake would make it this far...
    
    Having lost Metal Gear, Big Boss activated the self-destruct system of the
    underground base. While the countdown to destruction continued, his screamed
    echoed in the emptiness
    
    	           "YOU HAVE GONE TO FAR. TOO FAR!!!"
    
    On the 100th floor basement, the battle between the 2 men commenced- free of
    idealogy and politics. The armed fortress nation Outer Heaven collapsed. The
    impenetrabe fortress made from the best military technology and occupied by
    the toughest mercenaries burned in flames. Behind him, the flames reached
    skyward, as Outer Heaven fell leaving Solid Snake all alone...
    
    
    ------------------------------------------------------------------------------
    
      *  Metal Gear 2: Solid Snake - The Zanzibar Land Disturbance
    
    ------------------------------------------------------------------------------
    
    
    1999, the world was facing an energy crisis. It was obvious that the petroleum
    would run out faster than what was expected. However, the development of an
    alternative energy resource is far from completion. The price of petroleum has
    skyrocketed and the world economy in confusion. The 21st century was expected
    to be one of chaos. One mans invention changed the entire situation. A Czech
    genius and biologist, Dr. Kio Marv, invented OILIX, a microorganism that
    refines petroleum to product a highly purified form of petroleum. The world
    was filled with hope upon the discovery of this messiah to solve the energy
    crisis, but at the same time the world entered a time of tension regarding
    this new algae.
    
    Just when the whole worlds attention was drawn to OILIX and Dr. Marv, he was
    abducted by someone and disapeared. Nations begun investigations immediatly
    anda name soon appeared...'Zanzibar Land'...
    
    Zanzibar Land was a democraticmilitary regime that suddently appeared in
    central Asia in 1997. When their uprising took place, the CIS Army, formed
    around Russia, sent in a suppressive unit immediatly. Zanzibar Land resisted
    by gathering a band of Mercenaries from nations around the world and
    fortifying most of its land. As a result, the CIS Army was repeatedly
    defeated, and Zanzibar Land declared its independence. Due to the active role
    mercenaries played, this war was called the 'Mercenaries War' and Zanzibar
    Land was referred to as an armed fortress nation. A military nation with a
    group of strong mercenaries, surrounded by a tough fortress.
    
    According to the latest information, Zanzibar suppoedly was armed
    with Nuclear Weapons. The whole scenario was crystal clear. By obtaining OILIX
    in addition to nuclear weapons, Zanzibar Land was trying to establishits
    economoic and military superiority over the entire world. Concerned about the
    situation, the United States of America ordered Roy Campbell,
    Commander-in-Chief of high tech special forces unit FOX-HOUND, to rescue Dr.
    Marv. Campbell was a former member of FOX-HOUND. He brought back Solid Snake,
    the man who single handedly brought down the armed fortress nation of Outer
    Heaven 4 years ago, and asked Snake to bring back Dr. Marv and OILIX.
    
    Successfully infiltrating Zanzibar Land and with help from CIA
    angent Horry and others, Snake was able to go deep into the fortress and meet
    again with Dr. Pettrovich, the chief engineer of Metal Gear from Outer Heaven.
    He too was abducted to Zanzibar Land and forced to develop another Metal Gear.
    He told to surprised Snake an even more shocking fact. Big Boss, the man Snake
    had defeated at Outer Heaven, turned out to be the General Commander of
    Zanzibar Land.
    
    Snake rescued Dr. Pettrovich in co-operation with Natasha, Dr. Marv's guard
    and former Czech International Secret Police agent, and then headed for the
    confinement facility deep in the fortress to save Dr. Marv. When Pettrovich
    and Natasha crossed the narrow suspension bridge over the deep valley, a
    missile blew the bridge away. Natasha flew into the air because of the
    explosion. While unable to do anything to save Natasha, Snake started hearing
    a well-known voice "Hey Snake, we're good buddies. I can let you go. Just
    leave this place at once!" Gray Fox. Snake saw Gray Fox controlling Metal
    Gear. The best soldier in FOX-HOUND who, after the fall of Outer Heaven,
    disappeared as if he followed BigBoss. Losing Natasha infront of his eyes and
    letting Pettrovich get taken away, Snake screamed "Fox! I will not give up!"
    
    After a series of deadly battles with mercenaries, Snake finally made it to
    Dr. Marv's confinement facility. However, he arrived to late. He saw Dr.
    Marv's corpse and Pettrovich, who could do nothing but just stand there.
    Pettrovich told Snake that Dr. Marv could not withstand the repeated tortures
    because of heart problems. Snake then recieved an emergency call from Horry.
    The information she supplied was very shocking. Pettrovich had been
    voluntarily visiting Zanzibar Land to develop Metal Gear. The abduction of Dr.
    Marv was conducted under the the directions of Pettrovich himself. After the
    truth came out, Pettrovich attacked Snake, but Snake easily put an end to him
    and obtained the structual plan of OILIX.
    
    While trying to escape, Snake was confronted by Metal Gear again, controlled
    by Gray Fox. The tremendous battle took place in the underground base. Snake
    finally succeeded in destroying Metal Gear. However, Gray Fox did not submit
    and challened Snake to the final battle. In the midst of a minefield, Snake
    and Fox fought without any weapons. A fist-to-fist duel involving no hatred or
    murderous intent. During that moment of purity the 2 were bound by forces
    transcending words and emotions. Snake won the tough but pure battle against
    Gray Fox. However, there was still someone else. Snake had to fight Big Boss.
    Just like 4 years ago at Outer Heaven Big Boss was waiting for Snake.   "One
    who has experienced the tension of battle can never leave the battlefield.
    I'm the one giving you something to live for, and that is war" Snake was
    infuriated at the arrogant Big Boss "There is only one battle I have to fight.
    To free myself from you, to shatter the nightmare...Big Boss, I will kill
    you!"
    
    With the structual plan of Oilix, Snake and Horry escaped from Zanzibar Land
    on a rescue helicopter. Snake once again saved the world.  However, there was
    no smile on his face. Big Boss's last words kept ringing in his head "Whoever
    wins, out battle does not end. There loser is freed from the battlefield, the
    winner must remain there and the survivor must live his life as the warrior
    until he dies" Snake then disappeared into the whitelands of Alaska...alone...
    
    
    ------------------------------------------------------------------------------
    
      *  The Shadow Moses Incident
    
    ------------------------------------------------------------------------------
    
    
      *  Courtesy of Grant Gordon (futuresuperstar)
          - Author of "Metal Gear Sold: Dawn of the Concealed"
    
    Several years had passed since the legendary Solid Snake had killed
    Big Boss, the greatest soldier in the world, at Zanzibar Land.  On
    Snake's last mission, he had infiltrated an enemy fortress and put
    down a threat posed by Big Boss and his band of rogue soldiers.  Snake
    also destroyed Metal Gear, a walking bipedal tank, which eliminated
    the threat that Big Boss proposed.  Following his successful mission
    and eerie new innovation that Big Boss was potentially his own father,
    Snake retired to Alaska.
    
    Several years later in 2005, while asleep at his home, Snake heard a
    noise coming from outside his cabin.  Snake quietly made his way to
    the window and looked outside.  In the darkness, he could see several
    heavily armed soldiers advancing on his cabin.  Snake got his gun from
    a cupboard and was prepared to take out the intruders.  However, the
    soldiers had Snake surrounded and forced him to surrender.  He was
    then taken away by the soldiers to an Ohio Class Submarine, the USS
    Discovery.  Snake was at that time strip searched and confined in a
    small room.
    
    After several minutes of waiting in the cold room, the door finally
    opened and in walked a man from his past, Roy Campbell.  Campbell
    informed Snake of the situation they were in. FOXHOUND, Snake's former
    unit, along with members of the Next Generation Special Forces unit,
    had seized control of a nuclear disposal facility on Shadow Moses
    Island.  They had taken hostages and demanded the remains of Big Boss,
    or else they would launch a nuclear weapon.  Snake was reluctant to go
    back into battle, but after much persuasion, as well as Campbell
    showing him the leader of FOXHOUND, a man known as Liquid Snake who
    had the same codename as Solid Snake, he agreed to take the mission.
    
    Snake infiltrated Shadow Moses Island and began his mission.  Soon
    after the start of the operation, Snake discovered that a new model of
    Metal Gear was secretly in development on the base.  Also, something
    was apparently amidst.  Snake attempted to rescue the high profile
    hostages on the island, ArmsTech President, Kenneth Baker, and DARPA
    Chief, Donald Anderson.  However, both times the men died from an
    apparent heart attack.  Snake then located Metal Gear's chief
    engineer, Hal Emmerich.  However, Emmerich was being attacked by a
    cyborg ninja, who Snake had seen in an earlier battle. Snake and the
    Ninja commenced in battle in the labs with Snake managing to defeat
    the fearsome opponent.  During the battle, the ninja seemed as if he
    knew Snake from somewhere.  After the battle, the Ninja gave a large
    hint as to who he was before running off. Shocked, Snake informed
    Campbell that the Ninja was none other than Grey Fox, an old war buddy
    of Snake's, and Dr. Naomi Hunter, assistant to Snake's mission,
    commented that Dr. Clark, her predecessor, might have had something to
    do with it.  However, Fox had died back in Zanzibar, Snake's previous
    mission, and Clark had died in a lab incident years before.  Campbell
    said that it was impossible for the ninja to be Grey Fox, but Snake
    was convinced.  He then returned to the mission and located Emmerich,
    who told Snake a bit about Metal Gear and its location in an
    Underground Base several miles to the north.  Snake also met Roy
    Campbell's niece, Meryl Silverburgh, who was stationed at the facility
    before its takeover.  At this point, Snake began to fall for Meryl,
    and Meryl felt the same way about Snake.  Meryl gave Snake a PAL card
    which could stop Metal Gear's launch by overriding the detonation code
    sequence, but there was only one card when three cards were needed.
    Meryl and Snake traveled toward Metal Gear's location, but were
    separated when Meryl was injured by gunfire from FOXHOUND's sniper,
    Sniper Wolf.  Meryl was captured and soon Snake himself was captured
    and confined as well.
    
    Snake was then submitted to grueling torture from Liquid's right-hand
    man, Revolver Ocelot.  Ocelot told Snake if he submitted to the
    torture, then Meryl would be killed.  Snake suffered through the
    severe torture and eventually escaped with help from Otacon (Hal
    Emmerich's alternative name).  Snake continued on his mission and
    eventually made his way to Metal Gear's underground base.  However,
    during his time there were several disturbing twists that took place.
    Master McDonnell Miller, a previous mission analyst for Snake at
    Zanzibar who was also assigned to this mission, informed Snake that
    Naomi Hunter, another member of Snake's support who was in charge of
    monitoring Snake's vital signs, was actually a traitor, possibly
    working for the enemy.  Miller dug around some more and found of a new
    assassination weapon, which Snake may have been injected with.  The
    weapon targets only specific victims and kills them in a manner, which
    simulates a heart attack.  This weapon, called FoxDie, was uncovered
    as the reason for the ArmsTech President and the DARPA chief's deaths.
    Colonel Campbell found out about this and placed Naomi under arrest
    after finding she was sending coded transmissions to the base.
    
    Later on, Naomi managed to get away from Campbell and the others and
    contacted Snake.  Naomi told Snake that she was actually Frank
    Jaeger's (Grey Fox) adopted sister.  Snake was shocked at discovering
    this.  She then confirmed that she had injected Snake with the FoxDie
    virus, but it was not her decision, it was part of the mission.  Naomi
    was then placed back under arrest before she could explain more.
    Snake demanded to know what was going on but Campbell was
    unresponsive.  Snake then continued to Metal Gear's chamber.  There he
    found the secret to deactivating Metal Gear.  Apparently the PAL card
    he had acted as all three keys and Snake needed to warm and cool the
    keys in order to change them into the desired key.  Snake did so and
    activated all three keys.  However, instead of deactivating Metal
    Gear, the walking battle tank was actually activated due to Snake's
    actions.  It seemed Snake had been set-up all along.  He then got a
    call from Miller.  He told Snake that he had been useful as a pawn and
    his purpose was now over.  He then revealed himself to be none other
    than ... Snake's brother, Liquid Snake.  Campbell informed Snake that
    Master Miller had been found dead in his home, and that Liquid had
    assumed his identity for the mission.  Apparently, the DARPA chief had
    died prior to Snake contacting him, and the man that Snake tried to
    free was actually a terrorist member in disguise who was further
    assuring Snake that the only way to disarm Metal Gear was to use the
    PAL keys, but he simply wanted Snake to input the keys to activate
    Metal Gear.  The keys acted as a reversible action.  If the code for
    the nuclear weapon had been inputted, the keys would disengage Metal
    Gear.  If the code had not been inputted, it would activate Metal
    Gear.  Liquid explained how Snake was used to activate Metal Gear for
    them, because the terrorists hadn't been able to figure out the launch
    code ... so they turned to using Snake.  It's also explained that
    FoxDie killed the terrorist, not the DARPA chief, which is why he died
    when Snake attempted to rescue him after telling him that he had to
    disengage Metal Gear.
    
    Snake rushed out of the control room after Liquid and confronted him
    in front of Metal Gear.  The two talked a bit about Liquid's
    intentions, and Snake learned that he was indeed a clone of Big Boss,
    his supposed father, and Liquid was the second clone.  Snake retained
    all of the recessive soldier genes while Liquid had received all of
    the dominant ones.  However, Liquid believed the reverse, thinking
    that he had been the recessive clone.  Before Snake could react,
    Liquid jumped into Metal Gear's cockpit and activated the monstrous
    weapon.  To his horror, Snake watched as Metal Gear sprung to life.
    Just as in the past, Snake battled Metal Gear.
    
    As Snake began to fall to the enormous death machine, Liquid attempted
    to crush him under Metal Gear's weight.  Just before he had the
    chance, Grey Fox reappeared and saved Snake at the last moment.  The
    two had one last conversation and for his last act as Snake's friend
    he destroyed the Radome, Metal Gear REX's (the codename for Metal
    Gear) radar.  Fox was soon after killed for a final time by Metal
    Gear.  Snake was consumed with rage for the death of his friend and
    finished off Metal Gear with a final missile into the vehicle's
    cockpit.  Metal Gear exploded in a brilliant light.  The force of the
    explosion sent Snake flying into a nearby wall, knocking him
    unconscious.  Before he went under, Snake heard what sounded like
    footsteps nearing him.
    
    When Snake came to, he found himself tied up on top of the wreckage of
    Metal Gear with Liquid Snake standing in wait in front of him.  Liquid
    and Snake chatted for a bit.  Liquid told him that they didn't have
    long before the end.  Snake asked if he meant FoxDie, but Liquid told
    him that he was referring to a missile attack which the Pentagon had
    issued.  Snake contacted the Colonel who confirmed Liquid's story.
    Campbell told Snake that he would help him out, to repay him for all
    the lies.  He said he would issue an order to stop the launch which
    would disrupt the chain of command and give him time to escape.  This
    plan would not unfold however, as Campbell was placed under arrest by
    the Secretary of Defense, Jim Houseman, who had orchestrated the Metal
    Gear project and was trying to cover up the incident.  Houseman said
    they had a lot of catching up to do and broke contact, but not after
    informing Snake that the entire purpose of the mission was for Snake
    to spread FoxDie to all of the terrorists to kill them.  Then Snake
    would die, and the government would steal Metal Gear instead of
    destroying it.  Metal Gear, having been destroyed, was of little use
    to the government now, so they decided to nuke the place to cover up
    any evidence of what really happened there.
    
    Liquid then showed Snake a little surprise of his.  Behind him, Meryl
    was laying unconscious.
    
    Next to her was a small nuclear bomb with a timer.  Liquid said she
    would be the sacrifice for their final battle. He then untied Snake
    and prepared for the fight.  Liquid activated the timer and so the
    battle begun. Snake and Liquid began a battle, filled with hate for
    each other and what they represented.  The battle ended with Liquid
    being knocked from the top of Metal Gear to his apparent death.  Snake
    then deactivated the nuke and untied Meryl who was thankfully still
    alive.  The two conversed a bit before Snake got a call from Otacon.
    He said he would stay behind and open a path for the two of them to
    escape. Snake thanked him, and he and Meryl descended from Metal Gear
    and started off to their escape.
    
    Meryl and Snake jumped into a nearby jeep and rushed toward the exit
    of the facility, gunning down any guards along the way.  However,
    their escape would not go unhindered, as Liquid Snake, who was somehow
    still alive, chased after the two.  The two rushed toward the exit and
    the chase ended with a crash just at the end of the tunnel.  Snake and
    Meryl were alright, however they were both trapped under the jeep.
    Though, the same was not true for Liquid, who stumbled forward, fueled
    only by his hate for Snake.  Liquid raised his gun and trained its
    sights on the two.  Before he could fire, Liquid was attacked by the
    FoxDie virus and collapsed to the ground dead.
    
    The two freed themselves from underneath the wreckage.  The Colonel
    contacted Snake and told him the bombing had been called off, as the
    Secretary of Defense was acting alone, and the entire incident was his
    doing.  He then informed him that that there was a snowmobile nearby
    which could take them to Fox Island where an evacuation chopper
    awaited.  Naomi then spoke with Snake, telling him that she didn't
    know when or if FoxDie would kill Snake.  He would later find out that
    Naomi had programmed the virus to strike at a random time.  Meryl and
    Snake then departed from Shadow Moses and disappeared into the Alaskan
    wilderness.
    
    After the operation, Meryl and Snake most likely had a relationship.
    Snake was then contacted by Otacon, who survived the Shadow Moses
    incident.  Otacon told Snake of how Ocelot, the sole terrorist
    survivor, had sold Metal Gear's data on the black market and many
    countries would now develop their own versions of Metal Gear.  Otacon
    told Snake that he could make a difference and convinced him to join
    him in forming a new group, Philanthropy, an anti-Metal Gear
    organization officially recognized by the United Nations.  For the
    next two years or so, Otacon and Snake destroyed dozens of rogue Metal
    Gears, with nothing significant taking place.
    
    
    ------------------------------------------------------------------------------
    
      *  Tanker Chapter
    
    ------------------------------------------------------------------------------
    
    
    Following the Shadow Moses incident Ocelot leaked the top-secret
    specifications for Metal Gear to the public, via the black market.  Now every
    group, state,  and dot-com has their own version of Metal Gear, Metal Gear is
    no longer a secret weapon.  It has become one of the most common and
    effective weapons on the battlefield of the day.  Our hero, Solid Snake,
    recieves intelligence that the United States Marine Corps is planning to test
    out their new version of Metal Gear.  Snake, having spent all of his days as
    a mercenary working on eliminating Metal Gear, decides that he has to find out
    more on this new Metal Gear.  Witht he help of his new accomplice, Otacon
    (aka Hal Emmerich, a scientist from Shadow Moses), he infiltrates the
    transport for the new Metal Gear.  The transport has been disguised as an oil
    tanker descending the Hudson River, on its way out to sea.  Snake must
    discover the purpose behind this new incarnation of Metal Gear and if
    necessary he must destroy it.
    
    
    ------------------------------------------------------------------------------
    
      *  Plant Chapter
    
    ------------------------------------------------------------------------------
    
    
    Following the terrorist incident aboard an oil tanker in the Lower New York
    Harbour, the government has established an offshore clean-up facility
    designated as the "Big Shell".  The purpose of the Big Shell is to clean up
    the spilled oil from the incident two years ago and restore stability to the
    local ecosystem.  Now, terrorists have seized the Big Shell and captured 30
    hostages and the President of the United States, who was taking an inspection
    tour that day.  The terrorists are demading that the government pay them the
    sum of $30 billion or else they will blow the Big Shell out of the water.  The
    newly reformed FOXHOUND has chosen their newest recruit, Raiden, to attempt a
    rescue mission.  Raiden must rescue the President and the other hostages and
    disarm the terrorists by any means necessary.  Raiden must also disarm the
    numerous C4 bombs that the terrorists have placed around the Big Shell.
    Raiden successfully infiltrates the Deep Sea Dock of the Big Shell and begins
    his first actual mission.
    
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                                   04)  Characters
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    
    ------------------------------------------------------------------------------
    
      *  Solid Snake
    
    ------------------------------------------------------------------------------
    
    
    The legendary hero who has thrice saved the world from the menace of Metal
    Gear in the past, Solid Snake is an infiltration expert who always completes
    his mission no matter how difficult the odds.  Originally a member of
    FOXHOUND, now a member of the NGO Philanthropy, an anti-Metal Gear group.
    
    
    ------------------------------------------------------------------------------
    
      *  Raiden
    
    ------------------------------------------------------------------------------
    
    
    A member of the special forces unit FOX-HOUND, Raiden has no experience in
    real-life combat situations, but his skills as a soldier have been honed to
    the highest levels through VR simulation training.  The infiltration of the
    Big Shell is his first actual mission.
    
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                                05)  Game Overview
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~=
    
                              S T E A L T H   G A M E
                           infiltrate and avoid detection
    
    
    STEAL
    
    vt.{stole stolen} to perform an action in a silent, secretive manner.
    
    vi. to proceed secretively, to sneak to move silently.
    
    n. stealth the act of moving silently and secretly.
    
    
    Metal Gear Solid 2: Substance is a tactical espionage game.
    
    The player must single-handedly infiltrate a facility under enemy control and
    carry out a covert operation.
    
    If an enemy soldier spots the player, the soldier will call his comrades and
    attack.  Since the player doesn't stand much of a chance when vastly
    outnumbered in battle, unnecessary conflict should be avoided whenever possible.
    
    Metal Gear Solid 2: Substance is composed of the original game, Metal Gear
    Solid 2: Sons of Liberty, a Missions pack featuring new stages to play, five
    additional playable stories called Snake Tales and a special skateboarding
    mode.
    
    ------------------------------------------------------------------------------
    
      *  5.1  Controls
    
    ------------------------------------------------------------------------------
    
    
                          ======================
                          ==  BASIC CONTROLS  ==
                          ======================
    
                  X.............................Crouch
                  Square........................Shoot
                  Circle........................Punch
                  Triangle......................Action Button
                  R1............................First Person View (FPV)
                  R2............................Bring up weapons menu
                  L1............................Auto-Aim
                  L2............................Bring up Item Menu
                  Start.........................Pause game (Big Shell-Map)
                  Select........................Activate Codec
    
    
                        =========================
                        ==  EXTENDED CONTROLS  ==
                        =========================
    
    
                        |  -crouch
    X                   |  -crawl
                        |  -roll
    --------------------|-------------------------------------------
                        |  -fire weapons
    SQUARE              |  -choking guards
                        |  -flip guards
                        |  -jump out shot
    --------------------|-------------------------------------------
                        |  -hand to hand combat
    CIRCLE              |  -knock on wall
                        |  -confirmation button
    --------------------|-------------------------------------------
                        |  -hanging mode
    TRIANGLE            |  -Action Button
                        |
    --------------------|-------------------------------------------
                        |
    R1                  |  -First Person View mode
                        |
    --------------------|-------------------------------------------
                        |  -activate weapons menu
    R2                  |  -tactical reload
                        |
    --------------------|-------------------------------------------
                        |
    R3                  |  -control HF Blade
                        |
    --------------------|-------------------------------------------
                        |  -HF Blade-block
    L1                  |  -auto-aim
                        |
    --------------------|-------------------------------------------
                        |
    L2                  |  -activate items menu
                        |
    --------------------|-------------------------------------------
                        |
    L3                  |  -move character
                        |
    --------------------|-------------------------------------------
                        |
    START               |  -pause game
                        |
    --------------------|-------------------------------------------
                        |  -activate codec
    SELECT              |  -deactivate codec
                        |
    
    ------------------------------------------------------------------------------
    
      *  5.2  Basic Actions
    
    ------------------------------------------------------------------------------
    
    
                            ------------------------
                            First Person View Attack
                            ------------------------
    
    
    This allows you to attack enemies while in the first person view.  This makes
    shooting at enemies far away a lot easier.  You can shoot handguns, assault
    rifles, use the HF Blade, and use fist attacks with the first person view.
    
    
                                     -----
                                     Throw
                                     -----
    
    When you are rushing through an area or running through a group of guards and
    you have run out of ammo you can flip a guard by pressing the weapon button
    while moving and without a weapon equipped.  This will cause your character to
    grab the guard around the waist and toss him over his shoulder.  On the easier
    difficulties this will knock out a guard.
    
    
                                   -----------
                                   Corner View
                                   -----------
    
    
    Flatten yourself against the wall near a corner to enter Corner View.  This
    will allow you to see things that are behind the corner without exposing
    yourself to the enemy.
    
    
                                ----------------
                                Climb Up Objects
                                ----------------
    
    
    Press the action button in front of any waist high object to climb on top of
    it.
    
    
                                  ------------
                                  Roll Forward
                                  ------------
    
    
    Press X while running to do a forward flip or a diving somersault.  This will
    allow you to clear certain gaps, or move over metal grating quickly without
    making a lot of noise.
    
    
                                ----------------
                                Dragging Enemies
                                ----------------
    
    
    To grab an enemy around the neck walk up to him and stop.  Then unequip your
    weapon if you have one equipped and press the weapon button.  This will enable
    you to maneuver enemies to another area that is more secluded for purposes such
    as getting his Dog Tag.  While he is in this chokehold he will squirm to try
    and get out of your grip.  You can make him stop for a moment if you quickly
    tap the weapon button again.
    
    
                                    -------
                                    Hanging
                                    -------
    
    
    Stand facing any waist high railing and press the action button to hop over the
    railing.  When your character is hanging he will not be spotted by enemy
    sentries unless he is hanging right above them.  You can shimmy in either
    direction while hanging on a ledge.  Use the right analog stick, the
    directional pad, or the L2 and R2 buttons to move.
    
    
                                 -------------
                                 Cardboard Box
                                 -------------
    
    
    Ah, yes.  The famous cardboard box gag from MGS.  You can equip any box in your
    inventory and your character will duck inside it.  This will fool enemy
    sentries unless they see you move or they see you get into it.  You can also
    alert their suspicion by using the box near boxes that are not of the same type
    for example using the box used for storing oranges in a pile of boxes that
    house electronic supplies.
    
    You can also move around in a cardboard box.  This is useful for dodging enemy
    fire, is a kind of ducked run.  You can press the R1 button to press your
    face up against the small opening that serves as a handle to see what is going
    on outside the box.  You can press the L2 and R2 buttons to look in either
    direction.
    
    
                                    ---------
                                    Chokehold
                                    ---------
    
    
    Without your weapon equipped come up behind a guard and press the weapon button.
    Your character will now grab him around the neck to temporarily immobilize him.
    Once he is in the choke hold you can either snap his neck, knock him out, or
    leave him.  To snap his neck rapidly press the weapon button to snap his neck,
    you will hear a quite distinct, and disturbingly pleasing, "SNAP!"  If you
    prefer not to take his life you can press the weapon button about 9 or ten
    times to cause him to lose consciousness.
    
    
                               ------------------
                               Peek Around Corner
                               ------------------
    
    
    When in corner view use the shoulder buttons L2 and R2 to peek around the
    corner to get a better view of the area.  You can use the right analog stick
    now to move the camera around to see more detail.
    
    
                                 -------------
                                 Step Sideways
                                 -------------
    
    
    While in FPV you can use the shoulder buttons L2 and R2 to strafe or step
    sideways in either direction.  This will allow you hide he hind corners and
    step out quickly to shoot in the First Person.
    
    
                                 -------------
                                 Knock On Wall
                                 -------------
    
    
    While leaning up against a wall push Circle to knock on the wall with your fist
    or your gun.  This will alert the guard and cause him to come and investigate.
    This will provide you with an open opportunity to sneak past him if you have
    utilized this correctly.
    
    
                                 --------------
                                 Rolling Attack
                                 --------------
    
    
    To knock over a guard quickly or a group of guards run up to him and push X to
    make your character to a flip or a roll.  This will knock him over for a moment
    and he will remain on the ground for a second, this will allow you to escape or
    attack him while he is recovering.
    
    
                                      ----
                                      Book
                                      ----
    
    
    This is basically a porn magazine that can be laid on the ground to
    conveniently distract a guard.  Lay the Book on the in or near the guards
    patrol route so that it will catch his attention.  He will stop his patrol and
    start browsing through it.  This will allow you to sneak past unnoticed.
    
    
                                  ------------
                                  Quick Change
                                  ------------
    
    
    To quickly unequip a weapon or quickly equip it press the R2 button for the
    weapons and the L2 button for the items.  Quickly unequipping and then
    equipping will automatically reload your gun.
    
    
                                  -------------
                                  Jump Out Shot
                                  -------------
    
    
    While in corner view press the weapon button to have your character jump out
    quickly and shoot and then quickly hide back behind the corner.  You can use
    this during several boss battles and this is very useful for shootouts with
    attack teams.  You can use this to get in a quick shot at a guard with the M9,
    as long as you get a hit you can wait until the drugs take effect.  And, there
    is no risk of him seeing you after you shoot him.  You can throw grenade type
    weapons while peeking around the corner.
    
    
                                     -------
                                     Hold-Up
                                     -------
    
    
    This is how you get dog tags and items such as rations and bandages from guards
    Sneak up behind a guard with a handgun equipped and press the weapon button.
    If you did this correctly your character will say "Freeze!".  The guard will
    put up his arms and now he is under your control.  Press L1 to keep a bead on
    him while you move around to the front.  Now you can go into FPV and wave your
    gun at his head or his groin, this will cause him to panic and he will now
    start to drop items for you, such as ammo, bandages, and dog tags.  When you
    are done you can dispatch him with the SOCOM or USP, or if you're in a friendly
    mood the M9.
    
    Occasionally you will run into a guard that does not want to give up his dog
    tag.  He will say something like, "If you're going to shoot then shoot."  Now
    you get to torture him.  Pump a round into a limb with your SOCOM or USP, or
    you can fire a bullet past his head (with a lethal weapon).  Now, this will
    frighten him and he will now give up items for you.
    
    On an additional note, do not unequip your weapon in front of a guard that has
    not been properly "disposed of".  he will pull out his AK and attack you, then
    he will run away and call in reinforcements.  Also, do not stand in front of
    him for too long without your gun pointed at him or he will do the same thing
    as a mentioned before.  One more thing, if you try to hold up and Arsenal Tengu
    or an attack team guard they will mock surrender and then attack you very
    suddenly.
    
    
                                  ------------
                                  Aim and Move
                                  ------------
    
    
    Press down L1 which is the lock on button to shoot while moving.  Useful for
    escaping attack teams while at the same time killing them.
    
    
                                 --------------
                                 Shake Out Item
                                 --------------
    
    
    When an enemy is knocked out or killed then you can pick up the body by
    pressing the weapon button and your character will pick him up.  You can lift
    and drop the body several times to obtain items and ammunition.  You can also
    drag the body into a locker to hide it by picking up the body and dragging it
    somewhere.  On the tanker on the Aft Deck there are two gates that you can use
    to dump bodies out of.  Look for an enclosed white lined box on by the edge of
    the ship.  Simply drag the body into the box and Snake will open the gate and
    dump him into the water.
    
    By shaking an enemy in this manner you can also wake them up faster. This is
    mainly useful in the Tanker where you have tranquilized a guard, or knocked him
    out in some way, and you did not get his dog tag.  In the Plant you will have
    the coolant which does the same thing just a lot faster.
    
    
                                  -------------
                                  Destroy Radio
                                  -------------
    
    
    With any gun you can shoot a guards radio and this will permanently disable it
    and he will no longer be able to communicate via radio.  When a guard has
    discovered you can shoot his radio while he is making the report or before
    he does, giving you more time to get away.  You can only do this in FPV.
    
    
                                -----------------
                                Fire Extinguisher
                                -----------------
    
    
    When you see a fire extinguisher on the wall you can shoot it with any gun to
    puncture it.  This will cause its contents to spill out.  This can be used to
    temporarily blind enemies or expose those damned IR beams.  Beware though.
    Your character will sneeze sometimes after this is done.
    
    
                              ---------------------
                              Dealing with IR beams
                              ---------------------
    
    
    The most common way to deal with these is to equip the Thermal Goggles and take
    a look in FPV at the location where they are.  The beams will appear as faint
    lines stretching in between the two terminals where the beams ocme out of.
    Another way is to equip the Cigarettes, Snake or Raiden will start to smoke
    them and the smoke produced by he cigarette will slowly reveal the IR Beams.
    After they are unequipped the smoke will eventually disperse and the beams will
    be invisible once again.  The last way you can see them is to find a fire
    extinguisher or a bag of flour that is near the beams and sire a shot into it.
    The contents of the fire extinguisher or the bag will explode and saturate the
    air, the beams will then become visible and stay visible for a long time after
    the air clears.  If you are close enough to the fire extinguisher or other
    source when the air becomes saturated your character will begin to sneeze at
    random moments, this can cause certain problems when you are trying to sneak
    past some guards, so use this carefully.
    
    
                                ----------------
                                Climbing ladders
                                ----------------
    
    
    On a rare occasion in the game you will be forced or have the option to climb
    a ladder.  To climb onto it simply push the action button while in front of it
    and your character will climb onto it.  Omnce at the top your character will
    climb off.
    
    
                                ---------------
                                Using elevators
                                ---------------
    
    
    There are only two elevators in this game that you will be required to
    operate. To call up an elevator or to open the doors stand in front of the
    control panel of the elevator and push the action button.
    
    
                                ----------------
                                Using the camera
                                ----------------
    
    
    The main objective during the Tanker chapter is to take 4 pictures of Metal
    Gear RAY.  One each from the front-right, front-left, and center.  You also
    need a close-up of the 'Marines' marking on the side of RAY.  To take a picture
    equip the Camera through the Items menu and aim at the target.  Zoom in with
    the CIRCLE button and out with the X button.  To snap a photo press SQUARE.
    The faint green lines represent the border of the picture, get your photo in
    between those lines.
    
    
                                ----------------
                                Sending the data
                                ----------------
    
    
    After you take the four pictures of Metal Gear RAY you will need to transmit
    the photos to Otacon.  The workstation that will be used to transmit the photos
    is in the south east corner of the hold (3) where Metal Gear is housed.  Go up
    to the workstation and push the TRIANGLE button to access the workstation.
    From there Otacon's special software will take over to confirm the quality of
    the photos.
    
    
                         -------------------------------
                         Finding and disarming the bombs
                         -------------------------------
    
    
    During the Plant chapter one of your objectives will be to find and disarm at
    least six bombs that Fatman has placed around the Big Shell.  Equip Sensor A
    and go through each strut.  When you see yellow stuff on the radar that means
    that the bomb is within that area.  The yellow stuff is the visual
    representation of the odor molecules given off by "Fatman's signature smell"
    that is on each C4 bomb.  When the bomb is neutralized the yellow stuff will
    slowly fade away.
    
    To disarm the bomb, after you have found it, equip the coolant spray that
    Stillman gave you and aim at the bomb.  Press SQUARE to spray the coolant on
    the bomb.  The spray will freeze the detonator and the bomb will now be unable
    to explode.
    
    
                                   ------------
                                   Guiding Emma
                                   ------------
    
    
    Near the end of the Plant chapter you will have to guide Emma across Shell 2
    to the Oil Fence at Strut L.  Unequip any weapon (items do not matter) that you
    have and press the TRIANGLE button to have her hold your hand.  You will have
    to wait for her to get up if she has decided to sit down.  When she is holding
    on you will now be able to move around but only at a slow walk.  Make sure that
    the area is clear of enemies before guiding her anywhere, she is significantly
    weaker than you and she will die quite soon if attacked.
    
    
                                -------------------
                                Holding your breath
                                -------------------
    
    
    At two points in the game Raiden will be choked by another character and you
    will have to hold his breath for him.  To do this press the TRIANGLE button
    repeatedly to hold it, otherwise it will be forced out of your lungs.  The
    Oxygen gauge represents how much oxygen is in his lungs.  When it reaches zero
    his life bar will begin to decrease.  Now you have to press the TRIANGLE button
    to regain life.  When the life bar reaches zero you will die and it will be
    game over.
    
    
    
    -------------------------------------------------------------------------------
    
      *  5.3  In-Game Information
    
    -------------------------------------------------------------------------------
    
    
                                =============
                                ==  RADAR  ==
                                =============
    
    
    NORMAL MODE
    
    Central dot- Player character.
    
    Green cone- character's FOV while in FPV.
    
    Dots and Cones- Represents enemy units and their FOV, includes: soldiers,
    cameras, cyphers.
    
         Normal- Blue
         Suspicious- Yellow
         Caution Mode/After discovering character- Red
    
    WHILE UNDERWATER
    
    Blue areas- indicate the presence of breathing points, air pockets.
    
    WHEN SENSOR A IS EQUIPPED
    
    Yellow areas- indicate that a bomb has been placed in this area.  Unless the
    map has been downloaded from a node only the yellow areas will appear on the
    radar.
    
    WHEN THE MINE DETECTOR IS EQUIPPED
    
    Yellow Dots and Cones- Yellow dots indicate the positions of mines.  Entering
    the yellow cone-shaped area while standing will cause the mine to explode.
    
    
                              ===================
                              ==  RADAR MODES  ==
                              ===================
    
    
    Normal Mode  : This is the default state, when the player has not been
                   discovered by enemy soldiers or surveillance cameras.  While in
                   normal mode, enemy soldiers will follow set patrol routes.
                   While on patrol enemies will use their eyes and ears to check
                   for anything unusual on their patrol route.  Some soldiers
                   might stand guard in a single spot, while others might fall
                   asleep on duty.  When a soldier in normal mode hears a noise or
                   spot something suspicious , such as footprints or bloodstains,
                   he will leave his patrol route and search the surrounding area.
                   If he finds nothing out of the ordinary he will return to his
                   patrol route.  Creating a noise to distract an enemy is an
                   essential technique to master.
    
    Alert Mode   : The radar cannot be displayed.  Occurs when the player is
                   discovered by an enemy soldier, camera, or cypher.  You will
                   enter Evasion Mode when the gauge has reached zero.
    
    Evasion Mode : The radar cannot be displayed.  Occurs during a clearing or
                   when the enemy is searching the area for Snake/Raiden.  You
                   will enter Caution mode after the gauge reaches zero.
    
    Caution Mode : Occurs when enemy soldiers are more vigilant than usual in
                   their patrols.  You will enter Normal Mode when the gauge is
                   down to zero.
    
    Radar Jammed : Radar cannot be displayed when the radar signal is being
                   jammed.  Also, any equipment containing electronic components
                   such as surveillance camera's and remote operated missiles will
                   not function properly.  Furthermore, enemy soldiers will not be
                   able to use their radios to call for backup.
    
    
                                ====================
                                ==  NODE LOCATOR  ==
                                ====================
    
    
    Nodes are computer terminals that have a link-up with your radar.  When you
    access them there will be a small loading screen while it loads the data to
    your radar network, and then it will show a screen in which you can change
    various options.  You may recognize this menu, it is the Options menu that
    appears on the main menu of the game.  The nodes also act as in game settings
    changers.  So , if there is a particular cutscene that you wish to view
    without blood you can access one of these before it happens and then proceed
    onwards.  Or, if there is a battle where you know that you will be doing a lot
    of item/weapon changing you can change the "Quick change" option to previous
    item so that it toggles between two items and you do not have to scroll
    through the menu's every time you need something.
    
    Now this is, obviously, just a list of the nodes and their locations.  I have
    indicated for each node where it is and in which part it first appears.  This
    is just in case you are having trouble finding the nodes, which is unlikely,
    but then again I'm here to help you with just about everything about the game.
    Also, you don't have to look through the guide to find it, instead you can
    just come here for quick reference.
    
    In very easy you will not have to access the nodes, the radar is there
    no matter what, except when you are caught or it is jammed.  I guess that they
    just assumed that if you play on Very Easy you suck at the game.  On all the
    other difficulties you must access them in order to get the radar and locate
    all of your enemies before you run around a corner right into one of them. You
    don't have to have radar of course, if you prefer the old fashioned sneaking
    around style, peeking around corners, using distractions and such.
    
    
    PLACE                        LOCATION                            PART
    -------------------------------------------------------------------------------
    Strut A, Deep Sea Dock       To the right of the elevator        Two
    Strut A, Pump Room           Behind the desk, below the TV's     Two
    Strut B, Transformer Room    By the stairs where Pliskin is      Two
    Strut C, Dining Hall         Next to kitchen behind glass        Two
    Strut D, Sediment Pool       Lower level, by door to bridge      Two
    Strut E, Parcel Room         Northeast corner of middle level    Two
    Strut F, Warehouse           Bottom floor, southwest room        Two
    Shell 1 Core, 1F             Locker room in the south            Three
    Shell 1 Core, B1             Locker room to right of elevator    Three
    Shell 1 Core, B2             Northeast part of computer room     Three
    Shell 2 Core, 1F             Rest area in the northwest          Four
    Shell 2 Core, B1             To the right of elevator            Four
    Shell 2 Core, F Chamber 2    In the locker room, top of stairs   Five
    Arsenal Gear, Stomach        Small room leading to Jejunum       Six
    
    
                              ===================
                              ==  GAME SCREEN  ==
                              ===================
    
    
    Life Gauge      : Appears in top-left.  If the life gauge drops to zero the
                      game ends.  When there is little life left the character
                      will begin to bleed, at which point the gauge will turn
                      orange.  Crouch to stop bleeding.
    
    Radar           : Appears in top-right.  Displays the position of enemy
                      soldiers and their FOV, and the players surroundings.
    
    Weapon Equipped : Appears in bottom-right.  Displays the weapon that is
                      currently equipped.  Not displayed if there is no weapon
                      equipped.
    
    Item Equipped   : Appears in the lower-left.  Displays the current item
                      equipped.  Not displayed if there is no weapon equipped.
    
    
                    Visual representation of game screen
         ______________________________________________________________
        /                                                              \
       |  Life Bar                                           Radar      |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |                                                                |
       |    Item                                             Weapon     |
       |                                                                |
       |  Equipped                                          Equipped    |
       |                                                                |
        \______________________________________________________________/
    
    
                                 ==============
                                 ==  GUAGES  ==
                                 ==============
    
    
    Boss Life Gauge    : This is the gauge that appears as a blue/green tinted bar
                         above the bosses name.  When the gauge reaches zero the
                         boss battle will end.
    
    Boss Stun Gauge    : When a boss is hit with a tranquilizer or punching attack
                         this bar will decrease, when this reaches zero the battle
                         will end.  This appears directly below his/her life
                         gauge.
    
    Grip Gauge         : While in hanging mode this will appear.  Appears below
                         character's life bar.  When this gauge reaches zero your
                         character will lose grip and fall.  You can increase the
                         duration of hanging by doing 100 pull-ups, or 10
                         hang-drops.  There are 3 levels of grip.  Level 1 is a
                         blue bar, Level 2 is an orange bar, and Level 3 is a
                         white/gray bar.
    
    Oxygen Gauge       : When underwater this bar shows the amount of air left in
                         the character's lungs.  When the gauge reaches zero the
                         life bar will begin to decrease gradually.  The rate at
                         which the oxygen gauge decreases can be slowed by
                         pressing the action button.
    
    Partner Life Gauge : When working with a partner in certain circumstances
                         this will appear.  When the gauge reaches zero the
                         character will die and that will result in a game over.
                         Just as if you had died.
    
    
                            =========================
                            ==  READING THE ENEMY  ==
                            =========================
    
    
    Several marks will appear over a soldiers head to help you know what their
    current state is.
    
    Sleeping    : Sometimes you will come across a guard that has been dozing off
                  on duty.  You will see blue Z's circling over his head.  They
                  will also appear when you have tranquilized a guard.  The more
                  Z's a guard has over his head the longer he will stay asleep.
    
    Unconscious : When you have knocked out an enemy with your fists he will lie
                  on the ground with yellow start circling around his head.  The
                  more stars there are the longer it will be until he comes
                  around.
    
    Suspicious  : When a guard has heard or seen something that has alerted his
                  suspicion a big "?" will appear over his head.  This appears
                  when he has seen something just out of his vision cone or heard
                  a noise such as a magazine being thrown or you knocking on the
                  wall.
    
    Discovery   : When a guard has discovered your character a big "!" will appear
                  over their head.  This also appears when a guard has discovered
                  dead body or an unconscious comrade.
    
    
    -------------------------------------------------------------------------------
    
      *  5.4  Other Things
    
    -------------------------------------------------------------------------------
    
    
                                  =============
                                  ==  CODEC  ==
                                  =============
    
    
    Radio-like device that uses nanomachines within the character to transmit
    signals.  All action is paused when using the codec.  Useful for contacting
    other characters for helpful information.
    
    To use the codec first adjust the frequency with he directional pad or the
    right analog stick.  You can also chose a recipient of a codec call by pressing
    the right analog stick down or down on the directional pad.  This will display
    a list of all the known contacts on your codec.  Press the circle button to
    make the call or push up on the analog stick or the directional pad.  You can
    exit the codec by pushing select again or pressing X after the call.
    
    You can advance the conversation with several buttons.  Press Triangle, X, or
    Circle to stop the conversation and then press Triangle again to automatically
    fast forward to the end.  Press Square to fast forward through the conversation
    or X to go one line at a time.
    
    
                          =========================
                          ==  CODEC FREQUENCIES  ==
                          =========================
    
    _____________________________________________
    Tanker Chapter
    
    Otacon      : 141.12, will provide you with information about your gear and
                  strategies for different situations.
    
    Otacon-Save : 141.96, will save your data and afterwards you will get to hear
                  a Chinese proverb that could help you in some way.
    
    _____________________________________________
    Plant Chapter
    
    Colonel       : 140.85, will provide you with information about your mission
                    objectives and controls.
    
    Rose          : 140.96***, will save your data and nag you about certain
                    things.
    
    Mr. X         : 140.48**, mysterious figure who calls Raiden to warn him about
                    certain things.
    
    Stillman      : 140.25, will give you information about bomb disposal and
                    possible locations for bombs.
    
    Pliskin/Snake : 141.80, will give you information about people, weapons, and
                    items.
    
    Ames          : 141.72*, gives you information about Metal Gear and explains
                    certain small details that can be confusing.
    
    Pres. Johnson : 141.32*, tells you about the Patriots and Arsenal Gear, warns
                    you about Solidus's plans.  Instructs you to find Emma
                    Emmerich.
    
    Emma          : 141.52, talks about computer programming and the virus that
                    she designed.
    
    Olga          : 140.48*, reveals her identity and true purpose
    
    Otacon        : 141.12, gives you fighting tips and informs you about a certain
                    character's true identity.
    
    
    *    this person is only available during cut-scenes, you cannot call them.
    
    **   this person cannot be contacted, he/she will contact you when he/she
         wishes to.
    
    ***  this person is EXTREMELY annoying.
    
    ______________________________________________
    Crazy Codec
    
    During a codec conversation you can use the analog sticks to move the pictures
    of the characters around.  Push the sticks in to zoom in.  Push R1 and R2 to
    hear your characters thoughts.  This can be quite funny at times.
    
    
                                  ===============
                                  ==  LOCKERS  ==
                                  ===============
    
    
    You probably heard about Metal Gear Solid 2's famous locker stuffing method.
    
    Lockers are useful for stuffing (mmmm...stuffing) guards into lockers.  If you
    want to keep other guards from finding out about guards that you riddled with
    bullets you can hide them, conveniently, in a locker.  Pick them up by pressing
    SQUARE without a weapon equipped.  Drag them into a nearby open (duh!) locker.
    
    Lockers will almost always contain an item or ammo.
    
    You can kick and punch the doors off of the lockers if you feel in the mood, or
    find that one is locked.  The hinges will break and the door will fall onto
    your character if you haven't moved out of the way.  Don't worry this won't
    reduce your health.  Shooting at the hinges also works.
    
    If you are a pinch for a good hiding spot (i.e. search and destroy teams are on
    your ass), look for a nearby locker.  You will most often be safe in a locker
    because guards will rarely search them.  Pressing L2 and R2 will allow you to
    look out both sides of the lockers vent.  Use R1 to lean up against the vent
    and look out.  However, do not do this quickly when a search team is in the
    area or a guard is patrolling nearby, your character will bang his head on the
    vent alerting any nearby guards.
    
    If you need a good laugh you can enter the locker room on Deck-A of the tanker.
    Open the locker and look at the girly poster on the inside in FPV.  Call Otacon
    and see what happens.  If you get a message from Otacon about the correct
    utilization of lockers then you may be standing too close or too far.
    
    
                              ======================
                              ==  CATCHING COLDS  ==
                              ======================
    
    
    Your character can catch a cold due to prolonged exposure to cold or being
    drenched in water, staying out in the rain to long.  When your character has a
    cold he will sneeze periodically and unexpectedly. This may alert nearby
    guards.  Which is always bad.  To combat this your character must find
    Medicine.  This is located in a locker in Deck-B, Crew's Quarters in the Tanker
    on European-Extreme, or in the Plant Chapter in Arsenal Gear, Stomach in a
    locker in the small side room that leads to Arsenal Gear, Jejunum.
    
    
                          ========================
                          ==  DIFFICULTY MODES  ==
                          ========================
    
    
    Very Easy        : Guards are quite stupid and weak in this difficulty and
                       bosses are almost instant takedowns.  Do NOT let me catch
                       you playing this, unless you are trying to get dog tags!
                       (makes a mean face, "grrrr")
    
    Easy             : Guards are marginally intelligenter, wait a minute...crap!
                       Anyway, the name speaks for itself.
    
    Normal           : Guards are fairly intelligent; bosses take about as much
                       damage as they do to you.  Guards can't hear very well or
                       see for that matter.  There is a good scattering of guards
                       throughout the levels.
    
    Hard             : Harder than normal, get it? (starts laughing at himself...
                       aokay that was lame).  "Game over if discovered" option is
                       now available for all difficulties higher than this, shows
                       you how hard the going can get.  You have a small chance of
                       making it out of a shootout alive if you get caught.
    
    Extreme          : If you can finish this difficulty without making a hole in
                       your wall then good job.  Bosses are 2 hit kills, if you
                       are caught.  Guards see about twice as far as in normal and
                       can hear very well.  "Game over if discovered" option is
                       available.
    
    European Extreme : (curses wildly)!  Guards see almost by human standards,
                       have amazingly good hearing, and bosses are one hit kill.
                       You better have your stealth skills down pat, or else you
                       are in for a good deal of game over screens, and maybe a
                       few broken controllers.  As the game manual says, "for the
                       truly possessed".  "Game over if discovered" option is
                       available.
    
    All difficulty levels will become available after completing the main game
    once.  That means BOTH chapters.
    
    The difficulty levels differ in these ways,
    
     - The amount of damage done to you by falls
     - duration of grip meter
     - eyesight of guards
     - hearing ability of guards
     - intelligence of guards
     - length of evasion mode/alert mode
     - thoroughness of clearings
     - damage done by bosses/guards
     - damage you do to bosses/guards
     - amount of C4 bombs in the Plant Chapter
     - amount of time guards stay knocked out/tranquilized
     - number of assault team members
     - accuracy of guards
     - how much rain/cold exposure for your character to catch a cold
     - availability of items and ammo
     - amount of shaking when sniping
     - number of "Tough Guys" in each level
     - number of Dog Tags in each level
     - tranquilizer effect time
     - health restored using a Ration
    
    
                          ============================
                          ==  PRESSURE SENSITIVITY  ==
                          ============================
    
    
    The Dual shock Analog Controllers have pressure sensitive buttons, and MGS2
    uses this feature to the utmost.
    
    When you have your gun drawn and you do not want to fire the gun and waste a
    bullet, slowly take your finger off of the weapon button and Snake/Raiden will
    put the gun down without firing.  Also, with the assault rifle, when you
    lightly press the weapon button the gun will be drawn but the gun will not
    fire, when you press down fully, then the gun will fire.
    
    While in FPV the shoulder buttons that allow you to strafe and peek will move
    your character more depending on how hard you push down on the shoulder
    buttons.  This is very useful for gun duels such as the Olga battle.
    
    I'm not sure if this counts but the analog sticks can control how fast you move
    your character.  If you slightly push on the stick your character will slowly
    walk.  When you push it to full tilt the character will break into a quick run.
    
    
                               ======================
                               ==  SAVING LOADING  ==
                               ======================
    
    
    To save during the SOL game press SELECT to bring up the codec.  Use the saved
    frequencies to contact the right person for saving, Tanker-Otacon, Plant-Rose.
    Press CIRCLE on the save option, choose which memory card, and choose the file
    that you want to save in.
    
    To save the missions, go to the bottom of the screen where it says SAVE and
    press the CIRCLE button.  Select which memory card, and choose the file you
    want to save in.
    
    To load the SOL game, go to LOAD GAME on the main menu, select a memory card,
    and choose the file you want to load.
    
    To load the missions, go to MISSIONS in the main menu, choose which memory
    card, and choose the file you want to load.
    
    When you save in a certain area, when you load it you will have the same
    equipment, ammo, and items as when you entered.  If you want to keep what you
    have gathered in a room then exit the area and then renter and then save.
    
    To save in the Snake Tales you have to press the SELECT button during the time
    the narration text is up on the screen.  Then just follow normal saving
    procedure.  Outside of this there is no other way to save in the Snake Tales
    besides after you complete it.
    
    -------------------------------------------------------------------------------
    
      *  5.5  Substance Features
    
    -------------------------------------------------------------------------------
    
    
                              =====================
                              ==  BOSS SURVIVAL  ==
                              =====================
    
    
    This feature allows you to play 8 consecutive boss battles.  You will be able
    to play as either Raiden or Snake.  Some differences will occur when playing,
    such as when battling Solidus as Snake you will only be able to use your fists,
    since Snake can't use a sword.  You will be able to choose three difficulty
    levels.  Easy, Normal, and Hard.
    
    The battles are...
    
      - Olga
      - Tanker Soldiers
      - Fatman
      - Harrier
      - Vamp
      - Arsenal Tengus
      - Metal Gear RAY
      - Solidus
    
                              =======================
                              ==  CASTING THEATRE  ==
                              =======================
    
    
    This cool feature lets you change the skin on the character models in 8
    cutscenes.  The voices will stay the same but it is still hilarious to watch
    Rose take out 3 Metal Gear RAYs with a P90.  The cutscenes that are available
    are...
    
     1. Snake infiltrates tanker
     2. Snake watches the soldiers descend from the Kasatka
     3. Snake sticks up Olga
     4. Ocelot steals MG RAY
     5. Vamp vs. SEALS
     6. Fortune vs. SEALS
     7. Solidus vs. mass produced Metal Gear RAYs
     8. Solidus vs. Raiden (the final battle)
    
    
                               ======================
                               ==  PREVIOUS STORY  ==
                               ======================
    
    
    You can read several documents pertaining to the Shadow Moses incident.  They
    will give you a great idea of what happened there if you haven't played Metal
    Gear Solid.  When you finish one the next one will appear.  the order they
    appear in is,
    
    THE NEW YORK MIRROR
    
    - Book review of Nastasha Romenenko's book "In the Darkness of Shadow Moses".
      Is a short overview of the book.
    
    THE SHOCKING CONSPIRACY BEHIND SHADOW MOSES
    
    - Documentary by a news reporter about his adventures into Shadow Moses. "It's
      just a tuna".
    
    IN THE DARKNESS OF SHADOW MOSES
    
    - Book detailing Nastasha Romenenko's experiences during the Shadow Moses
      incident.  Explains quite thoroughly the plot of Metal Gear Solid.
    
    
                            =====================
                            ==  BASIC ACTIONS  ==
                            =====================
    
    
    This demonstrates several actions that can be used during the game.
    
     B E G I N N E R
    
     - First Person View Attack
     - Throw
     - Corner View
     - Climb Up Objects
     - Roll Forward
     - Dragging Enemies
     - Hanging
     - Open/Close Locker
    
     I N T E R M E D I A T E
    
     - Cardboard Box
     - Chokehold
     - Peek Around Corner
     - Step Sideways
     - Knock On Wall
     - Rolling Attack
     - Book
     - Quick Change
    
     A D V A N C E D
    
     - Jump Out Shot
     - Hold-Up
     - Aim and Move
     - Shake Out item
     - Destroy Radio
     - Fire Extinguisher
    
    Most of these are explained in the Basic Moves section.
    
    
                              ====================
                              ==  OPTIONS MENU  ==
                              ====================
    
    Vibration
    ---------
    
    Toggle the vibration function in Dual shock 2 Analog Controller on or off.
    
    Radar
    -----
    
    Choose between the three radar modes.
    
    Blood
    -----
    
    Toggle blood appearance on and off.
    
    Sound
    -----
    
    Choose between stereo and monaural sound.
    
    Dolby Digital 5.1
    -----------------
    
    If you have surround sound on your TV you can activate this option so that some
    cut-scenes will be shown with surround sound.  Pretty sweet.
    
    Caption
    -------
    
    Toggle the captions that appear during cut-scenes and during the game on or off.
    
    Own-view
    --------
    
    If you prefer you can reverse the controller directions from the default
    directions.
    
    Item window
    -----------
    
    Have your Items and Weapons appear in linear form as in MGS or in groupings,
    which was the preset option in MGS2
    
    Quick change
    ------------
    
    When you do a quick change you can now have it unequip the item or switch with
    the last equipped one.
    
    Screen adjustment
    -----------------
    
    Adjust the game screen so that it is centered in your TV screen.
    
    Brightness adjustment
    ---------------------
    
    Adjust the brightness of the game.
    
    All of these options can be changed during gameplay by accessing a node during
    the Plant chapter.
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                              06)  Sons of Liberty
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    This guide assumes that you are playing on the Normal difficulty level with 
    Radar 1.  In this walkthrough I will provide for you all of the necessary 
    information related to each and every area.  I won't be telling you to pick
    up ammo and stuff like that, I'm sure you capable of handling that yourself...
    but then again... I have been wrong about stuff like that before.
    
    The story thus far.....
    
    Following the Shadow Moses incident Ocelot leaked the top-secret 
    specifications for Metal Gear to the public, via the black market.  Now every 
    group, state,  and dot-com has their own version of Metal Gear, Metal Gear is
    no longer a secret weapon.  It has become one of the most common and 
    effective weapons on the battlefield of the day.  Our hero, Solid Snake, 
    receives intelligence that the United States Marine Corps is planning to test 
    out their new version of Metal Gear.  Snake, having spent all of his days as
    a mercenary working on eliminating Metal Gear, decides that he has to find out
    more on this new Metal Gear.  With he help of his new accomplice, Otacon 
    (aka Hal Emmerich, a scientist from Shadow Moses), he infiltrates the 
    transport for the new Metal Gear.  The transport has been disguised as an oil 
    tanker descending the Hudson River, on its way out to sea.  Snake must 
    discover the purpose behind this new incarnation of Metal Gear and if 
    necessary he must destroy it.
    
    ------------------------------------------------------------------------------
    
                               6.1  The Tanker
    
    ------------------------------------------------------------------------------
    
       ----------------------------------------------------------------------
       **                             Aft Deck                             **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Camera                   M9
                          Binoculars               Chaff Grenades
                          Cigarettes
                          Scope
                          AP Sensor
                          Pentazemin
                          Ration
                          Bandages
    
             o-o---------------------------------------------------o-o
    
    As you have probably figured out by now, this is where the gameplay starts.
    The first thing you want to do is take notice of a few basic facts that will
    come into play in this area.  First, it's raining.  This means several things.
    One, Snake can catch a cold if he stays out too long.  The length of time for
    this varies between difficulty levels so stay on your toes.  Second, the rain
    will camouflage some of the noises that would otherwise alert nearby guards.
    This means you can be a little more careless with no further consequences.
    Third, once you go inside you will track water around in your footsteps.
    We'll deal with that last point later.
    
    On either side of this area on the bottom level is a white box.  If you want
    to you can knock out a guard and drag his body into this box.  This will
    trigger a scene where Snake opens the gate and tosses the body into the river.
    This is useful for disposing of unsightly bodies and effectively covers up all
    evidence of your passing through the area.  Should the area be put on Alert
    Mode, the bodies will not be discovered.
    
    By now, I imagine you're wondering if I'm going to explain how to get through
    this area.  Indeed, that's what I'm going to do right now.  The first thing
    you want to do is head northeast.  There is a guard patrolling up ahead at the
    top of a flight of stairs.  Mosey on over there and halt midway up the stairs.
     The camera gives you a good view of the guard so wait until he is facing away
    from you until you make your move.
    
    Once that guard has been taken care of, move up the next flight of stairs
    and onto the topmost level.  This upper balcony has a single guard who patrols
    the perimeter of it.  I suggest that you keep an eye on the radar and watch
    for where he is coming.  You can hold him up as he is about to turn north
    towards your position.  Dispose of him as you see fit.
    
    Now follow this balcony until you come to the opposite set of stairs on the
    west side.  Head down and press up against the wall at the top of the stairs.
    Keep an eye on this guard.  If you want to hold him up, wait until he heads
    south and then run up behind him.  If you want to head directly into the next
    area just wait until he moves away from the stairs then descend and open up
    the door using the action button (Otacon will call and inform you of how to do
    this).
    
    There are four doors total in this area:
    
       (1) Port level 1      : Opens into Deck A, crew's quarters
       (2) Port level 2      : Locked
       (3) Starboard level 1 : Locked
       (4) Starboard level 2 : Opens into Deck B, crew's quarters
    
    If, by chance, you chose to enter on the Starboard level 2 door then pick up
    the walkthrough at Deck B, crew's quarters.
    
       ----------------------------------------------------------------------
       **                     Deck A, crew's quarters                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    This area is shaped roughly like a U with a small locker room centered at the
    bottom of the U.  This locker room contains a few doodads that you might
    enjoy.  A close inspection of the corridor will reveal pipes lining the
    ceiling and extending through the floor.  You can exploit these pipes by
    shooting them to release their contents (steam) and thus distracting the
    area's guard.  Doing this is entirely optional.
    
    This area's guard patrols on the east side so for now worry about the fact
    that you just came in from the rain.  Snake may or may not have a cold.  If he
    does he'll be sneezing occasionally.  The downside of Snake sneezing (and
    pretty much the only side) is that he'll probably wind up sneezing as you're
    approaching a guard, promptly giving you away.  Beware of this possibility.
    Additionally, you'll want to shake the rain off of Snake by tapping the X
    button a few times.  By doing this, Snake will leave fewer wet footsteps that
    could give you away.
    
    Now you'll want to head south through the corridor since the door closest
    to you is broken (try to open it for a laugh).  If you want to, head into the
    locker room but otherwise keep your focus on the guard in the eastern part of
    the corridor.  He patrols north-south so stay hidden until he turns north then
    knock him out and pass through the door in the north.
    
    
     *  RANDOM TRIVIA  *
    
    
    Find the girly poster on the locker in the northwest of the locker room.  Open
    the locker and look at the poster in First Person View. Now call Otacon and
    Snake will be playing with his....appendage.
    
       ----------------------------------------------------------------------
       **                      Deck A, crew's lounge                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                                                   USP (ammo)
                                                   Stun Grenades
    
             o-o---------------------------------------------------o-o
    
    This area is constructed as follows.  A main hall with two rooms abutting
    the east and west ends (each containing a staircase, the west staircase has a
    sleeping guard at the bottom), the main room contains a stairway in the south
    and a lounge in the north with a bar, tables, a magazine rack, and a small
    lounge area.  This area contains a few neat odds and ends that I will go over
    later.
    
    For now you can focus on the guard that Snake peeked at in that short
    cutscene.  You have a few options here.  First, you can watch the two guards
    until their patrols allow you an opening to pass through.  Your goal is the
    staircase in the center of the main room.  If you don't want to sneak past,
    your best bet is to simply use jump-out shots when the time is appropriate to
    knock the guards out.  Either way, make your way to the staircase and enter
    the door on the right; the door on the left is broken.
    
    
     *  RANDOM TRIVIA  *
    
    
    This room contains quite a few neat things to play around with:
    
    The mini bar; it can provide you with plenty of cover during a shootout.
    Another neat thing is the bottles.  You can shoot these bottles and watch
    their contents spill out all over the place.  You can also punch and kick the
    bottles to your heart’s content.  This has little practical use aside from a
    potential guard distraction if you shoot the bottles while he's near the bar.
    
    Talk about detail!  In FPV look at the mini-bar itself and you should see an
    ice bucket on the counter.  Shoot it so that its contents spill out, ice. Now,
    look at the ice for a while and eventually you will see it melt. Also, the
    larger pieces of ice will take longer to melt than the smaller ones.  Not many
    games have that kind of detail programmed into them (for good reason
    probably).
    
    On the west side of this room there is a small TV screen showing views of the
    new Metal Gear prototype.  If you shoot it will go blank.  A small preview for
    what you'll be seeing up close later on.
    
    When you shoot the magazines on the magazine rack they will explode in a
    shower of paper shreds.  You can continue doing this until the pieces are too
    small to shoot.  Shooting these magazines will also attract the attention of
    the guards nearby.  If you utilize this appropriately you can create an
    opening to slip through.
    
    Try firing a bullet through the plants in the room and the leaves will shake a
    little bit.  They shake more if you shoot the stems.
    
    When you fire bullets into the glass in the middle of the room it will make a
    small crack in the glass.  Fire about 15 shots into the glass and it will
    completely shatter, showering shards of glass all over the floor.
    
    The guard at the bottom of the stairs in the west has flies circling his head,
    if you stay there for a moment the flies will suddenly become attracted to
    you, the flies can alert guards to your presence so be careful. 
    
       ----------------------------------------------------------------------
       **                      Deck-B, crew's quarters                     **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                                                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    A rough description of this area would be a square.  You start on the east
    side near the middle.  You can go either north or south.  The small area to
    the east of your starting point contains a staircase to nowhere and a hatch
    that leads back onto the aft deck.  Going south is the easier of the two
    options (in my opinion) presented to you.  Immediately head south and pause as
    you are about to turn the corner into the east-west portion of the hallway.
    There is a single guard here.  I suggest proceeding one of two ways.  (1) When
    he turns his back to you, sneak up to him and do your deed.  (2)Wait until he
    turns away then run to the little niche by the locker and press up against it.
    When he passes you again run west and then keep going through the hallway
    until you are able to turn into the next stairwell.  Head up the stairs on the
    west side of the area to the next floor.
    
    Please note that if you go north the lights will cast revealing shadows on the
    ground.  You'll have to take this into account when approaching the guard that
    patrols the northern part of the area.  It's also harder to sneak past this
    guy, you have to hold him up or knock him out in order to make it through to
    the other side.
    
       ----------------------------------------------------------------------
       **                      Deck-C, crew's quarters                     **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Chaff Grenades
    
             o-o---------------------------------------------------o-o
    
    Watch the cut-scene and the Codec call from Otacon.  Take note of their
    discussion and think of how you are going to get past the camera.  This area
    is just a long corridor with two staircases on either side, with the east one
    blocked by crates.  There is a staircase in the middle that goes to Deck D. 
    The only security precautions in this hallway for now is the security camera
    mounted on the wall, near the ceiling.  There are no guards here at the moment
    but there will be later on in the game, when you come back through here.
    
    All you have to do is watch the camera and sidestep under and past it when you
    won't be in its field of vision.  If you picked up Chaff grenades earlier you
    can use those here as well.
    
    
       ----------------------------------------------------------------------
       **                      Deck-D, crew's quarters                     **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Box 1                    M9 (ammo)
                          Ration                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    This is the most difficult part of the game as of yet.  Deck D has a kitchen
    in the west, a pantry in the east, and a staircase going up to Deck E in the
    south.  There is a hallway that extends from the kitchen to the pantry and
    wraps around the staircase to the other entryway to the kitchen. The kitchen
    is accessed by two sliding doors, one by the staircase that you came up and
    the other to the south of it, by the staircase to Deck E.  The kitchen is
    monitored by a surveillance camera and two guards, they will patrol in
    between the tables in a circular pattern (you can watch on the radar to see
    what I mean).  In the food pantry there is currently no guard but that will
    change eventually.  The security camera, for now, cannot be destroyed.  You
    can use either a Chaff grenade or stealth to work around it.
    
    The guard that patrols the northern corridor mainly patrols back and forth 
    (he will venture into the kitchen eventually he is the second guard).  In the
    southern corridor, where the stairs are, a single guard patrols east west.
    
    Your main worry in this area is the hallway that connects the north and south
    halls.  If you look closely you will see two vertical, black strips on the
    wall.  Do you know what they are?  Well, if you get close enough to them 
    Otacon will call Snake and explain it to him.  Before you do so, I suggest
    knocking out the two guards in these hallways to keep your worries to a
    minimum.
    
    Otacon tells you that there are infrared beams wired to SEMTEX.  Break the
    beams and you'll be seeing that delightful game over screen.  Use either the
    Cigarettes or the fire extinguisher to reveal the beams.  Look near the
    bottom, no beams.  You can crawl past this obstacle.  Once you are past the
    beams, head up the stairs to the bridge.
    
    If you enter the pantry in the eastern part of the area this will trigger a
    guard coming into the pantry.  Stay in the back once you enter the pantry and
    wait for him to enter.  He'll doze off shortly after entering the room so you
    shouldn't have much trouble getting by him.
    
    
     *  RANDOM TRIVIA  *
    
    
    If you shoot the pans hanging from the ceiling in the kitchen they make
    little noises.  If you experiment enough you may be able to create a little
    tune.
    
    The pantry may be of some enjoyment.  The boxes there contain an amount of
    fruit and there are some bags of flour.  Shooting these items will break them
    apart and such.  I've always found it fun to have a gunfight in this room
    once I get the USP.
    
       ----------------------------------------------------------------------
       **                       Deck-E, the bridge                         **
       ----------------------------------------------------------------------
    
    
                          ITEMS                    WEAPON
    
                          none                     USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    This is the bridge, where all of the ships controls are. Right now there are
    only a few things of note, the hatch on the left side and a Ration right next
    to it.  You'll have to use the hatch on the right because the hatch on the
    right has been disabled for now.  Head outside through the hatch.
    
       ----------------------------------------------------------------------
       **                        Navigational Deck                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     M9 (ammo)
                                                   Chaff Grenades
    
             o-o---------------------------------------------------o-o
    
      --  Boss Battle - Olga Gurlukovich  --
    
    Olga can be a difficult boss if you don't know what to do.  At the start 
    shoot out the tarp strings and the spotlight, this will make things easier 
    later.  Olga will spray bullets at you with her USP and occasionally throw a 
    grenade.  The prime time to get a shot off are when she is preparing to throw 
    a grenade, or when she is reloading.  An easy way to predict when she will 
    need to reload is to count her shots, when she gets to 15 she will have to 
    reload.
      
    After shooting out the light and the tarp go to the right side, behind the 
    boxes.  I suggest that you get into first person mode to shoot and use the 
    strafing buttons.  When you see her peek out from behind the crate to shoot, 
    try to get a shot off.  You will see her stand up to throw a grenade, when she 
    does this is a good time to get a head shot in to take away a large chunk of 
    her stun bar.  You know when she is going to throw a grenade when you hear her 
    say, "Take this!"  Do not try to shoot when she is behind the storage shelves 
    it can be a hard shot, and you will usually end up just wasting ammo.
    
    If she does get behind the tarp, on the right, there is a little space between 
    the boxes that you are hiding behind.  Lie down there and aim through there.
    You should be able to shoot her from there.  Also you can wait for the tarp to
    flap out from in front of here so that you can see where she is and then get a
    shot off in that location.  If you don't feel like going the hard way then I
    suggest shooting the ropes that are holding it to the rack and it will fly off
    and be of no more trouble.  Doing this will prevent a lot of frustration.
    
    If she shines the light at you, you should be able to knock out the spotlight 
    by hitting it with an M9 bullet.  If you can't do that crouch down by the low 
    row of boxes and peek up quickly you should be able to see her briefly before 
    the light distorts your view. She should be almost directly in front of you so 
    if you miss by a little you should see an exclamation point where she is, aim 
    at that spot.
    
    The are also a few ways to distract or confuse Olga.  The first is to knock on
    the boxes.  This will attract her attention to that spot and you can move
    somewhere else to try and get a shot off before she notices you.  You can also
    let her catch a glimpse of you in one spot then you can crawl to the other
    side of the area and try to shoot her from there before she realizes where
    you are.
    
       ----------------------------------------------------------------------
       **                     Navigational Deck, wing                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   none
                          Thermal Goggles
                          Wet Box
    
             o-o---------------------------------------------------o-o
    
    Now you have a USP handgun, this is your first lethal weapon in the game.  Now
    you can have at least a fighting chance against any attack teams that you run
    across. Heed Otacon's warning, the USP makes A LOT of noise.  Use it only in
    very secluded places or in places where there is a lot of background noise.
    
    If you are going for dog tag collection be very careful with who you kill.  If
    you kill a guard who's tag you have not gotten yet then you will be unable to
    retrieve his tag until you play through the game another time.
    
    One good thing that you get with the USP is a flashlight that comes on
    whenever you draw the gun.  This (obviously) allows you to see in dark places
    and illuminate places which need lighting.  Of course, when you draw the USP
    near an enemy it (the light) will attract his attention.  So make sure that
    you have the guard in a hold up or something like that when you draw it. 
    Otherwise, be prepared to duke it out.
    
    It is raining again and once again Snake can catch a cold, so don't stay out
    too long.  There is a place on the opposite side of this area almost identical
    to the one you fought Olga in.  The middle part of this area is raised up
    about 20 feet above the surrounding area.  On top of this is the crow's nest,
    there is a ladder here so that Snake can climb up to the top.
    
    The area on the left has a few items of interest....mainly the Wet Box.  This
    item may be useful but it is unlikely considering that it can only be used
    effectively outside.  If you think about it, using a wet box to hide inside
    while you are indoors will arouse suspicion.  The dry box would be a better
    bet.  Considering that this is the last time you'll be traveling outside...
    there's little point to this box.  Pick it up if you like.  Either way, head
    inside to the bridge through the hatches on either side of the bridge.
    
    
     *  RANDOM TRIVIA  *
    
    
    Shoot Olga and Otacon will call and yell at you, calling you a monster.  Also,
    if you call Otacon while looking at Olga Snake will mention near the end of
    their little conversation that he has "had enough of tomboys."  Looks like
    Meryl survived Shadow Moses after all.  You can read "In The Darkness of
    Shadow Moses" by Nastasha Romanenko for more information on this.  You can
    find it in the Previous Story section of the Special menu.
    
       ----------------------------------------------------------------------
       **                       Deck-E, the bridge                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    Go down the stairs to Deck D.  There's little else to do here.
    
       ----------------------------------------------------------------------
       **                     Deck-D, crew's quarters                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Box 1                    M9 (ammo)
                          Ration                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    This area is essentially the same as last time you were here, there is a guard
    patrolling the northern corridor and another in the kitchen.  Everything else
    is the same as last time.
    
    The easiest way to approach this is as follows: knock on the wall next to the
    stairwell (on the right) and wait inside the stairwell, hidden from sight, for
    the guard to come around and inspect the noise.  When he does you can deal
    with him however you want.  You can head through the kitchen if you like.
    The camera can easily be taken out with the USP, just make sure no one is
    around or conscious when you do so.
    
    The guard who enters the pantry after you enter (I mentioned him earlier) is
    one of those "tough guy" guards who won't give up his dog tag without further
    prodding in the form of a bullet to the kneecap.  Now would be the opportune
    moment to grab his dog tag because you won't be coming through here again.
    
       ----------------------------------------------------------------------
       **                     Deck-C, crew's quarters                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Chaff Grenades
    
             o-o---------------------------------------------------o-o
    
    Now there is a guard patrolling on this deck.  He simply patrols back and
    forth from one end of the corridor to the other. Not very complicated.  The
    security camera is still the same as last time you were here.  Wait against
    the wall (on the side where the locker is) and watch the guard coming from the
    part where the camera is.  When he passes you he will be wide open, do
    whatever you want with him now.  You can bypass the camera by using the USP to
    knock it out, Chaff grenades to disable it or by shuffling underneath it. Head
    down to Deck B.
    
       ----------------------------------------------------------------------
       **                    Deck-B, crew's quarters                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                                                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    This area is EXACTLY the same as last time, no changes at all except that
    you are coming from the other side now.  As with last time, head south until
    you can press up against the wall and watch the guard in the south do his
    patrol.  You can choose to sneak by him by waiting for him to walk away and
    then hiding in the niche by the locker or you can wait for him to turn around
    and then gold him up. The door that leads to the crew's lounge on Deck A is
    your goal.
    
       ----------------------------------------------------------------------
       **                     Deck-A, crew's lounge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                                                   Stun Grenades
    
             o-o---------------------------------------------------o-o
    
    To sneak by the guards in this area you can use a simple diversion.  Walk a
    bit down the stairs until you have at least a partially unobstructed view of
    the magazine rack.  Take aim at the rack and fire a bullet into it.  The
    magazine you hit will explode into shreds of paper and this should attract the
    attention of both guards in the room.  Use this opportunity to slip by them
    and head down the stairwell in the eastern part of the area.
    
       ----------------------------------------------------------------------
       **                     Engine Room, starboard                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                                                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
     * NOTE *
    
    To avoid long confusing sections of writing I have divided the Engine Room 
    into two parts Starboard and Port.  Basically I split it in half, you should 
    be able to figure out where I did it.  There is a third section all the way 
    on the other side of the room, where you shoot out the SEMTEX control units.
    Onward!
    
    This is the starboard half of the Engine Room (right side but you know that
    because that's the only way you could have come in).  What you should know
    right off the bat is that it is pretty safe to use the USP in just about any
    place in the Engine Room since the noise created by the engines of the ship
    creates a lot of background noise to muffle your shots.  Feel free to use the
    USP so long as you're not standing directly next to a guard.
    
    This room is mainly comprised of catwalks running around the open spaces
    around the engines so there is a lot of maneuvering room available if you
    have to fight off an attack team or slip past a guard.  You can hang off a lot
    of the catwalks as well.  Feel free to use that fact to your advantage.
    
    When you first enter the Engine Room and go north there will be a short little
    cut-scene where Snake sees Vulcan Raven's Shadow on the wall.  Snake thinks it
    may be a hint of some sort and believes that he will have to battle him (that
    is if you call up Otacon on the Codec after the scene).  If you go north a
    little bit more then you will see that the shadow is just created by a little
    Raven doll in front of a flashlight.  Nothing to worry about.
    
    Search the lockers if you want and then make your way out into the engine
    room.  The first guard who is standing opposite the door can be approached
    several ways.  (1) Knock him off of the catwalk by kicking him, he will
    plummet to his death and land on top of another guard; you may find this
    amusing.  You won't be able to get his dog tag though so think before you act.
    (2) hold him up and do what you want with him. (3) Ignore him completely.  He
    doesn't really move around too much so you can proceed to the catwalk below
    and deal with that guard.
    
    This next guard can also be dealt with in a variety of ways.  (1)  Hang off
    the catwalk and wait for him to pass under you.  When he does drop down onto
    his head to knock him out.  Be sure to tranquilize him after you knock him out
    or else when he wakes up he'll send the area into caution mode. (2) Wait for
    him to move north on his patrol route and then tranquilize him as he walks
    away.  Alternatively, you could hold him up as he walks away.  (3) Wait for
    him to move north then hang over the railing on his level and drop down to the
    next level.
    
    The guard on the bottom level should be easy to deal with.  You can
    tranquilize him when he's not looking or you can hold him up when he turns
    away.  Or you can also ignore him and run by when he looks away from the
    catwalk to need to proceed on to the next part of the engine room.  You want
    to head for the stairs to the west and somewhat south of where this last guard
    is.
    
       ----------------------------------------------------------------------
       **                    Engine Room, port [one]                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Grenade
                                                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    This area is just like the starboard side of the room.  There are three levels
    of catwalks and walkways and guards on each one.  It is still safe to use the
    USP in just about any place in the Engine Room since the noise created by the
    engines of the ship creates a lot of background noise to muffle your shots.
    
    Your first order of business will be to proceed up the large set of stairs in
    the south.  As you proceed upwards pay attention to where the guards are.
    There should be a single guard standing at the end of the catwalk in the
    south.  He should be a simple matter, just run up behind him and hold him up
    or ignore him altogether.
    
    There should be one more guard on this level of catwalks.  The easiest way to
    keep him from troubling you is to tranquilize him from afar.  The catwalks
    provide plenty of visibility so you should have no trouble spotting him and
    getting in a clear shot.  The last guard you have to worry about (there is a
    guard on the bottom level of catwalks that you can safely ignore) is on a
    platform above the level where the last guard was patrolling.  He is also
    standing in front of the door you need to enter so it is best to tranquilize
    him and get your ass on over there.
    
    
     *  RANDOM TRIVIA  *
    
    
    That guard looking through the binoculars in the south.  Go to where he was
    and pull your binoculars out.  See anything of interest?
    
       ----------------------------------------------------------------------
       **                     Engine Room, port [two]                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    This is similar to the room in which you first entered the Engine Room.  The
    door in the south is locked and there is a small room in the north.  You will
    notice, if you go into that room that there are more IR sensors that you need
    to get past.  However, when you go north there will be a short cut-scene where
    a guard comes out of the locked door and reports in.  You have two options
    with him.  First, you can hide in one of the lockers in the room in the north
    and wait for him to patrol the room and head back to where he came from or you
    can wait for him to finish his transmission and tranquilize him as soon as he
    does.
    
    If you try to approach the sensors Otacon will call you.   I suggest using the
    thermal goggles, cigarettes or a bag of flour (conveniently placed for such a
    purpose) to see where the beams are.  The control units are small boxes with
    green lights.  You have three to shoot out before you can pass through.  When
    you land a shot on a control unit the green light will wink out, the box will
    have a hole in it and you will hear a noise of something being shut off.
    
    Use the USP to take out the control units.  You can steady Snake's aim with
    the Cigarettes or by popping a Pentazemin pill.  This isn't entirely necessary
    though.  This isn't a task that requires much finesse.
    
    The three control units:
    
      (1) The first one is on top of the shelf on the right side of the hallway. 
          Get on top of the platform in front of it and peek up (R2 + L2).  You
          should be able to get a clear shot at it now.
    
      (2) The second can be taken care of by laying down on the floor between the
          locker and the platform that you used to shoot out the first box.  When
          you look in FPV you should see a green glowing light near the wall on
          the right.
    
      (3) The third can also be taken care of in the same way as the second, it is
          on the left side instead of the right.  Alternatively, you can move past
          the first two disables sensor units and shoot it from up close.
    
    When all the control units have been disabled go through the hatch in the
    north.
    
       ----------------------------------------------------------------------
       **                           Deck-2, port                           **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    "Verrazano Bridge checkpoint passed.  All non-essential personnel report to 
    the holds in 10 minutes time for the scheduled briefing session with the 
    Commandant.  You are ordered to continue manning your posts until that time."
    Don't worry about missing your recovery point, it happens no matter what you
    do in the game.
    
    This area is just a big long hallway that will go past a lot of sealed
    hatches.  At the end of the long straight-away there is a smaller hallway
    leading east, you must go through there.
    
    There are only three guards in this area, one will come down south towards you
    as you are heading north, another will patrol back and forth in the east/west
    hallway (he is listening to music), and then the last guard is standing
    motionless about 4/5 of the way down the east/west hallway sleeping.
    
    Run north through the hallway collecting items from the side rooms. When you
    see a guard coming towards you duck into the first side room you see and
    flatten against the wall.  Wait for him to pass and then proceed up the
    hallway.
    
    When you see the guard with the music playing just stay back in the hallway
    you are in until he turns around and heads back  to where he came from.  He
    should be easy to deal with once he has his back to you.
    
    When you come up to the guard who is dozing off and mumbling about 'nothing to
    report' then you can just time it so that you hold him up or walk past him
    when he closes his eyes.  Just observe for a moment to get the general idea of
    what the timing is.  Once you are past him you are free to progress into the
    next area.  Head east and open the hatch.
    
    
     *  RANDOM TRIVIA  *
    
    
    When you are approaching the first guard duck into the side area and lean up
    against the wall with the pipe.  As the guard approaches try to peek out into
    the hallway.  Snake will knock over that pipe which will scare the crap out
    of the guard coming down the corridor.  This won't trigger an alert so feel
    free to do this.  Just make sure you stay put until the short scene is over.
    
       ----------------------------------------------------------------------
       **                        Deck-2, starboard                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   USP (ammo)
    
             o-o---------------------------------------------------o-o
    
    There's not much for you to do here until you head south and trigger a
    cutscene.  Once the scene triggers you'll be battling some Gurlukovich
    soldiers.
    
    Once the battles begins stay ducked behind the box and peek up or strafe left
    to shoot at the guards.  As with the rest of the game it is best to go for
    crotch shots or head shots.  Try the jump out shot move, this works very well
    in this situation even when crouched.  Once the lights are out you can try to
    use the Thermal Goggles (if you have them) to get a better view of the
    soldiers.
    
    Occasionally a guard in the back will throw a grenade; every other time he
    throws it will land by the box, the other time it will land behind you.  Just
    get away from the grenade before it explodes.
    
    When all the guards appear to have been killed or knocked out three guards
    will come out of that side room and run up to you.  You can use whatever you
    feel would be most effective; this may be a jump out shot or simply standing
    up and firing away at them as they approach.
    
    There is M9 and USP ammo in the back along with a Ration.
    
       ----------------------------------------------------------------------
       **                              Hold-1                              **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    Now this is where you absolutely must use stealth, even Snake can't fight off
    300 US Marines.  If you get caught the game will be over immediately.  If you
    watch in the cut-scene you can see that the marines are watching the
    Commandant speak on a projector.  They will not turn around to face the back
    of the room or even look around since they are so riveted to his incredible
    speech.
    
    What you must do is sneak down around the back of the holds and find your way
    into the hold where Metal Gear RAY is being stored.  Once there you have to
    take the four photos and get your ass out of there.
    
    There is some ammo in the room behind Snake; open the hatch to access the
    ammo.  You won't be needing it at all though.  Five M9 bullets should be
    sufficient ammunition. Use only your M9 in the holds, if you kill a Marine or
    let off a loud shot with the USP you will receive a prompt Game Over.
    
    Climb down the ladders and go slowly across the south end of the hold.  Crawl
    under the projector and be sure not to bump into the guard standing by it.
    Make your way over to the southeast corner and then start heading north, being
    sure to not make any noise on the grating in your path.  Rolling over the
    grating or walking over it will keep noise levels down.  There is a door
    directly to the north that you want to enter.
    
    An alternative strategy is to go through the vents under the holds.  Open
    the black hatch in the floor in the southwest and crawl through.  When 
    you see the ammunition clip dropped stop and wait for the two Marines to stop
    looking.  Once they're done keep crawling into Hold 2.
    
    
     *  RANDOM TRIVIA  *
    
    
    If you go up to the projector in the south end of the hold and press the
    action button Snake will turn it off. It is kind of funny but it will result
    in a game over.
    
    If you walk in front of the projector with the Snake will cast a shadow on the
    display screen.  This will result in a game over.  The same result is achieved
    from walking in front of it with the stealth equipped.
    
       ----------------------------------------------------------------------
       **                              Hold-2                              **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    This is just like the first hold.  There are a few dozen Marines in this hold
    and they are all watching the Commandant's speech on a display screen.  There
    are several important differences though.  One, there are two projectors.  Why
    does this matter?  Well you will see eventually that the projectors take turns
    displaying the image.  When the projectors switch the hold will go dark and
    then the image of the commandant will switch to the other screen, when this
    happens the Marines will all turn at once to face the other screen, if you
    happen to be in a place where they shift their gaze to then you will be 
    caught.  Keep track of this and use it to your advantage.
    
    Crawl along the south wall of the room under the two projectors and be sure
    not to alert the Marine standing on the other side of the projectors.  Once
    you are in the east side of the room head north and be sure to time it so that
    you're walking through there when the Marines aren't looking in your
    direction.  Keep the noise on the grates to a minimum by walking or rolling
    over them.  The door in the northeast is your objective.
    
    
     *  RANDOM TRIVIA  *
    
    
    If you go up to one of the projectors and push the action button Snake will
    turn off the projector.  But instead of being caught the other projector will
    turn on and the Marines will turn to face it.  If Snake continues to do this
    then eventually both screens will have projected images as the game assumes
    control over Snake.  Then both screens will be taken over by two pictures of
    hot chicks.  Obviously, you will be caught when this happens.
    
       ----------------------------------------------------------------------
       **                              Hold-3                              **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    All right here you are at last.  This is the room where the new Metal Gear is
    being stored.  It is a rather imposing machine don't ya think?  Anyway, you
    will see that this room has only one difference from the other holds (besides
    that fact that there is a giant, bi-pedal, nuclear, walking death-mobile in
    the middle of it).  The Marine Commandant is giving his speech in this room.
    The Marines in this room will follow him walking back and forth across the
    platform.  There are Marines guarding both sides of the hold... well one of
    them is sleeping so that means only one Marine is guarding the hold.
    
    You must take four pictures of Metal Gear RAY:
    
      (1) The first can be taken pretty much from where you start, just whip out
          the digital camera and click. Front-Right has been taken care of.
    
      (2) Now go to the area behind all the Marines and take a picture of Metal
          Gear from the front.
    
      (3) The third picture can be taken care of by going to the southwest camera
          station, stand next to it and click away.
    
      (4) The last picture has to be of the "Marines" marking on the side of Metal
          Gear.  Go to the northeast or northwest corner and look up towards the
          top of Metal Gear, you should see it right on the body of Metal Gear.
    
    Don't zoom in too much (or anything else) when taking photos, you're not
    shooting for National Geographic so don't obsess over the pictures too much.
    All you need is a basic picture of Metal Gear.  You know your picture is
    suitable when Snake says "Good" or something to that effect after the photo is
    taken.
    
    Use the small computer terminal in the southeast block of the hold to send the
    photos.  Press the TRIANGLE button to send.  Otacon will then review the
    photos and decide whether or not they are suitable.  If he sees a problem with
    one of them you'll have to go back and try that picture again.
    
    If you use the hatchways to get into Hold 3 crawl through the vent in the east
    side of the area and then climb up the ladder.  From this platform you can get
    a clear photo of the Marines marking.  Once that has been taken care of slide
    down the pole using the Action button and refer yourself to the previous photo
    descriptions.
    
    
     *  RANDOM TRIVIA  *
    
    
    If you have stealth camo then you can do a little activity called Marine
    Bowling.  Equip the stealth camo and go up to one of the Marines on the sides.
    Kick him over and watch him set off a chain reaction.  Do this with your
    friends and see who can knock over the most Marines.
    
    On your second time through one of the Marines will have forgotten his pants.
    He is the Marine in the southeast corner of the group.  Take a photo of him
    and send it to Otacon to see his reaction.
    
    You can see Ocelot before he hijacks RAY.  After climbing to the top level by
    using the wire to get across Hold-1 you can look at the left leg of RAY, you
    should see Ocelot standing there.
    
    ------------------------------------------------------------------------------
    
                               6.2  Infiltration
    
    ------------------------------------------------------------------------------
    
    
    The story thus far...
    
    Following the terrorist incident aboard an oil tanker in the Lower New York 
    Harbour, the government has established an offshore clean-up facility 
    designated as the "Big Shell".  The purpose of the Big Shell is to clean up 
    the spilled oil from the incident two years ago and restore stability to the 
    local ecosystem.  Now, terrorists have seized the Big Shell and captured 30 
    hostages and the President of the United States, who was taking an inspection 
    tour that day.  The terrorists are demanding that the government pay them the 
    sum of $30 billion or else they will blow the Big Shell out of the water.  The
    newly reformed FOXHOUND has chosen their newest recruit, Raiden, to attempt a 
    rescue mission.  Raiden must rescue the President and the other hostages and 
    disarm the terrorists by any means necessary.  Raiden must also disarm the 
    numerous C4 bombs that the terrorists have placed around the Big Shell.  
    Raiden successfully infiltrates the Deep Sea Dock of the Big Shell and begins
    his first actual mission.
    
       ----------------------------------------------------------------------
       **                  Strut A, Deep Sea Dock [one]                    **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   none
                          Thermal Goggles
                          Shaver
    
             o-o---------------------------------------------------o-o
    
    The Big Shell is an offshore clean-up facility in the Lower New York Harbour.
    It was erected two years ago after a catastrophic explosion of an oil tanker.
    The accident pours thousands of gallons of crude oil into the bay and wiped
    out the ecosystem.  The government quickly erected an oil fence around the oil
    slick to contain the mess.  Now it is in the process of cleaning up the bay
    and restoring life to it.
    
    The Big Shell is comprised of 12 struts identified by the letters of the
    alphabet from A to L.  The struts are divided into two groups of six with a
    bridge connecting each strut to the next, the groups are arranged into a
    hexagonal pattern and the two hexagons are connected by a bridge connecting
    the two.  The terrorist takeover took place early in the day and the sun is
    rising above the Big Shell providing plenty of light for the patrolling 
    guards.
    
    Your mission in this chapter is to rescue the President and the other hostages
    and to disarm the terrorists by any means necessary.  This may include the
    disposal of C4.  FOXHOUND is a top secret military force and any exposure
    could be a huge risk, you cannot be seen by the terrorists, the SEALs, or
    anyone at all.  If you are seen by the SEALs they will most likely fire on you
    because they will assume that you are a terrorist.  So you must infiltrate the
    Big Shell and accomplish your objectives alone and unaided.
    
    I have split the Deep Sea Dock into two parts since this area requires a lot 
    of explanation.
    
    The Deep Sea Dock is the lower section of Strut A.  It provides access to the
    water for the Big Shell and contains a submersible, two diving suits, and some
    various diving supplies and equipment.  The water is in a small, contained
    rectangle in the middle of the room.  Your eventual goal is the hatch in the
    north part of the room but for now lets do some exploring.  You can find a lot
    of good items in this area.
    
    You do not have any weapons to start out with.  The only items you have is the
    Scope and the RP Sensor.  You will have to arm yourself with whatever weapons
    you find in the Big Shell, because without them... well, you're screwed.
    
    Search the lockers, vents, and the water for items and equipment. The Thermal
    Goggles can be found in the pool of water in the middle of the room.  Swim to
    the southeast corner of the pool to get them.
    
    You can grab the Shaver in the area where the diving suits are.  Flip over the
    railing and shimmy over to the other side of the fencing, flip back over and
    grab it.  This item is irrelevant to the story and game but it affects one of
    the Characters appearances later on if you grab it.
    
    The M9 may or may not be found here, on Very Easy and Easy it will be found
    here, just look on top of the boxes next to the hatch.  On any other
    difficulty you will need to get the M9 in another place.
    
    Open the hatch to advance in the game. After the cut-scene that follows
    opening the hatch go through the hallway for another cut-scene.
    
       ----------------------------------------------------------------------
       **                  Strut A, Deep Sea Dock [two]                    **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    This is the second part of the dock.  It is mainly a square area with boxes in
    the middle.  You will see an elevator in the north part of it, the node is to
    the left of it.  The guards in this area have been knocked out by the man on
    the elevator, thanks to him you can move freely about until you log into the
    node.  The guards will remain unconscious until you log in.
    
    You may want to drag the guards into the lockers in the lower part of the
    dock, they will wake up that way. Time consuming yet effective because you
    won't have to deal with them after logging into the node.
    
    Log into the node using the action button. Enter your date of birth, blood
    type, name, nationality, gender, and age in the node if you want to.  This
    affects something at the very end of the game.
    
    Hide in the "n" shaped box formation in the center of the room until the
    elevator arrives. When the guards in the area are on either side of the boxes
    you are hiding in you can go to the elevator, the guard on the left side will
    move into the hallway to the left so you should go around the boxes that way.
    Once on the elevator it will begin to move automatically.  Please note that
    the elevator will not move if the area is in Alert or Evasion Mode.
    
       ----------------------------------------------------------------------
       **                           Strut A, roof                          **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    This area is rather small, there are stacks of boxes in two places in this
    area, they will provide good cover should the need arise to hide from an
    enemy.  Other than that there is not much to note.  There are railings to do
    pull-ups if you want to work-out a bit, M9 ammo can be found in the southeast
    and southwest corners.
    
    Look for the hole in the fence to crawl through; there should be some seagulls
    standing in a bunch in the northwest.  That is the hole in the fence you have
    to crawl through. After you answer the Codec call just go in through the door.
    
    
     *  RANDOM TRIVIA  *
    
    
    If you go near the walls then you will find that your character slips due to a
    large amount of bird crap on the ground.  Kind of funny but it gets annoying 
    when you do it repeatedly.
    
       ----------------------------------------------------------------------
       **                      Strut A, pump facility                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    This area is very simple, it is just a small bottom area with a cubicle area
    in the middle of it and then there are stairways flanking either side of the
    room.  There will only be one guard in this area, you say in the cut-scene
    how one of the guards in this area went up to the roof.  You do not need to
    worry about the big room to the south just yet, you will need a security card
    to get in there.
    
    Use the knocking technique to distract the guard.  Log into the node when he
    moves away.  Once you've logged into the node, go through the door in the
    northwest.
    
       ----------------------------------------------------------------------
       **                      FA connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Chaff Grenades
    
             o-o---------------------------------------------------o-o
    
    This is the first bridge you will come to in the game, don't get excited just
    yet since you will see about 200 of these during the course of the game.
    Basically the connecting bridges are... bridges.  They connect two struts or
    two struts and the core together.  This particular one has two levels to it. 
    The bottom one will take you to the bottom level of Strut F and the top level
    will take you to the top level of Strut F.  There is a cypher patrolling the
    bridge and there may or may not be a guard depending upon which difficulty you
    are on.  Just know that you cannot enter from the bottom level because 
    you need a security card for it.
    
    Run past when the cypher is below the bridge to the door on the upper level.
    If you don't want to do that descend to the bottom level when possible and
    cross over to the other side.  Come up to the top level when the cypher isn't
    watching that end.  You can also use Chaff grenades to disable the cypher.
    
       ----------------------------------------------------------------------
       **                       Strut F, warehouse                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9
                                                   M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    You only need to go into the room that is all the way to the right of where
    you start out in this area.  Watch out for the guard making his reports.  Once
    he turns around you can go into that room to grab the M9 and some ammo for it.
    Turn around and head back onto the FA connecting bridge.  There is no need to
    venture into the rest of Strut F.
    
       ----------------------------------------------------------------------
       **                      FA connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Chaff Grenades
    
             o-o---------------------------------------------------o-o
    
    Same as last time, there is a cypher watching the bridge. Use a chaff grenade
    to disable the cypher or run past when the cypher goes below the top level.
    
       ----------------------------------------------------------------------
       **                      Strut A, pump facility                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    As with last time, you don't need to worry about the room in the south part of
    the strut.  To get past the guard in the middle section use the knocking
    technique to distract the guard and pass by him. Go through the door in the
    northwest.
    
       ----------------------------------------------------------------------
       **                       AB connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    The AB connecting bridge connects struts A and B, obviously.  There are two
    guards patrolling either side of the bridge.  They will be on opposite
    corners of the bridge at all times, for example, the guard on the northern
    side of the bridge will be at the northern corner and the guard on the
    south side of the bridge will be at the southern corner.  
    
    The guards are easy enough to pass by, just wait for one of them to turn
    around and head to the corner closest to Strut B and then hang over the
    railing and shimmy over.  Alternatively, you could just shoot them when their
    back is turned. Strut B is your goal, head there once it is possible.
    
       ----------------------------------------------------------------------
       **                    Strut B, transformer room                     **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                          Cigarettes               SOCOM (ammo)
    
             o-o---------------------------------------------------o-o
    
    Go forward for a cutscene.
    
    After the scene is over log into the node and head north to the BC connecting
    bridge so you can find out what happened to the SEALs.
    
     *  RANDOM TRIVIA  *
    
    You can mess around with Pliskin for a bit:
    
      (1) Point your gun at him.
      (2) Shoot him or punch him.
      (3) Call him on the Codec and then call the Colonel.
    
    Call Rose with the Cigarettes equipped.
    
       ----------------------------------------------------------------------
       **                      BC connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Chaff Grenades
    
             o-o---------------------------------------------------o-o
    
    Once the scene is over you'll have control back. This is fairly
    straightforward.  Just a connecting bridge between two of the struts.  Before
    Fortune did a bit of demolition it connected to the core of Shell 1.  All you
    can do is go across it and not fall off the broken part of it.
    
       ----------------------------------------------------------------------
       **                    Strut C, dining hall [one]                    **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Pentazemin               M9 (ammo)
                          Sensor A                 SOCOM (ammo)
                          PAN Card Level 1         Coolant Spray
    
             o-o---------------------------------------------------o-o
    
    This is the place where Big Shell employees come to get their meals.  It also
    happens to be the only place in the Big Shell with bathrooms (oddly).  The
    bathrooms are in the south end of the area and the actual dining hall and
    kitchen are up in the north.
    
    Search both bathrooms for items and ammo and then head north for a cutscene.
    
    
     *  RANDOM TRIVIA  *
    
    
    Call the Colonel while in the women's bathroom and see what he has to say.
    
    ------------------------------------------------------------------------------
    
                               6.3  Bomb Disposal
    
    ------------------------------------------------------------------------------
    
    
       ----------------------------------------------------------------------
       **                    Strut C, dining hall [two]                    **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     M9 (ammo)
                                                   SOCOM (ammo)
    
             o-o---------------------------------------------------o-o
    
     * NOTE *
    
    From here on out, I won't be telling you to equip Sensor A to find the bomb.
    You know you have it so use it.  I don't need to tell you that.
    
    Just like before there are no guards in this area of the shell.  All you have
    to do in here is log in to the node (go into the area of the dining hall with
    the tables just west of where you start) and diffuse a bomb.  You'll find the
    first bomb mounted above one of the mirrors in the Women's Bathroom (the
    bathroom on the right).  Whip out your Coolant and defuse that tiny package
    of fun.  Go out the door in the north to the CD connecting bridge.
    
       ----------------------------------------------------------------------
       **                       CD connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    This is the first bridge that you will find is different from most others.
    This bridge has two levels on it.  The top one leads directly to the Sediment
    Pool (Strut D) and there is a guard patrolling the top level.  The other
    walkway is along the bottom of the bridge.  It does not go by the guard, so
    you will be able to get past him without raising an alert or having to
    tranquilize him. The downside to this route is that the bottom of the bridge
    is covered in loose panels that will fall out from under you once you step on
    them.  This means you will have to keep moving once you step on them or else
    Raiden will fall to his untimely death.
    
    One fun thing to do is to dispose of a guard through one of the holes in the
    bridge where the panels fell through.  This is similar to the Aft Deck of the
    Tanker where you could throw bodies into the river.
    
    Once you're about to enter Strut D a camera will be brought to your attention.
    Bypass this as you see fit by using either Chaff, shooting it, or sidestepping
    under it.
    
       ----------------------------------------------------------------------
       **                      Strut D, sediment pool                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                                                   SOCOM (ammo)
    
             o-o---------------------------------------------------o-o
    
    This is probably the overall most difficult strut if you want to be stealthy.
    This is wide open and there are multiple levels with multiple guards on each
    one.  You will notice that the guard on the bottommost level is reporting in
    with his radio while the other guards just follow a set patrol path.  Also,
    you will notice that the door in the north is locked for now.  You will need a
    level 3 security card to get into there.  It leads to the connecting bridge
    between Shells 1 and 2.
    
    If you must know the node is in the southeast of this room, on the lowest
    level.  It is not necessary for this room for the amount of time you are going
    to be in here or let alone the fact that you can just tranq all the guards
    quite easily from where you enter the room.  You can hit the node on your way
    out.
    
    To get to the bomb, I suggest knocking out all the guards first. Be careful
    about the one on the bottom level though because if he doesn't report in for a
    while a search team will come and possibly wake all of the other guards back
    up.  It is best to tranquilize him immediately after he finishes his report so
    you have the most amount of time to work uninterrupted. Search the grates on
    the lower level for the bomb.  If you need me to tell you where it is then it
    is in the southwest grate on the lower level.
    
    If you like you can use this area to build up your grip level.  Use the
    hang-drop move 10 times to do it.  Just make sure to stay out of sight when
    you are doing it.  Either that or dispose of the guards first.
    
       ----------------------------------------------------------------------
       **                       DE connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Stun Grenade
                                                   SOCOM (ammo)
    
             o-o---------------------------------------------------o-o
    
    This bridge consists of two main levels that are connected by sets of stairs
    on either end.  Take note that there is only one guard patrolling here.  When
    you first arrive on the bridge the guard will be heading up the stairs onto
    the upper level. Even so he does not turn to face Strut D.
    
    Tranq the guard by shooting him in the head.  Run across the bridge and enter
    Strut E via the door on the upper level.  Or you can wait for him to go down
    to the lower level and then you can cross.
    
       ----------------------------------------------------------------------
       **                      Strut E, parcel room                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Box 5                    SOCOM (ammo)
                          Mine Detector
    
             o-o---------------------------------------------------o-o
    
    This strut is the distribution centre for all mailing materials that need
    shipping around the Big Shell.  It mainly consists of a large room that is
    stacked with crates and in between the crates a conveyor belt snakes around to
    transport the materials to the necessary location.
    
    There are two guards posted in here.  One is in the north and one is in the
    south.  They both have very limited patrol routes so don't worry too much
    about being seen.
    
    Wait for the guard standing by the conveyor belt in the north to yawn and
    stretch, when he does run in front of him.  Log into the node and head south,
    keep an eye on the radar to make sure that you don't run into the FOV of the
    guard in the south. If he is walking north wait a bit and when he turns to the
    left, head up the stairs to the right.
    
    
     *  RANDOM TRIVIA  *
    
    
    Got a box?  Climb up onto the platform near the southern end of the conveyor
    belt and equip a box.  Raiden will climb onto the belt and he'll be dropped
    off at various places throughout the facility depending on which box you use.
    
       ----------------------------------------------------------------------
       **                         Strut E, heliport                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Box 3                    Claymore
    
             o-o---------------------------------------------------o-o
    
    Head to the orange stairs for a cut scene.
    
    The heliport area has a simple layout.  You come up the stairs in the south
    which brings you to the southern part of the heliport.  There are two groups
    of crates on either side where guards patrol (one on either side), and then
    the actual heliport is in the north.  At the moment there is a Harrier jet
    parked there.  That's where your bomb is.  Take note that there aren't really
    any railings on the heliport so you can fall off if you get careless (like
    trying to roll into an enemy standing on the brink) but normally Raiden will
    just grab onto the edge and you'll be fine.
    
    After the scene is over head north, when you pass the first row of boxes look
    right and you should see a guard there, tranq him so that he does not see you
    later on.  Head north past another row and look to the left, tranq the guard
    that is walking towards you.  Crawl under the southern wing of the Harrier and
    you should see a C4 bomb.  After freezing the bomb, head south, and out of
    the heliport area.
    
       ----------------------------------------------------------------------
       **                       Strut E, parcel room                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Make your way down the stairs and keep an eye on the guard patrolling in the
    south.  He shouldn't bother you too much so long as you pass when he isn't
    looking in your direction.
    
       ----------------------------------------------------------------------
       **                       EF connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Claymore
    
             o-o---------------------------------------------------o-o
    
    This is the connecting bridge between Strut E and F and also connects to the
    Core.  Since Fortune destroyed part of the CD connecting bridge this is the
    only way into the Shell 1 Core.  The panels on the part that connect to the
    bridge are trap doors.  Step on them and they fall out.  You really have no
    reason to go to the Core for now so don't.  Plus, you don't have the security
    card that will get you into it.  Stay on the main part of the bridge.
    
    When you move forward you will receive a call on the Codec.  Heed the
    informant's advice and watch for Claymores.  Lay down and equip the
    Thermal Goggles, if you have them, to see where they are.  Collect all the
    mines for safe keeping and you won't have to worry about them for the rest of
    the game.  Make your way into Strut F.
    
       ----------------------------------------------------------------------
       **                      Strut F, warehouse 1F                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Mine Detector            M9 (ammo)
                          Box 2                    SOCOM (ammo)
                          SOCOM Suppresser         Chaff Grenade
                          Pentazemin               Book
                          Ration
    
             o-o---------------------------------------------------o-o
    
    Now you can explore Strut F.  This strut is basically a collection of rooms
    with varying security clearances that each contain a different weapon and
    it's associated ammo.  The rooms that interest you at the moment are the level
    1 rooms.  These rooms contain a few useful items.  You can find a list a bit
    above this.  The level 1 rooms are both on the bottom floor.  They are in the
    southern part of the area.  These rooms are connected by a vent that you can
    access through the room on the left.  This will take you to an otherwise
    inaccessible area that contains the SOCOM Suppresser.
    
    The bomb you are looking to find it located on the bottom floor but you need
    to access it from the top floor.  First off you want to head west and stop
    once you reach the hallway.  If you look south there will be two guards in
    your line of sight.  One is a reporting guard so you'll want to knock him out
    once he finishes his report and the other patrols the eastern half of the
    hallway in this floor.  You will probably be able to shoot him in the head
    once you turn south but your timing may be different from mine.  He walks
    around plenty so he's quite open to any shots you want to take at him.
    
    Once those two guards are knocked out you want to move to the west side of the
    railing that surrounds the open-to-below area of this floor.  Check to see
    where the guard is on the bottom floor and if looks like he could cause you
    some trouble knock him out with your M9.  Otherwise, drop down in the middle
    of the railing and you should be able to drop down on top of the boxes that
    are surrounding the bomb in Strut F.  Freeze the bomb, climb up the boxes and
    make your exit through the door in the door in the southwest.
    
    
     *  RANDOM TRIVIA  *
    
    
    Call Pliskin with a Book equipped and he will have a few words of advice for
    you.  Try doing this in the women's bathroom in Strut B...  O_o
    
       ----------------------------------------------------------------------
       **                      FA connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Nothing has changed since the last time you were here.  Just like last time
    you'll find a cypher patrolling the length of the bridge.  You can either
    throw a Chaff Grenade or, since you are on the bottom level, run to the other
    and enter strut A once it isn't facing in your direction.
    
       ----------------------------------------------------------------------
       **                      Strut A, pump facility                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Box 1                    M9 (ammo)
                          Bandage                  SOCOM (ammo)
                          Ration
    
             o-o---------------------------------------------------o-o
    
    Once again, this area should be exactly the same as the last time you came
    through here.  You will need to enter the door in the southeast corner of the
    room.  This brings you into the pumping room.  The pumping room contains the
    C4 bomb.  You will want to head directly south until you see steps leading
    into the piping.  Crawl through the only available path (hint: it goes west
    then south) until you come to a red pipe.  Follow this pipe until you can see
    the C4.  Spray the bomb to defuse it and then worm your way out.  Once out, you
    may head for the AB connecting bridge.
    
    Box 1 is located on the west side of the pipes.  You'll have to access it from
    the other side of the room.
    
       ----------------------------------------------------------------------
       **                      AB connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    You might notice by now that the guard patterns have been staying the same as
    we backtrack through these areas.  Saying that the guard patterns in this area
    haven't changed either would be redundant.  Anyway, just wait for one of the
    guards to turn around and head to the corner closest to Strut B and then hang
    over the railing and shimmy over until they pass by you again and you can jump
    back over the railing.  Alternatively, you could just shoot them when their
    back is turned. Strut B is your goal, head there once it is possible.
    
       ----------------------------------------------------------------------
       **                   Strut B, transformer room                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    Finally, fresh guards.  Unlike last time you were here, there are a few guards
    patrolling this strut.  There will be a guard patrolling the hallway and he
    should be in the south once you enter the room.  You can either hold him
    up/knock him out or simply trail him until he gets to the first door on the
    right.  When he does, pause outside and watch your radar.  There is a guard on
    the other side of the door and he may be looking in your direction.  Use the
    radar to determine when it is safe to enter and when you do immediately hit
    him up with the M9.
    
    Now for the bomb, it is next to the door in the north of the transformer room.
    Go to the door and close the locker just to the left of it.  This will reveal
    a C4 bomb that was hidden by the door.  This is the last C4 (or is it?) so
    enjoy yourself. Once that bomb has been defused make your way to the BC
    connecting bridge.  As revealed to you in the Codec conversation you need to
    get another sensor from the food pantry in Strut C.
    
       ----------------------------------------------------------------------
       **                       BC connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    There is an addition to this bridge since your last visit.  There is a cypher
    patrolling the length of the bridge.  Take care of it however you feel like
    and then enter Strut C.
    
       ----------------------------------------------------------------------
       **                      Strut C, dining hall                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Sensor B                 M9 (ammo)
                          Bandage                  SOCOM (ammo)
                          Ration
    
             o-o---------------------------------------------------o-o
    
    No guards here still so just mosey on up to the pantry and grab Sensor B.
    Following the Codec call you'll need to head back to Strut A to defuse another
    bomb.  Head back to the BC connecting bridge.
    
       ----------------------------------------------------------------------
       **                       BC connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    I'll leave it up to your discretion as to what the best method of dealing with
    the Cypher is.  Make your way to Strut B.
    
       ----------------------------------------------------------------------
       **                   Strut B, transformer room                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    In the essence of time, don't screw around here.  Just enter First Person View
    and fire a tranquilizer round into the skull of the guard patrolling the main
    hallway in this strut.  Head to the AB connecting bridge.
    
       ----------------------------------------------------------------------
       **                      AB connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Just wait for one of the guards to turn around and head to the corner closest
    to Strut A and then hang over the railing and shimmy over until they pass by
    you again and you can jump back over the railing.  Alternatively, you could
    just shoot them when their back is turned. Strut A is your goal, head there
    once it is possible.
    
       ----------------------------------------------------------------------
       **                      Strut A, pump facility                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Box 1                    M9 (ammo)
                          Bandage                  SOCOM (ammo)
                          Ration
    
             o-o---------------------------------------------------o-o
    
    Keep your efforts minimal and ignore the guard and go up the staircase on the
    west side of the strut and go out onto the roof.
    
       ----------------------------------------------------------------------
       **                          Strut A, roof                           **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    There's a guard here now but it's best to ignore him. Run onto the elevator
    and it will automatically descend.
    
       ----------------------------------------------------------------------
       **                     Strut A, deep sea dock                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   SOCOM (ammo)
    
             o-o---------------------------------------------------o-o
    
    All that work only to end up back where you started!  Quit your bitching and
    head to the very south part of the deep sea dock.  You should be south of the
    submersible hanging from the ceiling.  This submersible happens to be where
    the big C4 bomb is hidden.  Walk up to the edge of the water and crouch.  If
    you look in first person you'll see the bomb blinking up there.  Whip out your
    coolant and hit it with the spray until it is defused.  Answer the call and
    then head back to the elevator.  But wait!
    
      --  Boss Battle - Fortune  --
    
    This battle takes place within the northern part of the deep sea dock.  At the
    beginning of the battle you have plenty of cover provided by the cargo boxes
    and such.  Fortune basically just blasts away at everything in sight, she'll
    try to knock things over, shoot down light fixtures, and whatnot.  You need to
    pay attention to what she's shooting or else you might wind up on the floor.
    
    In this battle do not even bother shooting at her, all the bullets will miss.  
    When the battle starts move over behind the boxes on the right, a fire will 
    start where you were before.  Crouch behind these boxes until they are halfway 
    gone.  When that happens move over to the left boxes and crouch there until 
    they are blasted away.
    
    Always watch for objects falling from the ceiling, if one hits you it will 
    take away a large chunk of your health.  When both boxes are worn down stay in 
    the back and run side to side across the back so that she cannot hit you.  
    This battle can quite easily become frustrating.  The battle should end itself 
    with a Codec call.
    
    One neat strategy is to equip a box and run side to side.  With this, if she
    manages to land a shot, the box will absorb a majority of the shock.  Don't
    rely on this too much because your boxes could become tattered and useless if
    they are abused enough.
    
       ----------------------------------------------------------------------
       **                          Strut A, roof                           **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Claymore
                                                   Chaff Grenades
    
             o-o---------------------------------------------------o-o
    
    Take the shortest route which is the door on the right.  You will want to
    crawl though because there are now Claymore Mines planed in both gateways.
    There will be 2 mines so just crawl all the way to the door to pick them up.
    
       ----------------------------------------------------------------------
       **                      Strut A, pump facility                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Unlike previously, there is a guard patrolling in this north-south passage
    that takes you to the FA connecting bridge.  He patrols the length of this
    hallway so keep hidden inside the stairwell until he moves north.  Once he
    does run behind him and flip him then quickly head for the door.
    
       ----------------------------------------------------------------------
       **                      FA connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Nothing has changed since the last time you were here.  Just like last time
    you'll find a cypher patrolling the length of the bridge.  You can either
    throw a Chaff Grenade or run to the other and enter Strut F once it isn't
    facing in your direction.
    
       ----------------------------------------------------------------------
       **                     Strut F, warehouse 1F                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    The guard patrol routes here are the same as last time.  You need to make sure
    not to interrupt the guard as he makes his status report and once he's done
    either move around to the right or plug him in the head with a tranquilizer.
    You can deal with the guard in the north by waiting for him to turn north and
    then flipping him over as you head for the door or simply shooting him from
    afar.
    
       ----------------------------------------------------------------------
       **                      EF connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    You may notice that there is a guard heading up to the top of the stairs on
    the Heliport of Strut E.  He will be looking out onto the EF connecting bridge
    looking for possible intruders (i.e.: you).  You can simply blow across the
    bridge before he has a chance to reach the top of the stairs and begin his
    watch.  Alternatively, you can wait for him to get to the top of the stairs
    and then take a shot at his head.  But seriously, dude, that's stupid.
    
       ----------------------------------------------------------------------
       **                      Strut E, parcel room                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Once the guard positions upon your arrival into Strut E are taken into account
    it is appropriate to say that you can immediately run north to the stairs that
    take you to the Heliport.  These guards won't be bothering you.
    
       ----------------------------------------------------------------------
       **                     Strut E, heliport [one]                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   M9 (ammo)
                                                   SOCOM (ammo)
                                                   Stun Grenades
    
             o-o---------------------------------------------------o-o
    
    No guards at all here (I guess that guard we saw on Strut E decided to off
    himself for our sake).  In any case, all you need to do is mosey on up to the
    heliport and freeze that cute little bomb on the heliport.  If you can't find
    it (and I pray that you can... otherwise you're blind and that sucks...which
    would also mean you can't read what I've typed right here....yeah) use Sensor
    A to locate it.  A cutscene will play once the bomb is frozen.
    
      --  Boss Battle - Fatman  --
    
    You can laugh and grow fat if you want to but if you do you'll probably be
    seeing the game over screen.  Instead I suggest that you disable the first two
    bombs.  You'll want to make sure you have Sensor A equipped and then head
    southwest of where you started.  You should see the first bomb planted on the
    southern face of the crate nearest to where you started.  Defuse the bomb then
    move on over to the northeast to the stack of boxes on the right side of the
    heliport.  You should see the second bomb planted right there.  Defuse it
    immediately and then you can focus on Fatman.
    
    This battle is formatted like this: Fatman plants a bomb or two (maybe three)
    and starts a timer.  You must defuse the bombs before they explode.  All the
    while you have to focus on killing him as he runs into you, taunts you, shoots
    you, and plays with the seagulls.  You will usually have enough time to defuse
    the bombs (at least on Normal difficulty and below) but don't become
    complacent because sometimes his bombs are hidden somewhere you won't be able
    to find in time.
    
    Occasionally he'll "take a little break from bombs" and he'll use this time
    to attack you with his Uzi.  This is the most opportune time to make a move on
    him.  You can do so with the SOCOM, use a quick burst of shots to knock him
    over, and then shooting him in the head with either the M9 or the SOCOM to 
    deal out massive damage.  You can also place your own C4 and Claymores around
    the place but this compounds the difficulty of the battle; you'll be focusing
    on attacking him when you should be defusing bombs.  Not only that but you may
    run right into your own trap or he may plant a bomb right by one of your mines
    which means you have to avoid it to defuse the bomb eating up valuable time.
    
    Here are the places where Fatman hides his bombs:
    
        * Top, side and underside of the green cargo containers
        * Inside the shelves on the southeast and southwest sides of the heliport
        * On the sides of the stacks of boxes around scattered around the area
        * On the barrels scattered around the heliport
    
    Sometimes these are hard to find because the yellow area provided by Sensor A
    provides only an ambiguous clue as to where the bomb is.  Be sure to check
    underneath the containers if you can't see a bomb elsewhere.  You'll become
    accustomed to his hiding places eventually so you'll usually be able to have
    at least a better idea of where you look.  When he hides the bomb inside the
    shelves it may throw you off because the C4 blends in very well with the boxes
    on those shelves.  Look for the distinctive green blinking light.
    
    As he is placing the bombs you can usually follow him around and do two
    things: (1) watch where he is planting them and (2) shoot him some more.  He
    is open for shots when he's planting a bomb so he won't be shooting at
    you/moving around for at least 1 second.  You can use this opportunity to get
    in some more shots.
    
    You may become complacent towards the end of the battle when he's down to his
    last shreds of health.  I advise against this because Fatman keeps planting
    bombs up until the end.  If you take more time than you should to go after
    him you'll probably have to start over again.  Don't become impatient.  Defuse
    the bombs first then go after him.  The battle does not end until all bombs
    have been frozen AND his life bar is at zero.
    
       ----------------------------------------------------------------------
       **                     Strut E, heliport [two]                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          BDU                      SOCOM (ammo)
                          Cell Phone
                          PAN Card Level 2
    
             o-o---------------------------------------------------o-o
    
    Haul up Fatman's lardified arse and drag him away to reveal the final C4 bomb
    (seriously, this is the last one).  You should know what to do with this stuff
    by now.  Do that and then you can hop, skip and/or jump down to the south end
    of the heliport to trigger another cutscene.
    
    After that cutscene is over you are free to do what you like.  However, I
    suggest that you head down into the parcel room via the appropriate door to
    continue your game.
    
    ------------------------------------------------------------------------------
    
                               6.4  Contacting Ames
    
    ------------------------------------------------------------------------------
    
    
       ----------------------------------------------------------------------
       **                     Strut E, parcel room                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     SOCOM (ammo)
    
             o-o---------------------------------------------------o-o
    
    Evidently, you have a new objective: find Ames.  What's that you say?  You
    want me to tell you how to do that?  Gladly!  First things first, eh?  Let's
    go get the AKS-74u from Strut F.  So long as you move from the get go you
    should have no trouble making it through the door to the EF connecting bridge
    in the south before the guard in this area looks in your direction.
    
       ----------------------------------------------------------------------
       **                       EF connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Nothing to do here but move across the bridge.  Enter Strut F.
    
       ----------------------------------------------------------------------
       **                      Strut F, Warehouse 1F                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     AKS-74u
                                                   AKS-74u (ammo)
                                                   M4
                                                   M4 (ammo)
                                                   Claymore
                                                   C4
    
             o-o---------------------------------------------------o-o
    
    Move east and pause once the hallway makes a turn.  Face south and watch the
    left corner for a guard to poke his head out.  Put him to sleep once he does.
    Do the same thing to the guard way south once he finishes reporting and then
    you are temporarily free to roam the upper levels of Strut F.  The room
    closest to the door you came through into Strut F contains C4 bombs and
    Claymores for the taking.  Pick them up if you want to.
    
    The room in the middle on the west side of the strut contains an M4 and some
    ammo.  Be careful here; there are IR sensors and (you guessed it) SEMTEX
    waiting for you.  Blast the control box on top of the locker so you can get at
    the weapon.
    
    Now you should head down to the lower levels where your AK is waiting.  The
    room where your AK is directly below the room with the C4 and Claymores.
    You can watch the radar and see when the guard patrolling the area in front of
    the door moves south run behind him and enter the room with the AK.  You'll
    find the AKS-74u and some ammo.  When you want to head out make sure you are
    coming out of the room when the guard isn't looking.  Run up the stairs and
    back to the EF connecting bridge.
    
       ----------------------------------------------------------------------
       **                       EF connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     AKS-74u (ammo)
    
             o-o---------------------------------------------------o-o
    
    Throw a Chaff Grenade immediately to disable any Cyphers that are in the area.
    You are now free to run to the Shell 1 Core.  Make sure you don't stop on the
    connecting bridge to the core because there are trap doors that break away
    from the floor once you step on them.  Once you are inside the entryway to the
    core equip your AKS-74u and the BDU.
    
       ----------------------------------------------------------------------
       **                         Shell One Core 1F                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     Claymore
                                                   Book
                                                   C4
                                                   M4 (ammo)
                                                   Chaff Grenades
                                                   SOCOM (ammo)
    
             o-o---------------------------------------------------o-o
    
    You can move around unrestricted inside the core.  As long as you don't do
    anything stupid (such as draw a weapon that isn't the AK or choke someone in
    plain sight) you'll be fine.  Also, don't bump into anyone.  The uniform will
    come off if you do and your disguise will be no more.  There are guards
    patrolling everywhere except in the storage room in the south of the core. In
    here is the node and some ammo.  Your objective for now is to get onto the
    elevator in the north.  Make sure your disguise is complete before pushing the
    button or else the camera will trigger an alert.  Go to the B2 floor once
    inside the elevator.
    
       ----------------------------------------------------------------------
       **                 Shell One Core B2, computer room                 **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Box 4                    SOCOM (ammo)
                          Ration                   M4 (ammo)
                                                   Book
                                                   AKS-74u (ammo)
                                                   M9 (ammo)
                                                   Directional Microphone
    
             o-o---------------------------------------------------o-o
    
    This is quite simple.  Due to the convenient disguise you have on you can
    wander south and enter the computer room at your leisure.  Inside the computer
    room are a few items of interest, namely the Directional Microphone.  Pick it
    up, log into the node if you want to (no need since you don't have to worry
    about guards and you won't be coming here again) and head for the elevator.
    Go to floor B1.
    
       ----------------------------------------------------------------------
       **                         Shell 1 Core B1                          **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   SOCOM (ammo)
                                                   Stun Grenade
                                                   M4 (ammo)
    
             o-o---------------------------------------------------o-o
    
    You will be greeted by a cutscene where Raiden watches a guard use the
    biometric scanner to gain access to the conference hall.  We'll get to that in
    a few moments.  Immediately log into the node in the room to the east, you'll
    need it for later.  A guard will eventually be patrolling the area by the
    elevator.  Loiter in that general area until you see a guard come into view.
    Grab him (don't kill him) and drag him towards the retinal scanner.  Raiden
    will take over once you're there.
    
       ----------------------------------------------------------------------
       **                      Shell 1 Core, B1 hall                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   none
                          Thermal Goggles
                          Bandage
    
             o-o---------------------------------------------------o-o
    
    Please take notice that taking out any of the guards in the hall will result
    in a game over due to much whoopass being brought upon you. If a guard becomes
    suspicious he will call in reinforcements making this part that much more
    difficult.  If you need a description of Ames, he is a male, has a full head
    of hair and it is brown.  He is the only person in the room that matches this
    description.  He also has tape over his eyes AND mouth.
    
    On subsequent play-throughs Ames will be in all different spots but he is
    always in the same spot on your first play through.  He is in the southwest
    corner of the room facing south.  Use the directional Microphone to pinpoint
    him exactly.  Once you have found him run up to him, make sure no guards are 
    looking, equip the Microphone and press the Action button.  Cutscenes ensue.
    Make sure you have the right person because if you ask the wrong person the
    guards will take notice and become suspicious.  You don't want that.
    
    Also, you can grab the Thermal Goggles from the stage if you didn't grab it
    earlier.
    
    During the interactive part you have to use the directional microphone to
    listen to the conversation.
    
    After you're done with Ames and Ocelot is walking towards you just equip the
    AK and don't move.  If you raise your weapon and shoot or anything like that
    it'll be a game over.
    
    You'll have a new objective after these scenes are over.  You must get to the
    Shell 2 Core and rescue the President.
    
    
      * RANDOM TRIVIA *
    
    
    You can punch and kick the hostages.  This elicits a few Codec calls from The
    Colonel/Rose about what a terrible person you are.  You can also make some of
    them pee when you kick them.
    
    During the part where you can control the Directional Microphone move it over
    to the left to the bathroom and you can listen to our friend "Johnny"
    experience the ravages of an overactive bowel.
    
    ------------------------------------------------------------------------------
    
                               6.5  Presidential Rescue
    
    ------------------------------------------------------------------------------
    
                          
       ----------------------------------------------------------------------
       **                         Shell 1 Core B1                          **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    No excitement in that last scene, huh?  I know you're bored but stick with me.
    Right now you want to watch your radar for the guard up in the north hallway.
    He'll be patrolling by the front of the elevator.  He will come to the western
    edge of the hall then turn around.  When he does run behind him and pop him
    with the M9.  Get on the elevator and go up to the first floor of the core.
    
       ----------------------------------------------------------------------
       **                          Shell 1 Core 1F                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     SOCOM (ammo)
                                                   M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    Shoot the camera surveying the northeast corner of the core.  Then watch the
    radar and when you are able to run out into the hallway and disable any more
    cameras/guards that are protecting the hallway.  When the coast is clear run
    to the hallway that takes you to the EF connecting bridge.  Make sure the
    camera in this hallway is disabled before crossing to the door.
    
       ----------------------------------------------------------------------
       **                       EF connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Throw a Chaff grenade and head for Strut F.  Remember to run over the
    connecting bridge from the core because of the trap panels. In Strut F we will
    be acquiring a few key pieces of equipment for the next portion of the game.
    
       ----------------------------------------------------------------------
       **                        Strut F, warehouse                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     PSG1
                                                   PSG1 (ammo)
                                                   PSG1-T
                                                   PSG1-T (ammo)
                                                   RGB6
                                                   RGB6 (ammo)
    
             o-o---------------------------------------------------o-o
    
    Go west and wait for the guard to come out from behind the corner so you can 
    tag him with the M9.  Wait for the guard in the south to finish his report
    then treat him with the usual courtesy. Explore the two level three rooms.
    These rooms are in the northwest and southwest of the Strut's top floor.  The
    PSG1, which you need for an upcoming part, is in the northwest room and the
    RGB6, which you don't need for an upcoming part, is in the other.  The PSG1-T
    is in the vent in the room where you find the PSG1.  Once you obtain all the
    items you want, head back to the EF Connecting Bridge.
    
       ----------------------------------------------------------------------
       **                      EF connecting bridge                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    You can run across the bridge before the cyphers come into view.  You may
    throw a Chaff Grenade if you want some added security.
    
       ----------------------------------------------------------------------
       **                       Strut E, parcel room                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     M4 (ammo)
    
             o-o---------------------------------------------------o-o
    
    You'll want to watch the guard patrolling the area in the south.  When he
    turns north you run west until you can run in a straight line to the door to
    the DE connecting bridge.  The other guard should keep looking north and away
    from you but he does occasionally look around.  Keep an eye on him as you pass
    his area.
    
       ----------------------------------------------------------------------
       **                       DE connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    There is a guard that will eventually look out onto the bridge from Strut E.
    There are also guards on the lower level of the bridge.  If you move quickly
    you can make it across before the guard looks out across the bridge and before
    the guards come up to the upper level.
    
       ----------------------------------------------------------------------
       **                      Strut D, sediment pool                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     PSG1 (ammo)
    
             o-o---------------------------------------------------o-o
    
    There are a few guards on the upper level.  To be safe just knock them out then
    proceed to the door in the north part of this room.  This will take you to the
    Shell 1-2 connecting bridge.
    
       ----------------------------------------------------------------------
       **                 Shell 1-2 connecting bridge [one]                **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Pentazemin               PSG1 (ammo)
                          Ration                   Stinger Missile Launcher
    
             o-o---------------------------------------------------o-o
    
    DO NOT shoot down the cypher that will result in a game over. You will need to
    shoot out 10 sensors here, use the SOCOM for the ones close to you and the
    PSG1 for the ones that are farther away.  When using the PSG1 take a
    Pentazemin or equip the cigarettes to eliminate hand trembling.
    
    The sensors you need to shoot are as follows:
    
    1   : Right in front of you on the vertical cylinder.
    2-3 : On the floor, next to the vertical black IR Sensors, go to the right
          side of the bridge and peek up.
    4   : Stay on the right side of the bridge and follow the big orange pipe to  
          Strut G, look up from the pipe, there is a cluster of seagulls standing
          by the sensor.  You will need to shoot the seagulls first to hit the
          sensor.
    5   : On the right of the doorway on Strut G surrounded by Semtex.
    6   : On the other side of the doorway
    7   : Far end of the bridge, on the left, on the floor.  You will see it from 
          the side. 
    8   : Above the doorway from Strut D.
    9   : Atop the cypher, make sure you hit the control box, and do not shoot the 
          cypher down.  Doing so will set off the SEMTEX.
    10  : Behind the flag on the left side of Strut G, wait for the wind to blow 
          the flag out of the way so that you can shoot it.
    
     --- HARD MODE ------------------
    
    There are an additional 2 sensors to shoot on Hard mode:
    
    11  : Stand on the balcony on the right side and tip-toe up.  Look down below
          the upper part of the bridge.  You'll see it on the lower level of the
          bridge.  Use the SOCOM.
    12  : Go down the steps towards the SEMTEX and just short of the SEMTEX stop
          and look to the right in First Person View.  You'll see the sensor there
          below the balcony.
    
     --- EXTREME MODE ------------------
    
    On top of that there are 2 more sensors for Extreme mode.
    
    13  : On the second cypher above Strut G.  Remember, don't shoot the cypher.
          Shoot the control unit.
    14  : On the left side of Strut G, on the wall.  You'll only be able to see
          the side of it.  It's surrounded by SEMTEX so make sure you hit the
          correct spot.  Pop a Pentazemin to be sure.
    
    Once all the control units are destroyed walk forward for a cutscene.  After
    that scene is...alas! a boss battle!
    
      --  Boss Battle - Harrier II  --
    
    You'll come to know and love the Shell 1-2 connecting bridge after this
    battles.  The bridge has two levels.  You start on the top level.  The bottom
    of the bridge can be accessed via either the stairs or by hanging from the
    railings in the center and dropping down.  There are two fires on either end
    of the bridge that are blocking your path; you have to stay here.  There are
    also two small round posts coming out of the bridge.  You will be able to use
    these posts as cover from some of the Harrier's attacks.  During the course of
    the battle half of the upper floor will be destroyed and subsequently half of
    the bottom floor as well.
    
    At the very beginning of the battle the Harrier will be coming over the top of
    Shell 2.  If you grab the Stinger quickly you can fire off a shot no problem.
    
    The Harrier attacks in several ways.  The first is machine gun fire.  This will
    be used as the Harrier hovers by the bridge and sprays bullets at you. This is
    one of the hardest attacks to evade because the Harrier moves around a lot
    when doing this and most cover doesn't provide 360 degree protection.  Your
    best bet for this attack is to sue the round posts in the middle of the
    bridge.  Orient yourself on the opposite side from the Harrier and try to keep
    away from the machine gun fire.  This can be hard to do but it works well when
    done correctly.  Machine gun fire is also used when the Harrier makes fast
    fly-by's of the bridge.  You can use the same strategy to protect yourself.
    Just pay attention to which side the Harrier is coming from.
    
    One of the Harrier's more insignificant attack is the exhaust jets.
    Occasionally the Harrier will hover directly above you and let the exhaust
    ports empty their blistering hot air right in your face.  When this happens
    you can simply run to the lower level via the stairs or hanging and dropping
    through the middle.  The amount of damage is very insignificant in this attack
    so you may want to ignore the damage you're taking to pop off a few quick
    shots at the Harrier.
    
    There's one point during the battle (around midway) when the Harrier will fire
    off a bunch of cluster bombs.  It is strongly advisable that you take your
    leave of the upper level and head down to the lower level to protect yourself
    from the rain of bombs.  This attack will cause quite a bit of damage if
    you're caught in it....make sure you're not on the upper level.  This attack
    has certain consequences too.  Once this attack is over, much of the upper
    level will be destroyed...only the Shell 1 side will be intact.  Perhaps an
    upside to this is that it grants you easier access to the lower level.
    
    One of the more significant attacks is the missile barrage.  You'll know this
    attack is starting when the view of the camera changes to the side of the
    bridge.  To avoid this attack position yourself in one of two spots: (1) Near
    the top of the stairs just so Raiden's head is protected by the top edge of
    the railing.  Press up against the wall here...back facing towards the
    Harrier.  (2) On one of the upright pillars on the upper levels of the bridge.
    Make sure you're pressing up against the correct side.  When this attack is
    over you can run out into the open and fire off a quick succession of
    missiles.  If you utilize this opportunity to the utmost you can get off 4
    shots.
    
    This last attack is one of the easiest to avoid.  This attack is the homing
    missile.  Sometimes when the Harrier heads way out into the distance it will
    release a homing missile as it comes back.  You'll know this attack is
    impending when you hear "I'll let you go out in style!" followed by a beeping
    sound.  As you can  imagine, it's a wise idea to avoid this attack.  There are
    two ways in which I avoid this.  (1) Run to the lower level and press up
    against the railing (not on the stairs but to the right of the stairs).
    (2) Run up the stairs as it nears and do a flip up the stairs just before it
    hits so Raiden is knocked out and is temporarily unconscious.  Both work very
    well.
    
    
      *  RANDOM TRIVIA  *
    
    
    During the Harrier battle you can fire Stinger missiles at the Kasatka.  Snake
    will become somewhat aggravated if you do this.  An understandable reaction.
    
       ----------------------------------------------------------------------
       **                 Shell 1-2 connecting bridge [two]                **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          AKS-74u Suppresser       none
                          Ration
    
             o-o---------------------------------------------------o-o
    
    Startling revelations ahoy!  After that fun cutscene you need to continue on to
    Shell 2 Core to rescue El Presidente.  As I'm sure you can see the connecting
    bridge has been obliterated on the Shell 2 side...making your journey over
    yonder a bit difficult.  On this side of the bridge there is a Ration on
    the stairs.  If you really want it put out the fire with your coolant spray
    then run and get it before the stairs fall off.  Otherwise focus your
    attention on the gap presented before you.  There are two ways of getting
    across: (1) Hang off of the railing on the right side if the bridge and shimmy
    until you are over the pipe.  Drop onto the pipe and continue onwards.  (2)Run
    towards that gap in the middle of the bridge and do a flip over the gap.  If
    you time it correctly you should land on the very edge of the bridge.  I find
    this maneuver very difficult but it can be done.  As a reward for your toils
    you can get a suppresser for the AkS-74u if you put out the fire on the other
    side of the bridge. This second method is the only way to get the AK
    suppresser.
    
    Once on the catwalk run across this section because it has some more trap 
    panels.  Hang over the railing and drop down.  I suggest looking down in First
    person View to make sure you are position correctly; I have been careless on
    this part before and I completely misse4d the walkway below.  Once you drop
    onto the walkway two guards will come out of the strut ahead of you.  Use your
    sniper rifle to take them out so they don't see you as you walk by. Once they
    are deceased or otherwise incapacitated run across the bridge and do a running
    flip across the first gap in the bridge.  The second gap is too big for such
    a maneuver so hang off the railing and shimmy across until you can get back
    onto the walkway.  Climb up the ladder. 
    
       ----------------------------------------------------------------------
       **                        Strut L perimeter                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   PSG1 (ammo)
    
             o-o---------------------------------------------------o-o
    
    The perimeter area covers the strut L Perimeter and the KL connecting bridge.
    Immediately before you is a walkway with trap panels (aren't these fun?).
    Alas! Before you eagerly rush across the walkway you must realize that there
    are guards stationed by the windows that look out by the walkway.  To get past
    these you'll need to crawl past the windows and over the panels.  I suppose
    that you may be somewhat concerned that the panels will fall completely before
    you cross them.  Fear not!  Raiden crawls sufficiently fast.  You'll be fine.
    Now get to it.
    
    Once past the windows and around the first corner you need to get across the
    destroyed area in the walkway.  You can't flip over it or hang and shimmy; you
    need to press up against the Strut's wall and shuffle across.  When you get to
    the overhang blocking your path just duck and continue to shuffle.  Once
    across you can run on to the end of the walkway unobstructed.
    
    There are some cyphers in the area surrounding the KL connecting bridge.  Hang
    and drop onto the KL connecting bridge and throw a Chaff Grenade to disable
    the cyphers.  Once it explodes you should have ample time to reach the Shell 2
    Core.  Run across the walkway and up the stairs.  On the bridge to Shell 2
    Core there is a gap in the bridge.  Do a flip over this and continue on into
    the core.
    
    
      *  RANDOM TRIVIA  *
    
    
    The peeing guard is a source of indispensable fun.  For some amusement you can
    stand under the stream and look up into it in First Person View.  Gross, eh?
    Also, call the Colonel while underneath the stream.  Him and Rose will have
    some words for you.
    
       ----------------------------------------------------------------------
       **                  Shell 2 Core, 1F air purification room          **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   SOCOM (ammo)
                                                   M9 (ammo)
                                                   Chaff Grenades
                                                   M4 (ammo)
    
             o-o---------------------------------------------------o-o
    
    There are no guards in this area so you're free to roam as you wish.  After the
    cutscene you'll need to find a Nikita missile launcher to disable the control
    panel inside the President's room.  To do this you need to go to level B1 of
    the core.  The elevator is in the northern part of the area.  Run down the
    stairs in the south and head west then go up the stairs and head north then
    east until you reach the elevator.  Go to B1.  You can also access the node on
    your way to the elevator.  It is in the lounge adjacent to the elevator.
    
       ----------------------------------------------------------------------
       **           Shell 2 Core B1, filtration chamber number 2           **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Night Vision Goggles     Nikita
    
             o-o---------------------------------------------------o-o
    
    This area is completely flooded with the exception of the area immediately
    around you.  You won't have to venture far into the water but it serves as a
    decent preview of what's to come later on.  Start out by descending the stairs
    into the water.  Once in the water (and after the Codec call), swim south
    (radar screen south) and don't make any turns.  The Nikita is at the end of
    this hallway.  Grab it and head back to the elevator and back up the first
    floor.  You shouldn't need to stop for air; the trip is short.  The node for
    this area is just to the right of the elevator.
    
       ----------------------------------------------------------------------
       **           Shell 2 Core, 1F air purification room [one]           **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   Nikita (ammo)
    
             o-o---------------------------------------------------o-o
    
    The easiest way to accomplish the task set before you is to head south to the
    stairs.  Adjacent to these stairs is a room with a short and easily maneuvered
    path to the President's room.  Before you enter the room stand in the doorway
    and look upwards.  You should see the glowing lights of two cameras.  These
    are gun cameras so they will fire if you enter their field of vision.  Disable
    them with a gunshot each and climb up onto the box on the south wall of the
    room.
    
    Equip the Nikita and hold down the weapon button.  Position the circular
    aiming reticule on the glowing vent opening just slightly to the left side of
    the room.  Fore a shot into that vent and then use the joystick to maneuver
    the missile into the room.  Once in the room, allow it to move forward and
    then find the control panel.  It will be directly ahead.  Make sure you do NOT
    hit the President.  He may be standing next to it.  I suggest not impacting
    the control panel if that's where he is.  Scare him away from it then go for
    the panel.  Take your time but don't use too much of it; the Nikita only has
    so much fuel.
    
    Once the panel is destroyed run east and enter the President's room for some
    cinematics.
    
    ------------------------------------------------------------------------------
    
                               6.6  Emma and the Virus
    
    ------------------------------------------------------------------------------
    
    
       ----------------------------------------------------------------------
       **           Shell 2 Core, 1F air purification room [two]           **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   Nikita (ammo)
    
             o-o---------------------------------------------------o-o
    
    After the cutscenes end leave the room for a Codec call.  After the calls and
    further cinematics have ceased make your way back to the elevator.  Go back to
    floor B1.
    
       ----------------------------------------------------------------------
       **         Shell 2 Core B1, filtration chamber number 2 [one]       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   Nikita (ammo)
    
             o-o---------------------------------------------------o-o
    
    It is much simpler to put this section of the game visually as there are a
    number of ways to get lost in this place and I fear that I cannot explain this
    portion adequately.  Use the map to make your way to point "X".  Be careful of
    the mines in the water.  if you happen to strike one it will drop your health
    by a substantial amount.  Head for the Level 4 door in the southwest part of
    level B1.  At "X" surface for air and a Codec call then swim down and press
    the action button to open the hatch in the south.  Guide your way to the other
    side of the room, and use the action button to open the other hatch.  Go up
    the stairs to the right and through the door.  Cutscenes ensue.
    
                                                 _________
                                                |         |
                                                |         |
                                       _____    |    |    |
                             Start    |   E |   |    |    |
                                ______|_ _ _|___|/\/\|    |
                               |            D |_|    |    |
                               |                     |    |
                               |_____________________|    |
                                 _____          _____|    |
                                |     |        |     |    |
                              __|     |________|     |    |
                             |                            |
                             |AIR                     AIR |
                             |     _______    _______     |
                             |    |      |    |      |    |
                             |    |      |    |      |    |
                             |    |______|    |______|    |
                             |    |     ||    ||     |    |
                             |    |     ||____||     |    |
                             |                       |    |
                             |     _______    _______|    |
                             |    |      |    |      |    |
                             |    |      |    |      |    |
                             |    |______|    |______|    |
                             |    |     ||    ||     |    |
                             |    |     ||    ||     |    |
                             |AIR |                  |AIR |
                             |____|______________    |____|
                     _LV4                       |    |
                    |    |                      |    |
                    |    |                      |    |
                    |    |                      |    |
                    |/\/\|                      |    |
                    |    |                      |    |
                    |    |                      |    |
                  __|    |______________________|    |
                 |       |      AIR ||AIR       |    |
                 |            ||    ||    ||      .X |
                 | AIR        ||   _||_   ||     AIR |
                 |_______|    ||_  _||_  \||    |____|
                         |    ||_   ||   _||    |
                         |    ||    ||          |
                         |________________||____|
    
    
      --  Boss Battle - Vamp  --
    
    There are two methods of beating Vamp.  One is rather difficult and the other
    is (you guessed it) quite easy.  First I shall explain the difficult way...
    
    The first thing you should know is that using lock-on will allow Vamp to know
    where you are shooting.  He will deflect/dodge any bullets fired while locked
    on.  It is best not to waste ammo.  I suggest that you use the M9 for this
    battle as the stun-kill is easier to achieve than the kill-kill.  It is also
    of significant note that shooting Vamp in either of his two bullet wounds
    (from just after the Fortune battle) will inflict greater damage than normal.
    Do not fall into the water in the middle of the room.  As Vamp said, buoyancy
    is impossible so you will promptly drown.
    
    Vamp has several methods of attacking:
    
    The first and most common is the knife attack.  This attack consists of Vamp
    perched somewhere on the ledges in the upper parts of the room and throwing
    knives at Raiden.  Avoid being hit by the knives simply by running around the
    room.  Don't switch directions or the knives will find their mark.  Pick a
    direction and stick with it.  Also, you can shoot down the knives in first
    person view.  Use the SOCOM to do this.
    
    His second attack in the first part of the battle is a run and slash.  He will
    run towards you very quickly and try to slash you with the knife.  This is a
    hard attack to counter but it is very possible and becomes easier with
    practice.  To counter this attack stay at the left corner of the railing that
    extends from the door you entered from.  Equip the Nikita as he's running
    towards you and as he runs he will jump.  At this moment hit the punch button
    to swing the Nikita.  The good thing about this is that you can't miss.  When
    swinging the Nikita you hit everything around you -- even behind you.  If you
    land this blow he will go back into the water.  Once his stun/life bar is 1/3
    of the way diminished he will modify this attack.  Instead of pausing he will
    do everything at once.  If you stand in the spot I told you he will jump up
    onto the wall and then move towards you.  As he jumps up onto the wall swing
    the Nikita and you should hit him.
    
    While Vamp is in the water you can take advantage of the situation and use
    your Stinger Missile Launcher to fire missiles at the water's surface.
    This serves two purposes.  It decreases his stun bar (maximum of two times)
    and depletes his oxygen so he is forced to come to the surface sooner.
    
    Vamp usually follows this pattern until his life/stun bar reaches the halfway
    point:
    
      *  Bows
      *  Swimming: Long
    
      *  Jumps on a catwalk and walks to a corner; throws knife
      *  Jumps to another corner; throws knife
      *  Spins around while throwing rapid succession of knives
      *  Swimming: Long
    
      *  Runs towards you; slashes with knife
      *  Runs towards you; slashes with knife (if you didn't hit him before)
      *  Runs towards you; slashes with knife (if you didn't hit him before)
      *  Swimming: Short
    
         Rinse and repeat...
    
    At the halfway point Vamp will change his tactics.  In the second half of the
    battle he will throw shadow knives that pin you in place so that you cannot
    move.  He will use this opportunity to do a run and slash move.  However, this
    move can be countered in the same way as mentioned previously: use the Nikita;
    swing it at him as he begins to jump on his way towards you.  You should land
    a blow and he'll go back into the water. It is possible to shoot out the
    lights to cut him off from this attack but if you shoot the lights out he will
    be much, much harder to defeat; even if you shoot only one light it will have
    the same effect.  You can try to escape from the shadow pin by rapidly hitting
    the directional pad but this is hard to accomplish before he slashes you.
    
    His catwalk attacks also vary a bit.  Rather than throw a single knife, single
    knife, many knives he will promptly throw two knives quickly followed by a
    third.  These knives can be avoided in much the same way as before. When he's
    using this attack there's little else you can do except run.  Getting off a
    shot without being hit is very difficult to do.
    
    In the second half of the battle he will also stay in the water for a much
    briefer period of time.  You can still use the time given to you to fire a
    Stinger or two.
    
    There is a final portion of this battle that begins once his stun/kill bar
    have reached roughly the letter "M" in his name.  You'll know this final phase
    is in progress once he jumps out of the water and begins flipping around the
    room rapidly either on the catwalks or on your level and throwing knives at
    intermittent intervals.  I advise you to head into the shadows so he cannot
    pin your shadow and then follow him with the lock-on in first person view.
    Once he stops flipping around he will pause momentarily.  Use this opportunity
    to get in a shot.  Disengage the auto-lock and fire a shot.  Once you've fired
    a shot quickly press "X" to duck down and avoid the knives.  Rinse and repeat
    until the cinematics end the battle.
    
    Lastly, I can summarize the easy way about this battle in one paragraph. When
    the battle starts, fire an M9 bullet at him.  When he goes below the water
    fire Stinger missiles at the water to bring his stun bar down.  Then go to the
    northern railing and hang off the side.  He should come walking at you once
    he's out of the water.  Keep an eye on him and when he begins to slash jump up
    and do a punch-punch-kick-kick combo on him.  Rinse and repeat.  Simple, eh?
    
       ----------------------------------------------------------------------
       **         Shell 2 Core B1, filtration chamber number 2 [two]       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Body Armour              none
                          Bandage
                          Pentazemin
    
             o-o---------------------------------------------------o-o
    
    After the battle you need to find Emma.  Walk through the door in the
    northeast corner of the filtration chamber and descend the stairs.  There's
    more water that you need to swim through to reach the locker room. Once again
    I have provided a map because things can get kind of confusing under the
    water.  This part you are just swimming in 2 big "U" shapes.  Start at "start"
    and swim through to the first left turn, avoiding the mines.  Swim in another
    "U" and go into the room.  Emma is in The second locker from the right in the 
    north.  Open it for a cut scene.  There are some items here and there in the
    lockers.  You will be unable to get them once you open Emma's locker; plan
    ahead.
    
                 E=Emma
                          ________________   ______________
                        _|_____________E _|_|         |    |
                       | |                | |         |    |
                       | |                | |    |    |    |
                       | |                | |    |    |    |
                       | |              |   |/\/\|    |    |
                  _____| |           ---|   |    |    |    |
                 |     | |          |---         |    |    |
                 |     |_|__________|____________|    |    |
                 |                                         |
                 |     ________________________________    |
                 |              >                      |   |
                 |______________>________________      |___|
                                                 |     |
                                                 |Start|
    
    
       ----------------------------------------------------------------------
       **        Shell 2 Core B1, filtration chamber number 2 [three]      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Now that you have Emma you need to swim with her back through the flooded
    sections of the core and take her to the Computer Room in the Shell 1 Core.
    Progress will be slow because Emma's legs aren't working very well and
    consequently can't walk too fast.  Take note while swimming that Emma's lung
    capacity is significantly lower than that of Raiden's.  Her's will diminish at
    a quicker rate so keep an eye on it and come up for air when you need to.
    
    Swim through the water back to where you fought Vamp.  Come up for air often, 
    as Emma does not have a very large air capacity. Make sure in this part not 
    to hit any mines because then she and you will have a substantial part of your
    health bar gone.  Once you reach the room where you killed Vamp more
    cinematics will play.
    
    After the cinematics guide Emma to the door in the south of this room.  Don't
    go left because Claymore Mines have magically appeared there.  To guide Emma
    you cannot be holding any weapons.  Press the action button and she should
    grab your hand.  Use the normal way of movement to walk with her to another
    spot.  Once you reach the door in the south you'll be treated to yet another
    round if cutscenes and Codec calls.
    
    Once control is yielded to you, swim through B1 towards the elevator.  You'll
    only need to stop for air twice if you swim fast quickly enough.  Refer to the
    map provided earlier if you become lost  Use the coolant to clear the bugs
    away and then you can guide her to the elevator.  Or you could put her in a
    choke hold and drag her into the elevator.
    
       ----------------------------------------------------------------------
       **              Shell 2 Core, 1F air filtration room                **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   SOCOM (ammo)
                                                   M9 (ammo)
    
             o-o---------------------------------------------------o-o
    
    Unlike the last time you were on this floor there are guards throughout the
    area.  You'll need to dispose of each of them before guiding Emma through to
    the other side.  Bring Emma east and leave her there so you can work
    unhindered. The first guard of concern is patrolling in the lounge southwest
    o the elevator.  Press up against the wall and shuffle over there so you can
    peek at him.  Watch him and when he walks by and turns south you have a good
    opportunity to knock him out undetected.
    
    Now take Emma south and place her in the small hallway off to the left, across
    from where you shot the Nikita missile, for safe keeping.  Run to the area
    south of the stairs without going down them.  Peek over the railing and keep an
    eye on the guard patrolling in the depressed level between the two
    staircases.  Watch him and when he turns his back to you pop up and hit him
    with the M9.  Once he has been knocked out go and grab Emma.  When you take 
    her almost to the stairs a new guard will come out from the elevator (small
    cutscene).  He will find the first guard you knocked out but as long as you
    didn't kill him you're fine and can ignore that entire situation.
    
    Guide Emma across the south portion of the room and towards the second set of
    stairs.  Look for the guard coming out of the hallway to the KL connecting
    bridge.  When you see him pause and watch either in corner view or on the
    radar to watch for when he turns north.  You can tranquilize him but it's not
    entirely necessary.  Just grab Emma and take her out of the Shell 2 Core and
    onto the KL connecting bridge.
    
       ----------------------------------------------------------------------
       **                       KL connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   none
    
             o-o---------------------------------------------------o-o
    
    As with last time there are cyphers patrolling this bridge.  I like to throw a
    Chaff Grenade immediately to disable them.  Once they're motionless it is a
    simple task to shoot them out of the sky.  Do that and then grab Emma and
    guide her out onto the bridge.  You should notice by now that the bridge has
    been undergone an impromptu repair so you won't have any trouble making it
    over the places where you had to flip over previously.
    
    Once you and Emma are close to the main part of the bridge stop and let Emma
    go.  Crouch against the northern face of the railing and watch for a guard
    coming from the stairs just north of your position.  Watch him and wait for
    him to turn his back.  When he does stand up and knock him out with the M9.
    Once he's unconscious run south and use your coolant spray to get rid of the
    flames. Now take Emma by the hand and guide her south to the door into Strut
    L.  A short cinematic will follow.
    
    
       *  RANDOM TRIVIA  *
    
    
    If you call Snake when you exit the Shell 2 Core he will say that he is 
    er..."busy at the moment".  You will know what he was so busy with later on.
    
       ----------------------------------------------------------------------
       **                 Strut L, sewage treatment facility               **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    There are two guards in this area.  Both are south.  The doors immediately
    around you, with the exception of the one you came through, are inoperable.
    That narrows down your path considerably.  Leave Emma where she is and move
    into the small hallway just east of your position.  Look south in first person
    view and shoot the two guards in your field of vision.  Once they're knocked
    out you're pretty much in the clear for a while as far as being caught is
    concerned.  Grab Emma and guide her to the hatch in the south.  Open the hatch
    and then walk with her into the room.  Open the hatch in the floor for some
    cinematics.
    
       ----------------------------------------------------------------------
       **                        Strut L, oil fence                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    As you probably gathered from the cinematics, this will be sniping mission.
    The pontoon bridge on the oil fence is much to narrow and unstable for two
    people.  Consequently, Emma must navigate the bridge by herself aided only by
    your sniper rifle.  Along the way she walks very slowly which enables you to
    scout the bridge for enemies, cyphers and claymore mines.  As Snake said,
    security is relatively lax; only a few guards will be here; the majority of
    the surveillance will be done by cyphers.  Always keep a look out ahead of
    and behind Emma.  Just because you cleared it once, doesn't mean more
    cyphers/more guards won't come.
    
    You need to use the PSG1 to take out the cyphers and the claymores.  If you
    have a PSG1-T you can use that on the guards (if you want to)...otherwise
    stick with the PSG1.  If you didn't grab the Thermal Goggles earlier they will
    appear here on the oil fence.  These are a useful aid to help you see where
    the guards/cyphers/claymores are.  Don't be afraid to use them.  Pentazemin
    and PSG1 ammo is conveniently appearing out of nowhere.  If you run out...
    no worries.
    
    I suggest that you lay down before shooting because that steadies Raiden's aim
    considerably even without Pentazemin.  I'll leave it up to you how to use the
    Pentazemin.  There are a few claymores in Emma's immediate path.  Look just
    ahead of where she is and you'll see a line of Claymore Mines.  Shoot them
    with the aid of the Thermal Goggles.  Once all the mines are cleared look to
    the first support structure on the oil fence.  There should be a guard on the
    upper level.  Shoot him before he spots Emma.  There is another guard on the
    upper level but he may not be in sight yet.  If not zoom out and look for
    guards and cyphers.  There may be a cypher approaching from the right side and
    a guard may come walking into sight on the lower level of the support
    structure.  Dispose of these three guards and any other potential threats.
    
    Zoom out to survey the scene.  Watch where Emma is and look around for any
    cyphers that may be approaching.  They may approach from the right or from
    above your position so keep a sharp eye on things.  Emma will eventually drop
    onto the second pontoon bridge.  Continue to look for Cyphers and survey the
    second support structure on the oil fence.  There will be a few guards here.
    As Emma approaches you want to make sure there are no guards alive that can
    spot her.  Once Emma reaches this structure and disappears behind it a guard
    will appear on the upper level on the left.  Shoot him.
    
    Now Emma will be approaching the third pontoon bridge.  Keep an eye out for
    cyphers and if the scene is clear unequip the PSG1 and walk all the way north
    on your little walkway and lay down again.  Survey the pontoon bridge Emma is
    about to walk across with the Thermal Goggles and look for Claymores.  There
    should be a few on this section of the bridge.  You'll see them from the side
    so take careful aim. Once the mines are kaput look for cyphers.  A cutscene
    will trigger once Emma is almost to the end of the bridge.
    
    If at any time you get stuck or cannot handle this call Snake and ask him for
    help.  Follow his instructions to receive his help.
    
    
       *  RANDOM TRIVIA  *
    
    
    You can play with the directional microphone in this part.  Pointing it at
    Snake, when he appears, and Emma as she walks along will enable you to listen
    to some things that they are saying.  Also, when Emma is behind the second
    support structure on the oil fence point the microphone there to hear her
    talking to Johnny.
    
      --  Boss Battle - Vamp 2  --
    
    This one is easy.  Take a Pentazemin and zoom all the way in with either
    sniper rifle (use the PSG1-T if you want to err on the side of caution).  Aim
    at Vamp's forehead and plug some shots into his head.  It should only be a few
    shots before he falls into the water.  Also note that the distance between
    Raiden and Vamp is quite a bit so there will be some lag between when the
    bullet is fired and when it reaches the target.  You'll want to make sure that
    you time it so you don't hit Emma.  Another cutscene will follow the
    conclusion of this battle.
    
       ----------------------------------------------------------------------
       **                     Strut E, parcel room B1                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Digital Camera          M4 (ammo)
    
             o-o---------------------------------------------------o-o
    
    There is one guard in this Strut.  He is standing in the room just north of
    the stairs that go down from the first floor.  He should just be standing
    there listening to music.  Hold him up and knock him out and then grab the
    Digital Camera.  Now run up the stairs and head east to the door onto the EF
    connecting bridge.
    
       ----------------------------------------------------------------------
       **                       EF connecting bridge                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Cyphers once again.  You'll have to use another Chaff Grenade and/or shoot
    them down.  If you throw a Chaff Grenade and don't screw around you'll have
    plenty of time to get to the core.  Run to the connecting bridge to the core
    and press up against the railing.  Shuffle across the necessary parts and then
    run into the core.
    
       ----------------------------------------------------------------------
       **                         Shell 1 Core, 1F                         **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     SOCOM (ammo)
                                                   Claymores
    
             o-o---------------------------------------------------o-o
    
    There is some ammunition in the southern locker area but there are some mines
    blocking the way.  Crawl or equip the Thermal Goggles to shoot them.  If you
    don't care for the ammunition just run north past the bugs on the floor and
    into the elevator.  Long cinematics are in your immediate future.
    
    ------------------------------------------------------------------------------
    
                               6.7  Arsenal Gear
    
    ------------------------------------------------------------------------------
    
                         
       ----------------------------------------------------------------------
       **                       Arsenal Gear, Stomach                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Medicine                 none
    
             o-o---------------------------------------------------o-o
    
    Alright, now you're inside Arsenal Gear.  I suppose you came to that
    conclusion already though.  The first order of business is you'll need to
    survive a choke hold by Solidus Snake.  He'll use his mechanical tentacles to
    grab Raiden around the throat.  Hold your breath by rapidly pressing on the
    Action button (Triangle).  This isn't very hard even on the hard difficulty.
    You'll find that this is significantly harder on the Extreme difficulty.
    If you do have difficulty on this try wrapping your thumb with a part of your
    shirt and rubbing it over the surface of the controller.  I find that this
    works quite well.
    
    Watch some more cutscenes and Codec transmissions and eventually Olga will
    punch Raiden in the gut.  There's no way around this, you'll lose health
    regardless of what you do.  After Rose calls head out the door to the east and
    grab the Medicine from the locker, you may need it.  Log into the node (this
    works for all of Arsenal Gear) and head through the door to the right.
    
    
    
       *  RANDOM TRIVIA  *
    
    
    The Arsenal Gear, Stomach area is an exact replica of the torture room and
    holding cell in Shadow Moses from Metal Gear Solid.  If you look through the
    glass to the south you'll see the holding cell.
    
    The scene that plays when Raiden is being position vertically is footage from
    the original Metal Gear Solid when Snake is about to be tortured by Revolver
    Ocelot.
    
       ----------------------------------------------------------------------
       **                      Arsenal Gear, Jejunum                       **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Medicine                 none
                          Box 1
    
             o-o---------------------------------------------------o-o
    
    This next part of the game is the last part of the game where you will be
    sneaking.  The finale of the game is pretty intense in terms of combat. In
    this section you'll need to stay out of sight and not be caught because you
    are unarmed and largely at a disadvantage; you cannot hang over railings or
    attack.  You can, however, do the flip attack where you flip into an enemy and
    knock them over.  It is best to proceed with caution here.
    
    This area of Arsenal gear is a long passageway that leads to the Ascending
    Colon where you meet up with Snake.  The passageway serves as a hangar
    for the mass produced Metal Gear RAY units that guard Arsenal Gear.  You can
    see them off to either side.  For now, they are inactive.  Enjoy that fact 
    while you can.
    
    On the subject of getting through this area you first need to keep an eye on
    the guard walking south towards your position.  Watch him until he turns north
    and walks away.  When he does run to the stairs in the east and head all the
    way up.  You should have received a strange call from the Colonel after
    exiting the Stomach and you should receive another one here.  He will continue
    to call you throughout this area and you can choose to answer or not.  It's up
    to you.  I suggest that you do because some of the things he says are quite
    funny.
    
    Once at the top of the stairs press up against the corner and watch the guard
    past Raiden's shoulder until he turns north. When he does that, run across the
    catwalk beside your position to the other side.  You can grab the cardboard
    box if you move a bit south.  Now move north until you reach a support column
    with a camera on it.  Lean against the column on the south side of it and
    watch for a guard patrolling this area.  He'll patrol a bit south towards your
    position.  Don't move until he heads back north.  When that happens look east
    and watch to see where the guard in the east is and where the camera on the
    other side is pointing.  The guard should be walking south and the camera
    looking north.  Now you can run across the catwalk to the east side of the
    hangar.
    
    Now begin to run north.  There is a gap in the floor here that you can fall
    through.  I suggest flipping over the gap.  up ahead there is a camera and a
    guard.  The camera poses little threat.  I suggest watching the guard in the
    north until he patrols east.  When he does, run north and press up (in a
    crouch) against the waist-high crate.  Stay there until the guard comes back
    and looks south to where you were just a short time ago.  Run east to the
    door.
    
    
       *  RANDOM TRIVIA  *
    
    
    The rooms in Arsenal Gear are named after parts of the digestive tract.  
    Arsenal Gear, Stomach should have tipped you off, if you know your anatomy.
    Jejunum and Ileum are parts of the intestine, as is Ascending Colon.  And 
    Arsenal Gear, Rectum is well...obviously you know what that is.  Apparently,
    Kojima wanted you to feel as if you had been swallowed by some enormous entity.
    
       ----------------------------------------------------------------------
       **                  Arsenal Gear, Ascending Colon                   **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   HF Blade
    
             o-o---------------------------------------------------o-o
    
    This area is just a long passageway with little to do except walk around and
    watch Raiden's cute, pixelated behind.  You need to wait for Snake here.  The
    Colonel will continue to call persistently.  Just walk around and eventually
    there will be a call from Rose.  Cutscenes ensue.  In the meantime, walk
    around and grab the Ration to the south, at the very end of the passageway.
    
    When you regain control again practice using the HF Blade until cutscenes
    start again.  Practice now and get the controls down because you won't have
    time to figure it out later.
    
    
       *  RANDOM TRIVIA  *
    
    
    Stand in front of Snake and look in FPV.  His breath will fog up the camera.
    When you release the button it will disappear.
    
       ----------------------------------------------------------------------
       **                       Arsenal Gear, Ileum                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    You'll be advancing through another hallway that resembles the Arsenal Gear,
    Jejunum area in both style and function.  As you've discovered you need to
    fight your way through a horde of Arsenal Tengus.  These guys are tough. 
    Their body armour is a bit better than the guards in the Big Shell and they
    can move much faster and in ways not seen yet.  They can flip up and about,
    they can leap down from railings onto lower levels and vice-versa.  Some of
    them have swords, some of them have sub-machine guns.  The ones with the
    swords can block your bullets, that's why it is best to use the HF Blade in
    this area.  You can easily overcome the guards with the swards and you can
    attack and defend against all the attacks thrown at you with the sword. If
    Snake dies during this battle it will result in a game over so keep an eye on
    his life bar as well as yours. Also, to state the obvious, do not shoot Snake.
    Doing that is, in my book, contrary to your established objectives.
    
    You can let Snake do a lot of the work here.  He can use his M4 very well and
    could easily make it through here by himself.  Keep an eye on all parts of the
    area, the catwalks, around the crates, and whatnot.  Tengus will come form all
    around.  When not attacking, keep your block raised to deflect any bullets
    coming your way.  Obviously, your HF Blade is only good for the bottom level
    enemies.  To hit the ones on the top you can either wait for Snake to shoot
    them or just whip out your own gun and shoot them.  Snake will throw you ammo
    for these guns if you run out.  Occasionally, you will need to advance forward
    ahead of Snake to trigger the next wave of enemies.  Take care of the
    gun-toting Tengus before the ones with the swords because the guns have the
    greatest potential to hurt you.
    
    If you are going for no kills, or just prefer to use the sword, take out the 
    sword and press the weapon button to do blunt side strikes.  If you do a 
    thrust, it will kill so be careful.
    
    Eventually you will come to the end of the hallway and a door will open, walk
    towards the door for a Codec call and then run through the door after the call
    is over.
    
    
       *  RANDOM TRIVIA  *
    
    
    You can get Snake's dog tag.  This is the last one that you will be able to get
    in the Plant chapter.  To get it just knock him out in any old way.  If you 
    fail however he will retaliate with his trusty M4 or his fists.  To avoid the 
    fists lie down quickly and he will miss.  Once he is out shake his body down 
    and he will drop the tag.  When he wakes up he will be quite grumpy.
    
       ----------------------------------------------------------------------
       **                    Arsenal Gear, Sigmoid Colon                   **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          none                     none
    
             o-o---------------------------------------------------o-o
    
    Go to the center of the ring for the next battle.  By and large, you can use
    the same strategy here but there are a few new factors to consider.  One,
    enemies will come from all around so often times you may be surrounded by
    enemies.  To minimize this disadvantage try to stick to the outer perimeter of
    the area.  This way you can focus on enemies in one direction rather than in
    all directions.  Two, Snake will now be firing all around instead of one
    direction like before.  You want to be conscious of where he is because he's
    not the most discriminating shooter.  He often strikes Raiden if he happens
    to walk in the way.  Try to avoid this.  The inverse of this applies as well.
    The ideal weapon here is the HF Blade because it can handle all the enemies
    attacking you, none are out of the Blade's range.  Also, unsheathing and
    sheathing the blade (which takes a lot of time) in this area where there is a
    grand total of zero cover is not advisable.
    
    The Game Over screen variation that appears has no effect on the gameplay.
    Just keep playing through that little box in the upper left.  It may happen a
    few times.
    
    Eventually there will be a cutscene that ends the battle.
    
       ----------------------------------------------------------------------
       **                      Arsenal Gear, Rectum                        **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   Stinger (ammo)
    
             o-o---------------------------------------------------o-o
    
    Raiden climbs onto a hexagonal arena dubbed "rectum".  Solidus talks for a
    while and you can run around the area collecting whatever you want to. There's
    a bit of Stinger ammunition scattered around, I suggest you grab it while you
    have the chance because you will have an urgent need for it soon.  Eventually
    a cinematic will bring new and exciting adventures upon thee.
    
      --  Boss Battle - Metal Gear RAY Horde  --
    
    Stinger missiles will be your weapon of choice in this battle.  The Stinger
    will auto-detect three weak-points on the RAY units: the two knee joints and
    the head.  The two knees don't do any damage if hit but they open up a
    potential for inflicting massive damage.  When the knee is hit the RAY unit 
    will shift in one direction and open it's "mouth"...for lack of a better word.
    With the mouth open you can fire a Stinger missile into it to inflict damage
    3x higher than if it were closed.  This is quite a bit more effective than
    simply hitting the head over and over again.  It is safe to use this strategy
    for the entire battle.  In fact, I recommend that you do use this strategy for
    the entire battle.
    
    When the RAY units are outside of the arena they have two methods of attack.
    (1) Aerial rockets.  These will be launched periodically from the backs of the
    RAYs.  These simply fly up and then hit the ground where they were aimed at.
    That means they will hit wherever you were standing when they were launched.
    Easiest way to avoid these?  Run away from where you were standing.  You don't
    have to move immediately but if you're not moving away within 2-3 seconds,
    you're probably going to be hit.  These aren't much of a threat so long as
    you stay moving.  If anything, this attack is a nuisance.  (2) Machine gun
    fire.  Periodically, the RAY's will get down on one knee and spray a burst of
    bullets at you.  The bullets will usually sweep horizontally so you can avoid
    this by running to the side....away from the bullets.
    
    The battle becomes a little simpler in some respects and a bit more difficult
    in others once you deplete the health of one of the RAY units to about 2/3.
    That RAY will jump up onto the arena platform and begin it's attack.  Once
    this happens you need to be aware of two things: You should focus entirely on
    the RAY unit on the platform and the RAY units not on the platform won't
    attack you much.  If they do it will be in the form of rockets.  Also, a RAY
    that is on the platform will not use Rockets.  It has several new attacks in
    addition to machine gun fire.  These attacks will be explained shortly.  From
    here on out, there will be one RAY on the platform that will remain until it
    is destroyed and two RAYs on the perimeter.  Once the RAY inside the platform
    has been destroyed one of the RAYs from the perimeter will jump in and a new
    RAY will fill in the gap on the perimeter.  So you will always have one in and
    two out.
    
    As I said, the RAYs have a few new attacks when they are on top of the arena:
    
    The first is the stomp.  This is a simple attack.  If you happen to run
    underneath the RAY unit it may try to squash you.  On the harder difficulties
    a direct hit will kill you instantly.  On the lower levels it will just
    severely lower your life bar.  It is also a ranged attack.  Just because you
    aren't directly beneath the foot doesn't mean this attack won't hurt.  This
    attack has a range of about 10-20 meters so you don't want to be near it when
    it happens or you'll take some damage.  The easiest way to counter this
    attack?  Don't run underneath the leg.  What a concept, eh?
    
    The second is the knee rockets. Sometimes you will see the RAY stop moving and
    squat down motionless. Two homing missiles will come out of its knees.  There
    are two ways to dodge.  The first is to run to the side and then flip out of
    the way when they are near and the second is to remain motionless and then
    flip out of the way.  Both work but I prefer the run and then flip method.
    This attack can be quite frustrating at first but you will pick up on it with
    time.  You can try to shoot down the rockets but this can be quite difficult.
    
    The final attack is the water gun.  This is what you saw RAY use to break out
    of the Tanker before.  High-pressure water.  It packs a huge punch.  This
    attack only happens when you are standing directly in front of the RAY unit.
    If you see the RAY lower its head and begin to open its mouth get out of the
    way as fast as you can.  Move laterally, don't move towards or away from the
    RAY because that leaves you in the line of fire.  You do need to be a bit
    close to the RAY for this to happen so if you stay far enough away this won't
    be a problem.
    
    You can use Chaff Grenades to slow down the RAYs.  It doesn't incapacitate
    them but they will attack at a much slower rate.  This gives you an
    opportunity to get in a few more Stingers between attacks.
    
    The key to this battle is to be quick with the Stinger and always be on the 
    move.  You will only be hit with an attack when you take chances or are not 
    careful.
    
    Once the allotted number of RAYs have been destroyed (see below) a cinematic
    (a long one) will start.
    
     --- DIFFICULTY MODES ------------------
    
    The number of RAYs you have to destroy varies depending on the difficulty
    level you chose.  Here's how it breaks down:
    
              Very Easy : 3
              Easy      : 3
              Normal    : 6
              Hard      : 12
              Extreme   : 20
    
       ----------------------------------------------------------------------
       **                     Federal Hall, Manhattan                      **
       ----------------------------------------------------------------------
    
                          ITEMS                    WEAPON
    
                          Ration                   none
    
             o-o---------------------------------------------------o-o
    
    Eventually Raiden and Solidus will land upon the final area of the game.  This
    is the top of Federal Hall in Lower Manhattan.  Arsenal Gear has plowed its
    way through the lower tip of the island and dumped you and Solidus on the roof
    of this historic building.  The area mainly consists of a slanted roof with
    some scattered debris along the top.  There is only one item on the roof and
    that is a Ration that you can use if you happen to get the beat down from
    Solidus.  Take note that you can hang off of the edge of the roof to avoid
    certain attacks of his.  Just don't fall.  That way lies the Game Over screen.
    
    As you probably figured out from the cinematic, this will be a sword fight.
    Solidus has two swords and Raiden gets his HF Blade returned to him so he can
    fight.  You can choose to use the blunt side or you can go for the kill.  It
    has no bearing on the ending.
    
     --- PHASE ONE ------------------
    
    The first half of the battle is a bit frantic but it's nothing compared to the
    second half.  Initially, Solidus has a few attacks that he will employ. The
    most common of these is the fire dash.  This is where he will rapidly skid
    across the roof setting his traveled path ablaze.  This may be done in attempt
    to get close to you or to give Solidus an opportunity to use another attack or
    both.  It is important that you don't get caught in the fire because that will
    (obviously) lower your health.  You can put the flames out by equipping the
    BDU quickly then unequipping it.
    
    Another attack is the double overhead slash.  This is when raises both swords
    over his head and slashes down hard.  This is one of his most damaging
    attacks.  To avoid this run away when you see him raise the swords.  This
    attack is not blockable.  You can try if you want but there's little purpose
    in that.
    
    One of his medium-range attacks, say when you're 5-20 meters away from him,
    is the tentacle sweep.  This consists of Solidus using one of his tentacle
    arms to knock Raiden's feet out from under him.  This doesn't do as much
    damage as some of the other attacks but it certainly hurts.  You don't have to
    worry about a follow-up attack because he will usually do a fire-dash away.
    This attack is not blockable but you can avoid it by doing a flip away from
    Solidus, to the sides, or towards him.  If you go towards him you may have an
    opportunity to attack when he finishes.
    
    Another medium-range attack is the tentacle grab.  Just like atop Arsenal Gear
    after destroying the RAY units.  Solidus will use his tentacle to grab Raiden
    around the throat and choke him.  When he uses this attack and successfully
    grab Raiden he will be hoisted in the air, spun a round a bit then slammed
    into the roof.  It's one of the more damaging attacks but it can be countered.
    First, you can use the block function to block the tentacle and second, you
    can break out of the hold by rapidly pushing the left analog stick back and
    forth.
    
    Sometimes when you get too close to Solidus he will use a head-butt.  This
    will knock Raiden back and take a way a fair amount of health (for a
    head-butt).  This attack cannot be blocked but it can be avoided by flipping
    out of the way.  It's hard to prevent this attack from happening because you
    need to be close to Solidus to use the sword.  Tread lightly.
    
    Another close-range attack is a kick.  This attack, like the head-butt, cannot
    be blocked.  However, you can move out of the way either by running (if you
    anticipated it well in advance) or by flipping fast Solidus.  If you flip past
    him you'll be behind him.  This means that you'll have a brief window of
    opportunity for attack.  Utilize it when possible.
    
    A close-range attack that doesn't merit much worry is the lunge.  Solidus will
    use his left arm to thrust his sword out in order to get a stab in.  This
    attack will knock you down if it hits you.  You can easily avoid this attack
    by circling around him when you see the warning sign (he'll glow green for a
    short moment).  If you circle around him, he will miss and you'll be behind
    him and can attack in a method of your choosing.
    
    One of his less worrisome attacks is the wall jump.  Sometimes when he is near
    the wall he will leap up and use his tentacles to grab a hold of the wall.
    Then he will throw himself back down onto the roof in attempt to land on you.
    This is easy to dodge, just run out of the way as soon as you can.  One point
    of note is that he seems to do this a lot after he knocks you down.
    
    A long and medium range attack is the missiles.  He can use his tentacles to
    fire low-speed missiles in your direction.  This attack will often be preceded
    by a fire dash.  There are three ways to counter this attack or avoid it.  The
    first is to go to the edge of the roof and hang off the side.  The missiles
    will completely miss their mark is you do this.  However, that isn't always
    an option.  Your other choices are to run towards Solidus and flip past the
    missiles once you're near.  This usually works well and gives you and
    opportunity to attack if you're close enough beforehand.  The other way is to
    use the HF Blade to cut down the missiles as they fly towards you.  This isn't
    especially difficult.  You merely need to line up with the missiles and start
    swiping when the missiles are close.
    
    His most powerful attack is the triple slash.  This attack is devastating.
    He will use his two swords to slash at Raiden three consecutive times.  Often
    if he lands one blow he will land all three.  That means you don't want to be
    near him at all when he does this.  You'll know this is coming because he will
    have a blue-ish glow about him right before he does it.  When you see that
    glow make a run for it.  While he is doing the combo you can circle around and
    attack him from behind.  This attack cannot be blocked.
    
    It will take some time for you to recognize his pattern and characteristics of 
    each attack, and how to deal with them.  Don't become frustrated.
    
     --- PHASE TWO ------------------
    
    When he has a little bit less than half health he will get rid of his 
    tentacles and a new phase will start.  He will do fire dashes all across the 
    roof, and then charge at you trying to knock you down or do one of his sword 
    attacks.  He will only use a few attacks in this phase, you can automatically
    eliminate all the ones that involved his tentacle arms; these attacks are the
    triple slash, elbow smash and the lunge.  He will precede all of these attacks
    with some really fast, consecutive fire dashes.  He will end by charging at
    you and using one of the mentioned attacks.
    
    Watch him dash across the roof and be prepared to move once he moves towards
    you.  Once he begins to charge at you flip out of the way and get behind him
    to do an attack.  This keeps you out of harm's way and allows you to attack
    Solidus.  You can also try flipping into him when he is dashing at you, you
    will either wind up behind him so that you can attack him or you will knock
    him over, reducing his stun bar.  If you can't keep track of him while he's
    doing his fire dashes you can try backing into a corner.  If you do this he
    will often only do one fire dash.  This gives you a little less to keep track
    of.
    
    One point of interest is that Solidus has an eye patch on his left eye.  This
    means that he cannot see as well over there and he has a bit of a blind spot.
    If you can slip into this spot you will be able to attack effectively some of
    the time.
    
    Once the cinematic cuts in, the game is essentially over.  You can sit by and
    watch the ending.  It is absolutely imperative that you don't shut the game
    off once the ending credits start rolling.  There's more of the ending after
    the credits and one enormously shocking plot twist to be revealed.  Hope you
    enjoyed the game as much as I did!  It's my favorite.
    
    And just for kicks...
    
    El Greco's ending statistics
    ----------------------------
    
    Time     : 2:31:59
    Save     : 3
    Continue : 4
    Alerts   : 8
    Killed   : 88
    Rations  : 2
    
    That's not my best but that's what I got while I was writing this guide.  Hope
    you enjoyed the walkthrough and found it useful.
    
    
       *  RANDOM TRIVIA  *
    
    
    Vamp is visible in the ending cinematics.  As Raiden and Snake are looking at
    the dog tags, look past them at the taxicab.  See anyone familiar?
    
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                                   07)  Missions
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    
    ***note*** To give you a rough idea the mission difficulties roughly
    correspond to the SOL difficulties like this.
    
    Raiden- Easy
    Raiden(ninja)-Hard
    Raiden X- Normal
    
    Snake- Normal
    Pliskin- Hard
    Tuxedo Snake- Hard
    MGS1 Snake- Extreme/European-Extreme
    
    
    When you first start your screen will look something like this...
    
    Raiden
    ?????(Ninja Raiden)
    ?????(X Raiden)
    
    Snake
    ?????(Pliskin)
    ?????(Tuxedo Snake)
    ?????(MGS1 Snake)
    
    These are the requirements to obtain each character...
    
    Raiden- default
    Raiden (ninja)- Raiden 50% complete
    X Raiden- Raiden and Raiden (ninja) 100% complete
    
    Snake- default
    Pliskin- Snake 50% complete
    Tuxedo Snake- Snake and Pliskin 100% complete
    MGS1 Snake- All characters 100% complete
    
    
    This is the general layout of the missions...
    
    MISSIONS
     |
     |-VR MISSIONS
     |   -Sneaking (10 missions each)
     |      -Sneaking-Sneaking
     |      -Sneaking-Eliminate All
     |   -Weapon Mode (5 missions each)
     |      -Handgun
     |      -Assault Rifle
     |      -C4/Claymore
     |      -Grenade
     |      -PSG1
     |      -Stinger
     |      -Nikita
     |      -HF Blade (Raiden/Raiden (ninja) only)
     |      -No Weapon (Snake, Pliskin, Tuxedo Snake, MGS1 Snake)
     |   -First Person View Mode (5 missions)
     |   -Variety Mode (varied)
     |
     |-ALTERNATE MISSIONS
     |   -Bomb Disposal Mode (5 missions)
     |   -Eliminate All Mode (10 missions)
     |   -Hold-Up Mode (10 missions)
     |   -Photograph Mode (varied)
    
    
    Mision types and descriptions are below.
     ____________
    /VR MISSIONS/
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    SNEAKING-SNEAKING
    
    GOAL-Reach the goal without being detected by enemy soldiers.  The training
    session will end if the player is discovered.
    
    _______________________________________________________________________________
    SNEAKING-ELIMINATE ALL
    
    GOAL-Eliminate the enemy troops to clear a stage.  It is not necessary to
    eliminate reinforcement troops.  Enemy Troops can be killed, knocked out or
    tranquilized.  The training session ends if the player is discovered.
    
    _______________________________________________________________________________
    WEAPON MODE
    
    GOAL- Destroy all of the targets within the allotted time.
    
    Targets- there are 4 types of targets...
    
      Normal(Blue)- Shoot these to increase your point total.
    
      Explosive(Orange)- when these are destroyed they will explode, all targets
      within its blast radius will be destroyed.
    
      Panel(Black)- these usually block your way to something.  When destroyed they
      do not increase your point total.
    
      Negative Points(Red)- when these are destroyed your total points will be
      reduced.
    
    _______________________________________________________________________________
    Variety Mode
    
    This is a special training mode with a variety of different objectives.  This
    mode cannot be initially accessed.  Clear all of the other VR Training Modes
    with Raiden and Snake to unlock.
    
     _____________________
    /Alternative Missions/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    BOMB DISPOSAL MODE
    
    In this mode the goal is to locate all the bombs placed within the area and
    freeze them.  Some bombs are cleverly hidden; use FPV to find them.  When all
    the bombs have been frozen the stage is automatically completed.
    
    _______________________________________________________________________________
    ELIMINATION MODE
    
    In this mode, the goal is to defeat all of the enemy soldiers by killing them,
    knocking them out, or putting them to sleep.  When a soldier has been
    eliminated he will automatically disappear from the mission stage.  When all
    enemy soldiers have been defeated the stage goal appears.
    
    _______________________________________________________________________________
    HOLD UP MODE
    
    In this mode, the goal is to hold up all enemy soldiers.  Once a soldier has
    been held up, he disappears from the stage.  Accidentally killing a soldier
    will automatically end the mission in failure.  If a soldier is put to sleep
    or knocked out, it will be necessary to wait until he recovers.  When all
    enemy soldiers have been held up, the stage goal appears.
    
    _______________________________________________________________________________
    PHOTOGRAPH MODE
    
    In this mode, the goal is to use the digital camera to capture specific photos
    within the time limit.  Search the area for the photo/image that needs to be
    captured.  If the correct photo is taken the stage is automatically completed.
    Points are awarded based on the quality of the photo and the amount of time it
    took to complete the mission.
    
    
    -------------------------------------------------------------------------------
    
      *  7.1  Raiden
    
    -------------------------------------------------------------------------------
    
    "Nice work!"-1st place point total.
    "Jack you're great!"-2nd place point total.
    "Good work Raiden"-3rd place point total and below.
    
    "Damnit!"- didn't beat one of your high scores on a replay.
     ____________
    /VR MISSIONS/
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    SNEAKING-SNEAKING
    
    Goal-Reach the goal without being detected by enemy soldiers.  The training
    session will end if the player is discovered.
    
    Level 01
    Time: 2:00
    
    Run to the corner in the north, when the guard passes head for the goal.
    
    Level 02
    Time: 2:00
    
    Wait at the corner in front of you until the south guard heads east.
    Run north from where the guard was standing and flip the guard when he
    pauses.  Run to the goal.
    
    Level 03
    Time: 2:20
    
    Wait for the guard closest to you to head north.  Trail him until he reaches
    the end of the path.  Flip him and run east to the goal before he calls for
    help.
    
    Level 04
    Time: 2:20
    
    Tap on the wall just north of where you are.  Run north and hide in the
    east/west path on the right.  Throw a magazine to the right to distract the
    guard and head around the block to the goal.
    
    Level 05
    Time: 2:40
    
    Hang over the railing next to the stairs and drop down onto the guard.  When
    the guard to the east turns north walk over the black grates and lean up
    against the small block on the left.  Wait for the guard to turn back south
    and the head to the goal.
    
    Level 06
    Time: 2:40
    
    Jump over the small gap in the barrier to the right.  Run east over the white
    disappearing floor.  Wait for the guard to look south and run north.  It
    doesn't matter if you step in the black water squares.  Turn right and wait
    for the east guard to come north and stop beside you.  Flip him and run to the
    goal.
    
    Level 07
    Time: 2:40
    
    Stuff the body into either locker and stay concealed until the guard turns
    back north.  Trail him, flip over the water, and when he comes to the square
    block turn into the area where the other guard is.  Head past him quickly and
    go south and to the right.  Stop by the corner and when the last guard pauses
    to your right, flip him or just run past him.
    
    Level 08
    Time: 2:40
    
    Run through the passage in the middle, under the camera.  Pause by the wall on
    the right.  Wait for the guard to pass and then run north sticking to the wall
    on the right to avoid the camera.  Stop to the right of the block by the
    stairs and wait for the guard in the west to turn south.  Run up the stairs on
    the left as the guard on top is walking past.  Go to the goal.
    
    Level 09
    Time: 2:40
    
    Grab the cardboard box and equip it.  When the guard north of you turns run to
    the right of the him and stop.  When he turns around quickly go to the left of
    the block just in front of the wall.  When the guards are facing away run to
    the goal.
    
    Level 10
    Time: 4:00
    
    Run up the staircase to the east and hide in one of the small niche in the wall
    Wait for the guard to pass and then go down the stairs and under the bridge.
    Wait for the guard in the north east to turn north, flip him and go to the
    goal.
    
    _______________________________________________________________________________
    SNEAKING-ELIMINATE ALL
    
    Level 01
    Time: 2:00
    Enemies: 1
    
    The guard's position has changed from the last time you played this level, but
    don't worry this gives you more time to set up your attack.  Grab the M9 and
    stand in the north/south hallway.  Go into FPV and look to the north where the
    guard is walking to and wait for him to walk out into the open.  He will
    continue to face east for a while, long enough for you to line up a head-shot
    and dispose of him.  Once he is down go to the goal in the north.
    
    Level 02
    Time: 2:00
    Enemies: 3
    
    Wait at the start until the guard closest to you (facing south) turns and walks
    away.  Grab the M9 from in front of the position where he was and follow him.
    When he stops hold him up and send a dart into his skull.  Now, go north and
    follow the guard patrolling east/west.  He will stop in the east and turn
    south,at this time approach him from the west and hold him up and shoot him in
    the skull.  Now for the last guard, wait for him to turn away from you, it
    doesn't really matter which direction he is treveling in and hold him up and
    dispose of him.  Go to the goal when he is gone.
    
    Level 03
    Time: 2:20
    Enemies: 3
    
    Quickly, as soon as the level starts, run to the east and grab the M9.  Stand
    in the position where the M9 was and tranq the guard in the north, immediately.
    Now go west and north, to the guard who is patrolling all the way in the side
    corridor.  Stand as far away from the position where he is standing and pump
    a round into his head.  Now the last guard is rather simple, simply wait for
    him to head north and then run up behind him and hold him up, and shoot him.
    Go to the goal in the northeast.
    
    Level 04
    Time: 2:20
    Enemies: 3
    
    Knock on the wall here and then head north, going the opposite way as the
    guard is.  Now run north and grab the M9, hurry back to where the guard is and
    hold him up.  Tranq him and head north.  Go towards the guard in the northwest
    and wait for hm to turn north, quickly run up behind him and tranq him.  Now go
    just a bit north and shoot the guard in the east from across the way.  Go to
    the goal in the northeast.
    
    Level 05
    Time: 2:40
    Enemies: 5
    
    Run along the railing on the right side of the platform you are on and grab the
    M9.  Shuffle along the wall (so that your back is to the guards in the north)
    and do a jump-out shot to nail him.  Now go onto the walkway and click the
    auto-aim button, shoot the guard on the walkway and then click it again, shoot
    the guard on the platform below you.  Now go to where you picked up the M9 and
    shoot the two guards on the lower levels.  Try to get the guard who is
    patrolling north/south first, as he will move out of your view quickly.  Go to
    the goal once all the guards are down.
    
    Level 06
    Time: 2:40
    Enemies: 4
    
    Climb atop the platform and grab the M9.  Click the auto-aim button and shoot
    the guard it points you at.  Now look north and shoot the stationary guard.
    Jump down from the box and run east and then north, towards the sleeping guard.
    Go right up to him (don't worry he doesn't bite unless you wake him up) and
    shoot him.  Now go east and hold-up the guard patrolling north-south.  Tranq him
    and go to the goal.
    
    Level 07
    Time: 2:40
    Enemies: 4
    
    Don't worry about the M9 on this level.  Quickly hold up the guard closest to
    you and shoot him.  Now, wait for the next guard to come down south, towards
    ou, and get a good bead on his head, when you feel confident then shoot him.
    Now run north and around the barrier, hold-up the guard who is looking south
    and shoot him.  Now wait for the last guard to turn north, hold him up and
    shoot him.  Go to the goal.
    
    Level 08
    Time: 2:40
    Enemies: 4
    
    Run towards the M9 and immediately go into FPV and shoot the guard that the
    auto-aim brings you to first.  Wait here and another guard will appear on the
    lower level, shoot him and go up the stairs in the east.  Shoot the guard in
    the north and then go to the top of the stairs.  Shoot the guard atop the
    platform by the goal if he hasn't already collapsed and now look down the
    stairs, anothe guard will appear on the other side of the level, shoot him.  Go
    to the goal atop the next platform.
    
    Level 09
    Time: 5:00
    Enemies: 3
    
    Grab the M9 and wait for the guard north of you to turn north.  Hold him up and
    tranq him and wait there.  The guard in the middle of the level will turn
    towards you and look due-north, QUICKLY run up to him and tranq him.  Now wait
    for the guard in the north to turn to the east, run up to him and tranq him.
    Go to the goal.
    
    Level 10
    Time: 7:00
    Enemies: 5
    
    Run east and grab the M9, hop over the boxes and run up the stairs.  Wait for
    the guard to come up the stairs in the north and then tranq him.  Stand at the
    top of the stairs (staying concealed from the guard atop the other platform by
    staying behind the column) and shoot the guard at the bottom of the stairs.
    Now wait for the guard atop the other platform to head south and take a shot at
    him.  Now go to the bottom of the stairs and shoot the guard in the north.  Run
    north and go mid-way up the side (of that box shaped area) in the east and look
    to the west, a guard will come out into the open so that you can shoot him, do
    so and go to the goal.
    
    _______________________________________________________________________________
    WEAPON MODE
    
    ***note*** these missions will not be covered because they are very straight
    forward and I feel do not require explanation.
    
    -----Weapon Stages---------------------
    
    Handgun
    Assault Rifle
    C4/Claymore
    Grenade
    PSG-1
    Stinger
    Nikita
    HF Blade
    
    _______________________________________________________________________________
    Variety Mode
    
    Level 01
    Time: 2:00
    
    As soon a s the level starts go north and to the left of the mine.  Continue
    along the path and go to the right of the next mine.  Crawl through the vent
    and hop over next few obstacles.  Climb all the way up the boxes to the right
    and then cartwheel over the gap.  Climb up some more boxes and wait for the
    mines to change positions once.  Cartwheel over this gap immediately after they
    do.  Cartwheel to the nest platform to the right.  Hang over the railing and
    drop down.  Go to the goal.
    
    Level 02
    Time: 2:30
    
    Same as last time just use the lock on button and go to the left at the fork
    instead of climbing up the boxes.  Get the AK at the end to blast through the
    barriers on the last part.
    
    Level 03
    Time: 2:30
    
    Use the hang-drop technique to make your way down the tower and across the
    railings to the goal.  Try to get as many hang drops as you can on the tower
    to get you to the Level 2 grip.  This will make things a little bit easier
    close to the end.
    
    Level 04
    Time: 3:00
    
    This is one of the harder missions, just keep practicing over and over until
    you get it.  Take a pentazemin, crouch or lie prone, and try dropping down to
    the bottom level using the hang-drop method, to give yourself a better sniping
    position.
    
    Level 05
    Time: 6:00
    
    I find this mission much easier to finish when you have been found, so that
    the guards shoot at you and reveal their position.  You don't take much damage
    anyway, so when you start get caught by pointing the USP at the guard on the
    upper floor in the north east.  Shoot him and then travel around the immediate
    area picking off any guard that may come.  Head up the platform via the stairs
    in the east and shoot either one or two guards that may be on top, look out to
    the northwest and shoot the guard there.  Now head north and then east.  You
    should go by a large mirror.  If their is a guard shooting at you here travel
    around the corner and shoot him.  Now there should be one more guard here,
    travel east until you see him, shoot him and go all the way east to the goal.
    
    Level 06
    Time: 2:30
    
    "Aaahhhhhhhhh It's Guardzilla!"  Head east and climb up the barriers and drop
    down, hide behind the post until the guard behind you roars.  Run north and
    hide in the little corner provided by the block.  Wait for the guard to roar
    again and head north, go up the stairs but stay below the edge of the wall, a
    guard will look down here.  When the guard passes run up the stairs and
    immediately run up the stairs to the left.  When you reach the top, stay behind
    the barrier until the guard roars.  When it is clear run east and cartwheel
    over the gap.  Stay behind the barrier before you get to the goal and when the
    guard looks away, go to the goal.
    
    Level 07
    Time: 25:00
    
    Clear all the stages killing the opponents until you get to the Gurlugon
    battle.  Use the Stinger to shoot at the green squares, shoot one of them and a
    little target will reveal itself.  Shoot the target with the PSG-1 and then
    repeat until all of them are gone.  Use your pentazemin carefully.  When
    Gurlugon roars that means that he is about to shoot a little paralyzing beam at
    you just cartwheel away from the place where you were.  This isn't too hard.
    Another strategy is just to let him shoot you at the middle block and he will
    break it apart, revealing a book.  Use it and stand by it.  Instant win.
    
    
     _____________________
    /Alternative Missions/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    BOMB DISPOSAL MODE
    
    Level 01
    Time: 7:00
    Bombs: 2
    
    1. In room to the north.  Look in the northwest part of the room, near the
    ceiling.
    2. In the west passage, behind the small boxes on the container.  Right by
    the stairs.
    
    Level 02
    Time: 10:00
    Bombs: 2
    
    1. Above leftmost locker in the room you start out in.
    2. Under the stairs in the middle of the engine room.  Go to the other side of
    the gap to freeze.
    
    Level 03
    Time: 15:00
    Bombs: 3
    
    1. In the sink in the room to the left.
    2. Under the walkway next to the second RAY on the right.
    3. Go to the Ascending Colon.  It is near he top of the door you came out of.
    
    Level 04
    Time: 20:00
    Bombs: 5
    
    1. On the guard on the stairs, do not shoot the guard before it is frozen.
    2. Same as above.
    3. In the locker room to the south.  In the top of a locker in the west.
    4. Deck-B, in a little niche in the wall to the southeast.
    5. Deck-D, on one of the hanging frying pans in the kitchen.
    
    Level 05
    Time: 25:00
    Bombs: 5
    
    1. On the ceiling of the transformer room, above the lockers.
    2. BC Connecting Bridge, right next to the big 'C'.
    3. Strut C, in the doorway to the women's room, above the doorway to the right.
    4. CD Connecting Bridge, Bottom level of the bridge, on the railing.
    5. Strut D, above the stairs that go to the Shell 1-2 Connecting Bridge.
    _______________________________________________________________________________
    ELIMINATION MODE
    
    Just eliminate the guards the guards.  This really does not need to be covered,
    it is very easy.  Go for no kills for extra points.
    _______________________________________________________________________________
    HOLD UP MODE
    
    Just hold up the guards, very simple. The faster you do it the better your
    score.
    
    _______________________________________________________________________________
    PHOTOGRAPH MODE
    
    Level 01
    Time: 5:00
    
    The statue is above the lockers to the east.
    
    Level 02
    Time: 5:00
    
    Lay down a Book where the guards are patrolling, now go back south and
    wait for the guard to jump up in the air.
    
    Level 03
    Time: 5:00
    
    Shoot the glass when the guard is standing by it and quickly snap a picture.
    You need to work pretty fast on this level, it will probably take you a few
    tries.
    
    Level 04
    Time: 5:00
    
    Knock out a guard with a the nikita and take a picture of the stars that
    circle his head. Sorry no astrophotography today.
    
    Level 05
    Time: 5:00
    Go down to the area where you start the Tanker Chapter and take a picture the
    guard, notice how the RP Sensor doesn't respond to his presence.
    
    Level 06
    Time: 5:00
    
    Go to where the marine's body is and shoot the light, whip out your camera and
    take a picture of the figure that is floating up at you.  Creepy, huh?  maybe
    I'm just a wuss.
    
    
    -------------------------------------------------------------------------------
    
      *  7.2  Ninja Raiden
    
    --------------------------------------------------------------------------------
    
    
    "Nice work!"-1st place point total.
    "Jack you're great!"-2nd place point total.
    "Good work Raiden"-3rd place point total and below.
    
    "Damnit!"- didn't beat one of your high scores on a replay.
    _______________________________________________________________________________
    SNEAKING-SNEAKING
    
    Level 01
    Time: 2:00
    
    Run to the corner and wait for the guard to pause at the intersection.  Run
    behind him and go to the goal.
    
    Level 02
    Time: 2:00
    
    Wait at the start until the guard in the middle turns to the east.  Trail him
    until he pauses.  When he does go north and left to the goal.
    
    Level 03
    Time: 2:20
    
    Punch the guard just north of you to attract the attention of the guard in the
    middle passage.  Run back south and go through the middle passage to the goal.
    If there is a guard standing there flip through him and go to the goal.
    
    Level 04
    Time: 2:20
    
    Knock here at the start and go the opposite way of the guard.  Go north and
    stop on the other side of the block of the guard on the right.  Knock here
    and go the other way.  Go to the goal.
    
    Level 05
    Time: 2:40
    
    Hang over the railing and shimmy over behind the guard on the walkway.  Wait
    for the guard in the east to turn east and knock him over or kill him the
    sword, this will attract the other guards on the lower level.  Hang over the
    railing and drop down to the goal.
    
    Level 06
    Time: 2:30
    
    Knock out the guard just north of you when he reaches the end of his patrol
    route, in the east. Go north and knock out the guard to the east of you.  Go to
    the goal.
    
    Level 07
    Time: 2:30
    
    Unequip your sword and drag the guard into a locker.  Hide until the guard
    turns back north.  Knock him out with your sword and run south.  Run behind the
    guard to the east and then wait for the guard here to turn east.  Flip through
    him and go to the goal.
    
    Level 08
    Time: 2:40
    
    Run up the stairs in the east and wait for the guard north of you to pause,
    looking east.  Run behind him and wait for the guard by the goal to look north.
    Run down the stairs and wait here until the guard by the goal is looking north
    again this time on the left.  Go to the goal.
    
    Level 09
    Time: 5:00
    
    Knock out the guard north of you to attract the attention of the other guard.
    Go east and wait for the guard in the north to east. Go to the goal.
    
    Level 10
    Time: 4:00
    
    Go in the vent to the east and north.  Crawl until you are by a sunny spot.
    Pause there and wait for the guard to pass.  Crawl past and go left at the
    intersection.  Follow the vent until you are in the open.  Drop down over the
    railing and wait for the guard by the goal to turn away.  Immediately when he
    does this RUN to the goal.
    
    _______________________________________________________________________________
    SNEAKING-ELIMINATE ALL
    
    These missions are very easy and really do not need to be covered.  If you
    really want a walkthrough for this I will write up a section.
    
    _______________________________________________________________________________
    WEAPON MODE
    
    ***note*** these missions will not be covered because they are very straight
    forward and I feel do not require explanation.
    
    -----Weapon Stages---------------------
    
    HF Blade
    
    _______________________________________________________________________________
    Variety Mode
    
    Level 01
    Time: 6:00
    
    This is basically an eliminate all mission.  Just kill, kill, kill.
     _____________________
    /Alternative Missions/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    BOMB DISPOSAL MODE
    
    Level 01
    Time: 7:00
    Bombs: 2
    
    1. In the vent shaft in the room where the president was, right across from the
    door. Crouch to freeze.
    2. In the vent shaft right by the first set of stairs.  Next to the stack of
    boxes.
    
    Level 02
    Time: 10:00
    Bombs: 2
    
    1. On the bottom level of the side that you started on.  On the box in the
    south end of the level.  Go to the other platform to freeze.
    2. In the southwest [art of the engine room.  On the wall of the engine room,
    on the lower level.
    
    Level 03
    Time: 15:00
    Bombs: 3
    
    1. In the torture room, right under the machine that Raiden was strapped to.
    2. Jejunum, on the head of the second RAY on the right.  Go to upper level
    to freeze.
    3. All the way in the northern part of the Jejunum part.  Go to the upper level
    and go halfway down the stairs.  Get as close as you can until you can freeze
    it.  Crouching may help.
    
    Level 04
    Time: 20:00
    Bombs: 5
    
    1. Deck A, Crew's Lounge.  Right above the stairs by the door on the right.
    Stick to the left side of the stairs when coming up.
    2. Deck B, Crew's Quarters. In the south part of room.  Near the ceiling
    approach from the east.
    3. Aft Deck.  Top walkway in the west.  Look for a vertical pole.  It is on the
    side facing away from the screen.
    4. Deck C, Crew's Quarters.  In the east, behind the crates blocking the
    stairs.
    5. Deck D, Crew's Quarters.  In the kitchen, hidden in the vent above the
    stove.
    
    Level 05
    Time: 25:00
    Bombs: 5
    
    1. Strut B, Transformer Room.  In the west in between the first and second
    cameras.  Look between the pipes.
    2. BC Connecting Bridge.  On the broken part of the bridge, on the beam that
    extends out.
    3. Strut C, Dining Hall.  In the kitchen punch the boxes on the shelf and it
    should fall over, revealing the bomb.
    4. CD Connecting Bridge.  Run over the panels on the bridge and let them all
    fall. It is under the bridge.  Crouch on the bottom between the gaps on the
    right.
    5. Strut D, Sediment Pool.  In the north, by the stairs.  Do a hang-drop move
    and get to the lower level.  It is under the first step.
    
    _______________________________________________________________________________
    ELIMINATION MODE
    
    Just kill the guards, watch out for invisible guards (yes, invisible) and use
    the blue blade for no kills, for a higher score.
    
    
    -------------------------------------------------------------------------------
    
      *  7.3  Raiden X
    
    -------------------------------------------------------------------------------
    
    "Nice work!"-1st place point total.
    "Jack you're great!"-2nd place point total.
    "Good work Raiden"-3rd place point total and below.
    
    "Damnit!"- didn't beat one of your high scores on a replay.
     ____________
    /VR Missions/
    ŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    STREAKING MODE
    
    Time Limit: 2:30
    
    Level 01-01
    
    Wait at the corner until the guard passes and then go to the goal.
    
    Level 01-02
    
    Roll through the guard in the middle and go to the goal.
    
    Level 01-03
    
    When the guard closest to you turns to the east pass him and go right and wait
    in the corner until the guard north of you, in the middle passage turns north.
    Flip through him and go to the goal.
    
    Level 01-04
    
    When the guard just north of you turns south run immediately north and to the
    left, wait for the other guard in the east to look south and run to the goal.
    
    Level 01-05
    
    Wait for the guard closest to you to turn back north and go up the stairs to
    the east.  Grab the cardboard box and pass the guard on this level when he
    looks away.  Run down the stairs and wait for the guard to turn south and the
    guard on top of the stairs to stop in the west.  Run up the stairs and go to
    the goal.  Yes, you may want to avert your eyes for a moment while Raiden poses
    for the camera. (shivers)
    
    
    -------------------------------------------------------------------------------
    
      *  7.4  Snake
    
    -------------------------------------------------------------------------------
    
    
    "Congrat's Snake!"-1st place point total.
    "You know what You're doing."-2nd place point total.
    "All right.!"-3rd place point total and below.
    
    "Damn!"- didn't beat one of your high scores on a replay.
    _______________________________________________________________________________
    SNEAKING-SNEAKING
    
    Level 01
    Time: 2:00
    
    Run up the corridor and hide in the alcove closest to the guard.  When he turns
    and passes you run to the goal.
    
    Level 02
    Time: 2:00
    
    Run east to the end of the wall.  Wait for the guard in front of the goal to
    turn west.  Run behind him and after the guard looking at the goal turns, run
    to the goal.
    
    Level 03
    Time: 2:20
    
    Run to the nearest guard and stand on his right side.  When he looks south
    stand behind him and wait for him to turn back east.  Follow the guard in the
    north/south corridor and wait at the corner.  When he comes back run to his
    side and to the goal.
    
    Level 04
    Time: 2:20
    
    Throw a magazine to the guard all the way in the east.  Run north after the
    second guard goes past you going west.  Throw another magazine into the alcove
    in the north.  This should distract the guard to investigate, now you can flip
    the remaining guard and go to the goal.
    
    Level 05
    Time: 2:40
    
    Hang over the railing and shimmy to the north.  Flip over the railing when the
    guard turns south.  Trail the guard heading west now and flip him.  Hang over
    the railing and drop onto the goal.
    
    Level 06
    Time: 2:40
    
    Go north and flip over the two wet spots.  Wait for the guard to stop at the
    corner and go past him.  Roll over the grating on the northern path but when
    you do hold down X after you roll, this will put you into a crawl position.
    Crawl behind the post and stand up.  When the guard to the south of you turns
    south go east and hop over the ledge to th goal.
    
    Level 07
    Time: 2:40
    
    Shove the unconscious guard into the locker on the left, as the one in the
    south is locked.  Wait in the small alcove until the guards turn back north.
    Now trail them until they turn to inspect a small corridor on the right.  When
    they resume their patrol go to where the guards were looking.  Wait in the
    north/south part of it and when the guard in the east comes to your position
    run past him and go to the goal in the north.
    
    Level 08
    Time: 2:40
    
    Run up the stairs in the east and in the north hold-up the guard.  Tranq him
    and go to the top of the stairs.  Tranq the guard below the security camera.
    When the guards in the south turn away go to the goal.  If you do this fast
    enough you will not have to worry about attack teams coming to investigate the
    tranqed guard.
    
    Level 09
    Time: 5:00
    
    Get the cardboard box and quickly run north.  Equip the box and run east, the
    guard in the south is the only one that can see you at the moment, so wait
    until he turns away and go to the right of the wall.  Now you need to make it
    to the upper west side(not NYC).  So wait until the guards are looking away and
    run to the location behind the stationary guard.  Now all you need to do is run
    to the goal when the guard to the north turns east.
    
    Level 10
    Time: 4:00
    
    Run east and go up the stairs.  Now stand behind the guard when he looks to the
    west.  When he turns go down the stairs and head north.  You should be able to
    run straight to the goal if you have done this fast enough.
    
    _______________________________________________________________________________
    SNEAKING-ELIMINATE ALL
    
    These missions are very easy and really do not need to be covered.  If you
    really want a walkthrough for this I will write up a section.
    
    _______________________________________________________________________________
    WEAPON MODE
    
    ***note*** these missions will not be covered because they are very straight
    forward and I feel do not require explanation.
    
    Goal- Destroy all of the targets within the allotted time.
    
    -----Weapon Stages---------------------
    
    Handgun
    Assault Rifle
    C4/Claymore
    Grenade
    PSG-1
    Stinger
    Nikita
    No Weapon
    
    _______________________________________________________________________________
    Variety Mode
    
    Level 01
    Time: 2:00
    
    Run through the corridor without stopping, or else you will fall.  Run tightly
    around the first and second corners and wide around the third.  Crawl under the
    wall and hop over the barriers.  Now all I can say is run the rest of the way
    quickly and avoiding the mines.  That is all I can really say.
    
    Level 02
    Time: 2:30
    
    For this all you have to do is run while keeping the lock on button pressed
    down.  Shoot when you see the target surrounded by red figures.  Follow the
    same route as last time and go into FPV to shoot the targets that are far away.
    
    Level 03
    Time: 3:00
    
    This is basically the same as Raiden's Level 03 Variety, except you have a
    shorter time to hang and you have to avoid mines which makes it a little bit
    harder because if you get hit by one you might fall or it will take your life
    away so that you have less hanging time.
    
    Level 04
    Time: 3:00
    
    Aauugh! This mission is a pain!  All I can say to you is, take a pentazemin,
    crouch or lie down to steady your aim.  You may want to go to the lower level
    to get at a better vantage point.
    
    Level 05
    Time: 6:00
    
    This is basically an eliminate all mission.  Take out all the guards in the
    dark and beware of the guards with shotguns.
    
    Level 06
    Time: 3:00
    
    Another level with huge guards.  Immediately run to the barrier on the right of
    the screen.  When the guard looks away run to the platforms on the right.
    Climb up and immediately jump behind the barrier all the way on the right.
    Wait for the guard to look away towards the platforms you climbed up and run
    north to the barrier in front of him.  Wait for the guard next to you and the
    guard in the north to roar then the guard next to you will turn away.  Run
    north and go up the stairs to the east.  Watch the window until the guard turns
    away.  Head up the stairs and wait near the top.  You should wait for the guard
    on the left to move back towards the right, he should pause near the guard  who
    is roaring and facing the window.  Go up the stairs on the outside of the
    building and be sure to watch for the guards, because sometimes they look over
    the top of the building, I have been caught several times by them when I was
    only about a tenth of a second away from reaching the goal, which really sucks.
    
    Level 07
    Time: 20:00
    
    You will have to progress through three levels here and then a boss. In the
    first level just throw a stun grenade at the soldier and he should get knocked
    out.  Just kill all the soldiers in the second and third rounds, until you get
    to see a small cut-scene take place.  Anti-Genola Super Weapon Mech or
    something like that is after you, this looks like trouble.  Now you sort of
    need to play rocket hockey.  Get the stinger in the south and shoot it at the
    head of the mech.  It should spin around and fall off.  Now use the stinger
    missiles to push it into the small opening at the back of the area.  Once it is
    through the mech will lose a chunk of health.  Do this until it dies.
    Occasionally it will shoot out these little mini-Genola's.  Hide in the little
    space in the south west of the area to avoid them.
     _____________________
    /Alternative Missions/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    BOMB DISPOSAL MODE
    
    
    Level 01
    Time: 7:00
    Bombs: 3
    
    1. On the ceiling near the sleeping guard at the bottom of the stairs.
    2. In the vent in the small camera room in the west.
    3. In the very north east of the room, in the small alcove under a circuit
    breaker type box.
    
    Level 02
    Time: 10:00
    Bombs: 2
    
    1. On the inside of the second staircase, it is on the railing on the side that
    is not facing the screen.
    2. By the water proof hatch where you shot out the Semtex sensors on the Tanker
    mission.
    
    Level 03
    Time: 15:00
    Bombs: 3
    
    1. Arsenal Gear, Stomach.  Under the cart in the torture room.
    2. Arsenal Gear, Jejunum.  On top of the storage container on the first floor
    in the north.  Go to the second level on the right side to freeze. Crouch to
    freeze.
    3. Arsenal Gear, Ascending Colon.  In the south on the left side.  Go to where
    the yellow area is and crouch, it is under the pipes.
    
    Level 04
    Time: 20:00
    Bombs: 5
    
    1. Deck A, Crew's Lounge.  In the wet-bar, behind the bottles.  Punch the
    bottles to see the bomb.
    2. Deck B, Crew's Quarters.  In the staircase in the east, the one that is
    blocked by boxes.  Go up the stairs and look up towards the ceiling.
    3. Aft Deck.  In the west, all the way in the north, past the white box.  You
    should see it when you get to the spot that is in between the small container
    and the wall.
    4. Deck C, Crew's Quarters.  On the small cross-beam right before you get to
    the area with the stairs and the locker.
    5. Deck D, Crew's Quarters.  In the food pantry in the east.  DO NOT SHOOT THE
    GUARD!  Drag him away first and then dispose of him.  If you shoot him while he
    is standing over the bomb, he will fall on it causing it to explode.
    
    
     ~~~~~~~~~~~~~~
    ` Level 05    `
    ` Time: 25:00 `
    ` Bombs: 7    `
    `~~~~~~~~~~~~~`
    
    
    1. Strut B, Transformer Room.  In the transformer room under the metallic
    grates.  Go to the lower level and crouch.  Look under the grating, you should
    see the bomb.
    2. BC Connecting Bridge.  Right above the exit from Strut B.  Out in the sun.
    3. Strut C, Dining Hall.  In the men's bathroom.  Above the left crapper.
    4. CD Connecting Bridge.  Wedged in between the walkway and the big pipe, on
    the side of the bridge that you came out on.
    5. CD Connecting Bridge.  Go to the upper level and right where the railing
    isn't solid, stand there and it should be right where the two different
    railings meet.
    6. Strut D, Sediment Pool.  Where you found the original Strut D bomb.  It is
    past the railing in an inaccessible area.  You should be able to freeze it from
    the other side of the railing.
    7. Strut D, Sediment Pool.  By the door to the DE Connecting Bridge.  Go to the
    lower level and is planted on the railing above the door.
    
    
    _______________________________________________________________________________
    ELIMINATION MODE
    
    These missions are very easy and really do not need to be covered.  If you
    really want a walkthrough for this I will write up a section.
    
    _______________________________________________________________________________
    HOLD UP MODE
    
    Just hold up the guards, very simple. The faster you do it the better your
    score.  If you need help with the actual hold-up technique then you should
    consult my Hold-Up explanation in my Basic Actions section.
    _______________________________________________________________________________
    PHOTOGRAPH MODE
    
    Level 01
    Time: 5:00
    
    This level's goal changes every time so it is difficult to write a guide for
    this mission.  Take a good look at the picture and search the lockers.
    
    Level 02
    Time: 5:00
    
    Stand by the guards shoulder and wait for him to access the computer.  He will
    bring up the picture that you need.  Snap a shot when he does.
    
    Level 03
    Time: 5:00
    
    In the middle locker of the locker trio in the west.
    
    Level 04
    Time: 5:00
    
    Today you will be snapping a photo of a well known MGS figure.  Go to the
    upper west side of the engine room, on the top-most balcony and look east.
    Wait for the figure to pose in the way that the silhouette does.
    
    Level 05
    Time: 5:00
    
    NOOOOOOOOOOOOOOOO!!!!!!  Somebody killed Raiden!! (starts sobbing hysterically)
    Well, actually maybe it isn't so bad...yea actually it's a good thing.  Now who
    dunnit?  Hmmm it could be that fat bastard skating around on the other side of
    the glass.  Or maybe it was that picture of Snake in the small room to the
    right.  Well, it turns out that both of them did it.
    
    Level 06
    Time: 5:00
    
    Hmmm...evil's still afoot.  It appears that somehow the groin area was involved
    in all of these deaths.  Looks like they were grabbed and squeezed in that area
    by somebody.  Now, once again, who dunnit?  Who in this game was a crotch
    grabber?  Bi-sexual CMC Dolph? No not him.   Stillman, the man with the fake
    prosthetic leg?  No, he was in that closet the whole mission...by himself and
    ...well it wasn't him just in case you were wondering.  Oh yeah!  It was
    President Johnson (get it "Johnson"? huh...?)  Now take a picture of him, he
    may all of a sudden do a Vamp thing and quickly back flip over towards Stillman.
    
    Level 07
    Time: 5:00
    
    The southern locker in the east.  The mole is on the left side of her face.
    
    
    -------------------------------------------------------------------------------
    
      *  7.5  Pliskin
    
    -------------------------------------------------------------------------------
    
    
    "Congrat's Snake!"-1st place point total.
    "You know what You're doing."-2nd place point total.
    "All right.!"-3rd place point total and below.
    
    "Damn!"- didn't beat one of your high scores on a replay.
    _______________________________________________________________________________
    SNEAKING-SNEAKING
    
    Level 01
    Time: 2:00
    
    Just run straight to the goal after the guard passes the corner.
    
    Level 02
    Time: 2:00
    
    Wait at the start until the guard in the middle turns to the east.  When he
    does, follow him and go north to the goal.
    
    Level 03
    Time: 2:20
    
    When the guard just north of you turns and walks away hold him up and then kick
    him, the noise will attract the attention of the guard in the east.  When he
    comes to investigate you will have a clear path through the south.  Watch out
    for the guard patrolling in the east though.  Run to the goal.
    
    Level 04
    Time: 2:20
    
    Throw a magazine out towards the guard so that he walks away to investigate.
    Run north through the middle and stop in between the two blocks where the
    guards are patrolling.  When the guard to the east turns away, flip him and
    go to the goal just north of him
    
    Level 05
    Time: 2:40
    
    Hang over the railing here and shimmy to the north.  When you are behind the
    guard jump back onto the platform.  Wait behind the column for the guard in the
    east to turn around and back again.  Run up to him and flip him, hop over the
    railing and when the guard below you moves, drop down onto the goal.
    
    Level 06
    Time: 2:40
    
    Wait for the guard just north of you to turn to the east, also, wait for the
    guard all the way north to turn away.  Run up to the guard who was just north
    of you and flip him.  Run northeast and get in the little east/west space.
    Hold up the guard by the railing and kick him away, now run to the goal in the
    north.
    
    Level 07
    Time: 2:40
    
    Stuff the unconscious guard into a locker and hide in the little alcove until
    the guard patrolling comes and goes.  Follow him and wait at the corner by the
    block to the east.  When the guard turns back around, the one patrolling the
    area around the block, hold him up and kick him.  Now run south to the main
    corridor and follow it to where the next guard is patrolling.  When he pauses
    beyond the corner run behind him and go to the goal.
    
    Level 08
    Time: 2:40
    
    Run up the set of stairs closest to you and look out through the hole in the
    wall, to the north.  Shoot out the camera and go down the stairs.  Lean up
    against the wall in the north, but to th and  south of where the camera was,
    and wait for the guard to come down.  Hold him up and leave him there.  Run all
    the way into the north west corner of the bottom floor and let the guard atop
    the stairs by the goal catch a glimpse of you.  When he comes towards you, run
    around the block, putting it in between you and him.  Now run up the stairs to
    the goal.
    
    Level 09
    Time: 5:00
    
    Get the box and wait for the guard to turn north.  Run up until you are a few
    feet behind him and stop.  When he turns back to the north, run all the way to
    the east and go north.  When the guard in the middle of the area is looking
    west and the guard in the north is looking east run to the goal.
    
    Level 10
    Time: 4:00
    
    Crawl in the vent to the north and crawl past the light spot.  You should get a
    PSG1-T on the way.  Turn right and keep going straight.  Stop right before you
    exit the vent.  Now take out the PSG1-T and wait for the guard in front of you
    to come a little bit closer, then shoot him in the groin for an instant
    takedown.  Now get out the chaff grenades and throw one.  Run straight to the
    goal now, since the cameras are disrupted.
    
    _______________________________________________________________________________
    SNEAKING-ELIMINATE ALL
    
    These missions are very easy and really do not need to be covered.  If you
    really want a walkthrough for this I will write up a section.
    _______________________________________________________________________________
    WEAPON MODE
    
    ***note*** these missions will not be covered because they are very straight
    forward and I feel they do not require explanation.
    
    -----Weapon Stages---------------------
    
    Handgun
    Assault Rifle
    C4/Claymore
    Grenade
    PSG-1
    Stinger
    Nikita
    No Weapon
    
    _______________________________________________________________________________
    Variety Mode
    
    Level 01
    Time: 3:00
    
    Well, just equip the PSG1, crouch, take a pentazemin and fire away.  Don't zoom
    in or anything.  When there is a break in the guards do a tactical reload by
    quickly unequipping and then immediately equipping.  There are only seven
    guards so this is rather quick.
    
    Level 02
    Time: 6:00
    
    Eliminate All Mission.
    
     _____________________
    /Alternative Missions/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    BOMB DISPOSAL MODE
    
    Level 01
    Time: 7:00
    Bombs: 2
    
    1. On side of the railing facing away from the screen at the first staircase.
    2. On the side of the vending machine in the small lounge in the northwest
    of the room.
    
    Level 02
    Time: 10:00
    Bombs: 2
    
    1. On top of one of the lockers in the first room you are in.
    2. On one of the walls in the northwest of the engine room, on the middle
    level.
    
    Level 03
    Time: 15:00
    Bombs: 3
    
    1. Arsenal Gear, Stomach.  On the lights atop the torture machine.
    2. Arsenal Gear, Jejunum.  On the top level by the first set of stairs.  Go to
    top floor via the stairs in the north.
    3. Arsenal Gear, Ascending Colon.  DO NOT GO NEAR THE RATION!!  The bomb is
    hidden behind it.  The camera angle does not show it, just spray at the ration
    and it will freeze.
    
    Level 04
    Time: 20:00
    Bombs: 4
    
    1. Deck A, Crew's Lounge.  On the other side of the glass barrier near the
    floor.
    2. Deck A, Crew's Quarters.  In the locker room in the south, in between the
    locker and the wall in the middle of the room.
    3. Deck C, Crew's Quarters.  In the vent all the way in the east, by the stairs.
    4. Deck D, Crew's Quarters.  In the kitchen area.  On the back of the bench all
    the way in the back.
    
    Level 05
    Time: 25:00
    Bombs: 5
    
    1. Strut B, Transformer Room.  In the middle locker, shoot the hinges until the
    locker door falls to see it.
    2. BC Connecting Bridge.  Next to the 'B' on the outside of the strut.
    3. Strut C, Dining Hall.  On the bottom bench at the table in the north.
    4. CD Connecting Bridge.  Under the stairs in the east.  Go down the first set
    of stairs you come to and go across the bridge on the bottom.
    5. Strut D, Sediment Pool.  Under the walkway/stairs to the Shell 1-2
    Connecting Bridge.
    
    _______________________________________________________________________________
    ELIMINATION MODE
    
    Just eliminate the guards the guards.  This really does not need to be covered,
    it is very easy.  Go for no kills for extra points.
    _______________________________________________________________________________
    HOLD UP MODE
    
    Just hold up the guards, very simple. The faster you do it the better your
    score.
    
    
    -------------------------------------------------------------------------------
    
      *  7.6  Tuxedo Snake
    
    -------------------------------------------------------------------------------
    
    
    "Congrat's Snake!"-1st place point total.
    "You know what You're doing."-2nd place point total.
    "All right.!"-3rd place point total and below.
    
    "Damn!"- didn't beat one of your high scores on a replay.
    _______________________________________________________________________________
    SNEAKING-SNEAKING
    
    Level 01
    Time: 2:00
    
    As soon as the mission starts tranquilize the guard and head for the goal.
    
    Level 02
    Time: 2:00
    
    Run to the right and stop just before the end of the wall.  When the guard
    patrolling the east path turns north run to the goal.
    
    Level 03
    Time: 2:20
    
    Run to the west path and run by the guard in the north.  Then head towards
    the goal in the east.
    
    Level 04
    Time: 2:20
    
    Knock on the west side of the block and then head west.  When the guard in
    front of you turns to the west throw a magazine to the guard that is
    watching the path right in front of the goal.  Make sure it lands so that
    he will face north when he investigates.  Throw it just north of him in the
    middle of the path.  Then roll through him to get to the goal.
    
    Level 05
    Time: 2:30
    
    Tranquilize the guard to the north of you quickly so that he does not turn
    around and see you.  Then get the guard to the northeast.  Then hang over
    the railing that is directly above the goal and drop down onto it.
    
    Level 06
    Time: 2:30
    
    Head to the first intersection of the paths.  Tranquilize the guard that
    starts coming toward you, then quickly get the guard to the north.  Then
    where the guard fell head east and roll through the guard when he faces
    north.  Then quickly climb over the edge.
    
    Level 07
    Time: 2:40
    
    Tranquilize the guard on the ground and then both of the guards that come
    around the corner.  Knock on the west side of the block and then head for
    the goal.
    
    Level 08
    Time: 2:40
    
    Head up the east stairs and tranquilize the guard to the north.  Then
    tranquilize the stationary guard at the bottom of the stairs.  Head for
    the goal when the other guard turns away.
    
    Level 09
    Time: 5:00
    
    Tranquilize the guard that is just visible to the north, behind the wall.
    Lean up against the block to the north, on the west side, and when the
    guard in the north turns east head for the goal.
    
    Level 10
    Time: 4:00
    
    There is a vent to the north, crawl in it until you get to a light spot.
    When the guard moves over it head into the left vent(you should find a USP
    there).  Hang over the railing and head for the goal.
    
    _______________________________________________________________________________
    SNEAKING-ELIMINATE ALL
    
    ***note*** in these missions you will only get enough ammo for one shot on
    each guard, so aim well.  Also, holding up a guard is a sure way to
    eliminate them.  When shooting a guard go into FPV to ensure accuracy.
    
    Goal-Eliminate the enemy troops to clear a stage.  It is not necessary to
    eliminate reinforcement troops.  Enemy Troops can be killed, knocked out or
    tranquilized.  The training session ends if the player is discovered.
    
    Level 01
    Time: 2:00
    Enemies: 1
    
    Same as before just tranquilize the guard and head for the goal
    
    Level 02
    Time: 2:00
    Enemies: 4
    
    Quickly get the guard to the north.  Then head east, hold up the guard
    closest to you when he faces north, staying behind the block. Now got to
    the right side of the block and hold up the guard staying out of sight of the
    north guard.  When the north guard looks away hold him up.
    
    Level 03
    Time: 2:20
    Enemies: 4
    
    Hold up the guard northeast of you and then get the guard in the west path
    before he sees you.  In the middle path get the guard when he heads north.
    Now run south and get the guard before he turns around and head for the goal.
    
    Level 04
    Time: 2:20
    Enemies: 4
    
    Knock on the wall and go around and hold the guard up.  Now follow the path
    of the closest guard until you are close enough to hold him up.  Knock on the
    wall to attract one guard and head south and when he comes to investigate hold
    him up.  Now tranquilize the last guard and head for the goal.
    
    Level 05
    Time: 2:40
    Enemies: 5
    
    Tranquilize the guard north of you before he turns around now hang off the
    railing in the south and drop onto the guard here.  A guard may have seen
    you after you did this so head up the stairs and wait for him to come around
    and then shoot him.  If not take aim at him while his back is turned and get
    the 2 guards to the north.  Now head back down the stairs, and get the guard
    north on the lower level and on the upper level.
    
    Level 06
    Time: 2:40
    Enemies: 4
    
    As before hit the guard in the east and then turn north and get the guard who
    should have his back to you.  Now head east and hit the guard in the north.
    Now where the guard fell stand by the wall and when the guard turns north hold
    him up and climb up the ledge to the goal.
    
    Level 07
    Time: 2:40
    Enemies: 4
    
    Stand in the southeast corner, and when the two guards come out tranquilize
    them.  You will most likely have plenty of time to do this so don't rush it.
    Now head east and stand in the south west corner and wait for the guard to
    come out.  Let him walk a few steps before shooting him, so you do not alert
    the other guard.  Now run to the other guard and hold him up.
    
    Level 08
    Time: 2:40
    Enemies: 5
    
    Go up the stairs and stand by the window-like opening.  Stretch up and look
    down and right.  You should see a guard come out.  Tranquilize him, then get
    the guard on the upper level to the right and the guard directly in front of
    you.  Now stand directly under the camera to the north and when the last guard
    turns east hold him up.  Head up the stairs and go to the goal.
    
    Level 09
    Time: 5:00
    Enemies: 4
    
    Get the guard who is just visible behind the wall to the north.  Now stand
    where he was and look north again, you will have a clear head shot.  When the
    east guard turns north run to him quickly because he turns around quickly.
    Now stand northeast of the last guard hidden behind a wall.  When he faces
    south strafe left and get in a good head shot.
    
    Level 10
    Time: 7:00
    Enemies: 6
    
    There is a guard north west.  After tranquilizing him, run east and jump over
    the box, run up the stairs and hold up the guard.  Face east at the top of the
    stairs and when the guard stops get in a head shot.  When the guard on the
    lower level heads east hold him up.  Now look north,  there is a guard there
    who is wide open to a shot.  Now head north and stand on the black squares in
    the east.  Look west and wait for the guard to walk out from behind the box.
    Now head for the goal, and watch out for the camera, it can be very annoying
    having finished a mission and getting caught 2 seconds before the end.  The
    best way to avoid the camera is to approach from the east, and climb up onto
    the ledge directly under the camera.
    
    _______________________________________________________________________________
    WEAPON MODE
    
    ***note*** these missions will not be covered because they are very straight
    forward and I feel do not require explanation.
    
    
    -----Weapon Stages---------------------
    
    Handgun
    Assault Rifle
    C4/Claymore
    Grenade
    PSG-1
    Stinger
    Nikita
    No Weapon
    _______________________________________________________________________________
    Variety Mode
    
    
    
     _____________________
    /Alternative Missions/
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    _______________________________________________________________________________
    BOMB DISPOSAL MODE
    
    Level 01
    Time: 7:00
    Bombs: 2
    
    1. In the bottom vent by the bottom of the first set of stairs.
    2. Behind the circuit breaker in the room where the president was.
    
    Level 02
    Time: 10:00
    Bombs: 2
    
    1. Under the lowest walkway on the side of the room that you started on.  Go to
    walkway across the gap to see the bomb.
    2. All the way in the west.  Look on the bottom level, in the dark corner.
    
    Level 03
    Time: 15:00
    Bombs: 3
    
    1. Arsenal Gear, Stomach.  On the ceiling of the torture room, look up when you
    go through the door.
    2. Arsenal Gear, Jejunum.  Under the large crate in the north.
    3. Arsenal Gear, Jejunum.  On the lower level, on the body of the RAY on the
    right.
    
    Level 04
    Time: 20:00
    Bombs: 4
    
    1. Deck A, Crew's Lounge.  On the couch by the TV screen, look through the
    plant by the couch.
    2. Aft Deck.  Underneath the life boat on the east side, middle level.
    3. Deck B, Crew's Quarters.  In the west.  Underneath the stairs, by the fire
    extinguisher.
    4. Deck D, Crew's Quarters.  In the stairwell going to the bridge.  Approach
    from the east, going under the trip wires.
    
    Level 05
    Time: 25:00
    Bombs: 11
    
    1. Strut B, Transformer Room.  In between the cameras, look to the left side of
    the hall.
    2. BC Connecting Bridge.  By the wall of Strut C, on the cylindrical pipe
    sticking up.
    3. Strut C, Dining Hall.  Inside the planter by the door.  On the right side.
    4-9. CD Connecting Bridge.  Get it? C4!  There is a bunch of C4 planted beside
    the 'C' on Strut C so that they make the shape of a 4.
    10. Strut D, Sediment Pool.  Inside the center module.  Spray the left side of
    it.  Approach from the northeast, by the door leading to the DE Connecting
    Bridge.
    11. Strut D, Sediment Pool.  Also inside the center module.  This time it is
    on the right.
    
    _______________________________________________________________________________
    ELIMINATION MODE
    
    Just eliminate the guards the guards.  This really does not need to be covered,
    it is very easy.  Go for no kills for extra points.
    _______________________________________________________________________________
    HOLD UP MODE
    
    Just hold up the guards, very simple. The faster you do it the better your
    score.
    
    -------------------------------------------------------------------------------
    
      *  7.7  MGS1 Snake
    
    -------------------------------------------------------------------------------
    
    "Congrat's Snake!"-1st place point total.
    "You know what You're doing."-2nd place point total.
    "All right.!"-3rd place point total and below.
    
    "Damn!"- didn't beat one of your high scores on a replay.
    
    
    IMPORTANT!!!!!
    ==============
    
    * These are not my MGS1 Snake strategies, they were written by Child of Asuka.
      He allowed me to use them in here, if you have any gripes with these then
      you should contact him, not me.  He has worked very hard on them (I'm sure)
      and I hope his work does not go unappreciated.  Good job CoA.
    
    -------------------------------------------------------------------------------
    ----- SNEAKING MODE - SNEAKING ------------------------------------------------
    -------------------------------------------------------------------------------
    
    Level 01 - The guard moves quick, so you should too.  Run immediately into the
    northwest alcove and hide there (pressed on the east wall) until the guard gets
    south of you, then gun it for the goal.
         -     My Record - 15726 (1:54:38)
         -     Goal - 15000
    
    Level 02 - Tap on the wall next to you and hope the guard nearest you chooses
    the north route. That provided, gun it east, turn north, roll through the guard
    on the east side, then get on the goal.
         -     My Record - 15492 (1:52:43)
         -     Goal - 15000
    
    Level 03 - Run straight east and get north.  Get behind the guard and cling to
    the wall on the north side of the east alcove (where the guard is).  Watch
    behind you: when a guard reaches a wall, throw (don't strangle) the guard near
    you and run north.  Run straight on into the goal.
         -     My Record - 17334 (2:07:78)
         -     Goal - 17000
    
    Level 04 - Man, I tried all kinds of creative junk before I got a working one.
    Do it like this. Run straight east until you get halfway between the middle and
    east vertical corridors.  Now go straight north, behind the guard to the east,
    then north to the middle of the SE box. Run behind the guard that goes by, toss
    a magazine lightly to the west, turn north, wait for a guard by the goal to go
    south, then go north, west, and north by the sleeping guard to the goal.
         -     My Record - 17376 (2:08:13)
         -     Goal - 17000
    
    Level 05 - Run east to the far east rail on your level and HANG-DROP-CATCH to
    the lower level. Wait there until your time is somewhere around 2:32:xx and get
    up.  Run north almost to the edge of the wall, then east around the guard. Walk
    slowly across the noisy floor and turn north to the goal.  It might take some
    tweaking if it fails, so just keep trying.
         -     My Record - 19364 (2:24:70)
         -     Goal - 15500
    
    Level 06 - Climb over the box to the east ans run across the north half of the
    pitfall.  This should attract a guard.  Run east some more and wait for the
    attracted guard to turn west, then throw the guard standing on the paint.  Run
    north to the hole surrounded by rails, then climb over the box.  When the north
    guard turns west, go to the goal.
         -     My Record - 19434 (2:25:28)
         -     Goal - 17000
    
    Level 07 - Run straight through the level and before you get to the goal, an
    enemy will wake up.  Open the last locker and get behind the door.  When the
    attack team has gone, blitz it to the goal.  Simpler than I thought possible.
    NOTE: Be careful not to step in the paint.
         -     My Record - 18332 (2:16:10)
         -     Goal - 17500
    
    Level 08 - Run east, north under the camera, then up the stairs.  Follow the
    guard and wait until he turns west then hold him up (remember not to shoot) and
    run behind him.  Run north, hold up the second guard.  A third guard will come
    to investigate; drop from the rail on the northwest alcove as he comes up the
    stairs.  Now head north to the goal.
         -     My Record - 18064 (2:13:85)
         -     Goal - 17500
    
    Level 09 - Okey.  Run north past the gap and cling to the wall.  After the
    guard to the north makes a status report, he'll start moving west.  Follow him a
    little, enough to look in FPV at the guard to the NW.  When he looks away, run
    west and climb over a box to victory.
         -     My Record - 35128 (4:36:01)
         -     Goal - 24000
    
    Level 10 - Climb over the box to the south and go west to the stairs and crawl
    up them.  A guard will be attracted.  When he gets past you, drop off the west
    rail and crawl through the hole in the wall.  Keep going, and choose north when
    the time comes.  When you get out the back, run under the right camera and then
    the left camera (just stay under them) and run down the stairs and goal.  It
    feels like cheating, cause (I thought) that hole was too easy.
    
    NOTE: To improve your time score, try crawling faster.  Just slam the forward
    button instead of being gentle with it.
         -     My Record - 25016 (3:11:80)
         -     Goal - 23000
    
    --------------------------------------------------------------------------------
    ----- SNEAKING MODE - ELIMINATE ALL --------------------------------------------
    --------------------------------------------------------------------------------
    
    LEVEL 01 - Much like Sneaking mode 01, hide in the alcove above.  When he goes
    by, run to the SW corner and snag the M9.  Run out and snipe him from across the
    hall.  Goal.  Be QUICK.
    TIME GOAL: 1:44:67
         -     My Record - 14528
         -     Goal - 14500
    
    LEVEL 02 - Run north almost to the wnd of the wall and wait a sec. When the
    guard
    to the right gets to the point that he won't be able to see the corner beyond
    the
    wall, run out over the gap and behind the north guard.  Wait a moment (until the
    east guard can't see it) and get the M9.  Immediately hold up/M9 the guard in
    front of you and shoot again at the guard to the left.  Look down the east
    alley,
    get the third guard, and get back to the spot of the M9. Provided you didn't
    mess
    with him, the last guard is coming in above you, so get against the west wall a
    little and hold up/M9 him as he comes by.  Goal.  Yes, the lag after the last
    shot
    is very annoying.  I barely made the time.
    TIME GOAL: 1:35:84
         -     My Record - 13504
         -     Goal - 13500
    
    LEVEL 03 - Wait for the guard you can see to get to the end of his path, then
    run by the gap east and wit before the next gap.  When that guard turns north,
    run up and throw him, then continue north.  Grab the M9 and hold up the guard to
    the north.  Now go back down south and hold up/M9 the guard down there. Continue
    down the west path and hold up/M9 the guard at the end of it.  Wait for him to
    turn north (you can't hit him fast enough before he turns south) and snipe him,
    then go back through the path you came from and wait at the entrance to the east
    aisle.  When the last guard turns south, execute him and go to the goal.
    Note: after you shoot the last guard, you can score some more points by getting
    the USP.  250 more points, to be exact, with a time loss of maybe 100-150.
    TIME GOAL: 1:31:67
         -     My Record - 14158
         -     Goal - 13000
    
    LEVEL 04 - Run east across the gap and then turn north about halfway across the
    box.  When the south guard gets tot he east end of his track, run behind him and
    roll through the guard that comes out betweent he boxes.  Run north and get the
    USP, then run (don't walk) to the safe north aisle.  Be close to the wall for a
    sec (until the guard you hit starts calling) then run west and hold up the nappy
    guards.  L1 run into the M9 to the south, then FAST turn around and snipe them
    both.  You have to be quick, cause their patience with standing runs thin quick.
    Now go to the top (north) aisle and wait for a guard to walk by the far end. Get
    a quick headshot. Now wait for the near guard to look south again and hold up/M9
    him, then go almost to the south field.  A guard will walk by, so hold up/M9 him
    and get to the goal.  Time isn't too much of a factor here because the timing's
    fairly tight.  So this should be pretty easy.
    TIME GOAL: 1:31:67
         -     My Record - 14166
         -     Goal - 13000
    
    LEVEL 05 - If you want to do this the no-kill way, feel free to figure it out
    yourself.  Now, run east and drop off the southeast-most rail and follow the
    guard.  When he's close enough to the east rail to be killed, roll into him and
    move east then north under the wall.  When the second guard walks by, roll into
    him as well.  Now run west up the first flight of stairs.  At 2:14, run up the
    second flight of stairs and get behind the west wall.  Run over and get the USP,
    then tap on the wall.  Stay on the west side of the wall and hold up the guard
    when he walks by.  Now get to the side of him (enough so that he won't see this
    nextmove) and unequip your gun.  Strangle.  Now hang from the rail to the west
    and climb north.  Come up where the last guard won't see you (behind that little
    wall).  Then wait for him to face east and go grab the suppressor.  Blast him
    and drop off the rail.  Time is quite tight, and so are bullets.  So get a quick
    headshot and be done with it.  Goal.
    TIME GOAL: 1:04:59 or 1:21:25 for killers
    NOTE: Tap the wall BEFORE you get the USP.  That way you can move a little more
    quickly to the Suppressor.  Also note that sometimes time isn't that tight and
    the last guard turns at a different time.  Go figure.
         -     My Record - 10904 (1:29:20)
         -     Goal - 10000
    
    LEVEL 06 - Climb over the boxes to the east and run across the aisle to the
    paint.  When the inspecting guard turns west, strangle the guard on the paint.
    Now go north a few steps and wait for the inspector.  Strangle him when he comes
    by.  Now run north and strangle the guard by the M9.  When it seems safe, climb
    up on the box and grab the M9.  If you didn't throw anyone, it should be safe
    right from the start. Don't jump off the box before you aim east and get a quick
    headshot.  Now hop off and stomp on the noisy floor to the east.  It should
    attract the fifth guard: hold up/M9 him when he comes in range. Now cling to the
    north side of the far west box and watch the left side.  When the guard turns
    south, pop out and snipe him.  Grab the USP and goal.
    TIME GOAL: 1:22:09 for killers
         -     My Record - 12146 (1:37:45) (9 bullets left)
         -     Goal - 10000
    
    LEVEL 07 - Look around the corner to see north from the wall, and when the guard
    looks east, run up (roll across the paint) and strangle him.  Grab the USP Spsr.
    if you're wise.  When the guard comes up, strangle him.  That accomplished, run
    south, then east, then check the top locker for a USP.  It's useless without a
    suppressor, so make sure you grabbed it.  Run south and hold up/USP the guard
    that comes by, then run east and north.  Hold up/USP the guard towards the top,
    but rmember to shoot the nappy guard FAST because he's about to wake.  Goal.
    TIME GOAL: Shouldn't be a problem.  But for killers, 1:21:53 plus ammo
         -     My Record - 13032 (1:40:26) (2 bullets)
         -     Goal - 10000
    
    LEVEL 08 - Run east, north under the camera, then up the stairs and strangle the
    guard.  Hop off the rail, grab the SUPR., and climb back up the stairs. Go north
    and you will find the USP.  Now run north and hold up the guard on your level.
    Run south under the box and look west for another good headshot.  Go south and
    find the guard near the end of his track for the last guard. You have one bullet
    left so go back up the the north side of the platform and kill the camera. Goal.
    TIME GOAL: 1:23:34
         -     My Record - 12978 (1:48:15) (O bullets)
         -     Goal - 10000
    
    LEVEL 09 - Tap the lower part of the wall and choke the guard as he comes by.
    It's a little bit tough but altogether possible.  Now run into the lower west
    part of your area and wait for words to appeaer on the screen.  Now run into the
    alcove, grab the guns, and tap the wall to attract the third guard.  Hold up/M9
    the guard as he comes by, and do the same (quickly) for the next guard.  Now run
    east and north to grab the box. Tap the wall and hold up/M9 the north guard when
    he gets to you. Run up near where the 4th guard was and snag the chaff grenades.
    Toss one. A guard should be attracted, so hide behind the tetris block and get
    him.  After the chaff explodes, grab the M9 bullets and goal.
    TIME GOAL: 4:10:01 for killers, 3:53:34 for non-killers (plus bullets)
         -     My Record - 30872 (4:10:60) (16 bullets)
         -     Goal - 30000
    
    LEVEL 10 - 7 enemies!  WTF! Okay, run south, west over the boxes and west to the
    end.  Turn back and crawl up the stairs. Don't crawl too fast or you'll be seen.
    Now, when the guard gets past you, stand up and strangle him. Now go up the west
    side and climb up the stairs.  Knock on the ledge that barely sticks out, and
    when the guard gets above the climbable ledge, climb over it, behind him, and
    strangle him.  Now head east and flip across the bridge.  Stay near the wall.
    When the stealthed guard looks east, run down and stragle him.  Now run north
    and you should attract a guard from the north, lower level.  As he gets near the
    stairs, drop off the rail, follow him, and kill him. now go to the northwest
    corner of your platform and wait.  Watch NW in FPV for a guard to spot you.  Now
    stay in the corner, but drop off the rail the guard gets on the stairs. Strangle
    him as he comes down the stairs.  Now, quickly (because the clearing crew is
    coming), run west across the gap.  Wait for the clearing team to leave, then you
    can return to random murders.  Generally, it's safe to go back over at 4:58;xx.
    Ish.  Anyway, get back on the alove where stealthy was and tap the wall.  The
    guard in the hard-to-get-to area south will come and killing him is a little bit
    tricky.  Wait a few seconds before moving, then duck near the NE corner of your
    platform (by the stairs).  When the guard comes up the stairs, stand and kill.
    Be careful not to attract the other guard before this.  Now, though, you can tap
    the wall like there's no tomorrow. When the guard comes, blitz up the stairs and
    hop off the rail onto his head.  Now what you want to do is head north up the
    east aisle, then turn west at the last chance.  Climb under the camera and climb
    over the ledge to the goal.
    
    NOTE: When you cross the bridge, youmight attract the guard far north. Bad move.
    Wait till he walks south, facing east, to flip across.
    
    NOTE 2: This does actually work.  The time's a little tight on the 5th guard but
    there's a sure-fire way to make him come sooner.  When you're attracting him, be
    in the far NW corner, look right at him in FPV, and punch rapidly (don't PPK).
    This should bring him to you before he walks east at all.  If you're still not
    fast enough, try going a little slower on the first two guys.  It works. I don't
    know which of them is supposed to give a report, but it seems to be one of them.
    
    TIME GOAL: non-kill 3:36:67, or kill 3:53:34 (plus bullets)
    
    TIME CHECKPOINTS: (aka rest stops) These are spots that if you get to them soon
    enough, you'll wait a moment.  While waiting may not be terribly entertaining,
    you'll know you didn't mess up yet if you do.
    
    TC 1: Before guard 3, you have to wait for him to turn east.  If you get there
    before he turns, you're going fast enough.
    
    TC2: This on'es a tad more obvious.  When you're killing #5, if the clearing
    crew sees you, you weren't fast enough.  Plus you've got some down-time
    afterwards which is like a TC.
         -     My Record - 29606
         -     Goal - 28000
    
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    08)  Snake Tales
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    
    ***note*** there is no radar available in Snake Tales.  Use the AP Sensor and
    stealthy attacks, such as choking and silenced weapons.  Peak around corners
    and tread softly.  After beating a tale once the M9 will be available on the
    second play through.  Three of the Tales have multiple endings, they are, A
    Wrongdoing, Confidential Legacy, and Dead Man Whispers.  The different endings
    depend upon the order in which you complete the objectives and whether you kill
    or stun the boss.
    
    ------------------------------------------------------------------------------
    
      *  8.1  A Wrongdoing
    
    ------------------------------------------------------------------------------
    
    Initial Equipment
    -----------------
    
    Cigarettes
    AP Sensor
    Scope
    M9(replay)
    
    -----Strut A, Roof---------------------
    
    Hide behind the box at the left of the elevator and watch the guard pass behind
    you.  Run behind him and snap his neck.  Grab the ration and go in the entrance
    on the right.
    
    -----Strut A, Pump Room----------------
    
    Slowly go down the stairs and wait at the corner.  When the guard passes and
    turns away run up and snap his neck.  Now since the other guard probably caught
    a glimpse of you run around the barrier so that you out it between you and him.
    Now he will pause for a moment while he recognizes that his comrade is dead.
    Use this to snap his neck.  Now go under the desk, by the TV screens and grab
    the chaff grenades.  Head out, since the lockers contain nothing.
    
    -----FA Connecting Bridge--------------
    
    Two cyphers!  Now be glad that you got the chaff grenades and thank me for
    telling you by using one to get past them.  Now head down the stairs quickly
    and grab the Stun Grenades.  Go in through the bottom door.
    
    -----Strut F, Warehouse----------------
    
    Lean up against the boxes and when the guard moves past you to the left, go
    into the locker room to the right, or if you aren't in corner view to the
    south.  Go into the vet and crawl through to the other side.  Pick up your
    ever useful Cardboard Box and go out by climbing atop the boxes.  Snap the
    guards neck and go back into the locker room to kick open the locked locker,
    there is a ration there.  Then climb the stairs.  Go straight into the room
    in the north west, the first room to your left.  You'll find Ames there.
    
    After the cut scene go east get the stun grenades from the locker in the room,
    and then south, into the other room, crawl inside the vent and get the
    claymore mine, that should be useful against Fatman.  Go out the door in the
    north.
    
    -----EF Connecting Bridge--------------
    
    Now you must decide which COA to take.  First shoot down the three cyphers
    using your USP.  Since it's on the way, I'll take you through the Shell 1 Core
    first.  Run over the bridge, don't worry there aren't any claymores, and run
    over the connecting bridge to the core, or else you will fall through the holes
    created by the trap panels.
    
    -----Shell 1 Core, 1F------------------
    
    Quickly run south and put the coolant on your quick equip function.  Go into
    corner view and take a look at the guard, he isn't moving.  That is where the
    coolant comes in handy.  Whip around the corner and spray the coolant at the
    guard.  While he is blinded grab him and snap his neck.  The lockers here
    contain chaff grenades and the directional microphone.  There is also a book in
    between the boxes by the node.
    
    Run west and at the corner watch the guard until he heads north.  Now go into
    the little side hall and top off your USP ammo.  Wait in here until the guard
    passes by and run north.  Get on the elevator and go to B1
    
    -----Shell 1 Core, B1------------------
    
    Get out of the elevator and go to the small locker room in the east.  Get the
    stun grenade from the left locker and go to the corner by the elevator.  Wait
    until the guard comes to the corner and then snap his neck.  Go to the lockers
    in the larger room in the west and get some chaff grenades form the leftmost
    locker.  Go into the core, no retinal scanner BS this time.
    
    -----Shell 1 Core B1, Hall-------------
    
    Read the text.  I suggest that you turn off your RP Sensor now, you'll know why
    if you have it equipped.  Now when you get to the bottom of the stairs, crouch
    and get out the Directional Microphone.  Take a preliminary sweep across the
    room to locate the general direction that Jennifer is in.  Once you have that
    go in that direction.  When a guard comes just hide somewhere, like behind the
    barrier in the east, behind the stage by the bathroom, or crouch behind a
    table.  Now when you are certain that you have located her press the action
    button and if you are correct then you will get some more story.  If not then
    you just may be screwed.
    
    Get on the elevator and go to B2.
    
    -----Shell 1 Core, B2 Computer Room----
    
    Go down the stairs and throw a chaff grenade.  Take out all of the guards with
    the USP before the chaff runs out.  There is a guard patrolling in the north in
    front of the elevator to Arsenal Gear, one in the eastern and western hallways
    and one in the computer room.  Now for the bomb, it is under the center
    computer console.  After the bomb is defused go back to the elevator and go to
    the first floor.
    
    -----Shell 1 Core, 1F------------------
    
    After the text throw a chaff grenade and go to the door to the EF Connecting
    Bridge.
    
    -----EF Connecting Bridge--------------
    
    Shoot down the cyphers with the USP and flatten against the railing to shimmy
    over to the other side of the bridge.  Go to Strut E.
    
    -----Strut E, Parcel Room--------------
    
    Walk forward a bit and let the guard catch sight of you.  Hide against the wall
    to the north, right in front of you and then grab the guard and snap his neck.
    Wait for the guard just north of you to finish his report and then go snap his
    neck.  Shoot the guard to the north and the camera right above you.  Go up the
    stairs and to the Heliport.
    
    -----Strut E, Heliport-----------------
    
    Go up the stairs to the Heliport and the text will come up.
    
      --  Boss Battle - Fatman  --
    
    Recommended weapon: SOCOM, M9
    
    You can laugh and grow fat if you want to but if you do you'll probably be
    seeing the game over screen.  Instead I suggest that you disable the first two
    bombs.  You'll want to make sure you have Sensor A equipped and then head
    southwest of where you started.  You should see the first bomb planted on the
    southern face of the crate nearest to where you started.  Defuse the bomb then
    move on over to the northeast to the stack of boxes on the right side of the
    heliport.  You should see the second bomb planted right there.  Defuse it
    immediately and then you can focus on Fatman.
    
    This battle is formatted like this: Fatman plants a bomb or two (maybe three)
    and starts a timer.  You must defuse the bombs before they explode.  All the
    while you have to focus on killing him as he runs into you, taunts you, shoots
    you, and plays with the seagulls.  You will usually have enough time to defuse
    the bombs (at least on Normal difficulty and below) but don't become
    complacent because sometimes his bombs are hidden somewhere you won't be able
    to find in time.
    
    Occasionally he'll "take a little break from bombs" and he'll use this time
    to attack you with his Uzi.  This is the most opportune time to make a move on
    him.  You can do so with the SOCOM, use a quick burst of shots to knock him
    over, and then shooting him in the head with either the M9 or the SOCOM to 
    deal out massive damage.  You can also place your own C4 and Claymores around
    the place but this compounds the difficulty of the battle; you'll be focusing
    on attacking him when you should be defusing bombs.  Not only that but you may
    run right into your own trap or he may plant a bomb right by one of your mines
    which means you have to avoid it to defuse the bomb eating up valuable time.
    
    Here are the places where Fatman hides his bombs:
    
        * Top, side and underside of the green cargo containers
        * Inside the shelves on the southeast and southwest sides of the heliport
        * On the sides of the stacks of boxes around scattered around the area
        * On the barrels scattered around the heliport
    
    Sometimes these are hard to find because the yellow area provided by Sensor A
    provides only an ambiguous clue as to where the bomb is.  Be sure to check
    underneath the containers if you can't see a bomb elsewhere.  You'll become
    accustomed to his hiding places eventually so you'll usually be able to have
    at least a better idea of where you look.  When he hides the bomb inside the
    shelves it may throw you off because the C4 blends in very well with the boxes
    on those shelves.  Look for the distinctive green blinking light.
    
    As he is placing the bombs you can usually follow him around and do two
    things: (1) watch where he is planting them and (2) shoot him some more.  He
    is open for shots when he's planting a bomb so he won't be shooting at
    you/moving around for at least 1 second.  You can use this opportunity to get
    in some more shots.
    
    You may become complacent towards the end of the battle when he's down to his
    last shreds of health.  I advise against this because Fatman keeps planting
    bombs up until the end.  If you take more time than you should to go after
    him you'll probably have to start over again.  Don't become impatient.  Defuse
    the bombs first then go after him.  The battle does not end until all bombs
    have been frozen AND his life bar is at zero.
    
    ------------------------------------------------------------------------------
    
      *  8.2  Big Shell Evil
    
    ------------------------------------------------------------------------------
    
    Initial Equipment
    -----------------
    
    USP
    Cigarettes
    Scope
    RP Sensor
    
    -----Strut E, Heliport-----------------
    
    Go down immediately and hide in between the boxes, watch the two guards in the
    middle of the boxes, one will go to the west and one will head north, run south
    and go down the stairs.  Go to the door in the northeast or else a guard will
    see you.
    
    -----Strut E, Parcel Room--------------
    
    Now go all the way down the stairs and go to the wall so that you can see the
    guard in the north.  Watch him and wait for him to turn north, when he does
    follow him and when he is hidden from view of the other guards snap his neck.
    Now crawl across where the guard is watching and making the reports, crawl
    north of the conveyor belt.  When you are behind the machine stand up and go
    out the door.
    
    -----DE Connecting Bridge--------------
    
    Wait for the guards to go to their patrol routes.  Watch the guard patrolling
    the upper level, when he reaches the midway point he will turn around and look
    in your direction.  He will then turn away from you and walk away, use this
    opportunity to follow him.  He will then go down the stairs.  Go into the
    doorway to Strut D.
    
    -----Strut D, Sediment Pool------------
    
    You will need to wait here for a while.  Watch the guard patrolling the outer
    perimeter and part of the center on the top level, eventually he will turn to
    go to the door that leads to the CD Connecting Bridge.  When he does go north
    to the doors that lead to the Shell 1-2 Connecting Bridge.  Now after the guard
    on the bottom comes up and makes his report and the guard you were evading
    before leave go down the stairs to the lower level and grab the M9.  Tranq the
    guard on the lower level and the guards patrolling the center of the room, up
    above.  Grab all the items and ammo in this room, the ration in the center, the
    bandage by the door you came in, and the USP ammo by the door to the CD
    Connecting Bridge.  Then go out the door to the CD Connecting Bridge.
    
    -----CD Connecting Bridge--------------
    
    Lean up against the wall and go under the camera.  When you have tranqed both
    guards on the upper level shoot the camera and go to Strut C.
    
    -----Strut C, Dining Hall--------------
    
    Open the Stillman pantry to find Emma.
    
    Duck behind the counter and fire quickly at the guards as they come in, about
    three will come in from the west side of the dining hall.  If you are really
    having trouble fight off the first two guards and the go to the actual dining
    hall.  Crouch just south of the door, aim just above the counter and shoot
    the guards as they come to you.
    
    Grab the ration from the north table and believe me, you're gonna need it.  Go
    out the door, grab the M9 ammo and the stun grenades from the women's room and
    the USP ammo from the men's room.  Go to the BC Connecting Bridge.
    
    -----BC Connecting Bridge--------------
    
    Wait at the corner for the cypher to go below the bridge and the guard to turn
    around.  Quickly do a jump out shot and tranq the guard, you should get an
    instant takedown if he was close enough.  Now run across the bridge before the
    cypher comes up.
    
    -----Strut B, Transformer Room---------
    
    Grab the USP ammo and the ration from the lockers and go into the transformer
    room.  Access the node by the bottom of the stairs in the south.
    
    Now there are guards in this room, use the upper level in the room to get to
    the door to the BC Connecting Bridge.
    
    -----BC Connecting Bridge--------------
    
    Shoot the guard as he comes across after the cypher goes below the bridge.
    Head across.
    
    -----Strut C, Dining Hall--------------
    
    Wait in the beginning of the hallway, watch the other end and when the guard
    comes tranq him.  Go out to the next bridge.
    
    -----CD Connecting Bridge--------------
    
    Wait for the guard all the way in the north to come towards you, then he will
    go back north and down the stairs.  When he does go to the next strut.
    
    -----Strut D, Transformer Room---------
    
    Tranq the two guards on the top level, leave the guard who is making the report
    alone.  Go across to the DE Connecting Bridge.
    
    -----DE Connecting Bridge--------------
    
    Tranq he guard in the middle of Strut E, he is kind of hard to see so take a
    look with your scope to see him better if you aren't sure where he is.
    
    -----Strut E, Parcel Room--------------
    
    Tranq the guard all the way in the south.  When the guard making the reports is
    looking away then go south.  Now go east since there is no guard.
    
    -----EF Connecting Bridge--------------
    
    Now either shoot down the cyphers or throw a chaff grenade, run across.  A
    guard may see you but he cannot radio in if you have used the chaff.
    
    -----Strut F, Warehouse----------------
    
    Now you cannot be seen or else it is an instant game over.  A guard will come
    up the stairs soon after the game resumes so work quickly.  Quickly move to the
    hallway in the west and look south, a guard should be coming around the corner,
    he can't see you since you are too far away, tranq him quickly and grab the
    claymores in the northeast room and the grenades.  Now using the RP Sensor wait
    until the guard nearby heads away.  Then go into the room immediately south,
    that is where Emma is.
    
    Use the vent jut outside the room to get to the room where you find the M9 in
    the main game.  Grab the stun grenades and then head out the door. Hold up the
    guard and tranq him.  The rooms all around here contain ammo so go to each of
    them and collect as much as you can.  Look down into the center and shoot the
    two guards.  Then quickly hurry downstairs and grab the M4 and its ammo from
    the big room in the north.  Watch out there is a guard in here but he is very
    easy to take care of.  Now run back up and grab Emma, head out to the EF
    Connecting Bridge.
    
    -----EF Connecting Bridge-------------
    
    Throw a chaff grenade and wait, guide Emma out across the bridge.  The guard
    will see you but can't report in.  So the chaff will run out just as you are
    entering Strut F if you didn't stop walking.
    
    -----Strut E, Parcel Room-------------
    
    Now this part is insanely difficult.  Equip your rations and the claymores, lay
    two in either direction and then fight off the guards that are coming in the
    other, every time thee is a break in the guards grab Emma and bring her a
    little bit down the hall to the west.  Use stun grenades every so often to
    knock out a bunch of guards.  Use your USP for headshots and the M4 to just
    blast away at large groups of guards.  Keep laying claymores and fighting off
    guards, try to lay them in the place where the guards are coming from the
    south and then fight the guards in the west, then once the guards in the west
    are dead take Emma a little bit further.  The guards from the south cannot pass
    until they have walked over them a few times.  Once you are out of the strut
    some text will come up.
    
    -----Shell 1-2 Connecting Bridge------
    
      --  Boss Battle - Harrier II  --
    
    Recommended weapon: Stinger
    
    The bridge has two levels.  You start on the top level.  The bottom
    of the bridge can be accessed via either the stairs or by hanging from the
    railings in the center and dropping down.  There are two fires on either end
    of the bridge that are blocking your path; you have to stay here.  There are
    also two small round posts coming out of the bridge.  You will be able to use
    these posts as cover from some of the Harrier's attacks.  During the course of
    the battle half of the upper floor will be destroyed and subsequently half of
    the bottom floor as well.
    
    At the very beginning of the battle the Harrier will be coming over the top of
    Shell 2.  If you grab the Stinger quickly you can fire off a shot no problem.
    
    The Harrier attacks in several ways.  The first is machine gun fire.  This will
    be used as the Harrier hovers by the bridge and sprays bullets at you. This is
    one of the hardest attacks to evade because the Harrier moves around a lot
    when doing this and most cover doesn't provide 360 degree protection.  Your
    best bet for this attack is to sue the round posts in the middle of the
    bridge.  Orient yourself on the opposite side from the Harrier and try to keep
    away from the machine gun fire.  This can be hard to do but it works well when
    done correctly.  Machine gun fire is also used when the Harrier makes fast
    fly-by's of the bridge.  You can use the same strategy to protect yourself.
    Just pay attention to which side the Harrier is coming from.
    
    One of the Harrier's more insignificant attack is the exhaust jets.
    Occasionally the Harrier will hover directly above you and let the exhaust
    ports empty their blistering hot air right in your face.  When this happens
    you can simply run to the lower level via the stairs or hanging and dropping
    through the middle.  The amount of damage is very insignificant in this attack
    so you may want to ignore the damage you're taking to pop off a few quick
    shots at the Harrier.
    
    There's one point during the battle (around midway) when the Harrier will fire
    off a bunch of cluster bombs.  It is strongly advisable that you take your
    leave of the upper level and head down to the lower level to protect yourself
    from the rain of bombs.  This attack will cause quite a bit of damage if
    you're caught in it....make sure you're not on the upper level.  This attack
    has certain consequences too.  Once this attack is over, much of the upper
    level will be destroyed...only the Shell 1 side will be intact.  Perhaps an
    upside to this is that it grants you easier access to the lower level.
    
    One of the more significant attacks is the missile barrage.  You'll know this
    attack is starting when the view of the camera changes to the side of the
    bridge.  To avoid this attack position yourself in one of two spots: (1) Near
    the top of the stairs just so Snake's head is protected by the top edge of
    the railing.  Press up against the wall here...back facing towards the
    Harrier.  (2) On one of the upright pillars on the upper levels of the bridge.
    Make sure you're pressing up against the correct side.  When this attack is
    over you can run out into the open and fire off a quick succession of
    missiles.  If you utilize this opportunity to the utmost you can get off 4
    shots.
    
    This last attack is one of the easiest to avoid.  This attack is the homing
    missile.  Sometimes when the Harrier heads way out into the distance it will
    release a homing missile as it comes back.  You'll know this attack is
    impending when you hear "I'll let you go out in style!" followed by a beeping
    sound.  As you can  imagine, it's a wise idea to avoid this attack.  There are
    two ways in which I avoid this.  (1) Run to the lower level and press up
    against the railing (not on the stairs but to the right of the stairs).
    (2) Run up the stairs as it nears and do a flip up the stairs just before it
    hits so Snake is knocked out and is temporarily unconscious.  Both work very
    well.
    
    ------------------------------------------------------------------------------
    
      *  8.3  Confidential Legacy
    
    ------------------------------------------------------------------------------
    
    Initial Equipment
    -----------------
    
    Cigarettes
    RP Sensor
    USP
    M9(Replay)
    
    -----Aft Deck-------------------------
    
    Wait for the guard to turn around and go to the left.  Run behind him and snap
    his neck.  Now go to the corner on the left and watch the guard at the top of
    the stairs.  When he comes down and goes to the left, grab him and snap his
    neck.  Go through the hatch in the north, by the stairs.
    
    -----Deck-A, Crew's Quarters----------
    
    Go to the corner here and watch the guard come up the hallway towards you.
    When he turns around go and snap his neck.  Now go to the corner in the south.
    When the guard turns back around go into the locker room and get the Medicine,
    a Ration, and some USP ammo.  If Snake is sneezing take the medicine
    immediately.  Now wait in here until you can feel the guard walking away from
    you.  When he does creep up behind him and snap his neck.  Go in the door to
    the north.
    
    -----Deck A, Crew's Lounge------------
    
    Go to the corner by the glass, to the right of it.  Watch the guard until he
    heads to the left.  Quickly snap his neck and go to the stairs.  Well, this is
    odd...just shoot the bastards in the head already!  Get the AK from the wet
    bar.  Go in the door to the right.
    
    -----Deck B, Crew's Quarters----------
    
    When the guard just north of you moves to the right, follow him and snap his
    neck, leave him in that little area so he won't be seen.  Grab the AK ammo and
    the M4 from the top of the stairs.  Now go to the corner in the small
    connecting passage and let the guard see your shadow.  Go back into the small
    room and when the guard goes to check his dead comrade snap his neck.  Now go
    up the stairs to the west.
    
    -----Deck C, Crew's Quarters----------
    
    When the guard comes and stops close to you, unequip any weapon that you have.
    When he turns around to go back towards the cameras, run up behind him and grab
    him.  Snap his neck and shoot out the three cameras.  Now go to the top of the
    stairs all the way in the east to get the thermal goggles.  Go up the stairs in
    the middle.
    
    -----Deck D, Crew's Quarters----------
    
    Go to the food pantry in the east and grab the box after snapping the guards
    neck.  Crawl under the trip wires and go up the stairs to the bridge.
    
    -----Deck E, The Bridge---------------
    
    Grab the ration and since you can't go out either door, go down the stairs.
    
    -----Deck D, Crew's Quarters----------
    
    Crawl under the tripwires and go down the stairs.
    
    ----Deck C, Crew's Quarters-----------
    
    Wait here at the corner for the guard to walk past you, snap his neck when you
    have him.  Go down the stairs to the next deck.
    
    -----Deck B, Crew's Quarters----------
    
    Quickly go east and when the guard comes to investigate your shadow, snap his
    neck and go through the door to the south.
    
    -----Deck A, Crew's Lounge------------
    
    Wait for the guard to pass to the south and then run to the east, grab the
    guard and drag him behind the corner, snap his neck and go down the stairs, to
    the engine room.
    
    -----Engine Room----------------------
    
    Grab the pentazemin and the night vision goggles. Go out onto the catwalk and
    hang over the railing, when the guard walks beneath you drop onto him.  Drop
    down another level and look north and when the guard moves to the left go onto
    the other catwalk.  Go south and go north on the bottom.  Shoot the guard in
    the north with the USP, the engine noise will muffle the gunshot.  Now go south
    and look under the large block, the M9 is there.  Look up above the railing
    above you and tranq the guard.  Go up the stairs and into the door.  Now you
    get to shoot out some control units.  The first one is on the wall to the right
    of the sensors, the second is right next to the second sensor on the wall,
    creep up past the first sensor (it is deactivated) and look.  Now do the same
    on the left side, for the last sensor.  Go through the hatch.
    
    -----Deck 2, Port---------------------
    
    Strangely there are no guards on this deck.  Grab the USP Suppresser and make
    your way to the hatch in the north east.
    
    -----Deck 2, Starboard----------------
    
    Grab the ammo outside the door.  Equip the NVG. and go forward for a short
    battle.  It essentially the same as the Tanker one so I will just paste the
    strategy here, use all your weapons, M9, USP, M4, and AKS-74u.
    
    
    -----Deck 2, Port---------------------
    
    After the text you will have to fight your way down Deck 2, Port.  Use the jump
    out shot move a lot and don't hesitate because you think you may be wasting
    ammo, there is a lot scattered along this route.  The guards will throw
    grenades at you and you will have to move.  The guards will only come in groups
    of three, when you reach the end, open the hatch quickly.
    
    -----Engine Room----------------------
    
    Go out the door and tranq the guard with the M9, he is on the lower level.  Go
    down to the lowest level and tranq the guard, head north and then over and
    south.  Go to the corner where you can see both the bottom and middle level on
    the right side of the room.  Tranq both guards and head up the stairs to Deck
    A.
    
    -----Deck A, Crew's Lounge------------
    
    Tranq both guards on the stairs and head up.
    
    -----Deck B, Crew's Quarters----------
    
    Wait for the guard to go right and then follow the guard patrolling in the
    north, snap his neck or tranq him and then go up the stairs.
    
    -----Deck C, Crew's Quarters----------
    
    Tranq the guard as he's coming back and then go up the stairs.
    
    -----Deck D, Crew's Quarters----------
    
    Crawl under the tripwires and go up the stairs to the bridge.
    
    -----Navigational Deck, Wing----------
    
      --  Boss Battle - Meryl Silverburgh  --
    
    Meryl, aka Olga.  This battle is very similar to Olga's...just that Meryl does
    more damage.  Try using just stun grenades if you are having trouble, it is
    quite easy that way.
    
    Recommended weapon: M9, USP, Stun Grenades
    
    Meryl can be a difficult boss if you don't know what to do.  At the start 
    shoot out the tarp strings and the spotlight, this will make things easier 
    later.  Meryl will spray bullets at you with her USP and occasionally throw a 
    grenade.  The prime time to get a shot off are when she is preparing to throw 
    a grenade, or when she is reloading.  An easy way to predict when she will 
    need to reload is to count her shots, when she gets to 15 she will have to 
    reload.
      
    After shooting out the light and the tarp go to the right side, behind the 
    boxes.  I suggest that you get into first person mode to shoot and use the 
    strafing buttons.  When you see her peek out from behind the crate to shoot, 
    try to get a shot off.  You will see her stand up to throw a grenade, when she 
    does this is a good time to get a head shot in to take away a large chunk of 
    her stun bar.  You know when she is going to throw a grenade when you hear her 
    say, "Take this!"  Do not try to shoot when she is behind the storage shelves 
    it can be a hard shot, and you will usually end up just wasting ammo.
    
    If she does get behind the tarp, on the right, there is a little space between 
    the boxes that you are hiding behind.  Lie down there and aim through there.
    You should be able to shoot her from there.  Also you can wait for the tarp to
    flap out from in front of here so that you can see where she is and then get a
    shot off in that location.  If you don't feel like going the hard way then I
    suggest shooting the ropes that are holding it to the rack and it will fly off
    and be of no more trouble.  Doing this will prevent a lot of frustration.
    
    If she shines the light at you, you should be able to knock out the spotlight 
    by hitting it with an M9 bullet.  If you can't do that crouch down by the low 
    row of boxes and peek up quickly you should be able to see her briefly before 
    the light distorts your view. She should be almost directly in front of you so 
    if you miss by a little you should see an exclamation point where she is, aim 
    at that spot.
    
    The are also a few ways to distract or confuse Meryl.  The first is to knock on
    the boxes.  This will attract her attention to that spot and you can move
    somewhere else to try and get a shot off before she notices you.  You can also
    let her catch a glimpse of you in one spot then you can crawl to the other
    side of the area and try to shoot her from there before she realizes where
    you are.
    
    ------------------------------------------------------------------------------
    
      *  8.4  Dead Man Whispers
    
    ------------------------------------------------------------------------------
    
    Initial Equipment
    -----------------
    
    USP
    M4
    Cigarettes
    RP Sensor
    M9 (replay)
    
    -----Strut F, Warehouse---------------
    
    Go out through the left door and watch the guard.  When he goes to the other
    side of the room go south and go through the door.
    
    -----FA Connecting Bridge-------------
    
    Wait for the guard closest to you to go up the stairs, follow him and when he
    reaches the top snap his neck.  Wait by the body and don't move as the other
    guard comes up, he won't see you.  When he goes back down head across to
    Strut A.
    
    -----Strut A, Pump Room---------------
    
    Wait for the guard under the TV screens to move to the left.  Run up to the
    guard in the south and snap his neck.  Now wait until the guard under the
    screens moves again and then go up to him and snap his neck.  Grab the ration
    that is under the desk.  The lockers contain a bandage 2 bandages, one on each
    side.  Go out of the door.
    
    -----AB Connecting Bridge-------------
    
    Wait for the guard to pass by and then run up to him quickly and snap his neck.
    Hide him behind the railing from the other guard.  Now wait in the middle of
    the walkway and when the guard turns back around go to the door to Strut B.
    
    -----Strut B, Transformer Room--------
    
    Grab the M4 ammo and the USP ammo from the locker, there is also a ration
    there.
    
    -----BC Connecting Bridge-------------
    
    When the guard comes south wait for him to turn around, when he does grab him
    and drag him into the entrance to Strut B.  When the cypher goes below the
    bridge head halfway up and grab the chaff, wait here for the cypher to pass.
    When it does head to Strut C.
    
    -----Strut C, Dining Hall-------------
    
    Grab the USP ammo from the men's room and the bandage and the other USP ammo
    from the women's room.  Wait at the corner by the hall and watch the guard when
    he turns away from the door that leads to the dining hall run up and snap his
    neck.  The M9 is under a table in the dining hall so if you want that, wait for
    the guard to pass by the door, using the RP Sensor and when he does grab him
    and snap his neck.  The M9 is under the left table.  Head out to the CD
    Connecting Bridge.
    
    -----CD Connecting Bridge-------------
    
    When the guard comes to the middle of the bridge and stops tranq him.  Run to
    Strut D.
    
    -----Strut D, Sediment Pool-----------
    
    Tranq the two guards on the top level, off to the right and then get the
    bandage and the ration.  Do ten hang drops on the right side of the room for
    later, get up to grip level 2 and go to the door to the DE Connecting Bridge.
    
    -----DE Connecting Bridge-------------
    
    Run straight across and go into Strut E.
    
    -----Strut E, Parcel Room-------------
    
    Stay at the corner made by the conveyor belt and do two jump out shots.  One
    for the guard all the way in the distance and the one who makes the report.  Go
    down the stairs in the south and through the orange door.  Grab the ration and
    open the hatch.
    
    -----Strut L, Sewage Treatment Facility-----
    
    Throw a chaff grenade and quickly take out the two guards patrolling.  Then
    exit the strut.
    
    -----KL Connecting Bridge-------------------
    
    
    Now there are two cyphers and three guards.  The cyphers are patrolling around
    the bridge and the guards are on top of the core, by Strut K, and coming up
    the stairs to the bridge.  Take them all out with the M4 or USP.  Head to the
    core, grabbing ammo on the way.
    
    -----Shell 2 Core---------------------------
    
    The Nikita is in the small hallway in the west.  Grab it and climb atop the
    boxes at the bottom of the stairs.  Fire missiles all the way into the vent,
    the end has a covering, to blast through it hit it with about seven missiles.
    Then guide it into the room and destroy the circuit breaker to the right.  Go
    inside the room.
    
    Get in the elevator and the game should cut to text.
    
      --  Boss Battle - Vamp  --
    
    There are two methods of beating Vamp.  one is rather difficult and the other
    is (you guessed it) quite easy.  First I shall explain the difficult way...
    
    The first thing you should know is that using lock-on will allow Vamp to know
    where you are shooting.  He will deflect/dodge any bullets fired while locked
    on.  It is best not to waste ammo.  I suggest that you use the M9 for this
    battle as the stun-kill is easier to achieve than the kill-kill.  It is also
    of significant note that shooting Vamp in either of his two bullet wounds
    (from just after the Fortune battle) will inflict greater damage than normal.
    Do not fall into the water in the middle of the room.  As Vamp said, buoyancy
    is impossible so you will promptly drown.
    
    Vamp has several methods of attacking:
    
    The first and most common is the knife attack.  This attack consists of Vamp
    perched somewhere on the ledges in the upper parts of the room and throwing
    knives at Snake.  Avoid being hit by the knives simply by running around the
    room.  Don't switch directions or the knives will find their mark.  Pick a
    direction and stick with it.  Also, you can shoot down the knives in first
    person view.  Use the SOCOM to do this.
    
    His second attack in the first part of the battle is a run and slash.  He will
    run towards you very quickly and try to slash you with the knife.  This is a
    hard attack to counter but it is very possible and becomes easier with
    practice.  To counter this attack stay at the left corner of the railing that
    extends from the door you entered from.  Equip the Nikita as he's running
    towards you and as he runs he will jump.  At this moment hit the punch button
    to swing the Nikita.  The good thing about this is that you can't miss.  When
    swinging the Nikita you hit everything around you -- even behind you.  If you
    land this blow he will go back into the water.  Once his stun/life bar is 1/3
    of the way diminished he will modify this attack.  Instead of pausing he will
    do everything at once.  If you stand in the spot I told you he will jump up
    onto the wall and then move towards you.  As he jumps up onto the wall swing
    the Nikita and you should hit him.
    
    While Vamp is in the water you can take advantage of the situation and use
    your Stinger Missile Launcher to fire missiles at the water's surface.
    This serves two purposes.  It decreases his stun bar (maximum of two times)
    and depletes his oxygen so he is forced to come to the surface sooner.
    
    Vamp usually follows this pattern until his life/stun bar reaches the halfway
    point:
    
      *  Bows
      *  Swimming: Long
    
      *  Jumps on a catwalk and walks to a corner; throws knife
      *  Jumps to another corner; throws knife
      *  Spins around while throwing rapid succession of knives
      *  Swimming: Long
    
      *  Runs towards you; slashes with knife
      *  Runs towards you; slashes with knife (if you didn't hit him before)
      *  Runs towards you; slashes with knife (if you didn't hit him before)
      *  Swimming: Short
    
         Rinse and repeat...
    
    At the halfway point Vamp will change his tactics.  In the second half of the
    battle he will throw shadow knives that pin you in place so that you cannot
    move.  He will use this opportunity to do a run and slash move.  However, this
    move can be countered in the same way as mentioned previously: use the Nikita;
    swing it at him as he begins to jump on his way towards you.  You should land
    a blow and he'll go back into the water. It is possible to shoot out the
    lights to cut him off from this attack but if you shoot the lights out he will
    be much, much harder to defeat; even if you shoot only one light it will have
    the same effect.  You can try to escape from the shadow pin by rapidly hitting
    the directional pad but this is hard to accomplish before he slashes you.
    
    His catwalk attacks also vary a bit.  Rather than throw a single knife, single
    knife, many knives he will promptly throw two knives quickly followed by a
    third.  These knives can be avoided in much the same way as before. When he's
    using this attack there's little else you can do except run.  Getting off a
    shot without being hit is very difficult to do.
    
    In the second half of the battle he will also stay in the water for a much
    briefer period of time.  You can still use the time given to you to fire a
    Stinger or two.
    
    There is a final portion of this battle that begins once his stun/kill bar
    have reached roughly the letter "M" in his name.  You'll know this final phase
    is in progress once he jumps out of the water and begins flipping around the
    room rapidly either on the catwalks or on your level and throwing knives at
    intermittent intervals.  I advise you to head into the shadows so he cannot
    pin your shadow and then follow him with the lock-on in first person view.
    Once he stops flipping around he will pause momentarily.  Use this opportunity
    to get in a shot.  Disengage the auto-lock and fire a shot.  Once you've fired
    a shot quickly press "X" to duck down and avoid the knives.  Rinse and repeat
    until the cinematics end the battle.
    
    Lastly, I can summarize the easy way about this battle in one paragraph. When
    the battle starts, fire an M9 bullet at him.  When he goes below the water
    fire Stinger missiles at the water to bring his stun bar down.  Then go to the
    northern railing and hang off the side.  He should come walking at you once
    he's out of the water.  Keep an eye on him and when he begins to slash jump up
    and do a punch-punch-kick-kick combo on him.  Rinse and repeat.  Simple, eh?
    
    ------------------------------------------------------------------------------
    
      *  8.5  External Gazer
    
    ------------------------------------------------------------------------------
    
    Initial Equipment
    -----------------
    
    M9
    Cigarettes
    Scope
    RP Sensor
    Camera
    
    -----AB Connecting Bridge------------------
    
    Wait out on the bridge for a short cut scene.  When the Bomb Disposal Mission
    starts exit immediately.  Read the text and another mission will start, you
    don't have to do it but you can if you want.
    
    -----CD Connecting Bridge------------------
    
    Tranq the guard and go across.
    
    -----Strut C, Dining Hall------------------
    
    Tranq the guard in the hallway and grab the ration from under the right table
    in the dining hall, the guard should be walking away when you get there.  Grab
    the M9 ammo from the women’s room and the chaff grenades from the men's room.
    Head out.
    
    -----BC Connecting Bridge------------------
    
    Wait for the cypher to go below the bridge and then tranq the guard as he walks
    towards you.  Go across.
    
    -----Strut B, Transformer Room-------------
    
    Tranq the guard as he walks away from you.  Grab the M9 ammo from the middle
    locker.  If you want some stun grenades then run in and get them from the
    bottom of the stairs in the south, if you approach from the elevated platform
    the guard should not give you any trouble.  Head out.
    
    -----AB Connecting Bridge------------------
    
    You need to get a good picture of Gurlugon.  Go to the south most corner of
    the bridge and whip out the camera.  Zoom in a little bit and track him as he
    swims when he comes up snap a picture, if it is acceptable then Snake will say
    "Good" and then the game will cut to a small cut scene.  You need to fight off
    about ten guards.  Hide in the small annexes of the bridge in the south part
    and crouch down, use the jump out shot to get the guards behind you and then
    go into FPV to get the guards that come from Strut A, when they are all out
    cold then the game will show another small cutscene.
    
    Gurlugon- stand by the large box in the north and just askew of center, when
    Gurlugon destroys it grab the book and lay it down right in front of him, stand
    by it until he reacts and then he will be defeated.
    
    -----Sneaking-Sneaking--------------------
    
    Level 03
    Time: 2:20
    
    Get a second place or better score, my strategy works for this so I will paste
    it below.
    
    Run up the stairs in the east and in the north hold-up the guard.  Tranq him
    and go to the top of the stairs.  Tranq the guard below the security camera.
    When the guards in the south turn away go to the goal.  If you do this fast
    enough you will not have to worry about attack teams coming to investigate the
    tranqed guard.
    
    
    -----Weapon-Handgun----------------------
    
    Level 03
    Time: 1:30
    Targets: 43
    
    Shoot the orange targets and shoot in the middle, try to string together as
    many combos as possible for a high score.  Once again you must place in second
    or higher to advance.
    
    
    -----Sneaking-Eliminate All--------------
    
    Level 05
    Time: 2:40
    Enemies: 5
    
    Quickly shoot the guard just north of you and then drop down onto the guard
    below you from the railing, grab the M9 and tranq the guard just west of you,
    look up to the second level and tranq the guard there when he stops moving and
    then wait for the last guard to come around the corner on the lower level in
    the middle.
    
    
    -----Sneaking-Sneaking------------------
    
    Level 08
    Time: 2:40
    
    Run up the stairs in the east and in the north hold-up the guard.  Tranq him
    and go to the top of the stairs.  Tranq the guard below the security camera.
    When the guards in the south turn away go to the goal.  If you do this fast
    enough you will not have to worry about attack teams coming to investigate the
    tranqed guard.
    
    Read the text and, augh!  Raiden Takes!!  Read if you want.
    
    Exit the mission, Solidus is screwing with the VR System, you do not want to
    play as Raiden.
    
    
      --  Boss Battle - Metal Gear RAY Horde  --
    
    You will have to fight off around 10 RAYs, so stay on your toes.
    
    Recommended weapon: Stinger
    
    Stinger missiles will be your weapon of choice in this battle.  The Stinger
    will auto-detect three weak-points on the RAY units: the two knee joints and
    the head.  The two knees don't do any damage if hit but they open up a
    potential for inflicting massive damage.  When the knee is hit the RAY unit 
    will shift in one direction and open it's "mouth"...for lack of a better word.
    With the mouth open you can fire a Stinger missile into it to inflict damage
    3x higher than if it were closed.  This is quite a bit more effective than
    simply hitting the head over and over again.  It is safe to use this strategy
    for the entire battle.  In fact, I recommend that you do use this strategy for
    the entire battle.
    
    When the RAY units are outside of the arena they have two methods of attack.
    (1) Aerial rockets.  These will be launched periodically from the backs of the
    RAYs.  These simply fly up and then hit the ground where they were aimed at.
    That means they will hit wherever you were standing when they were launched.
    Easiest way to avoid these?  Run away from where you were standing.  You don't
    have to move immediately but if you're not moving away within 2-3 seconds,
    you're probably going to be hit.  These aren't much of a threat so long as
    you stay moving.  If anything, this attack is a nuisance.  (2) Machine gun
    fire.  Periodically, the RAY's will get down on one knee and spray a burst of
    bullets at you.  The bullets will usually sweep horizontally so you can avoid
    this by running to the side....away from the bullets.
    
    The battle becomes a little simpler in some respects and a bit more difficult
    in others once you deplete the health of one of the RAY units to about 2/3.
    That RAY will jump up onto the arena platform and begin it's attack.  Once
    this happens you need to be aware of two things: You should focus entirely on
    the RAY unit on the platform and the RAY units not on the platform won't
    attack you much.  If they do it will be in the form of rockets.  Also, a RAY
    that is on the platform will not use Rockets.  It has several new attacks in
    addition to machine gun fire.  These attacks will be explained shortly.  From
    here on out, there will be one RAY on the platform that will remain until it
    is destroyed and two RAYs on the perimeter.  Once the RAY inside the platform
    has been destroyed one of the RAYs from the perimeter will jump in and a new
    RAY will fill in the gap on the perimeter.  So you will always have one in and
    two out.
    
    As I said, the RAYs have a few new attacks when they are on top of the arena:
    
    The first is the stomp.  This is a simple attack.  If you happen to run
    underneath the RAY unit it may try to squash you.  On the harder difficulties
    a direct hit will kill you instantly.  On the lower levels it will just
    severely lower your life bar.  It is also a ranged attack.  Just because you
    aren't directly beneath the foot doesn't mean this attack won't hurt.  This
    attack has a range of about 10-20 meters so you don't want to be near it when
    it happens or you'll take some damage.  The easiest way to counter this
    attack?  Don't run underneath the leg.  What a concept, eh?
    
    The second is the knee rockets. Sometimes you will see the RAY stop moving and
    squat down motionless. Two homing missiles will come out of its knees.  There
    are two ways to dodge.  The first is to run to the side and then flip out of
    the way when they are near and the second is to remain motionless and then
    flip out of the way.  Both work but I prefer the run and then flip method.
    This attack can be quite frustrating at first but you will pick up on it with
    time.  You can try to shoot down the rockets but this can be quite difficult.
    
    The final attack is the water gun.  This is what you saw RAY use to break out
    of the Tanker before.  High-pressure water.  It packs a huge punch.  This
    attack only happens when you are standing directly in front of the RAY unit.
    If you see the RAY lower its head and begin to open its mouth get out of the
    way as fast as you can.  Move laterally, don't move towards or away from the
    RAY because that leaves you in the line of fire.  You do need to be a bit
    close to the RAY for this to happen so if you stay far enough away this won't
    be a problem.
    
    You can use Chaff Grenades to slow down the RAYs.  It doesn't incapacitate
    them but they will attack at a much slower rate.  This gives you an
    opportunity to get in a few more Stingers between attacks.
    
    The key to this battle is to be quick with the Stinger and always be on the 
    move.  You will only be hit with an attack when you take chances or are not 
    careful.  Don't become complacent.
    
    Once the allotted number of RAYs have been destroyed (see below) a cinematic
    (a long one) will start.
      					
    
      --  Boss Battle - Solidus Snake  --
    
    Recommended weapon: Fists
    
    You have to fight him hand to hand and you cannot block any of his attacks,
    so stay away from him when he is attacking.  It is a little bit more
    challenging.
    
    The area mainly consists of a slanted roof with some scattered debris along
    the top.  There is only one item on the roof and that is a Ration that you can
    use if you happen to get the beat down from Solidus.  Take note that you can
    hang off of the edge of the roof to avoid certain attacks of his.  Just don't
    fall.  That way lies the Game Over screen.
    
     --- PHASE ONE ------------------
    
    The first half of the battle is a bit frantic but it's nothing compared to the
    second half.  Initially, Solidus has a few attacks that he will employ. The
    most common of these is the fire dash.  This is where he will rapidly skid
    across the roof setting his traveled path ablaze.  This may be done in attempt
    to get close to you or to give Solidus an opportunity to use another attack or
    both.  It is important that you don't get caught in the fire because that will
    (obviously) lower your health.  You can put the flames out by equipping the
    BDU quickly then unequipping it.
    
    Another attack is the double overhead slash.  This is when raises both swords
    over his head and slashes down hard.  This is one of his most damaging
    attacks.  To avoid this run away when you see him raise the swords.
    
    One of his medium-range attacks, say when you're 5-20 meters away from him,
    is the tentacle sweep.  This consists of Solidus using one of his tentacle
    arms to knock Snake's feet out from under him.  This doesn't do as much
    damage as some of the other attacks but it certainly hurts.  You don't have to
    worry about a follow-up attack because he will usually do a fire-dash away.
    You can avoid it by doing a flip away from Solidus, to the sides, or towards
    him.  If you go towards him you may have an opportunity to attack when he
    finishes.
    
    Another medium-range attack is the tentacle grab.  Just like atop Arsenal Gear
    after destroying the RAY units.  Solidus will use his tentacle to grab Snake
    around the throat and choke him.  When he uses this attack and successfully
    grab Snake he will be hoisted in the air, spun a round a bit then slammed
    into the roof.  It's one of the more damaging attacks but it can be countered.
    First, you can use the block function to block the tentacle and second, you
    can break out of the hold by rapidly pushing the left analog stick back and
    forth.
    
    Sometimes when you get too close to Solidus he will use a head-butt.  This
    will knock Snake back and take a way a fair amount of health (for a
    head-butt).  This attack can be avoided by flipping out of the way.  It's hard
    to prevent this attack from happening because you need to be close to Solidus
    to attack him  Tread lightly.
    
    Another close-range attack is a kick.  This attack, like the head-butt, cannot
    be blocked.  However, you can move out of the way either by running (if you
    anticipated it well in advance) or by flipping fast Solidus.  If you flip past
    him you'll be behind him.  This means that you'll have a brief window of
    opportunity for attack.  Utilize it when possible.
    
    A close-range attack that doesn't merit much worry is the lunge.  Solidus will
    use his left arm to thrust his sword out in order to get a stab in.  This
    attack will knock you down if it hits you.  You can easily avoid this attack
    by circling around him when you see the warning sign (he'll glow green for a
    short moment).  If you circle around him, he will miss and you'll be behind
    him and can attack in a method of your choosing.
    
    One of his less worrisome attacks is the wall jump.  Sometimes when he is near
    the wall he will leap up and use his tentacles to grab a hold of the wall.
    Then he will throw himself back down onto the roof in attempt to land on you.
    This is easy to dodge, just run out of the way as soon as you can.  One point
    of note is that he seems to do this a lot after he knocks you down.
    
    A long and medium range attack is the missiles.  He can use his tentacles to
    fire low-speed missiles in your direction.  This attack will often be preceded
    by a fire dash.  There are two ways to counter this attack or avoid it.  The
    first is to go to the edge of the roof and hang off the side.  The missiles
    will completely miss their mark is you do this.  However, that isn't always
    an option.  Your other choices are to run towards Solidus and flip past the
    missiles once you're near.  This usually works well and gives you and
    opportunity to attack if you're close enough beforehand.
    
    His most powerful attack is the triple slash.  This attack is devastating.
    He will use his two swords to slash at Snake three consecutive times.  Often
    if he lands one blow he will land all three.  That means you don't want to be
    near him at all when he does this.  You'll know this is coming because he will
    have a blue-ish glow about him right before he does it.  When you see that
    glow make a run for it.  While he is doing the combo you can circle around and
    attack him from behind.
    
    It will take some time for you to recognize his pattern and characteristics of 
    each attack, and how to deal with them.  Don't become frustrated.
    
     --- PHASE TWO ------------------
    
    When he has a little bit less than half health he will get rid of his 
    tentacles and a new phase will start.  He will do fire dashes all across the 
    roof, and then charge at you trying to knock you down or do one of his sword 
    attacks.  He will only use a few attacks in this phase, you can automatically
    eliminate all the ones that involved his tentacle arms; these attacks are the
    triple slash, elbow smash and the lunge.  He will precede all of these attacks
    with some really fast, consecutive fire dashes.  He will end by charging at
    you and using one of the mentioned attacks.
    
    Watch him dash across the roof and be prepared to move once he moves towards
    you.  Once he begins to charge at you flip out of the way and get behind him
    to do an attack.  This keeps you out of harm's way and allows you to attack
    Solidus.  You can also try flipping into him when he is dashing at you, you
    will either wind up behind him so that you can attack him or you will knock
    him over, reducing his stun bar.  If you can't keep track of him while he's
    doing his fire dashes you can try backing into a corner.  If you do this he
    will often only do one fire dash.  This gives you a little less to keep track
    of.
    
    One point of interest is that Solidus has an eye patch on his left eye.  This
    means that he cannot see as well over there and he has a bit of a blind spot.
    If you can slip into this spot you will be able to attack effectively some of
    the time.
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    09)  Appendices
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    
    ------------------------------------------------------------------------------
    
      *  9.1  Weapons
    
    ------------------------------------------------------------------------------
    
    These are mainly the descriptions that characters give during the game.  Call a
    character with the weapon equipped and they will describe it for you.
    
    
    +=--=+=--=+
      AKS-74u
    +=--=+=--=+
    
    
    Pliskin    : So, you've got an AKS-74u. If you wear an enemy's field outfit
                 and carry an AK, you can pass for one of them. The AK is an
                 outstanding rifle in terms of precision and reliability. As
                 evidenced by widespread licensed manufacturing -- not to mention
                 large quantities of illegal reproductions -- the AK is in high
                 demand around the world. It is often used as reference for the
                 design of new rifle models. Designs for Israel's Galil, Finland's
                 Valmet, and other rifles are based on the basic structure of the
                 AK. You have a smaller model of the AKS-74 that was designed for
                 use by Special Forces personnel. The stock will only extend to a
                 maximum length of 726mm ...a feature that makes the rifle easier
                 to handle in small spaces.
    
    
             Without suppressor
    
    
    Pliskin    : The AK can be fitted with a suppressor. With a suppressor, you
                 won't have to worry about your gunshots being heard.
    
    
             With suppressor
    
    
    Pliskin    : So, you're using the suppressor. Now you won't have to worry
                 about the enemy hearing your gunshots.
    
    
    +=--=+=--=+
       Book
    +=--=+=--=+
    
    
    Pliskin    : Raiden... what've you got there? Oh, come on... don't play dumb.
                 That kind of thinking might even be helpful on the battlefield.
    
    Raiden     : Yeah, but...
    
    Pliskin    : Look... aside from its educational value, you can probably use it
                 to distract an enemy...
    
    
    +=--=+=--=+
         C4
    +=--=+=--=+
    
    
    Pliskin    : I see you've managed to get a hold of some C4 plastic explosive.
                 Containing inert plasticizers, it's a white, claylike material.
                 It's a very stable explosive with over 1.3 times the power of
                 TNT. Immune to heat or shock, C4 will only explode when triggered
                 by a detonator. Since your wireless detonator is equipped with
                 both a scrambler and encryption, you don't have to worry about
                 the C4 being accidentally triggered by other wavelengths such as
                 those emitted by jamming devices. You set the C4 with the Weapon
                 button and detonate it with the Punch button. One other thing...
                 don't get caught in its blast.
    
    
    +=--=+=--=+=--=+
     Chaff Grenade
    +=--=+=--=+=--=+
    
    
    Otacon     : Hey, you have a chaff grenade. You can use that to interfere with
                 enemy radio communications and electronic devices for a short
                 time. The chaff grenade is a weapon that disperses aluminum foil
                 or metal-coated glass and plastic fibers to confuse the enemy
                 radar. What you have is a portable application of the 
                 chaff-launchers built into fighter planes. When detonated, the
                 grenade releases tiny chaff pieces as well as miniaturized active
                 jammers using a small amount of explosives. The grenade can't
                 create full-scale chaff corridors or chaff clouds, but will form
                 a Radar Cross Section area large enough for single-personnel use.
                 This weapon is for electronic interference only, though. It has
                 no effect on enemy personnel.
    
    Pliskin    : You're holding a chaff grenade -- an electronic warfare weapon
                 designed to disrupt electronic equipment and jam transmissions.
                 Detonated with a small charge, the grenade releases chaff and a
                 miniature active jammer. The grenade should render electronic
                 equipment useless for a brief period of time. It's important to
                 note that radar and other equipment which you might have on hand
                 will also be affected. So be careful with the thing if you're
                 using electronic devices.
    
    
    +=--=+=--=+=--=+
        Claymore
    +=--=+=--=+=--=+
    
    
    Pliskin    : That's a Claymore mine. The Claymore is a directional mine that
                 can be set up on the ground. It's mainly used for ambush or
                 defense. It can also be used against light vehicles and other
                 soft- skinned targets. This mine goes off when it detects someone
                 approaching from the front. The explosion fans out shrapnel and
                 metal balls to create a fan-shaped destructive zone. An important
                 thing to remember is that the sensor is not selective... the mine
                 will attack friend or foe. What I'm trying to say is -- don't
                 trigger your own trap. You can recover a set Claymore by crawling
                 up to it carefully. That means you can collect enemy Claymores
                 for your own use if necessary...
    
    
    +=--=+=--=+=--=+
         Coolant
    +=--=+=--=+=--=+
    
    
    Pliskin    : The coolant spray that you have is great for freezing the C4 set
                 by Fatman. After you equip the spray, you can discharge the
                 coolant by pressing the Weapon button. When the coolant is
                 exposed to the open air, it changes into a gel and adheres to the
                 C4 and stays at a low temperature. Spray a lot of coolant to
                 cover the C4 and make sure that it won't melt away. This means
                 that once you coat the C4 with this stuff, you can assume it
                 won't explode. You've got enough there so you don't have to worry
                 about running out. It's important to remember that once you equip
                 yourself with the spray, you won't be able to move. If an enemy
                 approaches while you're spraying the coolant, the best thing to
                 do is put it away and hide. On top of dealing with the C4, you
                 can use the spray against an enemy. Don't forget that.
    
    
    +=--=+=--=+=--=+=--=+
       Directional Mic
    +=--=+=--=+=--=+=--=+
    
    
    Pliskin    : The directional microphone is a very sensitive piece of equipment
                 that picks up the slightest sound. It's a high-precision mike
                 that's been designed to pick up sounds in front of it. In short,
                 it will pick up sounds in the direction you point it. The
                 microphone comes equipped with a miniature amplifier that will
                 pick up a heartbeat if it's pointed properly at a living target.
    
    
    +=--=+=--=+=--=+=--=+
        Empty Magazine
    +=--=+=--=+=--=+=--=+
    
    
    Otacon     : Snake, you have an empty magazine in your hand. Why are you still
                 carrying that around?
    
    
    Pliskin    : What you've got there is an empty magazine for hand guns and
                 automatic weapons. Press the Weapon button for the windup, and
                 release the button to throw it. Hitting an enemy with it won't do
                 much damage. But if used properly, it will provide a distraction.
                 Throwing distance depends on how strong you press the Weapon
                 button. It might be even more useful if you can accurately throw
                 the magazine to a desired spot
    
    
    +=--=+=--=+
      Grenade
    +=--=+=--=+
    
    
    Otacon     : I see you have the grenade equipped. It's an anti-personnel frag
                 grenade -- throw it at the enemy and the blast and fragments will
                 take the enemy out. Watch out -- pushing the Weapon button will
                 pull out the pin. Release the Weapon button to toss it. The
                 throwing distance depends on how hard you push the Weapon button.
                 After pulling the pin, you'll have five seconds until the grenade
                 explodes. Get familiar with changing the timing and throwing
                 distance of the grenade before it goes off.
    
    Pliskin    : The hand grenade is an anti- personnel weapon that is manually
                 delivered to a target. Put simply -- you throw it. The blast
                 itself and the resulting shrapnel takes out enemy targets. You
                 press the Weapon button to pull the pin, and release the button
                 to throw the grenade. Throwing distance varies with how hard you
                 press the Weapon button. After pulling the pin, you have about
                 five seconds before the grenade explodes. Those five seconds
                 combined with the throwing distance gives you a certain amount of
                 tactical flexibility.
    
    
    +=--=+=--=+
         M4
    +=--=+=--=+
    
    
    Pliskin    : Looks like you've got an M4. The M4 is an assault carbine favored
                 by the U.S. SOCOM. It's a descendant of the M1 carbine used in
                 World War II. The "4" refers to the fact that it's the fourth
                 carbine to be officially adopted by the American military.
                 Basically, it was developed for the Special Forces using the M16A
                 as a base. The M4 carries thirty rounds of 5.56mm x 45 SS109s. By
                 the way, carbines are short-barreled rifles originally developed
                 for cavalry use. But as far as you're concerned... you won't need
                 to remember that. This'll reduce your chances of discovery as
                 long as you don't leave too many bodies around... Your ammo is
                 also limited, so don't go shooting everything in sight.
    
    
    +=--=+=--=+
         M9
    +=--=+=--=+
    
    
    Otacon     : What you're wielding right now is a converted Beretta M-92F,
                 designed to fire tranquilizer rounds. A direct hit will knock the
                 target unconscious. Think of those rounds as tiny syringes. The
                 impact of the round causes the mixing of two chemicals in the
                 shell. The resulting gas compresses a tiny piston and injects the
                 tranquilizer in the bullet's tip into the target's skin. The
                 tranquilizer's effects are felt at different times depending on
                 where the bullet lands. A head or heart shot will take effect
                 immediately, but a round that hits somewhere like feet or hands
                 will take a while. Use the First Person View Attack for maximum
                 accuracy. The gun is fitted with a suppressor, so there is no
                 need to worry about alerting the enemy with the noise. But since
                 it is a tranquilizer gun, the M9 has its limitations. All it can
                 do is knock the enemy unconscious. Keep that in mind.
    
    
    Pliskin    : That's a tranquilizer gun with a sound suppressor. Hit an enemy
                 with that and it's good night, sleep tight... The time in which
                 the tranquilizer takes effect depends on where you hit your
                 target. If you want to knock somebody out with a single shot, aim
                 carefully for vital spots like the head or heart.
    
    Raiden     : I think I've seen this modified gun before...
    
    Pliskin    : Yeah. It looks like the same gun used by Solid Snake two years
                 ago. Following that terrorist incident, similar models were made
                 and sold among the fans of his exploits. I think that's one of
                 them. That's an American military M9 modified for tranquilizer
                 bullets. When the tranquilizer bullets hit a target, the round
                 uses the force of the impact to mix the drug, also producing a
                 gas in the process. The pressure of the gas drives a built-in
                 piston that injects the target with a powerful anesthetic. It's
                 like firing a small hypodermic syringe. This M9 is a tranquilizer
                 gun that knocks out the enemy... it doesn't kill them.
    
    +=--=+=--=+
      Nikita
    +=--=+=--=+
    
    
    Pliskin    : You've got yourself a remote-controlled missile. Referred to as
                 Nikita, it's a wireless guided projectile. It's a surveillance
                 missile based on Micro Air Vehicle technology. You control it by
                 watching the image transmitted from the CCD camera mounted on the
                 missile. Although it's primarily designed for scouting missions,
                 it carries a small explosive charge that allows a long-distance
                 attack. You can also trigger the charge by removing it from equip
                 status following the missile's launch. You won't be able to move
                 while controlling the missile. Also, you'll have to be careful
                 that you don't run out of fuel while it's in flight. Unlike VR
                 training, you won't have a bird's-eye view to help you control
                 the missile.
    
    
    +=--=+=--=+
       PSG-1
    +=--=+=--=+
    
    
    Pliskin    : The PSG1 is an anti-terrorist automated sniper rifle. It features
                 roller-locked action which allows a full free-floating barrel.
                 The end result is an automatic rifle with precision equal to that
                 of a bolt-action sniper rifle. The rifle has a 5-round group
                 capacity of 50 mm at a range of approximately 270 meters. In my
                 opinion, the PSG1 is one of the finest sniper rifles in the
                 world. Although you've probably fired a few rounds in VR
                 training, there are a few differences in handling the rifle you
                 should be aware of. First, that the PSG1 is equipped with a
                 special magnification-adjustable scope. For precision shooting,
                 it allows you to zoom in on your target. And for wide-range
                 viewing, all you have to do is zoom out. Another difference is
                 that you aren't limited to firing from the prone position. In
                 short, you can fire from a crouching or standing position.
                 However, the less stable your position, the tougher it is to hold
                 your aim steady. For accuracy, the best thing to do is crawl up
                 to your target and fire from a prone position.
    
    
    +=--=+=--=+
      PSG-1 T
    +=--=+=--=+
    
    
    Pliskin    : The PSG1-T that you have there is a PSG1 with a modified barrel
                 for firing tranquilizer rounds. It handles like a PSG1. The only
                 difference is that it spares lives. It's up to you whether you
                 want to use it or not.
    
    
    +=--=+=--=+
       SOCOM
    +=--=+=--=+
    
    
    Pliskin    : That pistol you have is a SOCOM. It's a 45-caliber Offensive
                 Handgun designed for the American Special Ops Command. With
                 twelve rounds of 45ACP's, it has outstanding stopping power. The
                 SOCOM has a minimum service life averaging over 6,000 rounds, and
                 has a five-round group capacity that extends within a 1.4-inch
                 radius. It's a bit large, but the SOCOM is a gun you can trust.
                 It also comes equipped with a laser aiming module.
    
    
            Without suppressor
    
    
    Pliskin    : A suppressor can be attached to the SOCOM to silence gunshots.
                 You should try to find one.
    
    
            With suppressor
    
    
    Pliskin    : You've got a suppressor, too. Your SOCOM's got a suppressor. The
                 suppressor uses multiple partitions to reduce gas discharge and
                 keep sound and muzzle fire to a minimum. By keeping the internal
                 baffles moist, sound can be reduced by approximately thirty-eight
                 decibels. That suppressor can be screwed and secured to 10
                 different positions. This function allows you to adjust the gun's
                 impact point. But that doesn't really matter. That's because the
                 suppressor's already been adjusted. You should be able to get the
                 same results you got when you didn't have a suppressor attached.
    
    
    +=--=+=--=+
      Stinger
    +=--=+=--=+
    
    
    
    Pliskin    : The Stinger is a portable surface-to-air missile launcher. Once
                 you lock on to a target and fire, the missile will automatically
                 pursue the target using its infrared seeker. However, the Stinger
                 you have hasn't been updated to deal with countermeasures. The
                 missile's seeker might be thrown off course by flares. Don't
                 forget that.
    
    
    +=--=+=--=+=--=+
      Stun Grenade
    +=--=+=--=+=--=+
    
    
    Otacon     : The stun grenade in your equipment is for incapacitating enemies
                 without killing them. Stun grenades are non-lethal weapons that
                 knock out enemy personnel with an intense flash of light and a
                 burst of sound. Once the grenade is airborne, a timed detonator
                 ejects an internal cartridge using a small amount of explosives.
                 The cartridge then explodes, and releases a flash rated at over a
                 million candlepower, with an accompanying bang of over 200
                 decibels. The combinations of the flash and the bang temporarily
                 overwhelms human sensory perceptions. There are no projectiles
                 released, so it can only knock out enemies, not wound them. Keep
                 that in mind.
    
    Pliskin    : A stun grenade, huh? It's a non-lethal weapon designed to daze
                 enemies with a blinding flash of light and an ear-splitting bang.
                 When it goes off, it emits a flash equivalent to 2.5 million
                 candels and an explosive sound of over 160 decibels. In simpler
                 terms, that's over 120 times the brightness of a police
                 flashlight and the sound of a jet during take-off. There is also
                 a lot of heat. But that's only at the millisecond level. So don't
                 expect it to ignite anything. The sound emission is also at the
                 millisecond level so there's no permanent damage to the victim's
                 hearing. Used properly, your enemies will lose consciousness...
                 it's not a lethal weapon.
    
    
    +=--=+=--=+
        RGB6
    +=--=+=--=+
    
    
    Pliskin    : You've got an RGB6. A Croatian- manufactured 40mm, 6-round
                 grenade launcher. It's a weapon that was unavailable in VR
                 training. The RGB6 has a spring-driven revolver-type cylinder for
                 handling six grenades. It delivers grenades with greater accuracy
                 than throwing the things, and it's effective for taking out
                 enemies with body armor -- not to mention those hiding behind
                 objects. Since a launched grenade travels on a parabolic
                 trajectory, hitting a target depends on your angle of fire.
    
    
    +=--=+=--=+
        USP
    +=--=+=--=+
    
    
    Otacon     : Snake, that handgun of yours is a USP. The USP comes in a variety
                 of calibers, from a 9mm to a .45. Yours is a 9mm, with 15 rounds
                 per magazine. It's also equipped with a flashlight for nighttime
                 shooting. In the dark, select the USP and aim to turn on the
                 light. Unlike the M9, the USP isn't suppressor-equipped. The
                 gunshots may bring enemy reinforcements running, so be careful.
    
    
                               ======================
                               ==  WEAPON LOCATOR  ==
                               ======================
    
    
       *   Abbreviations for the difficulties are:
    
                 Very Easy : VE
                 Easy : E
                 Normal : N
                 Hard : H
                 Extreme : EX
                 European-Extreme : EE
    
            _________________
     ----- / WEAPON LOCATOR /  ---------------------
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
                          T A N K E R   M I S S I O N
    
    
    
             Name            Difficulty     Location                     
             =====================================================================
             M9              VE-EE          available from start
             ---------------------------------------------------------------------
             USP             VE-EE          Navigational Deck - taken from Olga
    
    
    
                          P L A N T   M I S S I O N
    
    
    
             Name            Difficulty     Location                     
             =====================================================================
             M9              VE-E          Strut A, Deep Sea Dock
             ---------------------------------------------------------------------
             M9              N-EE          Strut F, Warehouse 1F
             ---------------------------------------------------------------------
             SOCOM           VE-EE         Strut B - taken from Pliskin  
             ---------------------------------------------------------------------
             PSG-1           VE-EE         Strut F, Warehouse 1F
             ---------------------------------------------------------------------
             PSG-1T          VE-EE         Strut F, Warehouse 1F
             ---------------------------------------------------------------------
             M4              VE-EE         Strut F, Warehouse 1F
             ---------------------------------------------------------------------
             AKS-74u         VE-EE         Strut F, Warehouse B1
             ---------------------------------------------------------------------
             HF Blade        VE-EE         Arsenal Gear, Ascending Colon
             ---------------------------------------------------------------------
             Stinger         VE-EE         Shell 1-2 connecting bridge
             ---------------------------------------------------------------------
             Nikita          VE-EE         Shell 2 Core, B1 Filter Chamber 2
             ---------------------------------------------------------------------
             RGB6            VE-EE         Strut F, Warehouse 1F
    
    
    ------------------------------------------------------------------------------
    
      *  9.2  Items
    
    ------------------------------------------------------------------------------
    
    These are mainly the descriptions that characters give during the game.  Call a
    character with the weapon equipped and they will describe it for you.
    
    +=--=+=--=+
      Bandage
    +=--=+=--=+
    
    
    Otacon     : You've picked up gel bandages, I see. When you're bleeding,
                 select the bandage as an equipment to stop the blood. The bandage
                 is a type of alginate dressing. It's a highly absorbent pad that
                 gels blood and other fluids on contact. It releases calcium ions
                 during absorption, hence the coagulating effect.
    
    Pliskin    : I see you have the bandage equipped. Whenever you're bleeding,
                 select the bandage in the menu display and press the Confirmation
                 button to stop the bleeding. The bandage is an absorption pad
                 made from alginate fiber. As you probably know, when alginate
                 fibers come into contact with blood or liquids, the colloid gels
                 to produce a moist condition for speeding up the healing process.
                 With outstanding absorption properties in terms of speed and
                 capacity, bandages effectively stop bleeding.
    
    
    +=--=+=--=+
       B.D.U.
    +=--=+=--=+
    
    
    Pliskin    : I see you're wearing the enemy field uniform(B.D.U.). Looks
                 pretty good on you.
    
    Raiden     : Cut it out. It's bad enough that I'm dripping with sweat
                 wondering when somebody's gonna see through my disguise.
    
    Pliskin    : Don't worry. And quit being so sensitive. At least your walk
                 won't give you away...
    
    Raiden     : My walk? Whaddya mean my walk?
    
    Pliskin    : Nothing. Forget I said it. I'd worry more about the fact that the
                 uniform's a little small for your size. It just might come off
                 when you bump into an enemy... Normally, a proper-fitting uniform
                 is issued to a soldier. You're just going to have to fit your
                 movement to the uniform...
    
    
    +=--=+=--=+=--=+
        Binoculars
    +=--=+=--=+=--=+
    
    
    Pliskin    : That pair of binoculars is a high-end military model with
                 auto-focus and zoom features. The binoculars will be particularly
                 useful when used outside the "Big Shell." If you can spot an
                 enemy in the distance at an early stage, it'll give you plenty of
                 time to do something. Scouting out the location of your enemy is
                 vital to the success of an infiltration mission.
    
    
    +=--=+=--=+=--=+
       Body Armor
    +=--=+=--=+=--=+
    
    
    Snake      : I see you're wearing body armor. That's a great way to minimize
                 damage. Your body armor is interwoven with a special fiber made
                 from high-performance polymer materials. The special fiber
                 tangles around a bullet to cushion and spread out the impact to
                 keep damage at a minimum. Bear in mind that the armor just
                 reduces damage. It doesn't eliminate it.
    
    
    +=--=+=--=+
      Camera
    +=--=+=--=+
    
    
    Otacon     : I'll explain how to use the camera. That digital camera you have
                 was specially made to take pictures of the prototype Metal Gear.
                 When a picture is taken, the screen data is first stored in the
                 camera's internal memory. Then it's automatically processed
                 through various algorithms to protect against tampering. Each
                 picture is electronically stamped and distinctively encrypted.
    
                 So, in the off chance that someone alters the data during
                 transmission, we'll know immediately.  Oh -- there's a limit to
                 the internal memory's capacity. If the memory becomes full, 
                 overwrite the pictures you don't need anymore. When you're ready
                 to take a shot, use the L1 and R1 buttons to scroll left or right
                 among the picture previews at the bottom of the screen. Send the
                 pictures to me when you're done. Press the Action button when
                 you're in front of the workstation southeast from there, and the 
                 pictures will be sent to me. Get some good shots!
    
    Pliskin    : Planning to take some pictures? Well, you've got the right camera
                 for the task. With auto-focus and zoom features, this camera
                 guarantees clear pictures. It won't wear with use... so take all
                 the shots you want.
    
    
    +=--=+=--=+=--=+
     Cardboard Box
    +=--=+=--=+=--=+
    
    
    Otacon     : Using the old cardboard box trick, huh? Looks good on you, Snake.
                 Camouflage is the best way to slip past enemy surveillance. But
                 cardboard is just paper when it comes down to it. It won't
                 withstand any serious assault for long. Don't rely on the trick
                 too many times, either. And I recommend you keep it dry.
    
    Pliskin    : The cardboard box that you have is ideal for fooling your
                 enemies. It's a very important tool for infiltration missions. Of
                 course. I can't begin to count the number of agents whose lives
                 were saved by a cardboard box...
    
    Raiden     : You mean everyone's using them?
    
    Pliskin    : Look. I'm not exaggerating when I say the success of your mission
                 hinges on how you use that cardboard box. But in the end, a
                 cardboard box is only made of paper. Handle it with care or it
                 won't be of much use to you. Y'know... I've lost a couple thanks
                 to you...
    
    Raiden     : ?
    
    Pliskin    : Nothing... forget it. Treat your cardboard box with care. Take
                 care of the box and it'll take care of you... Don't think of it
                 as just another box. Treat it with love... Don't be rough. Okay?
    
    
    
    
    
    +=--=+=--=+=--=+
       Cigarettes
    +=--=+=--=+=--=+
    
    
    Otacon     : Snake, are you smoking? You really should quit. First of all, it
                 turns you into an instant target in the dark. As for what it
                 means to your health, I won't even go there. Remember what Naomi
                 said about lung cancer rates Everyone knows that it's a dangerous
                 substance.
    
    Snake      : So's war, and I've done that all my life.
    
    Otacon     : Well, you can screw up your own body if you like, but think about
                 other people, okay?
    
    Snake      : This is the new kind that has almost no second-hand smoke. It
                 won't bother anyone.
    
    Otacon     : Oh really? Didn't I see you toss the butt off the bridge?
                 Littering, polluting...
    
    Snake      : Ummm...
    
    Otacon     : You have a long way to go, my friend.
    
    
    
    Pliskin    : I see you've still got those cigarettes I gave you.
    
    Raiden     : I quit a long time ago...
    
    Pliskin    : Maybe now's the time to start again? Just joking, kid. Those
                 things'll stunt your growth and ruin your health. But in the
                 battlefield, you'll find there's other uses for those cigarettes
                 besides smoking. I'm sure you'll figure out how to use 'em when
                 the time comes...
    
    
    
    +=--=+=--=+=--=+=--=+
        Mine Detector
    +=--=+=--=+=--=+=--=+
    
    
    Pliskin    : That mine detector that you're equipped with displays the
                 location of Claymore mines that aren't visible to the naked eye.
                 It's not your run-of-the-mill mine detector. It isn't a metal
                 detector. It's based more on the various systems used in chemical
                 detectors. In short, it doesn't respond to a mine's metallic
                 casing. It actually detects the elements used in explosives.
                 Basically, it's similar to the sensor that the old man gave
                 you... the one that responds to the "smell" of C4. That's why you
                 can accurately detect the location of mines despite the fact that
                 you're in a metal-based structure. There's no point using the
                 detector without employing the radar.
    
    
    +=--=+=--=+=--=+=--=+=--=+
       Night Vision Googles
    +=--=+=--=+=--=+=--=+=--=+
    
    
    Pliskin    : Those night vision goggles will let you see in the dark. The
                 goggles are equipped with an image intensifier that amplifies
                 even the lowest levels of light to produce clear images. Night
                 vision devices were introduced in the 1940s. Since then, they've
                 undergone several modifications to improve both sensitivity and
                 resolution. Incidentally, the set you're using is a
                 fourth-generation model.
    
    
    +=--=+=--=+=--=+
        Pentazemin
    +=--=+=--=+=--=+
    
    
    Otacon     : You have Pentazemin in your inventory. If you need to take some,
                 select it in the Item Window and push the Enter button.
                 Pentazemin is a mild tranquilizer used to treat clinical
                 depression, obsessive-compulsive behavior, and anxiety. It
                 belongs to the benzodiazepinate family, and along with its
                 antidepressant and anti-anxiety qualities, it suppresses
                 convulsions. Take it when you have a tough shot ahead with the
                 sniper rifle and you need to minimize shakiness. But I guess you
                 don't have one of those yet. Well...you can also try some if
                 you're feeling really seasick.
    
    
             After taking the Pentazemin
    
    
    Snake      : Otacon, I took the Pentazemin and you're right -- the seasickness
                 is gone!
    
    Otacon     : Wow! Really!?
    
    Snake      : What do you mean, "Really?" You said...
    
    Otacon     : Drugs are mostly about placebo effect. If you believe it's
                 effective, it is. You're more naive than I thought.
    
    Snake      : ...
    
    
    
    Pliskin    : You have the Pentazemin equipped, huh. To steady your hands when
                 aiming with a sniper rifle, select Pentazemin in the menu
                 display and press the Confirmation button. Pentazemin is a
                 benzodiazepine anti-depressant used in the treatment of disorders
                 such as depression and autonomic imbalance. In addition to its
                 calming effect, it also relaxes muscular tension and combats
                 convulsions. The result is a steady set of hands. One more
                 thing... Pentazemin does not prevent seasickness...
    
    Raiden     : Seasickness...? What are you talking about?
    
    Pliskin    : I mean sometimes faith can overcome medical science. Never mind...
    
    
    
    
    +=--=+=--=+
      Rations
    +=--=+=--=+
    
    
    Pliskin    : You've got rations. Rations are military food provisions capable
                 of LIFE recovery. Select a ration in the menu display and press
                 the Confirmation button for LIFE recovery. If you equip yourself
                 with rations, you can automatically recover LIFE the moment it
                 hits zero. Field rations are not just emergency food. For a
                 soldier, it's a vital factor in maintaining combat efficiency.
                 Rations are the result of concentrated research and development
                 efforts on the part of the U.S. Military's Cooking Laboratory.
                 Together with calories, meticulous attention is focused on
                 balanced nutrition. Freeze-dried, the rations are easy to carry
                 and keep well. It ain't home cookin', but it'll satisfy your
                 nutritional needs.
    
    Raiden     : Hmmm.
    
    Pliskin    : What's on your mind?
    
    Raiden     : Well, just between you and me?
    
    Pliskin    : Sure. What is it?
    
    Raiden     : I prefer rations over Rose's home cooking...
    
    Pliskin    : That bad, huh?
    
    
    
    
    
    +=--=+=--=+=--=+
       AP Sensor
    +=--=+=--=+=--=+
    
    
    Otacon     : You're using the Anti-personnel Sensor, I see. It measures the
                 electromagnetic fields and heartbeat of life forms and converts
                 the data into vibrations. If an enemy draws near, it will
                 vibrate. The stronger the vibration, the closer the enemy is.
                 But, remember, when using the Anti-personnel Sensor, you'll only
                 be able to feel the vibrations coming from the sensor.
    
    Pliskin    : You're using your Anti-Personnel Sensor. It vibrates whenever an
                 enemy is approaching your position. The sensor responds to the
                 electromagnetic field and heartbeat of life forms. The closer an 
                 enemy, the bigger the vibration. It's a useful device. But 
                 remember that if you're equipped with the sensor, you won't
                 be able to feel any other vibrations around you. It's like 
                 life... You gain something only to lose something else. It's up
                 to you to decide where and when you want to use it.
    
    
    +=--=+=--=+
     Sensor A
    +=--=+=--=+
    
    
    Pliskin    : I see the old man set you up with a Sensor A unit. Aside from C4,
                 explosives continually release their own specific particles.
                 Based on ion mobility spectrometry technology, Sensor A is
                 capable of detecting particle clusters. Simply put, the detector
                 can "sniff out" C4. The detected C4 appears on radar as a
                 cloud-like shape. The cloud indicates the rough location of the
                 explosive. This sensor looks like it's been specially tuned. It's
                 been specially modified to sniff out the signature odor of C4 
                 combined with Fatman's special perfume that he uses to identify
                 his work. That's why it won't respond to any of the C4 that we've
                 set up.
    
    
            After defeating Fatman
    
    
    Pliskin    : (see above) We got a lot of use out of this thing. We probably
                 won't need it anymore.
    
    
    +=--=+=--=+
     Sensor B
    +=--=+=--=+
    
    
    Pliskin    : You're using Sensor B. It's designed to pick out the "odorless"
                 C4 set up by Fatman. Unlike Sensor A, which detects explosive
                 particles, this unit detects the explosive inside an object
                 sealed by neutron emission. The sensor should be able to detect
                 C4, despite the fact that it's been securely sealed to prevent
                 "odor" or more specifically the diffusion of explosive particles.
                 When neutronspass through an object, the hydrogen material it
                 contains interacts to produce a rear diffusion. By measuring this
                 rear diffusion with the detector, the resulting value is analyzed
                 to determine the existence of an explosive. Simply equipping
                 yourself with this unit and the sensor will automatically scan
                 the area around you, and will sound a warning if there's an
                 explosive nearby. Always remember that the shorter the intervals
                 between the warning sound, the closer the location of the bomb.
                 This sensor is adjusted to respond only to the C4 used by Fatman.
                 The composition of our C4 and that of Fatman's seems to be
                 slightly different. I think it may be the wax materials that he
                 uses in his explosives. The old man probably concentrated the
                 bulk of his time on making this modification.
    
            After defeating Fatman
    
    
    Pliskin    : (see above) However, since we've taken care of all the C4, and
                  given the fact that Fatman is no longer with us... I don't think
                  we'll need this sensor anymore.
    
    
    
    
    
    +=--=+=--=+=--=+=--=+
       Thermal Googles
    +=--=+=--=+=--=+=--=+
    
    
    Otacon     : You have the Thermal Goggles equipped huh? They provide night
                 vision by using variances in heat distribution to create an
                 image. It uses a two dimensional solid state projection system to
                 create high-res images at sixty fps in real-time. By using the
                 Thermal Goggles, you can take a look at the enemy's neck to see
                 if they have dog tags or not.
    
    Pliskin    : Those Thermal Goggles provide night vision by creating images
                 from heat distribution. The goggles have a resolution of over
                 400,000 pixels. This performance is largely attributed to the use
                 of a two-dimensional solid projection system with outstanding
                 electric charge transfer capability. With these goggles, you can
                 probably see Claymore mines that are rendered invisible with
                 stealth camouflage.  If you look around the necks of enemy
                 soldiers, you can probably make out their dog tags.
    
    
                              ====================
                              ==  ITEM LOCATOR  ==
                              ====================
    
    
    This works exactly like the node locator.  All Weapon and Item locations are 
    given here.
    
       *   Abbreviations for the difficulties are:
    
                 Very Easy : VE
                 Easy : E
                 Normal : N
                 Hard : H
                 Extreme : EX
                 European-Extreme : EE
    
            _______________
     ----- / ITEM LOCATOR /  ---------------------
           ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    
                          T A N K E R   M I S S I O N
    
    
    
             Name                 Difficulty     Location                     
             =====================================================================
             Scope                VE-EE          available from start
             ---------------------------------------------------------------------
             Wet Box              VE-EE          Navigational Deck   
             ---------------------------------------------------------------------
             Cardboard Box 1      VE-EE          Deck D, Crew's Quarters
             ---------------------------------------------------------------------
             Digital Camera       VE-EE          given after beating Tanker once
             ---------------------------------------------------------------------
             Thermal Goggles      VE-EE          Crow's Nest, Navigational Deck
             ---------------------------------------------------------------------
    
    
                          P L A N T   M I S S I O N
    
    
    
             Name                 Difficulty     Location                     
             =====================================================================
             Thermal Goggles      VE-EE         Deep Sea Dock/Strut L, Perimeter
             ---------------------------------------------------------------------
             SOCOM Suppresser     VE            Strut B, Transformer Room
             ---------------------------------------------------------------------
             SOCOM Suppresser     E-EE          Strut F, Warehouse B1
             ---------------------------------------------------------------------
             PAN Card lvl 1       VE-EE         Strut C, Dining Hall
             ---------------------------------------------------------------------
             PAN Card lvl 2       VE-EE         Strut E, Heliport
             ---------------------------------------------------------------------
             PAN Card lvl 3       VE-EE         Shell 1 Core, B1
             ---------------------------------------------------------------------
             PAN Card lvl 4       VE-EE         Shell 2 Core, 1F
             ---------------------------------------------------------------------
             PAN Card lvl 5       VE-EE         KL connecting bridge
             ---------------------------------------------------------------------
             Body Armor           VE-EE         Shell 2 Core, Filter Chamber 2
             ---------------------------------------------------------------------
             NVG                  VE-EE         Shell 2 Core, Filter Chamber 2
             ---------------------------------------------------------------------
             BDU                  VE-EE         Strut E, Heliport
             ---------------------------------------------------------------------
             Cell Phone           VE-EE         Strut E, Heliport
             ---------------------------------------------------------------------
             Cardboard Box 1      VE-EE         Strut A, Pump Room
             ---------------------------------------------------------------------
             Cardboard Box 2      VE-EE         Strut F, Warehouse B1
             ---------------------------------------------------------------------
             Cardboard Box 3      VE-EE         Strut E, Heliport
             ---------------------------------------------------------------------
             Cardboard Box 4      VE-EE         Shell 1 Core, B2
             ---------------------------------------------------------------------
             Cardboard Box 5      VE-EE         Strut E, Parcel Room 1F
             ---------------------------------------------------------------------
             Shaver               H-EE          Strut A, Deep Sea Dock
             ---------------------------------------------------------------------
             Sensor A             VE-EE         Strut C, Dining Hall
             ---------------------------------------------------------------------
             Sensor B             VE-EE         Strut C, Dining Hall
             ---------------------------------------------------------------------
             Mine Detector        VE-EE         Strut F, Warehouse B1
             ---------------------------------------------------------------------
             AP Sensor            VE-EE         available from start
             ---------------------------------------------------------------------
             Digital Camera       VE-EE         Strut E, Parcel Room B1
    
    ------------------------------------------------------------------------------
    
      *  9.3  Special Items
    
    ------------------------------------------------------------------------------
    
    The main goal of collecting the dog tags is so that you can get these items
    below.  So for example, say you were trying to get the bandana.  You would need
    to get 60 dog tags in total (cumulative of all the difficulties) just in the
    Tanker mission.  Once you get the 60 dog tags and complete the game the item
    will now be available during gameplay that takes place during the Tanker.  Dog
    Tags that are obtained in one chapter do not carry on into the other.  If you
    wanted Raiden's Brown Wig you would need to get 90 dog tags in the Plant
    chapter in total and finish the game in order to get it.  Stealth in both
    chapters works the same way, if you get stealth in the tanker chapter do not
    expect to have it in the Plant, you need to get the required dog tag number for
    that item in that chapter in order to obtain it.
    
    
    +=--=+=--=+=--=+
        Bandana
    +=--=+=--=+=--=+
    
    
    Collect 60 Dog Tags in the Tanker and finish the game  to obtain.  Allows 
    infinite ammo when equipped.  Tanker chapter only.
    
    
    +=--=+=--=+=--=+=--=+
       Optic Camouflage
    +=--=+=--=+=--=+=--=+
    
    
    Collect 80 Dog Tags in the Tanker or 120 in the Plant and finish the game to 
    obtain.  Optic camouflage.  Renders player invisible to enemy soldiers and 
    cameras.  Will not work in boss battles.  Available in Tanker and Plant. 
    
    
    +=--=+=--=+=--=+
       Brown Wig
    +=--=+=--=+=--=+
    
    
    Collect 90 Dog Tags and finish the game to obtain.  Allows infinite ammo when 
    equipped.  Plant chapter only.
    
    
    +=--=+=--=+=--=+
       Orange Wig
    +=--=+=--=+=--=+
    
    
    Collect 170 Dog Tags, and finish the game to obtain. When equipped allows 
    infinite grip when hanging. Plant chapter only.
    
    
    +=--=+=--=+=--=+=--=+
       Blue Wig
    +=--=+=--=+=--=+=--=+
    
    
    Collect 200 Dog Tags, and finish the game to obtain.  When equipped player has 
    infinite oxygen.  Plant chapter only.
    
    ------------------------------------------------------------------------------
    
      *  9.4  Dog Tags
    
    ------------------------------------------------------------------------------
    
    
    To get a dog tag, sneak up behind a guard (with a handgun equipped) and when
    you are reasonably close press the weapon button.  If you have done, this
    right your character should say "Freeze!"  Then hold down L1, to keep your
    aim on the guard, and run to the front.  When you are in front, go into first
    person view and aim at the guard's head or genitals.  He should then start to
    give up items.
    
    Occasionally you will come across one of these so-called "tough guys".  These
    people will not give up anything unless you shoot them with a lethal weapon in
    either the elbow or the knee.  Once you have done this they should give up
    their items.
    
    Many, many thanks to Muni Shinobu for the Dog Tag charts.
    
    
                             ==========================
                             ==  TANKER : VERY EASY  ==
                             ==========================
    
    
    +--------------------------------------------------------------------------+
    |                   T A N K E R    V E R Y   E A S Y                       |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A   |
    | 01 | Aft Deck                 | Josh Spires                 | 0716 | ?   |
    | 02 | Aft Deck                 | Tomomi Nasu                 | 0824 | B   |
    | 03 | Aft Deck                 | Stephen M Driver            | 1217 | A   |
    | 04 | Navigational Deck Wing   | Brendan McLeod              | 0510 | AB  |
    | 05 | Deck A Crew's Quarters   | Hajme Tusima                | 0607 | A   |
    | 06 | Deck B Crew's Quarters   | Yuki Hongoh                 | 0507 | B   |
    | 07 | Deck A Crew's Lounge     | Takahiro Yura               | 0119 | A   |
    | 08 | Deck A Crew's Lounge     | David P LaFrenier           | 0305 | A   |
    | 09 | Deck A Crew's Lounge     | Eric Bravo                  | 0806 | A   |
    | 10 | Deck D Crew's Quarters   | Miguel Luis Cunha           | 0304 | O   |
    | 11 | Deck D Crew's Quarters   | Eiji Senke                  | 0322 | B   |
    | 12 | Deck 2 Port              | Yohsuke Sakaguchi           | 0802 | A   |
    | 13 | Deck 2 Port              | Jan Friese                  | 1016 | A   |
    | 14 | Deck 2 Port              | Marius Torsud               | 1224 | ?   |
    | 15 | Engine Room              | Andrej Pedercina Mimica     | 0113 | ?   |
    | 16 | Engine Room              | Mike J Corbitt              | 1205 | O   |
    | 17 | Engine Room              | Aaron T Powell              | 1111 | O   |
    | 18 | Engine Room              | Jeff A Saylor Jr            | 1110 | ?   |
    | 19 | Engine Room              | Kazuki Tokunaga             | 1224 | O   |
    | 20 | Hold No.1                | Kamil Mania                 | 0710 | ?   |
    | 21 | Hold No.1                | Ismael Miranda de Andrade   | 0421 | B   |
    | 22 | Hold No.3                | Darryl F Kemp               | 0824 | B   |
    | 23 | Hold No.3                | Yoshitoshi Toyoda           | 0726 | A   |
    +--------------------------------------------------------------------------+
    
    
                             =====================
                             ==  TANKER : EASY  ==
                             =====================
    
    
    +--------------------------------------------------------------------------+
    |                   T A N K E R    E A S Y                                 |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A   |
    | 01 | Aft Deck                 | Justin P Verrier            | 0923 | A   |
    | 02 | Aft Deck                 | Ryouichi Matsumoto          | 0511 | ?   |
    | 03 | Aft Deck                 | Michael S Futter            | 0501 | A   |
    | 04 | Navigational Deck Wing   | Michael Vogt                | 0209 | B   |
    | 05 | Deck A Crew's Quarters   | Kei Kudou Mon               | 0402 | O   |
    | 06 | Deck A Crew's Quarters   | Eetu Holmqvist              | 0410 | O   |
    | 07 | Deck A Crew's Lounge     | Matthew W Hunt              | 1207 | A   |
    | 08 | Deck A Crew's Lounge     | David W Pelster             | 1114 | AB  |
    | 09 | Deck A Crew's Lounge     | Takumi Shimada              | 0711 | ?   |
    | 10 | Deck D Crew's Quarters   | Cary J Schwartzman          | 0202 | A   |
    | 11 | Deck D Crew's Quarters   | Danilo NE Carbone           | 0426 | O   |
    | 12 | Deck 2 Port              | Adam Lloyd                  | 0719 | ?   |
    | 13 | Deck 2 Port              | David E Palm                | 0506 | ?   |
    | 14 | Deck 2 Port              | Yuki Aoki                   | 1019 | B   |
    | 15 | Engine Room              | William N Bruce             | 0910 | O   |
    | 16 | Engine Room              | Chien Jen Liang             | 0429 | O   |
    | 17 | Engine Room              | Luke Boulerice              | 0815 | ?   |
    | 18 | Engine Room              | Yusuke Sasaki               | 0924 | B   |
    | 19 | Engine Room              | Travis J Long               | 0219 | O   |
    | 20 | Engine Room              | Steven A Weekes             | 0407 | O   |
    | 21 | Hold No.1                | Marco Silvano               | 0106 | ?   |
    | 22 | Hold No.1                | Xesk Malone                 | 1217 | O   |
    | 23 | Hold No.3                | Michalis Taubert            | 0705 | A   |
    | 24 | Hold No.3                | Lee A Myers                 | 1230 | B   |
    | 25 | Hold No.3                | Rock Young                  | 0911 | AB  |
    +--------------------------------------------------------------------------+
    
    
                             =======================
                             ==  TANKER : NORMAL  ==
                             =======================
    
    
    +--------------------------------------------------------------------------+
    |                   T A N K E R    N O R M A L                             |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A   |
    | 01 | Aft Deck                 | Garret L Peters             | 0920 | AB  |
    | 02 | Aft Deck                 | Sunny Hsu                   | 1106 | A   |
    | 03 | Aft Deck                 | Pablo Maisuls               | 0529 | A   |
    | 04 | Navigational Deck Wing   | Samuel B Sandoval           | 1214 | A   |
    | 05 | Deck C Crew's Quarters   | James I Bartelle            | 0414 | ?   |
    | 06 | Deck A Crew's Quarters   | Daniel Kucan                | 1130 | O   |
    | 07 | Deck B Crew's Quarters   | Ronan Khim                  | 1105 | AB  |
    | 08 | Deck A Crew's Lounge     | Masanori Inui               | 1014 | O   |
    | 09 | Deck A Crew's Lounge     | Jeng L Valencia             | 0804 | AB  |
    | 10 | Deck A Crew's Lounge     | Seth T Hay                  | 0420 | O   |
    | 11 | Deck A Crew's Lounge     | Daniel W Dennison           | 0312 | ?   |
    | 12 | Deck D Crew's Quarters   | Flavio Camargos             | 0727 | A   |
    | 13 | Deck D Crew's Quarters   | Brad R Whitefield           | 1005 | AB  |
    | 14 | Deck D Crew's Quarters   | James Broome                | 0408 | ?   |
    | 15 | Deck D Crew's Quarters   | Hiromasa Watanabe           | 0516 | A   |
    | 16 | Deck 2 Port              | Kieran Keegan               | 1111 | AB  |
    | 17 | Deck 2 Port              | Hirokazu Takahashi          | 1006 | A   |
    | 18 | Deck 2 Port              | Marwan Abdullah AlHarbi     | 0101 | O   |
    | 19 | Engine Room              | Henning Rhoden              | 0005 | B   |
    | 20 | Engine Room              | Marcelo Zamorano            | 0828 | A   |
    | 21 | Engine Room              | Simon F Picard              | 0515 | O   |
    | 22 | Engine Room              | Haden K Oneil               | 0307 | ?   |
    | 23 | Engine Room              | Yuji Higuchi                | 0322 | B   |
    | 24 | Engine Room              | Husain Abdulrazaq AlHasan   | 0514 | ?   |
    | 25 | Hold No.1                | Robert R Bruce              | 1116 | A   |
    | 26 | Hold No.1                | Kenzi Tanda                 | ?    | ?   |
    | 27 | Hold No.1                | Ivan E Saldarriaga          | 0910 | O   |
    | 28 | Hold No.2                | Christopher G Hercus        | 1211 | O   |
    | 29 | Hold No.2                | Tomohiro Katoh              | 0926 | B   |
    | 30 | Hold No.3                | David D Crumpler            | 0514 | B   |
    | 31 | Hold No.3                | Joao E Martins              | 1114 | A   |
    | 32 | Hold No.3                | Mika A Taavela              | 1118 | ?   |
    +--------------------------------------------------------------------------+
    
                              =====================
                              ==  TANKER : HARD  ==
                              =====================
    
    +--------------------------------------------------------------------------+
    |                   T A N K E R    H A R D                                 |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A   |
    | 01 | Aft Deck                 | Pawel Adamczyk              | 0101 | O   |
    | 02 | Aft Deck                 | Jonathan S Wilson           | 0418 | O   |
    | 03 | Aft Deck                 | Peter A Sattaur             | 0730 | A   |
    | 04 | Navigational Deck Wing   | Ako Kudou                   | 0804 | A   |
    | 05 | Deck C Crew's Quarters   | Johan Hana                  | 1030 | A   |
    | 06 | Deck A Crew's Quarters   | Dex J Delfrate              | 0212 | ?   |
    | 07 | Deck B Crew's Quarters   | Joseph R Larger             | 0123 | ?   |
    | 08 | Deck B Crew's Quarters   | Kouji Takemoto              | 0530 | O   |
    | 09 | Deck A Crew's Lounge     | Mahde M Mansur              | 1121 | O   |
    | 10 | Deck A Crew's Lounge     | Sauzando Aran               | 0927 | B   |
    | 11 | Deck A Crew's Lounge     | Kouhei Yoshizumi            | 1111 | A   |
    | 12 | Deck D Crew's Quarters   | Hidetosi Suzuki             | 0817 | B   |
    | 13 | Deck D Crew's Quarters   | Joelmir Mazon               | 0101 | A   |
    | 14 | Deck D Crew's Quarters   | Michiel A Hendriksen        | 0216 | B   |
    | 15 | Deck D Crew's Quarters   | Masahiro Takahashi          | 0701 | A   |
    | 16 | Deck 2 Port              | Christopher C Osterwald     | 0120 | A   |
    | 17 | Deck 2 Port              | Lee Seung Min               | 0212 | B   |
    | 18 | Deck 2 Port              | TSZ TING                    | 1218 | A   |
    | 19 | Engine Room              | Manabu Nishiyama            | 0717 | B   |
    | 20 | Engine Room              | David Heng Liu              | 0412 | A   |
    | 21 | Engine Room              | Wei Zhang                   | 0101 | A   |
    | 22 | Engine Room              | Han Tao                     | 1124 | B   |
    | 23 | Engine Room              | Takashi Shiohama            | 0520 | B   |
    | 24 | Engine Room              | James C Layton              | 1214 | B   |
    | 25 | Engine Room              | Jesus Auron Noatsuna        | 0101 | A   |
    | 26 | Hold No.1                | Ha Su Jung                  | 1216 | B   |
    | 27 | Hold No.1                | Minako Nakazawa             | 0521 | B   |
    | 28 | Hold No.1                | Kel M Booker                | 0128 | ?   |
    | 29 | Hold No.2                | Asif A Ali                  | 0829 | A   |
    | 30 | Hold No.2                | Tatsumi Mizuguchi           | 0913 | A   |
    | 31 | Hold No.3                | Ali Karar                   | 0521 | AB  |
    | 32 | Hold No.3                | Benjamin Phoon              | 0430 | A   |
    | 33 | Hold No.3                | Jason L Hines               | 1207 | A   |
    | 34 | Hold No.3                | Kurt W Bartholomew          | 0702 | AB  |
    +--------------------------------------------------------------------------+
    
    
                             ========================
                             ==  TANKER : EXTREME  ==
                             ========================
    
    
    +--------------------------------------------------------------------------+
    |                   T A N K E R    E X T R E M E                           |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Navigational Deck Wing   | Olga Gurlukovich            | 0923 | A   |
    | 01 | Aft Deck                 | Isao Miyamoto               | 0322 | AB  |
    | 02 | Aft Deck                 | Matt Holt                   | 0303 | A   |
    | 03 | Aft Deck                 | Patrick James Torrence      | 0420 | ?   |
    | 04 | Navigational Deck Wing   | Malcolm W Bullmore          | 0704 | ?   |
    | 05 | Deck C Crew's Quarters   | Adam Christopher Vazquez    | 1215 | ?   |
    | 06 | Deck A Crew's Quarters   | Alexandra Rattay            | 1110 | A   |
    | 07 | Deck B Crew's Quarters   | Enrike Vargas Suarez        | 0528 | O   |
    | 08 | Deck A Crew's Lounge     | Akihito Oshima              | 1025 | A   |
    | 09 | Deck A Crew's Lounge     | Bruce Murphy                | 0130 | O   |
    | 10 | Deck A Crew's Lounge     | Patrick F Coley             | 0201 | O   |
    | 11 | Deck D Crew's Quarters   | Patrouillault Celine        | 0321 | O   |
    | 12 | Deck D Crew's Quarters   | Andre Perron                | 0304 | A   |
    | 13 | Deck D Crew's Quarters   | Matthew M Wilcox            | 0212 | AB  |
    | 14 | Deck D Crew's Quarters   | Miyaji Masayuki             | 0611 | AB  |
    | 15 | Deck 2 Port              | Guyver M Scott              | 0122 | AB  |
    | 16 | Deck 2 Port              | Devin P McCourt             | 0122 | O   |
    | 17 | Deck 2 Port              | Takahiro Hanaoka            | 0206 | B   |
    | 18 | Engine Room              | JinagXi Konglong            | 0926 | B   |
    | 19 | Engine Room              | Yuji Gotoh                  | 0351 | O   |
    | 20 | Engine Room              | Tomi S Hakulinen            | 0901 | ?   |
    | 21 | Engine Room              | Suneel Buggal               | 1220 | O   |
    | 22 | Engine Room              | Anibal Rodriguez            | 0330 | O   |
    | 23 | Engine Room              | Fahim Mumin                 | 0831 | ?   |
    | 24 | Engine Room              | Nicholas A Kowalcyk         | 1215 | A   |
    | 25 | Hold No.1                | Adam M Conrad               | 0804 | ?   |
    | 26 | Hold No.1                | David Oh                    | 0714 | O   |
    | 27 | Hold No.1                | Shinichi Furusho            | 0823 | AB  |
    | 28 | Hold No.2                | Daisuke mercury Shimada     | 1218 | AB  |
    | 29 | Hold No.2                | Phil A Marchant             | 1006 | O   |
    | 30 | Hold No.3                | Landon F Hilde              | 0618 | AB  |
    | 31 | Hold No.3                | Jeremy J Drake              | 1028 | ?   |
    | 32 | Hold No.3                | Fred A Thiele               | 0718 | ?   |
    | 33 | Hold No.3                | Nagisa Kase                 | 0225 | O   |
    +--------------------------------------------------------------------------+
    
    
                            =========================
                            ==  PLANT : VERY EASY  ==
                            =========================
    
    
    +--------------------------------------------------------------------------+
    |                     P L A N T    V E R Y   E A S Y                       |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Arsenal Ascending Colon  | Iroquois Pliskin            | ???  | ?   |
    | 01 | Strut A Deep Sea Dock    | Brad I Lanning              | 0105 | AB  |
    | 02 | Strut A Deep Sea Dock    | Charles P Pinkerton         | 0409 | A   |
    | 03 | Strut A Roof             | Jason M Gillispie           | 0322 | B   |
    | 04 | Strut A Pump Room        | Samuel Andi Hendranata      | 0823 | O   |
    | 05 | Strut A Pump Room        | Yasuhiro Matsuzaki          | 1027 | B   |
    | 06 | AB Connecting Bridge     | Artthapong Siriamonthep     | 1220 | O   |
    | 07 | AB Connecting Bridge     | Amadeus Knothe              | 0301 | A   |
    | 08 | Strut B Transformer Room | Bob Fu                      | 0408 | B   |
    | 09 | Strut B Transformer Room | Yasuo Suzuki                | 0824 | O   |
    | 10 | BC Connecting Bridge     | Yiqiang Yao                 | 1116 | B   |
    | 11 | Strut C Dining Hall      | Vanessa E Mejia             | 0315 | O   |
    | 12 | Strut C Dining Hall      | Anthony J Willreign Supreme | 0321 | ?   |
    | 13 | CD Connecting Bridge     | Marques Dean                | 0707 | A   |
    | 14 | CD Connecting Bridge     | Kevin M Miller              | 0720 | B   |
    | 15 | Strut D Sediment Pool    | Mathias Ellemann Jensen     | 0223 | ?   |
    | 16 | Strut D Sediment Pool    | Christian Ryan De Ramos     | 1114 | AB  |
    | 17 | DE Connecting Bridge     | Derek Broadbent             | 0902 | O   |
    | 18 | DE Connecting Bridge     | Till Schlegel               | 1117 | A   |
    | 19 | Strut E Parcel Room      | Nana Mizuki                 | 0121 | O   |
    | 20 | Strut E Parcel Room      | Csaba Millei                | 0307 | AB  |
    | 21 | Strut E Heliport         | Jordan J Davis              | 0603 | ?   |
    | 22 | Strut E Heliport         | Luke Christian Roberts      | 0701 | AB  |
    | 23 | Strut F Warehouse        | Sinya Tusunoda              | 0330 | B   |
    | 24 | Strut F Warehouse        | Asia R Pickle               | 1228 | A   |
    | 25 | FA Connecting Bridge     | Daniel P Wells              | 1018 | ?   |
    | 26 | Shell 1 Core 1F          | David Anthony Wilson        | 0222 | O   |
    | 27 | Shell 1 Core 1F          | Jasper A Hefko              | 1025 | ?   |
    | 28 | Shell 1 Core 1F          | Steven L Harper             | 0902 | O   |
    | 29 | Shell 1 Core B1          | Yasuhiko Nakamura           | 0528 | O   |
    | 30 | Shell 1 Core B1          | Chris Escobar               | 1126 | ?   |
    | 31 | Shell 1 Core B1          | Elliott I Kugler            | 0409 | ?   |
    | 32 | Shell 1 Core B2          | Mai Ohta                    | 0616 | B   |
    | 33 | Shell 1 Core B2          | Roth W Lanphear             | 0518 | ?   |
    | 34 | Shell 1 Core B2          | Cheng exs Cheng             | 0107 | AB  |
    | 35 | Shell 1 Core B2          | Liam P Slater               | 0227 | ?   |
    | 36 | KL Connecting Bridge     | Neill W Perry               | 0318 | O   |
    | 37 | Strut L Sewage Treatment | Robert W Goodenow III       | 1226 | A   |
    | 38 | Strut L Sewage Treatment | Mathias Buntrock            | 0310 | O   |
    | 39 | Shell 2 Core 1F          | Andrei V Galinski           | 0919 | AB  |
    | 40 | Shell 2 Core 1F          | Naoki Inoue                 | 0619 | A   |
    | 41 | Shell 2 Core 1F          | Hiu Fung Wong               | 1129 | ?   |
    | 42 | Strut E Heliport         | Peter Stillman              | 1116 | A   |
    +--------------------------------------------------------------------------+
    
    
                               ====================
                               ==  PLANT : EASY  ==
                               ====================
    
    
    +--------------------------------------------------------------------------+
    |                     P L A N T    E A S Y                                 |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Arsenal Ascending Colon  | Meryl Silverburgh           | ???  | A   |
    | 01 | Strut A Deep Sea Dock    | Emiko Yokoshima             | 0619 | ?   |
    | 02 | Strut A Deep Sea Dock    | Terry Cheung                | 0609 | O   |
    | 03 | Strut A Roof             | Jacqueline D Benzon         | 1003 | A   |
    | 04 | Strut A Pump Room        | Akihide Yonekura            | 0621 | A   |
    | 05 | Strut A Pump Room        | Goushi Kawamura             | 0310 | A   |
    | 06 | AB Connecting Bridge     | William R Kelly             | 0325 | A   |
    | 07 | AB Connecting Bridge     | Ryosuke Sugie               | 0301 | O   |
    | 08 | Strut B Transformer Room | Masanori Masabu Ihara       | 0204 | A   |
    | 09 | Strut B Transformer Room | Hiroyuki Doi                | 1209 | A   |
    | 10 | BC Connecting Bridge     | Marius Alain Nguyen         | 0711 | AB  |
    | 11 | Strut C Dining Hall      | Kevin Chen                  | 0317 | AB  |
    | 12 | Strut C Dining Hall      | Boudraa Reda                | 0727 | O   |
    | 13 | CD Connecting Bridge     | Yu Ya Nan                   | 1012 | ?   |
    | 14 | CD Connecting Bridge     | Takayuki Ueda               | 0620 | A   |
    | 15 | Strut D Sediment Pool    | Luis Silva Garcia           | 0716 | O   |
    | 16 | Strut D Sediment Pool    | Brian A Brown               | 1021 | A   |
    | 17 | DE Connecting Bridge     | Nicholas S DeGrazia         | 0723 | AB  |
    | 18 | DE Connecting Bridge     | Yuuki Ito                   | 0523 | B   |
    | 19 | Strut E Parcel Room      | Anmar Saad Albinyan         | 0318 | ?   |
    | 20 | Strut E Parcel Room      | Steve Masao Terada          | 0626 | ?   |
    | 21 | Strut E Heliport         | Yuuki Yagi                  | 0402 | A   |
    | 22 | Strut E Heliport         | Brigitte Dickenscheid       | 0330 | ?   |
    | 23 | Strut F Warehouse        | Agmall Sarwari              | 0820 | A   |
    | 24 | Strut F Warehouse        | Naoto Yamazaki              | 1113 | AB  |
    | 25 | Strut F Warehouse        | Terry Matalas               | 1211 | A   |
    | 26 | FA Connecting Bridge     | Sefie J Nolte               | 1215 | O   |
    | 27 | Shell 1 Core 1F          | David Li-San Chen           | 1013 | A   |
    | 28 | Shell 1 Core 1F          | Ginseng W Mileur            | 0131 | O   |
    | 29 | Shell 1 Core 1F          | Remy Schuster               | 0101 | A   |
    | 30 | Shell 1 Core B1          | Matthew J Whitney           | 1115 | AB  |
    | 31 | Shell 1 Core B1          | Ricardo Enrique Salazar     | 0717 | O   |
    | 32 | Shell 1 Core B1          | Randall J Koerte            | 0917 | O   |
    | 33 | Shell 1 Core B2          | Syouhei Yoshino             | 0908 | ?   |
    | 34 | Shell 1 Core B2          | Mika M Claudepierre         | 0222 | O   |
    | 35 | Shell 1 Core B2          | Joshua M Busby              | 0718 | B   |
    | 36 | Shell 1 Core B2          | Oliver Swann                | 0312 | AB  |
    | 37 | KL Connecting Bridge     | Toshifumi Kotogi            | 0104 | A   |
    | 38 | Strut L Sewage Treatment | Erich Werdermann            | 0528 | ?   |
    | 39 | Strut L Sewage Treatment | Kouhei Tuzita               | 0821 | AB  |
    | 40 | Shell 2 Core 1F          | Federico Biscetti           | 0324 | O   |
    | 41 | Shell 2 Core 1F          | Matt R Miller               | 0207 | O   |
    | 42 | Shell 2 Core 1F          | Jean Pierre Laforce         | 1130 | O   |
    | 43 | Strut E Heliport         | Peter Stillman              | 1116 | A   |
    +--------------------------------------------------------------------------+
    
    
                              ======================
                              ==  PLANT : NORMAL  ==
                              ======================
    
    
    +--------------------------------------------------------------------------+
    |                     P L A N T    N O R M A L                             |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Arsenal Ascending Colon  | Solid Snake                 | ???  | ?   |
    | 01 | Strut A Roof             | Jordan A Bowman             | 0927 | B   |
    | 02 | Strut A Pump Room        | Sean M Culhane              | 0708 | O   |
    | 03 | Strut A Pump Room        | Jamie DR Dickie             | 0410 | ?   |
    | 04 | AB Connecting Bridge     | Daichi Bada                 | 0301 | B   |
    | 05 | AB Connecting Bridge     | David L Newell              | 0112 | A   |
    | 06 | Strut B Transformer Room | Bren J Fraher               | 0228 | ?   |
    | 07 | Strut B Transformer Room | Gavin C Elliott             | 0825 | ?   |
    | 08 | BC Connecting Bridge     | Johnny Chong                | 0719 | O   |
    | 09 | Strut C Dining Hall      | Chuoc Shan Lam              | 0306 | B   |
    | 10 | Strut C Dining Hall      | Markus Huendgen             | 0701 | ?   |
    | 11 | CD Connecting Bridge     | Michael Roger Aarons        | 0801 | O   |
    | 12 | CD Connecting Bridge     | Takuji Tada                 | 0413 | B   |
    | 13 | Strut D Sediment Pool    | Joseph A McClaren           | 1102 | A   |
    | 14 | Strut D Sediment Pool    | Dustin Weger                | 0207 | A   |
    | 15 | Strut D Sediment Pool    | Wojtek Kujawa               | 0802 | O   |
    | 16 | DE Connecting Bridge     | Kenji Yamaguchi             | 0903 | A   |
    | 17 | DE Connecting Bridge     | John A McCormick            | 0129 | O   |
    | 18 | Strut E Parcel Room      | Robert Viset                | 0426 | B   |
    | 19 | Strut E Parcel Room      | Tommi Eklof                 | 0826 | O   |
    | 20 | Strut E Parcel Room      | Gary L Curtis               | 0825 | A   |
    | 21 | Strut E Heliport         | Court Stauff                | 0515 | O   |
    | 22 | Strut E Heliport         | Frode A Steine              | 0602 | A   |
    | 23 | Strut E Heliport         | Katharine Irene Hargrove    | 1210 | AB  |
    | 24 | Strut F Warehouse        | David R Papps               | 0602 | A   |
    | 25 | Strut F Warehouse        | Matt D Huffman              | 0518 | A   |
    | 26 | Strut F Warehouse        | Ali H Rafati                | 0604 | AB  |
    | 27 | FA Connecting Bridge     | Mais M Baali                | 0124 | O   |
    | 28 | Shell 1 Core 1F          | Satoru Oda                  | 0816 | O   |
    | 29 | Shell 1 Core 1F          | Kamal Aggarwal              | 1023 | ?   |
    | 30 | Shell 1 Core 1F          | Anthony Hampton             | 0129 | A   |
    | 31 | Shell 1 Core 1F          | Ivan Lui                    | 0424 | O   |
    | 32 | Shell 1 Core B1          | Hideaki Dei                 | 1121 | A   |
    | 33 | Shell 1 Core B1          | Cesar Pariona Oncebay       | 0523 | O   |
    | 34 | Shell 1 Core B1          | Yuuko Hayashi               | 1204 | B   |
    | 35 | Shell 1 Core B2          | Viktor Hamrefors            | 0824 | ?   |
    | 36 | Shell 1 Core B2          | Miroku Sato                 | 1025 | O   |
    | 37 | Shell 1 Core B2          | Kojiro Hayama               | 1206 | B   |
    | 38 | Shell 1 Core B2          | Mark S Eaton Fry            | 1212 | ?   |
    | 39 | KL Connecting Bridge     | Han Yi Cheng                | 1220 | O   |
    | 40 | Strut L Sewage Treatment | Yuta Tsubasa Teruya         | 0109 | ?   |
    | 41 | Strut L Sewage Treatment | Mikiya Horiuchi             | 1101 | A   |
    | 42 | Shell 2 Core 1F          | Martin Johansson            | 0329 | B   |
    | 43 | Shell 2 Core 1F          | TaRo ArAkAwA                | 1225 | O   |
    | 44 | Shell 2 Core 1F          | Gaku Yamada                 | 0624 | ?   |
    | 45 | Shell 2 Core 1F          | Zheng Xuan                  | 0316 | ?   |
    | 46 | Shell 2 Core 1F          | Erasmo O Metos              | 0314 | B   |
    | 47 | Shell 2 Core 1F          | Florian Busch               | 0502 | O   |
    | 48 | Strut E Heliport         | Peter Stillman              | 1116 | A   |
    +--------------------------------------------------------------------------+
    
    
                                 ====================
                                 ==  PLANT : HARD  ==
                                 ====================
    
    
    +--------------------------------------------------------------------------+
    |                     P L A N T    H A R D                                 |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Arsenal Ascending Colon  | Liquid Snake                | ???  | ?   |
    | 01 | Strut A Roof             | Ihor Novosilets             | 0701 | O   |
    | 02 | Strut A Pump Room        | Julian Tan                  | 0530 | ?   |
    | 03 | Strut A Pump Room        | Max K Do                    | 0101 | ?   |
    | 04 | AB Connecting Bridge     | Jenam Ryu                   | 0621 | O   |
    | 05 | AB Connecting Bridge     | Kit M Paines                | 0228 | O   |
    | 06 | Strut B Transformer Room | Stephen M Stretton          | 0424 | A   |
    | 07 | Strut B Transformer Room | Adrian Styrsky Ellwood      | 1021 | O   |
    | 08 | BC Connecting Bridge     | Hanbum Son                  | 0502 | A   |
    | 09 | Strut C Dining Hall      | Juan Luis Rulz              | 0109 | ?   |
    | 10 | Strut C Dining Hall      | Takayuki Kawakubo           | 0911 | B   |
    | 11 | CD Connecting Bridge     | Gregory M Roy               | 0201 | ?   |
    | 12 | CD Connecting Bridge     | Randy Lee Way               | 1011 | A   |
    | 13 | Strut D Sediment Pool    | Taggart D Ryan              | 1211 | ?   |
    | 14 | Strut D Sediment Pool    | Sunny Hsu                   | 1106 | A   |
    | 15 | Strut D Sediment Pool    | Sascha Norbert Behr         | 0320 | O   |
    | 16 | Strut D Sediment Pool    | Derrick S Edick             | 0122 | AB  |
    | 17 | DE Connecting Bridge     | Michael Mantilla            | 0401 | A   |
    | 18 | DE Connecting Bridge     | Eiichiro Kimura             | 0903 | A   |
    | 19 | Strut E Parcel Room      | Omar Khettab                | 0921 | A   |
    | 20 | Strut E Parcel Room      | Ting Kae Lung               | 0316 | ?   |
    | 21 | Strut E Parcel Room      | Eric J Melen                | 0717 | ?   |
    | 22 | Strut E Parcel Room      | Chad P Bala                 | 0722 | O   |
    | 23 | Strut E Heliport         | Gustavo L Lazo              | 0324 | ?   |
    | 24 | Strut E Heliport         | Alan Chon                   | 0316 | ?   |
    | 25 | Strut E Heliport         | Christian Alexander Heinzer | 0306 | AB  |
    | 26 | Strut F Warehouse        | Daisuke Kato                | 1208 | B   |
    | 27 | Strut F Warehouse        | Takeshi Umeoka              | 0912 | O   |
    | 28 | Strut F Warehouse        | Masato Aoyama               | 0406 | O   |
    | 29 | Strut F Warehouse        | Yo Narita                   | 0416 | B   |
    | 30 | FA Connecting Bridge     | Michael S Chang             | 0511 | A   |
    | 31 | Shell 1 Core 1F          | Lucky Zhu                   | 0404 | A   |
    | 32 | Shell 1 Core 1F          | Ryo Nitta                   | 0123 | B   |
    | 33 | Shell 1 Core 1F          | Shunsuke Katoh              | 0801 | AB  |
    | 34 | Shell 1 Core 1F          | Toru Yamagishi              | 0518 | A   |
    | 35 | Shell 1 Core B1          | Sandra Stevic               | 0223 | ?   |
    | 36 | Shell 1 Core B1          | Brady N Hartel              | 1002 | ?   |
    | 37 | Shell 1 Core B1          | Daichi Sumitomo             | 0909 | A   |
    | 38 | Shell 1 Core B2          | Chris David Adlam           | 0210 | ?   |
    | 39 | Shell 1 Core B2          | Shingo Minakawa             | 0829 | B   |
    | 40 | Shell 1 Core B2          | Victor Sjostrom             | 1003 | B   |
    | 41 | Shell 1 Core B2          | Hiroyuki Sakashita          | 0710 | ?   |
    | 42 | KL Connecting Bridge     | Kazuto Ikeda                | 0923 | O   |
    | 43 | Strut L Sewage Treatment | Victor Melnik               | 0101 | A   |
    | 44 | Strut L Sewage Treatment | Thiago Monezi Pires de Avila| 0428 | A   |
    | 45 | Shell 2 Core 1F          | Phil A Marchant             | 1006 | O   |
    | 46 | Shell 2 Core 1F          | Yuusuke Kitamura            | 1029 | B   |
    | 47 | Shell 2 Core 1F          | Carlos C Cresswell          | 0913 | B   |
    | 48 | Shell 2 Core 1F          | Amir C Saya                 | 0705 | A   |
    | 49 | Shell 2 Core 1F          | Jeffrey Fong                | 0808 | O   |
    | 50 | Shell 2 Core 1F          | Sverrir Fridriksson         | 0504 | B   |
    | 51 | Strut E Heliport         | Peter Stillman              | 1116 | A   |
    +--------------------------------------------------------------------------+
    
    
                             =======================
                             ==  PLANT : EXTREME  ==
                             =======================
    
    
    +--------------------------------------------------------------------------+
    |                     P L A N T    E X T R E M E                           |
    |--------------------------------------------------------------------------|
    | ID | LOCATION                 | NAME                        | DOB  | BLD |
    |----+--------------------------+-----------------------------+------+-----|
    | 00 | Arsenal Ascending Colon  | Hideo Kojima                | 0824 | A   |
    | 01 | Strut A Roof             | Makoto Shiragaki            | 0804 | AB  |
    | 02 | Strut A Pump Room        | Richard W Hair Jr           | 1022 | O   |
    | 03 | Strut A Pump Room        | Spencer P Gallagher         | 0228 | A   |
    | 04 | AB Connecting Bridge     | Ruben Alexander van Ophuizen| 1006 | AB  |
    | 05 | AB Connecting Bridge     | Leevi Mursula               | 0417 | O   |
    | 06 | Strut B Transformer Room | Roy Grizzly                 | 0726 | O   |
    | 07 | Strut B Transformer Room | Murat Sahiner               | 1006 | A   |
    | 08 | BC Connecting Bridge     | Casey K Chan                | 0128 | ?   |
    | 09 | Strut C Dining Hall      | David Yu                    | 0920 | B   |
    | 10 | Strut C Dining Hall      | Yuta Shimizu                | 0615 | O   |
    | 11 | CD Connecting Bridge     | Callum G Whitehurst         | 1207 | AB  |
    | 12 | CD Connecting Bridge     | Matthew T Fenelon           | 0701 | O   |
    | 13 | Strut D Sediment Pool    | Edward Evans                | 0521 | A   |
    | 14 | Strut D Sediment Pool    | Sonny Skinner               | 0221 | A   |
    | 15 | Strut D Sediment Pool    | Ryo Hanazawa                | 0306 | O   |
    | 16 | Strut D Sediment Pool    | Mixalis Tsakiris            | 1218 | O   |
    | 17 | DE Connecting Bridge     | Wayne A Hindman II          | 0621 | O   |
    | 18 | DE Connecting Bridge     | Zeeshan Raza                | 1118 | AB  |
    | 19 | Strut E Parcel Room      | Mikko Pellervo Rekola       | 0501 | ?   |
    | 20 | Strut E Parcel Room      | Kouji Yamashita             | 1103 | B   |
    | 21 | Strut E Parcel Room      | Makoto Chiba                | 0131 | O   |
    | 22 | Strut E Parcel Room      | David Gomez                 | 1219 | ?   |
    | 23 | Strut E Parcel Room      | Christopher R Martinez      | 0428 | O   |
    | 24 | Strut E Heliport         | Masayuki Yabuki             | 1010 | B   |
    | 25 | Strut E Heliport         | Brendan Oconnor             | 0207 | O   |
    | 26 | Strut E Heliport         | Grant Drain                 | 0713 | AB  |
    | 27 | Strut F Warehouse        | Yoshihiro Sakai             | 0909 | B   |
    | 28 | Strut F Warehouse        | Greg T McDaniel             | 1223 | ?   |
    | 29 | Strut F Warehouse        | Ikuo Uchiumi                | 1231 | A   |
    | 30 | Strut F Warehouse        | Ai Shimamatsu               | 1016 | O   |
    | 31 | Strut F Warehouse        | Derek Faria                 | 0827 | B   |
    | 32 | FA Connecting Bridge     | Artmed S Hernandez          | 1130 | AB  |
    | 33 | Shell 1 Core 1F          | Rhys J Perkins              | 1003 | ?   |
    | 34 | Shell 1 Core 1F          | Henry Van                   | 1113 | ?   |
    | 35 | Shell 1 Core 1F          | Takashi Saitou              | 0415 | B   |
    | 36 | Shell 1 Core 1F          | Nicholas G Benson           | 0112 | AB  |
    | 37 | Shell 1 Core B1          | Hongoh Yuki                 | 0507 | B   |
    | 38 | Shell 1 Core B1          | Nicholas A Fuentes          | 0416 | O   |
    | 39 | Shell 1 Core B1          | Roy PC Smillie              | 1209 | O   |
    | 40 | Shell 1 Core B2          | Chris S Austin              | 0614 | ?   |
    | 41 | Shell 1 Core B2          | Tony Pawlik                 | 0619 | O   |
    | 42 | Shell 1 Core B2          | Erik PO Appelblad           | 0527 | O   |
    | 43 | Shell 1 Core B2          | Tooru Morita                | 1016 | B   |
    | 44 | KL Connecting Bridge     | John Guest Jr               | 0318 | A   |
    | 45 | Strut L Sewage Treatment | Sunny Lee                   | 1104 | O   |
    | 46 | Strut L Sewage Treatment | Lei Adnan                   | 0204 | B   |
    | 47 | Shell 2 Core 1F          | Ryo Harada                  | 0424 | O   |
    | 48 | Shell 2 Core 1F          | Hugo L Vidal                | 0810 | A   |
    | 49 | Shell 2 Core 1F          | Matthias Sauermann          | 0710 | A   |
    | 50 | Shell 2 Core 1F          | Rick BigBan Laiso           | 0416 | A   |
    | 51 | Shell 2 Core 1F          | Josh Garcia                 | 0409 | B   |
    | 52 | Shell 2 Core 1F          | Clayton R Worrell           | 0622 | A   |
    | 53 | Strut E Heliport         | Peter Stillman              | 1116 | A   |
    +--------------------------------------------------------------------------+
    
    
    ------------------------------------------------------------------------------
    
      *  9.5  Bosses
    
    ------------------------------------------------------------------------------
    
        ========================
        ==  Olga Gurlukovich  ==
        ========================
    
    "I was born on the battlefield, conflict and victory were my parents."
    
    Location           : Navigational Deck, Tanker
    Recommended weapon : M9
    Part One: The Tanker
    
    Olga can be a difficult boss if you don't know what to do.  At the start 
    shoot out the tarp strings and the spotlight, this will make things easier 
    later.  Olga will spray bullets at you with her USP and occasionally throw a 
    grenade.  The prime time to get a shot off are when she is preparing to throw 
    a grenade, or when she is reloading.  An easy way to predict when she will 
    need to reload is to count her shots, when she gets to 15 she will have to 
    reload.
      
    After shooting out the light and the tarp go to the right side, behind the 
    boxes.  I suggest that you get into first person mode to shoot and use the 
    strafing buttons.  When you see her peek out from behind the crate to shoot, 
    try to get a shot off.  You will see her stand up to throw a grenade, when she 
    does this is a good time to get a head shot in to take away a large chunk of 
    her stun bar.  You know when she is going to throw a grenade when you hear her 
    say, "Take this!"  Do not try to shoot when she is behind the storage shelves 
    it can be a hard shot, and you will usually end up just wasting ammo.
    
    If she does get behind the tarp, on the right, there is a little space between 
    the boxes that you are hiding behind.  Lie down there and aim through there.
    You should be able to shoot her from there.  Also you can wait for the tarp to
    flap out from in front of here so that you can see where she is and then get a
    shot off in that location.  If you don't feel like going the hard way then I
    suggest shooting the ropes that are holding it to the rack and it will fly off
    and be of no more trouble.  Doing this will prevent a lot of frustration.
    
    If she shines the light at you, you should be able to knock out the spotlight 
    by hitting it with an M9 bullet.  If you can't do that crouch down by the low 
    row of boxes and peek up quickly you should be able to see her briefly before 
    the light distorts your view. She should be almost directly in front of you so 
    if you miss by a little you should see an exclamation point where she is, aim 
    at that spot.
    
    The are also a few ways to distract or confuse Olga.  The first is to knock on
    the boxes.  This will attract her attention to that spot and you can move
    somewhere else to try and get a shot off before she notices you.  You can also
    let her catch a glimpse of you in one spot then you can crawl to the other
    side of the area and try to shoot her from there before she realizes where
    you are.
    
        ===============
        ==  Fortune  ==
        ===============
    
    "You've seen the fires of hell haven't you?"
    
    Location           : Strut A, deep sea dock
    Recommended weapon : none
    Part Three: Bomb Disposal
    
    This battle takes place within the northern part of the deep sea dock.  At the
    beginning of the battle you have plenty of cover provided by the cargo boxes
    and such.  Fortune basically just blasts away at everything in sight, she'll
    try to knock things over, shoot down light fixtures, and whatnot.  You need to
    pay attention to what she's shooting or else you might wind up on the floor.
    
    In this battle do not even bother shooting at her, all the bullets will miss.  
    When the battle starts move over behind the boxes on the right, a fire will 
    start where you were before.  Crouch behind these boxes until they are halfway 
    gone.  When that happens move over to the left boxes and crouch there until 
    they are blasted away.
    
    Always watch for objects falling from the ceiling, if one hits you it will 
    take away a large chunk of your health.  When both boxes are worn down stay in 
    the back and run side to side across the back so that she cannot hit you.  
    This battle can quite easily become frustrating.  The battle should end itself 
    with a Codec call.
    
    One neat strategy is to equip a box and run side to side.  With this, if she
    manages to land a shot, the box will absorb a majority of the shock.  Don't
    rely on this too much because your boxes could become tattered and useless if
    they are abused enough.
    					   
        ==============
        ==  Fatman  ==
        ==============
    
    "Laugh and grow fat!"
    
    Location           : Strut E, Heliport
    Recommended weapon : SOCOM, M9, Coolant
    Part Three: Bomb Disposal
    
    You can laugh and grow fat if you want to but if you do you'll probably be
    seeing the game over screen.  Instead I suggest that you disable the first two
    bombs.  You'll want to make sure you have Sensor A equipped and then head
    southwest of where you started.  You should see the first bomb planted on the
    southern face of the crate nearest to where you started.  Defuse the bomb then
    move on over to the northeast to the stack of boxes on the right side of the
    heliport.  You should see the second bomb planted right there.  Defuse it
    immediately and then you can focus on Fatman.
    
    This battle is formatted like this: Fatman plants a bomb or two (maybe three)
    and starts a timer.  You must defuse the bombs before they explode.  All the
    while you have to focus on killing him as he runs into you, taunts you, shoots
    you, and plays with the seagulls.  You will usually have enough time to defuse
    the bombs (at least on Normal difficulty and below) but don't become
    complacent because sometimes his bombs are hidden somewhere you won't be able
    to find in time.
    
    Occasionally he'll "take a little break from bombs" and he'll use this time
    to attack you with his Uzi.  This is the most opportune time to make a move on
    him.  You can do so with the SOCOM, use a quick burst of shots to knock him
    over, and then shooting him in the head with either the M9 or the SOCOM to 
    deal out massive damage.  You can also place your own C4 and Claymores around
    the place but this compounds the difficulty of the battle; you'll be focusing
    on attacking him when you should be defusing bombs.  Not only that but you may
    run right into your own trap or he may plant a bomb right by one of your mines
    which means you have to avoid it to defuse the bomb eating up valuable time.
    
    Here are the places where Fatman hides his bombs:
    
        * Top, side and underside of the green cargo containers
        * Inside the shelves on the southeast and southwest sides of the heliport
        * On the sides of the stacks of boxes around scattered around the area
        * On the barrels scattered around the heliport
    
    Sometimes these are hard to find because the yellow area provided by Sensor A
    provides only an ambiguous clue as to where the bomb is.  Be sure to check
    underneath the containers if you can't see a bomb elsewhere.  You'll become
    accustomed to his hiding places eventually so you'll usually be able to have
    at least a better idea of where you look.  When he hides the bomb inside the
    shelves it may throw you off because the C4 blends in very well with the boxes
    on those shelves.  Look for the distinctive green blinking light.
    
    As he is placing the bombs you can usually follow him around and do two
    things: (1) watch where he is planting them and (2) shoot him some more.  He
    is open for shots when he's planting a bomb so he won't be shooting at
    you/moving around for at least 1 second.  You can use this opportunity to get
    in some more shots.
    
    You may become complacent towards the end of the battle when he's down to his
    last shreds of health.  I advise against this because Fatman keeps planting
    bombs up until the end.  If you take more time than you should to go after
    him you'll probably have to start over again.  Don't become impatient.  Defuse
    the bombs first then go after him.  The battle does not end until all bombs
    have been frozen AND his life bar is at zero.
    
        ===============
        ==  Harrier  ==
        ===============
    
    "The world needs only one Big Boss!"
    
    Location           : Shell 1-2 connecting bridge
    Recommended weapon : Stinger
    Part Five: Presidential Rescue
    
    You'll come to know and love the Shell 1-2 connecting bridge after this
    battle.  The bridge has two levels.  You start on the top level.  The bottom
    of the bridge can be accessed via either the stairs or by hanging from the
    railings in the center and dropping down.  There are two fires on either end
    of the bridge that are blocking your path; you have to stay here.  There are
    also two small round posts coming out of the bridge.  You will be able to use
    these posts as cover from some of the Harrier's attacks.  During the course of
    the battle half of the upper floor will be destroyed and subsequently half of
    the bottom floor as well.
    
    At the very beginning of the battle the Harrier will be coming over the top of
    Shell 2.  If you grab the Stinger quickly you can fire off a shot no problem.
    
    The Harrier attacks in several ways.  The first is machine gun fire.  This will
    be used as the Harrier hovers by the bridge and sprays bullets at you. This is
    one of the hardest attacks to evade because the Harrier moves around a lot
    when doing this and most cover doesn't provide 360 degree protection.  Your
    best bet for this attack is to sue the round posts in the middle of the
    bridge.  Orient yourself on the opposite side from the Harrier and try to keep
    away from the machine gun fire.  This can be hard to do but it works well when
    done correctly.  Machine gun fire is also used when the Harrier makes fast
    fly-by's of the bridge.  You can use the same strategy to protect yourself.
    Just pay attention to which side the Harrier is coming from.
    
    One of the Harrier's more insignificant attack is the exhaust jets.
    Occasionally the Harrier will hover directly above you and let the exhaust
    ports empty their blistering hot air right in your face.  When this happens
    you can simply run to the lower level via the stairs or hanging and dropping
    through the middle.  The amount of damage is very insignificant in this attack
    so you may want to ignore the damage you're taking to pop off a few quick
    shots at the Harrier.
    
    There's one point during the battle (around midway) when the Harrier will fire
    off a bunch of cluster bombs.  It is strongly advisable that you take your
    leave of the upper level and head down to the lower level to protect yourself
    from the rain of bombs.  This attack will cause quite a bit of damage if
    you're caught in it....make sure you're not on the upper level.  This attack
    has certain consequences too.  Once this attack is over, much of the upper
    level will be destroyed...only the Shell 1 side will be intact.  Perhaps an
    upside to this is that it grants you easier access to the lower level.
    
    One of the more significant attacks is the missile barrage.  You'll know this
    attack is starting when the view of the camera changes to the side of the
    bridge.  To avoid this attack position yourself in one of two spots: (1) Near
    the top of the stairs just so Raiden's head is protected by the top edge of
    the railing.  Press up against the wall here...back facing towards the
    Harrier.  (2) On one of the upright pillars on the upper levels of the bridge.
    Make sure you're pressing up against the correct side.  When this attack is
    over you can run out into the open and fire off a quick succession of
    missiles.  If you utilize this opportunity to the utmost you can get off 4
    shots.
    
    This last attack is one of the easiest to avoid.  This attack is the homing
    missile.  Sometimes when the Harrier heads way out into the distance it will
    release a homing missile as it comes back.  You'll know this attack is
    impending when you hear "I'll let you go out in style!" followed by a beeping
    sound.  As you can  imagine, it's a wise idea to avoid this attack.  There are
    two ways in which I avoid this.  (1) Run to the lower level and press up
    against the railing (not on the stairs but to the right of the stairs).
    (2) Run up the stairs as it nears and do a flip up the stairs just before it
    hits so Raiden is knocked out and is temporarily unconscious.  Both work very
    well.
    					   
        ============
        ==  Vamp  ==
        ============
    
    "Unfortunately, Hell had no vacancies."
    
    Location           : Shell 2 Core, B1 Filtration Chamber 2
    Recommended weapon : fists, M9, or SOCOM
    Part 6: Emma and the Virus
    
    There are two methods of beating Vamp.  one is rather difficult and the other
    is (you guessed it) quite easy.  First I shall explain the difficult way...
    
    The first thing you should know is that using lock-on will allow Vamp to know
    where you are shooting.  He will deflect/dodge any bullets fired while locked
    on.  It is best not to waste ammo.  I suggest that you use the M9 for this
    battle as the stun-kill is easier to achieve than the kill-kill.  It is also
    of significant note that shooting Vamp in either of his two bullet wounds
    (from just after the Fortune battle) will inflict greater damage than normal.
    Do not fall into the water in the middle of the room.  As Vamp said, buoyancy
    is impossible so you will promptly drown.
    
    Vamp has several methods of attacking:
    
    The first and most common is the knife attack.  This attack consists of Vamp
    perched somewhere on the ledges in the upper parts of the room and throwing
    knives at Raiden.  Avoid being hit by the knives simply by running around the
    room.  Don't switch directions or the knives will find their mark.  Pick a
    direction and stick with it.  Also, you can shoot down the knives in first
    person view.  Use the SOCOM to do this.
    
    His second attack in the first part of the battle is a run and slash.  He will
    run towards you very quickly and try to slash you with the knife.  This is a
    hard attack to counter but it is very possible and becomes easier with
    practice.  To counter this attack stay at the left corner of the railing that
    extends from the door you entered from.  Equip the Nikita as he's running
    towards you and as he runs he will jump.  At this moment hit the punch button
    to swing the Nikita.  The good thing about this is that you can't miss.  When
    swinging the Nikita you hit everything around you -- even behind you.  If you
    land this blow he will go back into the water.  Once his stun/life bar is 1/3
    of the way diminished he will modify this attack.  Instead of pausing he will
    do everything at once.  If you stand in the spot I told you he will jump up
    onto the wall and then move towards you.  As he jumps up onto the wall swing
    the Nikita and you should hit him.
    
    While Vamp is in the water you can take advantage of the situation and use
    your Stinger Missile Launcher to fire missiles at the water's surface.
    This serves two purposes.  It decreases his stun bar (maximum of two times)
    and depletes his oxygen so he is forced to come to the surface sooner.
    
    Vamp usually follows this pattern until his life/stun bar reaches the halfway
    point:
    
      *  Bows
      *  Swimming: Long
    
      *  Jumps on a catwalk and walks to a corner; throws knife
      *  Jumps to another corner; throws knife
      *  Spins around while throwing rapid succession of knives
      *  Swimming: Long
    
      *  Runs towards you; slashes with knife
      *  Runs towards you; slashes with knife (if you didn't hit him before)
      *  Runs towards you; slashes with knife (if you didn't hit him before)
      *  Swimming: Short
    
         Rinse and repeat...
    
    At the halfway point Vamp will change his tactics.  In the second half of the
    battle he will throw shadow knives that pin you in place so that you cannot
    move.  He will use this opportunity to do a run and slash move.  However, this
    move can be countered in the same way as mentioned previously: use the Nikita;
    swing it at him as he begins to jump on his way towards you.  You should land
    a blow and he'll go back into the water. It is possible to shoot out the
    lights to cut him off from this attack but if you shoot the lights out he will
    be much, much harder to defeat; even if you shoot only one light it will have
    the same effect.  You can try to escape from the shadow pin by rapidly hitting
    the directional pad but this is hard to accomplish before he slashes you.
    
    His catwalk attacks also vary a bit.  Rather than throw a single knife, single
    knife, many knives he will promptly throw two knives quickly followed by a
    third.  These knives can be avoided in much the same way as before. When he's
    using this attack there's little else you can do except run.  Getting off a
    shot without being hit is very difficult to do.
    
    In the second half of the battle he will also stay in the water for a much
    briefer period of time.  You can still use the time given to you to fire a
    Stinger or two.
    
    There is a final portion of this battle that begins once his stun/kill bar
    have reached roughly the letter "M" in his name.  You'll know this final phase
    is in progress once he jumps out of the water and begins flipping around the
    room rapidly either on the catwalks or on your level and throwing knives at
    intermittent intervals.  I advise you to head into the shadows so he cannot
    pin your shadow and then follow him with the lock-on in first person view.
    Once he stops flipping around he will pause momentarily.  Use this opportunity
    to get in a shot.  Disengage the auto-lock and fire a shot.  Once you've fired
    a shot quickly press "X" to duck down and avoid the knives.  Rinse and repeat
    until the cinematics end the battle.
    
    Lastly, I can summarize the easy way about this battle in one paragraph. When
    the battle starts, fire an M9 bullet at him.  When he goes below the water
    fire Stinger missiles at the water to bring his stun bar down.  Then go to the
    northern railing and hang off the side.  He should come walking at you once
    he's out of the water.  Keep an eye on him and when he begins to slash jump up
    and do a punch-punch-kick-kick combo on him.  Rinse and repeat.  Simple, eh?
       
        ======================
        ==  Arsenal Tengus  ==
        ======================
    
    Location           : Arsenal Gear, Ileum/Arsenal Gear, Sigmoid Colon
    Recommended weapon : HF Blade, AKS-74u or M4
    Part Seven: Arsenal Gear
    
     --- ARSENAL GEAR, ILLEUM ------------------
    
    You'll be advancing through another hallway that resembles the Arsenal Gear,
    Jejunum area in both style and function.  As you've discovered you need to
    fight your way through a horde of Arsenal tengus.  These guys are tough. 
    Their body armour is a bit better than the guards in the Big Shell and they
    can move much faster and in ways not seen yet.  They can flip up and about,
    they can leap down from railings onto lower levels and vice-versa.  Some of
    them have swords, some of them have sub-machine guns.  The ones with the
    swords can block your bullets, that's why it is best to use the HF Blade in
    this area.  You can easily overcome the guards with the swords and you can
    attack and defend against all the attacks thrown at you with the sword. If
    Snake dies during this battle it will result in a game over so keep an eye on
    his life bar as well as yours. Also, to state the obvious, do not shoot Snake.
    Doing that is, in my book, contrary to your established objectives.
    
    You can let Snake do a lot of the work here.  He can use his M4 very well and
    could easily make it through here by himself.  Keep an eye on all parts of the
    area, the catwalks, around the crates, and whatnot.  Tengus will come form all
    around.  When not attacking, keep your block raised to deflect any bullets
    coming your way.  Obviously, your HF Blade is only good for the bottom level
    enemies.  To hit the ones on the top you can either wait for Snake to shoot
    them or just whip out your own gun and shoot them.  Snake will throw you ammo
    for these guns if you run out.  Occasionally, you will need to advance forward
    ahead of Snake to trigger the next wave of enemies.  Take care of the
    gun-toting Tengus before the ones with the swords because the guns have the
    greatest potential to hurt you.
    
    If you are going for no kills, or just prefer to use the sword, take out the 
    sword and press the weapon button to do blunt side strikes.  If you do a 
    thrust, it will kill so be careful.
    
     --- ARSENAL GEAR, SIGMOID COLON ------------------
    
    Go to the center of the ring for the next battle.  By and large, you can use
    the same strategy here but there are a few new factors to consider.  One,
    enemies will come from all around so often times you may be surrounded by
    enemies.  To minimize this disadvantage try to stick to the outer perimeter of
    the area.  This way you can focus on enemies in one direction rather than in
    all directions.  Two, Snake will now be firing all around instead of one
    direction like before.  You want to be conscious of where he is because he's
    not the most discriminating shooter.  He often strikes Raiden if he happens
    to walk in the way.  Try to avoid this.  The inverse of this applies as well.
    The ideal weapon here is the HF Blade because it can handle all the enemies
    attacking you, none are out of the Blade's range.  Also, unsheathing and
    sheathing the blade (which takes a lot of time) in this area where there is a
    grand total of zero cover is not advisable.
    
    The Game Over screen variation that appears has no effect on the gameplay.
    Just keep playing through that little box in the upper left.  It may happen a
    few times.
       
        ============================
        ==  Metal Gear RAY Horde  ==
        ============================
    
    "metallic roar"
    
    Location           : Arsenal Gear, Rectum
    Recommended weapon : Stinger, Chaff Grenades
    Part Seven: Arsenal Gear
    
    Stinger missiles will be your weapon of choice in this battle.  The Stinger
    will auto-detect three weak-points on the RAY units: the two knee joints and
    the head.  The two knees don't do any damage if hit but they open up a
    potential for inflicting massive damage.  When the knee is hit the RAY unit 
    will shift in one direction and open it's "mouth"...for lack of a better word.
    With the mouth open you can fire a Stinger missile into it to inflict damage
    3x higher than if it were closed.  This is quite a bit more effective than
    simply hitting the head over and over again.  It is safe to use this strategy
    for the entire battle.  In fact, I recommend that you do use this strategy for
    the entire battle.
    
    When the RAY units are outside of the arena they have two methods of attack.
    (1) Aerial rockets.  These will be launched periodically from the backs of the
    RAYs.  These simply fly up and then hit the ground where they were aimed at.
    That means they will hit wherever you were standing when they were launched.
    Easiest way to avoid these?  Run away from where you were standing.  You don't
    have to move immediately but if you're not moving away within 2-3 seconds,
    you're probably going to be hit.  These aren't much of a threat so long as
    you stay moving.  If anything, this attack is a nuisance.  (2) Machine gun
    fire.  Periodically, the RAY's will get down on one knee and spray a burst of
    bullets at you.  The bullets will usually sweep horizontally so you can avoid
    this by running to the side....away from the bullets.
    
    The battle becomes a little simpler in some respects and a bit more difficult
    in others once you deplete the health of one of the RAY units to about 2/3.
    That RAY will jump up onto the arena platform and begin it's attack.  Once
    this happens you need to be aware of two things: You should focus entirely on
    the RAY unit on the platform and the RAY units not on the platform won't
    attack you much.  If they do it will be in the form of rockets.  Also, a RAY
    that is on the platform will not use Rockets.  It has several new attacks in
    addition to machine gun fire.  These attacks will be explained shortly.  From
    here on out, there will be one RAY on the platform that will remain until it
    is destroyed and two RAYs on the perimeter.  Once the RAY inside the platform
    has been destroyed one of the RAYs from the perimeter will jump in and a new
    RAY will fill in the gap on the perimeter.  So you will always have one in and
    two out.
    
    As I said, the RAYs have a few new attacks when they are on top of the arena:
    
    The first is the stomp.  This is a simple attack.  If you happen to run
    underneath the RAY unit it may try to squash you.  On the harder difficulties
    a direct hit will kill you instantly.  On the lower levels it will just
    severely lower your life bar.  It is also a ranged attack.  Just because you
    aren't directly beneath the foot doesn't mean this attack won't hurt.  This
    attack has a range of about 10-20 meters so you don't want to be near it when
    it happens or you'll take some damage.  The easiest way to counter this
    attack?  Don't run underneath the leg.  What a concept, eh?
    
    The second is the knee rockets. Sometimes you will see the RAY stop moving and
    squat down motionless. Two homing missiles will come out of its knees.  There
    are two ways to dodge.  The first is to run to the side and then flip out of
    the way when they are near and the second is to remain motionless and then
    flip out of the way.  Both work but I prefer the run and then flip method.
    This attack can be quite frustrating at first but you will pick up on it with
    time.  You can try to shoot down the rockets but this can be quite difficult.
    
    The final attack is the water gun.  This is what you saw RAY use to break out
    of the Tanker before.  High-pressure water.  It packs a huge punch.  This
    attack only happens when you are standing directly in front of the RAY unit.
    If you see the RAY lower its head and begin to open its mouth get out of the
    way as fast as you can.  Move laterally, don't move towards or away from the
    RAY because that leaves you in the line of fire.  You do need to be a bit
    close to the RAY for this to happen so if you stay far enough away this won't
    be a problem.
    
    You can use Chaff Grenades to slow down the RAYs.  It doesn't incapacitate
    them but they will attack at a much slower rate.  This gives you an
    opportunity to get in a few more Stingers between attacks.
    
    The key to this battle is to be quick with the Stinger and always be on the 
    move.  You will only be hit with an attack when you take chances or are not 
    careful.  Don't become complacent.
    
    Once the allotted number of RAYs have been destroyed (see below) a cinematic
    (a long one) will start.
    
     --- DIFFICULTY MODES ------------------
    
    The number of RAYs you have to destroy varies depending on the difficulty
    level you chose.  Here's how it breaks down:
    
              Very Easy : 3
              Easy      : 3
              Normal    : 6
              Hard      : 12
              Extreme   : 20
      					
        =====================
        ==  Solidus Snake  ==
        =====================
    
    "Brace yourself."
    
    Location           : Federal Hall
    Recommended weapon : HF Blade
    Part Seven: Arsenal Gear
    
    The area mainly consists of a slanted roof with some scattered debris along
    the top.  There is only one item on the roof and that is a Ration that you can
    use if you happen to get the beat down from Solidus.  Take note that you can
    hang off of the edge of the roof to avoid certain attacks of his.  Just don't
    fall.  That way lies the Game Over screen.
    
    As you probably figured out from the cinematic, this will be a sword fight.
    Solidus has two swords and Raiden gets his HF Blade returned to him so he can
    fight.  You can choose to use the blunt side or you can go for the kill.  It
    has no bearing on the ending.
    
     --- PHASE ONE ------------------
    
    The first half of the battle is a bit frantic but it's nothing compared to the
    second half.  Initially, Solidus has a few attacks that he will employ. The
    most common of these is the fire dash.  This is where he will rapidly skid
    across the roof setting his traveled path ablaze.  This may be done in attempt
    to get close to you or to give Solidus an opportunity to use another attack or
    both.  It is important that you don't get caught in the fire because that will
    (obviously) lower your health.  You can put the flames out by equipping the
    BDU quickly then unequipping it.
    
    Another attack is the double overhead slash.  This is when raises both swords
    over his head and slashes down hard.  This is one of his most damaging
    attacks.  To avoid this run away when you see him raise the swords.  This
    attack is not blockable.  You can try if you want but there's little purpose
    in that.
    
    One of his medium-range attacks, say when you're 5-20 meters away from him,
    is the tentacle sweep.  This consists of Solidus using one of his tentacle
    arms to knock Raiden's feet out from under him.  This doesn't do as much
    damage as some of the other attacks but it certainly hurts.  You don't have to
    worry about a follow-up attack because he will usually do a fire-dash away.
    This attack is not blockable but you can avoid it by doing a flip away from
    Solidus, to the sides, or towards him.  If you go towards him you may have an
    opportunity to attack when he finishes.
    
    Another medium-range attack is the tentacle grab.  Just like atop Arsenal Gear
    after destroying the RAY units.  Solidus will use his tentacle to grab Raiden
    around the throat and choke him.  When he uses this attack and successfully
    grab Raiden he will be hoisted in the air, spun a round a bit then slammed
    into the roof.  It's one of the more damaging attacks but it can be countered.
    First, you can use the block function to block the tentacle and second, you
    can break out of the hold by rapidly pushing the left analog stick back and
    forth.
    
    Sometimes when you get too close to Solidus he will use a head-butt.  This
    will knock Raiden back and take a way a fair amount of health (for a
    head-butt).  This attack cannot be blocked but it can be avoided by flipping
    out of the way.  It's hard to prevent this attack from happening because you
    need to be close to Solidus to use the sword.  Tread lightly.
    
    Another close-range attack is a kick.  This attack, like the head-butt, cannot
    be blocked.  However, you can move out of the way either by running (if you
    anticipated it well in advance) or by flipping fast Solidus.  If you flip past
    him you'll be behind him.  This means that you'll have a brief window of
    opportunity for attack.  Utilize it when possible.
    
    A close-range attack that doesn't merit much worry is the lunge.  Solidus will
    use his left arm to thrust his sword out in order to get a stab in.  This
    attack will knock you down if it hits you.  You can easily avoid this attack
    by circling around him when you see the warning sign (he'll glow green for a
    short moment).  If you circle around him, he will miss and you'll be behind
    him and can attack in a method of your choosing.
    
    One of his less worrisome attacks is the wall jump.  Sometimes when he is near
    the wall he will leap up and use his tentacles to grab a hold of the wall.
    Then he will throw himself back down onto the roof in attempt to land on you.
    This is easy to dodge, just run out of the way as soon as you can.  One point
    of note is that he seems to do this a lot after he knocks you down.
    
    A long and medium range attack is the missiles.  He can use his tentacles to
    fire low-speed missiles in your direction.  This attack will often be preceded
    by a fire dash.  There are three ways to counter this attack or avoid it.  The
    first is to go to the edge of the roof and hang off the side.  The missiles
    will completely miss their mark is you do this.  However, that isn't always
    an option.  Your other choices are to run towards Solidus and flip past the
    missiles once you're near.  This usually works well and gives you and
    opportunity to attack if you're close enough beforehand.  The other way is to
    use the HF Blade to cut down the missiles as they fly towards you.  This isn't
    especially difficult.  You merely need to line up with the missiles and start
    swiping when the missiles are close.
    
    His most powerful attack is the triple slash.  This attack is devastating.
    He will use his two swords to slash at Raiden three consecutive times.  Often
    if he lands one blow he will land all three.  That means you don't want to be
    near him at all when he does this.  You'll know this is coming because he will
    have a blue-ish glow about him right before he does it.  When you see that
    glow make a run for it.  While he is doing the combo you can circle around and
    attack him from behind.  This attack cannot be blocked.
    
    It will take some time for you to recognize his pattern and characteristics of 
    each attack, and how to deal with them.  Don't become frustrated.
    
     --- PHASE TWO ------------------
    
    When he has a little bit less than half health he will get rid of his 
    tentacles and a new phase will start.  He will do fire dashes all across the 
    roof, and then charge at you trying to knock you down or do one of his sword 
    attacks.  He will only use a few attacks in this phase, you can automatically
    eliminate all the ones that involved his tentacle arms; these attacks are the
    triple slash, elbow smash and the lunge.  He will precede all of these attacks
    with some really fast, consecutive fire dashes.  He will end by charging at
    you and using one of the mentioned attacks.
    
    Watch him dash across the roof and be prepared to move once he moves towards
    you.  Once he begins to charge at you flip out of the way and get behind him
    to do an attack.  This keeps you out of harm's way and allows you to attack
    Solidus.  You can also try flipping into him when he is dashing at you, you
    will either wind up behind him so that you can attack him or you will knock
    him over, reducing his stun bar.  If you can't keep track of him while he's
    doing his fire dashes you can try backing into a corner.  If you do this he
    will often only do one fire dash.  This gives you a little less to keep track
    of.
    
    One point of interest is that Solidus has an eye patch on his left eye.  This
    means that he cannot see as well over there and he has a bit of a blind spot.
    If you can slip into this spot you will be able to attack effectively some of
    the time.
    
    Once the cinematic cuts in, the game is essentially over.
    
    ------------------------------------------------------------------------------
    
      *  9.6  Skateboarding
    
    ------------------------------------------------------------------------------
    
    
    Okay, okay, I know that I have disregarded this feature as an 'Un-Metal Gear
    Solid' feature so I didn't include it.  But I have realized that it is
    somewhat popular so here you go, a section for skatboarding.
    
    Controls
    --------
    
    Directional Pad : (see Left Analog Stick)
    
    Left Analog Stick (up) : accelerate
    
    Left Analog Stick (down) : brake/slow down
    
    Left Analog Stick (left) : turn to the left
    
    Left Analog Stick (right) : turn to the right
    
    SELECT : change camera angle
    
    START : pause
    
    L1 : toggle Fakie/Ollie
    
    L2 : spin left
    
    R1 : no use unless stationary, use to see in FPV
    
    R2 : spin right
    
    SQUARE : flip
    
    CIRCLE : grab
    
    TRIANGLE : grind
    
    X : ollie
    
    
                                =============
                                ==  SNAKE  ==
                                =============
    
    
    Score 8,000 Points
    ------------------
    
    Do tricks to gain a cumulative total of 8,000 points.
    
    Grind 150 Metres
    ----------------
    
    Grind 150 metres, collectively, you don't have to do one big 150 metre grind.
    If yoiu want, do 150 one metre grinds, just get 150 metres total.
    
    Collect 4 Dog Tags
    ------------------
    
    Gather all four of the dog tags that are scattered throughout the level.
    
    Destroy 3 Cyphers
    -----------------
    
    To take out a Cypher just do an ollie into it, or land on top of it.
    
    Destroy the Big Shell
    ---------------------
    
    Activate all the sensor locations so that the Big Shell is destroyed by C4.
    
    
                                ==============
                                ==  RAIDEN  ==
                                ==============
    
    
    Score 8,000 Points
    ------------------
    
    Do tricks to gain a cumulative total of 8,000 points.
    
    Grind 150 Metres
    ----------------
    
    Grind 150 metres, collectively, you don't have to do one big 150 metre grind.
    If yoiu want, do 150 one metre grinds, just get 150 metres total.
    
    Destroy 4 Cyphers
    -----------------
    
    To take out a Cypher just do an ollie into it, or land on top of it.
    
    Collect 4 Rations
    -----------------
    
    Collect all four Rations that are scattered throughout the level.
    
    Operate the Crane
    -----------------
    
    Operate the crane by activating the necessary sensors for it.
    
    
    ------------------------------------------------------------------------------
    
      *  9.8  Quote Book
    
    ------------------------------------------------------------------------------
    
    
    
                                Did you say "nerd"?
    
    
      SPOILERS!  SPOILERS!  SPOILERS!  SPOILERS!  SPOILERS!  SPOILERS!  SPOILERS!
    
    
                       ======================================
                       ==  CAN'T SAY GOODBYE TO YESTERDAY  ==
                       ======================================
                                     Song Lyrics
    
    
    Written/Produced by Rika Muranaka
    Performed by the Felix Farrar Orchestra
    Recorded at the Manhattan Center Studio
    
    
    Vocal    : Carla White
    
    Sax      : Don Braden
    Trombone : Robin Eubanks
    Piano    : Onaje Allangumba
    Bass     : Kenny Davis
    Drums    : Eugene Jackson
    
    
    I stare at the stars and the sky up above
    And think what am I made of
    Am I full of sorrow, Am I hurt and pain
    Or am I filled with love?
    
    I walk by myself on the streets below
    And ask every child I know
    Do you think tomorrow will bring sun or rain
    Which one of these will show?
    
    I can't say good bye to yesterday my friend
    I keep holding on 'till the end
    Out of the darkness, there is no other way
    Than the light leading to yesterday
    
    It's there that I'll find in a peace, not war
    And dreams that I let slip away
    I'll find the joyfulness I'm looking for
    Way back in yesterday
    
    Why can't each of us in the world ever see
    The best things in life are free
    Little sounds of laughter, a warm hug, a smile
    A kiss from you to me!
    
    I fall to my knees, I cry and I cry
    Love do not pass me by
    Happy ever after please stay for a while
    Make time refuse to fly
    
    I can't say good-bye to yesterday my friend
    'Cause I know how good it has been
    Facing forever, here I stand come what may
    Bring the old, bring the new, yesterday
    
    It's there that I'll find inner peace, not war
    And dreams that I let slip away
    I'll find the joyfulness I'm looking for
    Way back in yesterday...
    
    
                             =====================
                             ==  CRAZY COLONEL  ==
                             =====================
    
    
    Here are some (well...all of them) of the lines that the Colonel says in
    Arsenal Gear.
    
    
    "I hear it's amazing when the famous purple stuffed worm, in flap-jaw space,
    with the tuning fork, does a raw blink on Hiri-Kiri rock!  I need scissors 61!"
    
    
    "La-Li-Lu-Le-Lo!  La-Li-Lu-Le-Lo!  La-Li-Lu-Le-Lo!"
    
    
    "...Infiltrate...the enemy fortress...Outer Heaven!
    ...Destroy...the final weapon...Metal Gear!"
    
    
    "Your mission is to infiltrate the fortress Galuade, rescue the hostages and
    neutralize Metal Gear before its assembly is complete."
    
    
    "Variety Level 13 Rescue Meryl, the 'Return of Genola.'"
    
    
    "Mind the gap."
    
    
    "President Baker should be somewhere to the south of where you blasted through
    the wall. Hurry and save him before the terrorists discover his code."
    
    
    "Kawanishi-Noseguchi, Kinunobebashi, Takiyama, Uguisunomori, Tsuzumigataki,
    Tada, Hirano, Ichinotorii, Uneno, Yamashita, Sasabe, Kofudai, Tokiwadai,
    Myoukenguchi."
    
    
    "I noticed this a while back, but you have far too many Game Overs. Sorry to be
    blunt, but you really stink at this game."
    
    
    "Honestly, though, you have played the game for a long time. Don't you have
    anything else to do with your time?"
    
    
    "You got a PSG-1? You can use that against Sniper Wolf. Hurry up and save
    Meryl!"
    
    
    "You seem to get a real thrill out of slaughtering the enemy. Are you
    frustrated about something?"
    
    
    "Even my patience has its limits. I just can't leave this thing up to you any
    longer. I'll do the fighting! You can just go home!"
    
    
    "Actually, I am in really bad shape financially. I pay money to my ex-wife as
    part of our divorce settlement, among other bills... I just had no choice but
    to make you pay for lunch the other day. I'm really sorry."
    
    
    "Anemone or Clematis plant's juice can cause a rash. When pruning them it's
    a good idea to wear gloves."
    
    
    "Big Boss here... Enter the track on the bridge to the right...Over."
    
    
    "Actually, there is something I have been meaning to tell you but I just
    couldn't... I think you should know, though. On Saturday morning last week I
    saw a guy leaving Rosemary's room...How should I put it, it was like they
    were..."intimate." I'm sorry. Sorry to bring this up during the mission,
    but..."
    
    
    "I say again. Your duty is to infiltrate Zanzibar Land. And seize Kio Marf, an
    abducted Czechoslovakian biologist."
    
    
    "Snake, there's a fork in the conveyor belt. The machine is automatically
    sorting cargo according to some system. Take a good look at the device."
    
    
    "Snake, take the power plant out. Set C4 explosives on four key points
    to destroy the structure."
    
    
    "Snake, they've input both detonation codes. The only way to stop the launch
    now is to use the card key to re-input the codes."
    
    
    "Snake, destroy the power plant's main turbine. It's located in the B1 floor of
    the plant. Break into the B1 floor."
    
    
    "Variety Level 7 Shoot down the space invaders! Training will have to be
    postponed if we are invaded by UFOs."
    
    
    "Weapon Mode Socom Level 01 Destroy all targets to reach the goal! Number of
    targets: 3."
    
    
    "Snake, like Shakespeare said: "Nought's had, all's spent, Where our desire is
    got without content." Basically, it means that your desire can get you into
    trouble if you're not careful. That goes for Items too. Don't get too greedy or
    you might be sorry. Be careful, Snake."
    
    
    "Snake, remember what De Gaulle said: "The graveyards are full of indispensable
    men." Snake, you're all alone and surrounded by bad guys. Try to be careful and
    avoid getting into a fight whenever you can."
    
    
    "Listen, you haven't reported in for a long time until now. You think you can
    just CALL only when you want something? You disappoint me."
    
    
    "Communicator Entertainment Program Idea Spy 2.5 (Two-point-five) Episode 1 New
    York. Here in the city where dreams come true and desires rule, something is
    being bought, sold and thrown away, even as we speak. But behind the scenes of
    business as usual, the nefarious J.E. (Junker Expensive) Corporation lines its
    already bloated coffers with profits from worthless products. As J.E. swindles
    yet another innocent into purchasing high-priced junk...the FBI mobilizes a
    top-secret task force to put a stop to the menace. Now, the city's best-kept
    secret spy is out there, briefed and ready to protect the people from J.E., the
    catalogue of conspiracy -- just call him 2.5 (Two-point-five)."
    
    
    "I can't believe it -- that someone who has committed all those twisted acts in
    the woman's bathroom  would make it this far... this is the end of the world."
    
    
    "Munch, munch...Um? Raiden? I'm eating right now. Get back to me later...munch,
    munch..."
    
    
    "You wouldn't be trying to give yourself a bogus score using some ingenious
    trick would you? That's just about as low as anyone could possibly stoop! I
    can't believe you sometimes..."
    
    
    "That reminds me, I saw Gubayama the other day in Shibomnigee. He said to give
    you his best."
    
    
    "I'm not home right now. Please leave a message after the beep. BEEP"
    
    
    "ZZ...zz..."
    
    
    "I was a North American Fall Webworm in my past life. Those were the good old
    days... What were you in your former life?"
    
    
                           ================================
                           ==  THE CARDBOARD BOX SPEECH  ==
                           ================================
    
    
    Snake   : The cardboard box that you have is ideal for fooling your enemies.
              It's a very important tool for infiltration missions.  Of course. I
              can't begin to count the number of agents whose lives were saved by
              a cardboard box...
    
    Raiden  : You mean everyone's using them?
    
    Snake   : Look.  I'm not exaggerating when I say the success of your mission
              hinges on how you use that cardboard box.  But in the end, a
              cardboard box is only made of paper.  Handle it with care or it
              won't be of much use to you. Y'know...I've lost a couple thanks to
              you...
    
    Raiden  : ...?
    
    Snake   : Nothing...forget it.  Treat your cardboard box with care.  Take
              care of the box and it'll take care of you...Don't think of it as
              just another box.  Treat it with love...Don't be rough.  Okay?
    
    
                                ======================
                                ==  SMOKING ADVICE  ==
                                ======================
    
    
    Otacon  : Snake, are you smoking? You really should quit.  First of all, it
              turns you into an instant target in the dark.  As for what it means
              to your health, I won't even go there.  Remember what Naomi said
              about lung cancer rates? Everyone knows that it's a dangerous
              substance.
    
    Snake   : So's war, and I've done that all my life.
    
    Otacon  : Well, you can screw up your own body if you like, but think about
              other people, okay?
    
    Snake   : This is the new kind that has almost no second-hand smoke. It won't
              bother anyone.
    
    Otacon  : Oh really? Didn't I see you toss the butt off the bridge? Littering,
              polluting...
    
    Snake   : Ummm...
    
    Otacon  : You have a long way to go, my friend.
    
    
                          ===============================
                          ==  SNAKE, RAIDEN, AND PORN  ==
                          ===============================
    
    
    Snake  : Raiden...what've you got there?  Oh, come on...don't play dumb.  That
             kind of thinking might even be helpful on the battlefield.
    
    Raiden : Yeah, but...
    
    Snake  : Look...aside from its educational value, you can probably use it to
             distract an enemy...
    
    
                         ====================================
                         ==  SNAKE GETS ANNOYED AT OTACON  ==
                         ====================================
    
    
    Otacon  : OK-"A frog in a well knows not of the great ocean."  Hey, I don't
              like this one at all.  Trapping a little frog in a well?  That
              sucks, that's really cruel.  Of course it's not going to see the
              big blue sea the lack of sunlight alone will kill it pretty quick.
              Sure, locking someone up is a good way to make sure they don't see
              what you don't want them to.  But this is a terrible saying, and I
              don't like it at all.  Poor little froggy...!
    
    Snake   : ...I really think you've got this one wrong.
    
    
                         ====================================
                         ==  OTACON LOSES HIS CHEAT-SHEET  ==
                         ====================================
    
    
    Otacon   : Snake, do you know the Chinese proverb "Care avoids err"? Kung word
               meaning "what." There are some linguists who think that this
               accounts for an almost universal utterance of the syllable "er"
               when people are at a loss for words. A kind of vestigial-
    
    ????     : What a crock! What did you do with that little cheat sheet I made
               you!
    
    Otacon   : Er...
    
    ????     : Oh, there it is -- Hey!
    
    Otacon   : Er, that's really a...
    
    ????     : How could you do that! You know how busy I am and you -- !!
    
    Otacon   : It's not what you think...
    
    ????     : Oh, so what am I thinking?
    
    Snake    : What's going on over there?
    
    Mei Ling : Oh, hi, Snake. Do you know that Otacon's been-
    
    Otacon   : Er, Mei Ling, we're in the middle of a mission and everything! So
               can we, you know...
    
    Mei Ling : Fine. Sure. And Snake, the real meaning of "Care avoids err" is
               that if you're cautious, you can avoid making serious mistakes.
               Even if you've gotten used to the mission, watch what you do. Good
               luck!
    
    Otacon   : Yeah, Snake! Good luck!
    
    Mei Ling : You, I'm not done with.
    
    Otacon   : Ack... Let's discuss this, shall we?
    
    
    ------------------------------------------------------------------------------
    
      *  9.8  Frequently Asked Questions
    
    ------------------------------------------------------------------------------
    
    Question : What does Substance have that Sons of liberty doesn't?
    
    Answer   : 500+ VR/Alternative Missions, 5 Snake Tales, Casting Theatre, Boss
               Survival, Basic Moves option, Skateboarding, Sunglasses in main
               game, USP Suppresser in Tanker, and a new difficulty level called
               European-Extreme.
    
    -------------------------------------------------------------------------------
    
    Question : Can I play as the bonus characters (Ninja Raiden, Pliskin...) in
               the main game?
    
    Answer   : No, unfortunately not.
    
    -------------------------------------------------------------------------------
    
    Question :  Can I play as Snake in the Big Shell?
    
    Answer   :  No, you cannot.  Stop whining about Raiden.
    
    -------------------------------------------------------------------------------
    
    Question :  (insert question who's answer can be found in the guide)?
    
    Answer   :  I clearly stated the answer to the question in my guide please
                refer back to it.
    
    -------------------------------------------------------------------------------
    
    Question : Do I get anything after completing all the missions?
    
    Answer   : All you get is the satisfaction of beating the game.  Besides that
               nothing else.
    
    -------------------------------------------------------------------------------
    
    Question : I don't understand the S3 program.  What was it all about?
    
    Answer   : The S3 program is a protocol that the Patriots developed in order
               for them to find out if they could control human will and conscious
               actions. They were using the backdrop of the Shadow Moses incident
               because of the extreme circumstances that were involved with it.
               The S3 stands for Selection for Societal Sanity. The S3 that we
               exprienced in MGS2 was the first test of it.  The Patriots wanted
               to be able to control the people of the country and maybe even the
               world to shape them as they saw fit. They also feared that the
               overabundance of digital information would be threatening to their
               existance and since there was so much free-floating junk data in
               the world that kept on accumulating would eventually result in a
               de-evolution of society at large. The Patriots feared that with
               this occurance they would fall as well.
    
    -------------------------------------------------------------------------------
    
    Question : Can I get the HF Blade at the beginning of the game?
    
    Answer   : NO!  Gameshark will let you have it on but when you equip it the
    game frezes.
    
    -------------------------------------------------------------------------------
    
    Question : Where is the scentless bomb?
    
    Answer   : Look under the submarine in the Deep Sea Dock.
    
    -------------------------------------------------------------------------------
    
    Question : How do I get the Dog Tags in the holds of the Tanker?
    
    Answer   : Look for a wire strung across the first hold.  Climb onto it and
               shimmy over to the other side.  Drop down and then flip over the
               railing going to the north.  Shimmy to the north and then flip
               back over.  Now go around the top of all the holds and grab all 
               the dog tags from the guards.
    
    -------------------------------------------------------------------------------
    
    Question : Why does the ending suck?
    
    Answer   : Because you do.
    
    -------------------------------------------------------------------------------
    
    Question : Why am I naked?
    
    Answer   : Because you don't have any clothes.  Read the walkthrough.
    
    -------------------------------------------------------------------------------
    
    Question : The story makes no sense, it is soooooooooo stupid.
    
    Answer   : That isn't even a question.  Mainly why it seems stupid would be
               because you lack the competence to interpret it.  Look at my S3
               explanation, dumbass.  This story isn't too hard to understand if
               you pay attention to it.
    
    -------------------------------------------------------------------------------
    
    Question : Are you going to write for MGS3?
    
    Answer   : Yes.
    
    -------------------------------------------------------------------------------
    
    Question : Where is the AKS-74u Suppresser?
    
    Answer   : Walkthrough!
    
    -------------------------------------------------------------------------------
    
    Question : Your guide sucks!
    
    Answer   : Thank you, if it sucks then write a better one yourself.
    
    -------------------------------------------------------------------------------
    
    Question : Help!  I am stuck in the Ascending Colon and I can't get out, the
               game isn't advancing forward.
    
    Answer   : Once again, that isn't a question.  Just practice witht he HF Blade
               for a while and then the game will eventually progress.
    
    -------------------------------------------------------------------------------
    
    Question : I have completed the game, now what do I do?  What fun stuff is
               there to do?
    
    Answer   : Well, a lot of enjoyment can be derived from the Book being
               equipped, the women's bathroom in Strut C, girly posters, dumbass
               guards, and the codec.  Just use your imagination, the
               possibilities are not endless.
    
    ------------------------------------------------------------------------------
    
    Question : Can I use your guide on my site?
    
    Answer   : No... I refer you to the very last section of the guide.
    
    
    ------------------------------------------------------------------------------
    
      *  9.9  Plot Summary
    
    ------------------------------------------------------------------------------
    
    
      *  Courtesy of Grant Gordon (futuresuperstar)
          - Author of "Metal Gear Sold: Dawn of the Concealed"
    
    
      --  Tanker Chapter  --
    
    In 2007, Otacon got a tip from someone of a new, highly advanced Metal
    Gear that was being developed by the Marine Corp.  He and Snake
    planned a mission to infiltrate a tanker which was carrying the Metal
    Gear and take photos of it, and then leak the photos to the press and
    bring the black project to light.  However, all would not go according
    to plan.  After Snake made his way aboard the Tanker, the ship was
    taken over and hijacked by an unknown group of soldiers.  All of the
    crew in the upper decks was killed.  Snake took a photo of the
    apparent leader of the group, a Russian looking military man.  He
    asked Otacon to get an ID on who the man was.
    
    Snake made his way through the Tanker, dispatching any enemy soldiers
    who got in his way.  Snake then encountered a woman soldier on one of
    the front decks of the ship.  The two did battle with Snake managing
    to subdue the woman.  The woman's tomboyish appearance reminded him of
    Meryl.  After defeating the woman, Snake spotted a Cypher, a type of
    flying security camera device.  Otacon then contacted Snake and told
    him the ID of the man from before.  He was Colonel Sergei Gurlukovich,
    the leader of a private mercenary army.  Snake then proceeded into the
    holds and finally into the chamber of Metal Gear.  Along the way he
    avoided the legion of Marines who were watching the Marine Commandant
    in charge's speech.  Snake managed to get the desired shots of Metal
    Gear and sent them to Otacon.
    
    However, before Snake could make his escape, a man from his past
    appeared and confronted the Marine Commandant and his men. That man
    was Revolver Ocelot, the same terrorist from the Shadow Moses incident
    two years before.  Ocelot distracted the Commandant long enough for
    Colonel Gurlukovich to grab and take the Commandant hostage.
    Gurlukovich's men then arrived in the room and secured the area.
    Snake moved in for a closer look as he watched the drama unfold.
    Ocelot then betrayed his allies and shot Gurlukovich and several of
    his men before blowing a hole in the tanker and making his way toward
    Metal Gear's cockpit.  Snake rushed in to stop him.  Ocelot looked
    down at his old foe and felt an odd feeling.  He screamed in agony as
    his hand convulsed and throbbed.  Ocelot then spoke, but not in his
    own voice.  His voice was that of Liquid Snake.  Snake, confused as to
    what had happened, demanded to know what was going on.  Liquid told
    Snake that he lived on though Ocelot's arm.  Back in Shadow Moses,
    Ocelot had gotten his right hand cut off by Grey Fox, and after the
    incident, Ocelot had Liquid's arm grafted on.  Supposedly, Liquid's
    enhanced genetic makeup allowed him to take control of Ocelot's body
    at random times, and often when Snake was present.
    
    Their conversation was cut short as a gush of water slammed Snake into
    a wall and knocked him out for a moment.  Liquid/Ocelot then leapt
    into Metal Gear and activated the machine.  He made his way out of the
    Tanker.  Snake followed close behind and emerged on the surface of the
    wreckage of the Tanker.  He was then greeted by Metal Gear RAY, the
    codename for the new Metal Gear, which stood in front of him
    menacingly.  RAY then back flipped into the water behind him and sent
    a massive wave toward Snake.  Ocelot was satisfied that Snake was
    finished and retreated with his new toy.  However, that was not the
    end of Snake.  Otacon soon arrived in a small boat and rescued Snake
    from a watery grave.
    
    Once the two returned to land, they leaked Metal Gear RAY's existence
    to the press.  However, a more interesting story would overshadow
    their deed.  Snake and Otacon had been set-up as the fall men for a
    massive conspiracy.  The two were labeled as the worst ecological
    terrorists of all time for the sinking of a Tanker which caused a
    massive oil spill in the Hudson Bay area.  Their actions lead to the
    creation of an offshore oil decontamination facility, the Big Shell.
    
    For the next two years, Snake and Otacon kept a low profile after
    being marked as terrorists.
    
    
      --  Plant Chapter  --
    
    
    Otacon was leaked information about a new Metal Gear being developed
    at the Big Shell.  Snake set off for the facility and found it was
    captured and taken over by another terrorist organization.  Snake
    infiltrated the area and disguised himself as a Navy SEAL in order not
    to raise suspicion, as the navy was orchestrating a rescue operation
    at the time, anyway.  The terrorists had President Johnson hostage,
    and the Navy SEALS were on a rescue mission.  During his mission,
    Snake found a member of FOXHOUND, a man calling himself "Raiden" who
    was sent in by the organization.  Snake found that strange, seeing as
    FOXHOUND had been disbanded following Snake's destruction of the group
    back at Shadow Moses.  Snake did not fully trust the man and refrained
    from revealing his identity. He called himself "Iroquois Pliskin."
    
    Snake then aided the rookie on his mission, giving him advice about
    weapons, the enemy, and the facility.  Soon after their first meeting,
    Snake found Raiden once again confronting a middle-aged black man.
    Snake recognized the man to be the legendary bomb disposal expert,
    Peter Stillman.  Stillman informed the two of the situation.  Fatman,
    a member of Dead Cell, the terrorist group present at the Big Shell,
    had planted bombs throughout the facility.  Stillman gave the two a
    device that could stop the bombs.  Snake then set out to the Shell 2
    area of the facility to defuse the bombs there while Raiden stayed in
    the Shell 1 area.  Snake reported into Stillman each time he found a
    bomb.  Stillman thought that the bomb placement was completely wrong
    and asked Snake to take a look at the bottom of Shell 2.  Snake did so
    and found a huge amount of C4 explosives there.  Several events then
    happened and part of Shell 2 was destroyed. Snake was caught near the
    explosion and knocked out for a while.
    
    During these events, Raiden had managed to disarm all of the
    explosives throughout Shell 1 and was confronted by Dead Cell's
    leader, Fortune.  The two battled, and Raiden was powerless, as every
    bullet fired at Fortune was deflected before hitting her by a strange
    defensive force.  Vamp, another member of Dead Cell, came down to the
    two to confront Raiden.  Raiden fired another shot at Fortune, and it
    swerved around her force field and hit Vamp between the eyes.  Fortune
    was devastated and coddled the lifeless Vamp as Raiden fled the scene.
    Afterwards, however, following Fortune's tears of pain while holding
    Vamp, Vamp returned to life, claiming he had already died, and
    couldn't die twice.
    
    Raiden then killed Fatman, the man behind the bombs, and attempted to
    free the hostages at the core of the shell.  After speaking with Ames,
    a man under the President, Raiden fled the core, as Ocelot, who was
    discovered to be at the scene of the takeover, found him.  Raiden
    escaped with the aid of a mysterious ninja, one that looked much like
    Grey Fox from Shadow Moses, and ran toward Shell 2 to find the
    President.
    
    After Snake came to, he and Otacon discovered the location of the new
    Metal Gear.  The entire facility WAS the new Metal Gear, or rather a
    guise for the fortress.  Snake continued his mission while Raiden did
    the same with his.  Otacon and Snake managed to hijack a Kamov chopper
    which they planned to use to rescue the hostages which were taken
    during the takeover.  Before they had the chance, however, the
    terrorist leader, claiming to be Solid Snake, confronted Raiden on a
    bridge between Shell 1 and Shell 2.  Enraged by his claim of being
    Solid Snake, Snake opened fire on the man.  Snake managed to knock the
    man from the bridge, only to find that a Harrier 2 was lying in wait
    to ambush them.  Snake, knowing he couldn't take out the Harrier with
    a Kamov, tossed Raiden a Stinger Missile Launcher and some ammo and
    instructed him to take out the Harrier.  He then supported Raiden with
    cover fire as Raiden battled the jet.
    
    Raiden managed to defeat the Harrier and send it crashing below, only
    to have it scooped up by Metal Gear RAY, the same RAY from the tanker
    two years ago, piloted by a very alive Vamp.  RAY then fired on the
    facility, damaging the Kamov in the process.  Snake and Otacon were
    forced to land the helicopter.  After that, Snake revealed that he
    really was Solid Snake and Iroquois Pliskin was just a made up name.
    Snake then proceeded to explore the Big Shell in hopes of finding a
    way into Arsenal Gear, the name of the new Metal Gear.  While in Shell
    2, Snake was attacked and battled the same ninja that Raiden had been
    saved by earlier.  Snake discovered that the Ninja was actually Olga
    Gurlukovich, the woman whom Snake fought two years ago on the Tanker.
    Olga, having been Sergei Gurlukovich's daughter, believed that Snake
    was responsible for his death at the tanker.  Snake explained to Olga
    what really happened there, and of Ocelot's betrayal to her father and
    his men.  The two decided to work together for mutual benefit.
    
    Meanwhile, Raiden successfully found the President and snuck inside
    his chamber.  President Johnson told Raiden about the Patriots, a
    group that supposedly controlled America.  He claimed that every
    action ever done by him was actually an act or an order of the
    Patriots, and also explained how the Big Shell was just a disguise for
    Arsenal Gear.  Raiden, in shock, questioned him further.  Ocelot
    showed up, however, and killed the President, for reasons unknown to
    this day.
    
    Raiden then proceeded to finding Emma Emmerich, Otacon's long-lost
    half-sister.  She supposedly knew how to infect Arsenal with a virus
    to crumble its database, and perhaps retained other knowledge that
    would prove useful.  However, he was stopped by Vamp.  The two
    warriors battled with Vamp finally losing.  He had the ability to read
    muscles and see in extremely slow motion at will, but Raiden found a
    way to defeat him.  Vamp fell into a pool and drowned.
    
    Away from the scene, Snake was contacted by Raiden.  Raiden needed
    cover support for helping Emma get to Shell 1 to get to Arsenal's
    entrance via a long bridge along the water.  Snake went to the scene
    and helped Raiden defend Emma from patrolling guards and gun ciphers
    with sniper fire.  However, Emma was ambushed and seriously wounded by
    Vamp, who once again had supposedly come back to life.  Raiden once
    again played sniper and shot him several times, and Vamp fell into the
    ocean, finally dead.  Snake rushed to the girl's side and carried her
    back to the computer room where Otacon was waiting.  He tried to patch
    her up the best he could, however it seemed Vamp got some internal
    organs and he couldn't stop the bleeding.  Snake asked Raiden if he
    got the disc from Emma, which could infect Arsenal's database and stop
    it.  Raiden handed it over and Snake loaded the program into Arsenal's
    activation console.  All did not go according to plan (as usual) and
    an anti-virus agent stopped the virus before it could be completed.
    In the meantime, Otacon and Emma had a last conversation.  She soon
    died.
    
    Otacon broke down in grief at the loss of his sister.  Snake convinced
    Otacon to go on and save the hostages.  After Otacon left, Snake
    revealed a "friend" of his to Raiden: the ninja, who was actually
    Olga.  Snake told him that it was bedtime for Raiden and Olga knocked
    Raiden out with her High Frequency Blade.  Olga then took Raiden to
    her superiors, as she was pretending to work for Solidus and the
    terrorists, and Snake snuck aboard Arsenal along with her.
    
    Now aboard Arsenal Gear, Snake changed back into his sneaking suit.
    He thanked Olga and was about to continue on with his mission.  Before
    he went, Olga gave him her HF Blade and told him to give it to Raiden.
    A bit confused, Snake agreed to give it to him.  Snake then advanced
    into the bowels of Arsenal and waited for Raiden's arrival.  Snake
    found him in a long hallway, completely naked.  Snaked laughed at the
    sight and gave Raiden his equipment back.  He then handed over the HF
    Blade, as Olga had asked.  Snake gave Raiden a few tips on how to
    wield the sword.
    
    Before this, however, Raiden had escaped his confinement with the aid
    of Olga and sneaked through Arsenal.  The Colonel of his mission, who
    had been giving him orders all along, started to malfunction, as if it
    had been affected by a virus, and started to say random things.  Rose,
    Raiden's girlfriend, also started to malfunction, as if she was a
    machine.  Raiden didn't know what was going on, but met Snake in the
    hall.
    
    After Raiden was done training, he and Snake advanced into the next
    room.  They were then attacked by an onslaught of Arsenal Tengu,
    guards of the place.  The two fought side by side and annihilated the
    legion of soldiers in the next two rooms.
    
    At this point, the real Rose contacted Raiden and told him that she
    had been spying on him for the Patriots their entire relationship.
    Raiden was disgusted and upset, but Rose told him that she was sorry
    and really did love him.  After Raiden didn't believe her, Rose told
    him she was pregnant, and then the transmission died.
    
    In the following room, after killing the enemy soldiers, Dead Cell's
    leader, Fortune, confronted Snake and Raiden.  Fortune claimed that
    Snake had killed her father, the Marine Commandant Scott Dolph, at the
    tanker.  Snake told her that it wasn't him, but she would hear nothing
    of it.  Snake then told Raiden to go on and he'd handle her.  Raiden
    did so.  Snake then began a hopeless battle and was defeated by
    Fortune and taken captive.
    
    Meanwhile, Raiden had been talking to Solidus Snake, the third clone
    of Big Boss.  He was a direct clone, not recessive or dominant.
    Solidus told Raiden of his plans and then had an onslaught of
    mass-produced Metal Gear RAYs attack him. Raiden finally gave in.
    Olga appeared and tried to save Raiden, telling Raiden that if he died
    or failed his mission, Olga's child, which the Patriots had hostage,
    would die.  Solidus killed her with a bullet to her head and tossed
    her aside.  As the RAYs began to attack Raiden again, the virus that
    Emma had given them started to take effect and the RAYs began to
    malfunction.  Solidus, infuriated, single-handedly destroyed the
    remaining three RAYs and cursed at the Patriots, knowing they had
    something to do with it.
    
    Snake found that Raiden too had been captured when he was taken above.
    He watched as the scene unfolded between Solidus, Fortune, and a
    returning Ocelot.  Ocelot revealed that he had been a Patriot's spy
    all along, and told of his betrayal to Solidus.  Solidus's plan had
    been to detonate a nuke over Manhattan, the dwelling place of the
    Patriots, to take out all electronics that were concealing the
    Patriots' identities, and then proceed to kill the Patriots to
    "liberate" the United States from unknown dictatorship.  Ocelot told
    him that the entire exercise at the Big Shell was scripted by the
    Patriots themselves, as was the sinking of the tanker two years ago.
    Solidus, infuriated, attacked Ocelot, only to find that Ocelot
    couldn't be harmed due to the Patriots' technology.  Fortune also was
    shot by Ocelot, and it was soon discovered her mystical abilities were
    nothing more than the same technology that Ocelot possessed.  Ocelot
    concluded with saying that all he had to do was recover Arsenal and
    clean up the refuse from the exercise, and he jumped into one of the
    RAY's cockpits and attempted to kill everyone.  Fortune, barely alive,
    managed to somehow find within her part of the mystical power that was
    taken away and deflected all of RAY's missiles.  After Ocelot then
    attempted to take them out with a cutting laser, Ocelot became
    possessed by Liquid Snake once again.  Liquid called out to his
    brothers and told them of his plans.  He claimed he knew where the
    Patriots were and that he was going to crush them, and he then
    prepared to leap off the side of Arsenal inside RAY.  Snake could not
    allow Liquid to get away and managed to muster enough strength to
    break his damaged handcuffs.  Liquid laughed at seeing Snake pursue
    the massive vehicle.  Metal Gear leapt off the side of Arsenal and
    Snake leapt in right behind it.  Snake was unable to keep up with the
    powerful RAY, but he did manage to plant a tracker on it.
    
    Raiden and Solidus were thrown onto Federal Hall, where the Colonel
    contacted Raiden.  He claimed that the S3 was still there.  The S3 was
    revealed to be a protocol of some sort that stood for "Selection for
    Societal Sanity."  Following was a horrid conversation between the S3
    and Raiden, where the S3 claimed it was humanity's only hope and that
    humans were crazy, evil, and self-killing animals.  It stated that it
    needed to have control of America to lead us into a good age instead
    of an age of lies and false veracities.  Raiden refused to believe it,
    but was plagued with words that he didn't know if they were real or
    not.  His entire mission was a lie, a script of the Patriots, and now
    the S3 was telling him that he was just a weapon ... a creation of the
    S3 with no purpose but what they made for him.  After the S3 told him
    to kill Solidus, Solidus informed Raiden that there was still a way
    for Solidus to succeed with his plan.  He stated that the Patriots'
    digital information was inside of Raiden, wired into his genetic
    makeup, and then continued preaching his wish of freedom from the
    Patriots.
    
    Following this, Solidus told Raiden that he had killed Raiden's
    parents, and then told of Raiden's past.  According to Solidus, Raiden
    had been a child solder in the Liberian Civil War, and Solidus had
    adopted him as his own.  Raiden, disbelieving, commenced battle with
    him.  Raiden ended up winning, and Solidus fell off of Federal Hall to
    his doom.
    
    Snake then returned to shore and located Raiden who now stood alone in
    front of Federal Hall.  He convinced Raiden that he had done the right
    thing and went on about the future and such and how reality is only as
    real as we make it, and also about how he planted a tracker on RAY.
    He also informed him that the disc containing the FoxDie computer
    virus, the same disc Emma had, could also be used to locate the
    Patriots.  Snake then disappeared into the shadows as soon as he came.
    Raiden was left on the streets of Manhattan, and Rose approached him.
    Having known that the S3 was lying and digitally imitating Rose,
    Raiden forgave Rose about her affiliation with the Patriots, and they
    decided to live a new life ... together.
    
    Watching the two lovers behind a car was none other than ... Vamp.
    
    Soon after the mission, Otacon analyzed the disc's data.  He told
    Snake he found who the Patriots were and that one of the members was
    one of their biggest contributors.  He also informed that all twelve
    of them were dead, and had been for a solid 100 years.  Snake,
    shocked, uttered three words ... What the hell ...?
    
    ------------------------------------------------------------------------------
    
      *  10.10   Easter Eggs, Secrets, Fun Stuff
    
    ------------------------------------------------------------------------------
    
     --- SNAKE AND SELF GRATIFICATION ------------------
    
    In Deck A, Crew's Quarters you can find a girly poster on one of the lockers, 
    it is in the northwest of the room.  Open the locker and look at the poster in
    First Person View. Now call Otacon and Snake will be playing with his 
    er... Solid Snake.
    
     --- DECK A, CRWEW'S LOUNGE ------------------
    
    This room contains quite a few neat things to play around with:
    
    The mini bar; it can provide you with plenty of cover during a shootout.
    Another neat thing is the bottles.  You can shoot these bottles and watch
    their contents spill out all over the place.  You can also punch and kick the
    bottles to your heart’s content.  This has little practical use aside from a
    potential guard distraction if you shoot the bottles while he's near the bar.
    
    Talk about detail!  In FPV look at the mini-bar itself and you should see an
    ice bucket on the counter.  Shoot it so that its contents spill out, ice. Now,
    look at the ice for a while and eventually you will see it melt. Also, the
    larger pieces of ice will take longer to melt than the smaller ones.  Not many
    games have that kind of detail programmed into them (for good reason
    probably).
    
    On the west side of this room there is a small TV screen showing views of the
    new Metal Gear prototype.  If you shoot it will go blank.  A small preview for
    what you'll be seeing up close later on.
    
    When you shoot the magazines on the magazine rack they will explode in a
    shower of paper shreds.  You can continue doing this until the pieces are too
    small to shoot.  Shooting these magazines will also attract the attention of
    the guards nearby.  If you utilize this appropriately you can create an
    opening to slip through.
    
    Try firing a bullet through the plants in the room and the leaves will shake a
    little bit.  They shake more if you shoot the stems.
    
    When you fire bullets into the glass in the middle of the room it will make a
    small crack in the glass.  Fire about 15 shots into the glass and it will
    completely shatter, showering shards of glass all over the floor.
    
    The guard at the bottom of the stairs in the west has flies circling his head,
    if you stay there for a moment the flies will suddenly become attracted to
    you, the flies can alert guards to your presence so be careful. 
    
     --- DECK D, CREW'S QUARTERS ------------------
    
    If you shoot the pans hanging from the ceiling in the kitchen they make
    little noises.  If you experiment enough you may be able to create a little
    tune.
    
    The pantry may be of some enjoyment.  The boxes there contain an amount of
    fruit and there are some bags of flour.  Shooting these items will break them
    apart and such.  I've always found it fun to have a gunfight in this room
    once I get the USP.
    
     --- MERYL? ------------------
    
    Shoot Olga and Otacon will call and yell at you, calling you a monster.  Also,
    if you call Otacon while looking at Olga Snake will mention near the end of
    their little conversation that he has "had enough of tomboys."  Looks like
    Meryl survived Shadow Moses after all.  You can read "In The Darkness of
    Shadow Moses" by Nastasha Romanenko for more information on this.  You can
    find it in the Previous Story section of the Special menu.
    
     --- ENGINE ROOM, PORT ------------------
    
    That guard looking through the binoculars in the south.  Go to where he was
    and pull your binoculars out.  See anything of interest?
    
     --- DECK 2, PORT ------------------
    
    When you are approaching the first guard duck into the side area and lean up
    against the wall with the pipe.  As the guard approaches try to peek out into
    the hallway.  Snake will knock over that pipe which will scare the crap out
    of the guard coming down the corridor.  This won't trigger an alert so feel
    free to do this.  Just make sure you stay put until the short scene is over.
    
     --- HOLD 1 ------------------
    
    If you go up to the projector in the south end of the hold and press the
    action button Snake will turn it off. It is kind of funny but it will result
    in a game over.
    
    If you walk in front of the projector with the Snake will cast a shadow on the
    display screen.  This will result in a game over.  The same result is achieved
    from walking in front of it with the stealth equipped.
    
     --- HOLD 2 ------------------
    
    If you go up to one of the projectors and push the action button Snake will
    turn off the projector.  But instead of being caught the other projector will
    turn on and the Marines will turn to face it.  If Snake continues to do this
    then eventually both screens will have projected images as the game assumes
    control over Snake.  Then both screens will be taken over by two pictures of
    hot chicks.  Obviously, you will be caught when this happens.
    
     --- HOLD 3 ------------------
    
    If you have stealth camo then you can do a little activity called Marine
    Bowling.  Equip the stealth camo and go up to one of the Marines on the sides.
    Kick him over and watch him set off a chain reaction.  Do this with your
    friends and see who can knock over the most Marines.
    
    On your second time through one of the Marines will have forgotten his pants.
    He is the Marine in the southeast corner of the group.  Take a photo of him
    and send it to Otacon to see his reaction.
    
    You can see Ocelot before he hijacks RAY.  After climbing to the top level by
    using the wire to get across Hold-1 you can look at the left leg of RAY, you
    should see Ocelot standing there.
    
     --- FECAL SLIP ------------------
    
    If you go near the walls then you will find that your character slips due to a
    large amount of bird crap on the ground.  Kind of funny but it gets annoying 
    when you do it repeatedly.
    
     --- STRUT B, TRANSFORMER ROOM ------------------
    
    You can mess around with Pliskin for a bit while he is asleep:
    
      (1) Point your gun at him.
      (2) Shoot him or punch him.
      (3) Call him on the Codec and then call the Colonel.
    
    For a laugh, call Rose with the Cigarettes equipped.
    
     --- STRUT C, DINING HALL ------------------
    
    Call the Colonel while in the women's bathroom and see what he has to say.
    
     --- SPECIAL DELIVERY ------------------
    
    Got a box?  Climb up onto the platform near the southern end of the conveyor
    belt and equip a box.  Raiden will climb onto the belt and he'll be dropped
    off at various places throughout the facility depending on which box you use.
    
     --- EW... ------------------
    
    Call Pliskin with a Book equipped and he will have a few words of advice for
    you.  Try doing this in the women's bathroom in Strut B...  O_o
    
     --- HOSTAGE PUNCH ------------------
    
    You can punch and kick the hostages.  This elicits a few Codec calls from The
    Colonel/Rose about what a terrible person you are.  You can also make some of
    them pee when you kick them.
    
     --- JOHNNY...AGAIN ------------------
    
    During the part where you can control the Directional Microphone move it over
    to the left to the bathroom and you can listen to our friend "Johnny"
    experience the ravages of an overactive bowel.
    
     --- SHOOTING THE KASATKA ------------------
    
    During the Harrier battle you can fire Stinger missiles at the Kasatka.  Snake
    will become somewhat aggravated if you do this.  An understandable reaction.
    
     --- CLEAN SHOWER ------------------
    
    The peeing guard is a source of indispensable fun.  For some amusement you can
    stand under the stream and look up into it in First Person View.  Gross, eh?
    Also, call the Colonel while underneath the stream.  Him and Rose will have
    some words for you.
    
     --- BUSY AT THE MOMENT ------------------
    
    If you call Snake when you exit the Shell 2 Core he will say that he is 
    er..."busy at the moment".  I assume you've completed the game so I reckon
    you'll know this to be the time Snake confronts Olga and makes a deal with
    her.
    
     --- MICROPHONE FUN ------------------
    
    You can play with the directional microphone in this part.  Pointing it at
    Snake, when he appears, and Emma as she walks along will enable you to listen
    to some things that they are saying.  Also, when Emma is behind the second
    support structure on the oil fence point the microphone there to hear her
    talking to Johnny.
    
     --- SHADOW MOSES!? ------------------
    
    The Arsenal Gear, Stomach area is an exact replica of the torture room and
    holding cell in Shadow Moses from Metal Gear Solid.  If you look through the
    glass to the south you'll see the holding cell.
    
     --- STOCK FOOTAGE ------------------
    
    The scene that plays when Raiden is being position vertically is footage from
    the original Metal Gear Solid when Snake is about to be tortured by Revolver
    Ocelot.
    
     --- ANATOMY LESSON ------------------
    
    The rooms in Arsenal Gear are named after parts of the digestive tract.  
    Arsenal Gear, Stomach should have tipped you off, if you know your anatomy.
    Jejunum and Ileum are parts of the intestine, as is Ascending Colon.  And 
    Arsenal Gear, Rectum is well...obviously you know what that is.  Apparently,
    Kojima wanted you to feel as if you had been swallowed by some enormous
    entity.
    
     --- FOGGY CAMERA LENS ------------------
    
    In Arsenal Gear, Ascending Colon stand in front of Snake and look in FPV.  His
    breath will fog up the camera.  When you release the button it will disappear.
    
     --- HARK! A DOG TAG! ------------------
    
    You can get Snake's dog tag.  This is the last one that you will be able to get
    in the Plant chapter.  To get it just knock him out in any old way.  If you 
    fail however he will retaliate with his trusty M4 or his fists.  To avoid the 
    fists lie down quickly and he will miss.  Once he is out shake his body down 
    and he will drop the tag.  When he wakes up he will be quite grumpy.
    
     --- HIM AGAIN? ------------------
    
    Vamp is visible in the ending cinematics.  As Raiden and Snake are looking at
    the dog tags, look past them at the taxicab.  See anyone familiar?
    
     --- EXTREME DIFFICULTY ------------------
    
    When you complete the game for the first time on any difficulty you will get 
    the option of playing in Extreme mode.  I recommend this only to people who 
    have played Hard and people who are in need of frustration.
    
     --- ALL DOG TAGS ------------------
    
    Once you get all the dog tags in the game you will be presented with a 
    website address after you complete the game.  This site has wallpapers and a 
    bunch of other good stuff, but unfortunately Konami took the site down a while
    ago so you can't access it anymore.
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
                                 10)  Conclusion
    
    *-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~*-~
    
    
    ------------------------------------------------------------------------------
    
      *  10.1  Contact Information
    
    ------------------------------------------------------------------------------
    
    
    If you have any questions, comments, suggestions, or contributions to
    make then you can e-mail me at the address provided below.  I will only
    accept questions, comments, suggestions, and contributions if they
    abide by the guidelines outlined below.  I do not think that I am
    asking much by doing that, but if you do have a problem with that then
    I ask you just not send me anything at all.
    
    E-MAIL : REMOVED
    
    SUBJECT LINE: Metal Gear Solid 2: Substance
    
    
    --
    DO
    --
    
    
     - Point out errors
     - Give me strategies for parts of the game that you feel you know lots about
     - Write legible sentences
     - Include good grammar
     - Ask for help about things not already answered in this guide
     - Look through the guide before contacting me to make sure I haven't already
       answered your question
    
    
    ------
    DO NOT
    ------
    
    
     - Send me viruses
     - Spam me
     - Insult me
     - Use excessive profanity
     - Use background colors, e.g. yellow font against a black background
     - Send irrelevant e-mails
     - TyPe lIkE tHiS, tHiS ReAlLy PisSEs mE OFF!
     - Ask questions that are answered in this guide
     - Add attachments to your e-mail
     - use f'ing 1337 speak
    
    
    ------------------------------------------------------------------------------
    
      *  10.2  Credits
    
    ------------------------------------------------------------------------------
    
    
    Hideo Kojima : for creating this masterpiece
    
    Konami : for allowing Kojima to create all the games that he does
    
    kenb215 : for his constructive criticism on my format, and suggestions on
    improvements, including the Search String.
    
    AdrenalineSL : his MGS2 guide helped me so much during my first playthroughs and
    gave me a good idea of how a good FAQ/Walkthrough should be made.  Thank you.
    
    YSF : for the lyrics to "Can't Say Goodbye to Yesterday"
    
    LivingNightMare185 : Critiqued this guide and gave some good insight.
    
    
    ------------------------------------------------------------------------------
    
      *  10.3  Conclusion
    
    ------------------------------------------------------------------------------
    
    
    Hopefully this was a little bit helpful for you.  I think that I have covered
    most of what needs to be covered and a little bit more than that.  If I failed
    then you may click the back button but if not then er... bow down to me.
    
    Farewell until the next time!
    
     - El Greco
    
    
    
    ------------------------------------------------------------------------------
    
      *  10.4  Legal Notice
    
    ------------------------------------------------------------------------------
    
    This document is Copyright 2003-2004 Don Fleming.  It may not be reproduced
    nor retransmitted in any form without prior consent from the author.  It may
    not be altered, published, sold, given as an incentive to buy, etc. without
    advance permission from the author. All outside sources which have contributed
    to the making of this guide in some form  have been cited in the guide. 
     
    Violation of the above terms can and will result in a lawsuit.
    
    ------------------------------------
    SITES WHERE THIS GUIDE MAY BE HOSTED
    ------------------------------------
    
    
     - GameFAQs.com
    http://www.gamefaqs.com/
    
     - Gamespot.com
    http://www.gamespot.com/
    
     - Neoseeker.com
    http://www.neoseeker.com/
    
     - IGN
    http://faqs.ign.com
    
     - MetalGearSolid.org
    http://www.metalgearsolid.org
    
    
    ----------------------------------------
    SITES WHERE THIS GUIDE MAY NOT BE HOSTED
    ----------------------------------------
    
    
     - CheatCodeCentral
    http://www.cheatcc.com/
    
    ^ Yes, I am pointing directly at your site, Dave, and not with my index finger
      either.
    
    
    
    
    ------------------------------------------------------------------------------
    
      *  10.5  Version History
    
    ------------------------------------------------------------------------------
    
    
    -----------------------------
    Version 1.65, 3/27/04, 569 kb
    -----------------------------
    
    
    I completely reformatted the guide so that it looks better.  Enjoy!  This will
    probably be the last update for a while.
    
    
    -----------------------------
    Version 1.60, 3/26/04, 574 kb
    -----------------------------
    
    
    I added in the Previous Story transcript.  Not much else... in fact... nothing
    else!
    
    
    -----------------------------
    Version 1.55, 1/12/04, 415 kb
    -----------------------------
    
    
    I added in some things in the "Infiltration" part of the walkthrough.  That is
    about it.
    
    
    ------------------------------
    Version 1.50, 10/18/03, 383 kb
    ------------------------------
    
    
    I re-wrote the Tanker section of the guide, it's much better than the old one.
    Plant will come in two weeks or so.
    
    
    ------------------------------
    Version 1.30, 10/10/03, 344 kb
    ------------------------------
    
    
    Completed Raiden's Sneaking-Eliminate All missions.  Added Skateboarding
    section.  I'll probably do a bunch more missions in the time to come.
    Changed the SOL walkthrough sections.
    
    
    -----------------------------
    Version 1.27, 10/6/03, 335 kb
    -----------------------------
    
    
    Added some strategies for Vamp.
    
    
    -----------------------------
    Version 1.26, 9/29/03, 333 kb
    -----------------------------
    
    
    Wrote my own synopsis for the Tanker and Plant chapters, added some FAQs.
    
    
    -----------------------------
    Version 1.25, 9/28/03, 329 kb
    -----------------------------
    
    
    Changed the Contact Information part, added lyrics from ending song.
    
    
    -----------------------------
    Version 1.23, 9/26/03, 326 kb
    -----------------------------
    
    
    Just added in a credits person and a new site to use my guides.
    
    
    -----------------------------
    Version 1.22, 8/21/03, 323 kb
    -----------------------------
    
    
    Finished changing all the headers today.  To me the guide seems a little
    neater than it did before.
    
    
    -----------------------------
    Version 1.21, 8/12/03, 312 kb
    -----------------------------
    
    
    I'm back for good now, well, at least until November.  I spell-checked the
    entire guide.  Not much else in this update, I added some stuff to the TOC and
    that's about it.  I think I'm done with none walkthrough content now.  I'll
    focus my energy now on the walkthroughs and maybe I'll write up walkthroughs
    for the eliminate all and hold-up missions.
    
    
    -----------------------------
    Version 1.20, 7/30/03, 311 kb
    -----------------------------
    
    
    I came to the conclusion today that my SOL walkthrough sucks.  So I started
    re-writing it and I have so much more detail than before.  I added some
    "Useless Information" in some places.  Completed the walkthrough up to the
    beginning of the Plant chapter.  I am thinking about adding a mini Dog Tag
    guide in the Dog Tag section, it would just be locations of the guards who
    have dog tags.  The new parts in this guide are the node locater, the options
    screen explanation, and the Dual shock controller pressure sensitivity
    sections.  Also, I passed the 300kb mark, which was my goal for length, but
    it appears that I will go much farther than that.
    
    
    -----------------------------
    Version 1.00, 7/13/03, 287 kb
    -----------------------------
    
    
    Finished the last two Snake Tales (External Gazer and Big Shell Evil) and
    fixed up some stuff in different places in the guide.
    
    
    ----------------------------
    Version .98, 7/12/03, 269 kb
    ----------------------------
    
    
    Did three of the Snake Tales today, A Wrongdoing, Confidential Legacy, and
    Dead Man Whispers.  The next two will be completed tomorrow.
    
    
    ----------------------------
    Version .95, 7/10/03, 250 kb
    ----------------------------
    
    
    Completed the missions section (except MGS1 Snake) and elaborated a bit on the
    story part.  Added the extended controls below the basic controls and the
    Special Actions section.
    
    
    ---------------------------
    Version .92, 7/3/03, 229 kb
    ---------------------------
    
    
    Finished Snakes missions and changed some minor stuff around, not much else
    besides the addition of Snake's missions.  Added part to the Search String,
    getting to the different parts of the Game Overview section because it is
    quite long.
    
    
    ---------------------------
    Version .91, 7/2/03, 210 kb
    ---------------------------
    
    
    I completely re-did the Weapons and Items descriptions, I changed them to
    mainly the in-game descriptions of the items given by Otacon and Pliskin.  I
    revamped the entire moves section, now it has more moves and is a lot more
    detailed than it was before.  I added some useless information to the SOL
    walkthrough and added the quotebook  near the end.  I also put the Items and
    Weapons after the Snake Tales instead of having them before the SOL
    walkthrough.
    
    ----------------------------
    Version .90, 6/30/03, 160 kb
    ----------------------------
    
    
    Finished all of the Raiden character missions.  Added several new parts to
    the guide.
    
    
    ---------------------------
    Version .55, 3/12/03, 96 kb
    ---------------------------
    
    
    Done with main game, dog tags, and lots of other stuff.  Finished several sub
    sections of Raiden's missions.  Still need to do other characters missions.
    
    
    
    
    ______________________________________________________________________________
                          Copyright 2003 - 2007 Don Fleming