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




          T A C T I C A L  E S P I O N A G E  A C T I O N
          ===============================================


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                     S O N S  O F  L I B E R T Y
                     ============================


Dont damn me if I speak a piece of mind.

Metal Gear Solid is a trademark of Konami. All rights reserved.

                           ~*~*~*~*~

Before starting to read further, put to play _Highway to hell_ by ACDC. Im in a
highway to hell!.

WALKTHROUGH UP TO THE END OF THE GAME!. WOO-HOO!.

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Unofficial espionage book, By GheddonLN.

This guide was started on December 12, 01
This guide was last updated on December 12, 01

Version : 0.86
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Break on through to the other side or so I understand.


=-=-=-=-=-=-=-=-=-=-=-=
 [ TABLE OF CONTENTS ]
=-=-=-=-=-=-=-=-=-=-=-=

0.1	Prologue
0.2	Versions
0.3	Credits
0.4	Characters
0.5	Basics
0.6	Walkthrough
0.7	Weapons
0.8	Items
0.9	Enemies
0.10	Previous stories.
0.11	Dog-Tags
0.12	Fun/Curious stuff.

-Copyright
-Closing statement

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0.1	P R O L O G U E
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      First off, welcome to another FAQ by me, GheddonLN. My fifth one in fact.
Even before I could lay my hands on this jewel, I was thinking: Gotta... make...
a guide... for it. So, I put the disk on the PS2, and started played. I took out
my notebook, and started to write down everything and then re-typed it on the PC.
Is something I really enjoyed, because, after all the typing, you feel glad of
making such a guide, by yourself...

      Prepare yourself, soldier, because is Snake is back to kick ass and take
names. And unlike other sequels---Final Fantasy---MGS has changed. Snake looks a
little more bulked up, and has long hair. But thats in terms of graphics. MGS-SoL
has evolved in everything you could imagine. Now guards talk to others by radio,
and if their communication is cut down suddenly, they alert others. They now are
worth it!. The environments are totally interactive, as you can destroy things,
you leave wet-shoes marks, and Snake even bleeds!.

     In graphical terms, Konami really did a great job. Snake character looks
insanely good, as well as other players. Controls are as simple as always, and you
should have no trouble whatsoever with them. All of the in-game dialogues have
voice-acting(yes, like in MGS1) and you have new ways to attack and kill your
enemies.

     Overall, the best game in the PS2 thus this far, along with Devil May
Cry(IMHO). Now I gotta wait for FFX!.

- GheddonLN


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0.2	V E R S I O N S
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Version # - 0.1

Date      - 12/10/01

File info  Most of the appendixes as well as intro-things done
          - A little bit of the guide is done, too

File size  28.2KB

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # - 0.2

Date      - 12/13/01

File info  The walkthrough is up to the plant chapter
          - All appendixes done(except of the PREVIOUS STORIES) although a
            few require updates.

File size  42,8KB

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # - 0.3

Date      - 12/14/01

File info  I fixed the FAQs layout
          - I changed the weapons section. Now it only contains weapons I
            know of.
          - I fixed the walkthrough

File size  54,8KB

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # - 0.5

Date      - 12/24/01.

File info  Merry Christmas to you, north americans!. Merry Christmas to my
Colombian partners!. Merry Christmas to my latin sidekicks!. And merry Christmas
to this FAQ!.

- I updated the FAQ(and I also rewrote most of it).
- Added the DOGTAGS(I know it looks like DEngels list, but I made it with my
  own hands).
- Added more items
- Fixed the weapons section layout.

File size  119,2KB.

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # - 0.6

Date      - 12/25/01

File info  Walkthrough has been completed!.
          - Added the Fun Sruff section
          - Added more characters to the Char. Section
          - Added the H.F.B to the weapons list
          -Added more enemies to the ENEMY LIST section.

File size  129.5KB.

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # - 0.7

Date      - 12/26/01

File info Tomorrow Im going to see Seor de los Anillos(Lord of the Rings).
Woo-hoo!.

- Ive finished MGS2 today... and then finished it again in easy difficulty.
- Now, lets talk about the updates. Updated MGR(X3) strategy.
- Added info about the cinemas that follow the fights aginst the RAYs.
- Added Solidus strategy.
- Added the Ending.
- Updated both weapons and items lists(just a bit).
- Updated enemies list(updated AG soldiers strategies).
- Fixed other things.

File size  138,8

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # 0.8

Date     - 12/31/01 (12:00  This is true!).

Info     - Added contributions about Campbell.
         - Added the text dump(By AUrbina)
         - Changes the FAQ layout a bit.

File size - ????KB

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # 0.89

Date     - 1/6/01

Information  Removed the text dump
            - Added the previous stories summary
            - Reformatted the FAQ completely

File size   - ????KB

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

Version # 0.92

Date     - 1/14/02

Information  Changed the ASCII art atop.
            - Added more contributions about Campbell.

File size   - ????KB

**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-**-*-**

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 0.3 C R E D I T S
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To Konami(www.konami.com)
         For creating one of the best games in the PS2.

To CjayC(www.gamefaqs.com)
         For posting my FAQs on his wonderful site.

To The MGS2 instruction manual
          I must accept I stole some things from it.

To everybody who e-mailed my about Campbell
         For clearing my doubts.

To me
     For writing this FAQ :)



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0.4	C H A R A C T E R S
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=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=
                                    TANKER CHAPTER
=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=

 ________________________________________________________________________________
|                S O L I D      S N A K E                                        |
|________________________________________________________________________________|
| The mercenary who infiltrated Shadow Moses a long time ago is back. This time, |
| however, he is not part of the group FoxHound. Hes now a member of the group  |
| Philantropy, conformed by he, Otacon and Mei Ling(I believe). He infiltrates   |
| the tanker discovery in order to see if a new metal gear is in development.  |
| After the incident in the tanker, he dies. Or so you think...                  |
|________________________________________________________________________________|
|                     O T A C O N                                                |
|________________________________________________________________________________|
| Anime fanatic Otacon is back, as part of the team Philantropy. His main job is |
| to support Snake giving him tips, strategies and general information. He also  |
| acts as the game saver.                                                        |
|________________________________________________________________________________|

=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=
                                PLANT CHAPTER
=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=

 ________________________________________________________________________________
|                                 R A I D E N                                    |
|________________________________________________________________________________|
| Raiden, the newest member of Fox Hound, has as mission to infiltrate the off-  |
| -shore facility big shell and rescue the president and other hostages, and to  |
| disarm the terrorists by any mean necessary. He has taken extensive VR training|
| (300 missions), but he still has a lot to learn about loyalty, friends and     |
| love.                                                                          |
|________________________________________________________________________________|
|                       C O L O N E L    C A M P B E L L                         |
|________________________________________________________________________________|
| Colonel Roy Campbell has been taken out of retirement to direct the infiltration
| to the facility BIG-SHELL. Hes the commander in chief, and will contact you   |
| via CODEC. His messages are normally useless information or very basic tips, but
| sometimes he REALLY helps you.                                                 |
|________________________________________________________________________________|
|                             R O S E M A R Y                                    |
|________________________________________________________________________________|
| Rosemary is Raidens girlfriend and was employed by Foxhound in the last minute|
| as an analyst. She will save your game. She will also talk with Jack about their
| lives as boy and girlfriend ad other stuff.                                    |
|________________________________________________________________________________|
|                        I R O Q O U I S  P L I S K I N                          |
|________________________________________________________________________________|
| Raiden meets Plisking in the transformer room of Strut B during a gunfight with|
| Vamp. Plisking shows a lot of similarities with Snake(his voice actor is also) |
| David Hayter). He is in charge of defusing Shells 2 bombs and will support you|
| via codec.                                                                     |
|________________________________________________________________________________|
|                    P E T E R   S T I L L M A N                                 |
|________________________________________________________________________________|
| Peter Stillman is the bombs pro who supposedly has to defuse the C4s all over  |
| the BIG-SHELL. Because his team was wiped out, he now must join forces with    |
| Raiden and Pliskin to defuse every C4 in the facility. He gives the duo a series
| of instruments used to defuse C4 and will aid them via CODEC.                  |
|________________________________________________________________________________|

=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=
                             OTHER CHARACTERS
=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=-=-=[***]=-=-=-=-=
 _______________________________________________________________________________
|                 O L G A   G U R L U K O V I C H                               |
|_______________________________________________________________________________|
| Olga Gurlukovich, even though a woman, is one of the best soldiers the Gurlu- |
| -kuvich army has. Extremely skilled using handguns as well as the scout knife|
| with a surprise technique characteristic of the Spetznatz, which consists on |
| fooling the enemy with a knife and then shooting with the handgun. Snake fights
| her in the Tanker, and well see more of her during the Plant.                |
|_______________________________________________________________________________|
|                    S E R G E I  G U R L U K O V I C H                         |
|_______________________________________________________________________________|
| Sergei is the leader of the Gurlukovich army Olga is part of. He was the one  |
| Ocelot was supposed to meet after the Shadow Moses incident. He joins forces  |
| with Revolver Ocelot in order to steal the marines prototype of a metal gear, |
| METAL GEAR RAY. Unfortunately, Ocelot has other plans and dismisses him.      |
|_______________________________________________________________________________|
|                       R E V O L V E R   O C E L O T                           |
|_______________________________________________________________________________|
| Revolver Ocelot is the same one you fought against in Shadow Moses and is the |
| same one who got his arm chopped down by the ninja gray fox. Strangely, in this
| new adventure, he does have his right arm(which is Liquids arm by the way).  |
| Hes the one in charge of the MGR stealing process, along with Sergei. He     |
| , sometimes, suffers some kind of psychological attacks thanks to Liquids arm|
|_______________________________________________________________________________|
|                            F O R T U N E                                      |
|_______________________________________________________________________________|
| Fortune, whose real name is Helena Dolph Jackson, is the son of the commander |
| Scott Dolph. She is a cocoa skinned hottie who owns an incredible rail gun.   |
| Shes lucky in war and nothing else. She can escape harms way by deflecting  |
| bullets, missiles, explosives and other. This is easily explained because she |
| has an electro magnetic shield around here which makes bullets lose their track
| and explosives to defuse themselves.                                          |
|_______________________________________________________________________________|
|                           V A M P                                             |
|_______________________________________________________________________________|
| Vamp is that bloodsucking freak everybody talks about. He uses knives as      |
| weapons, and kills every one he find with them without mercy. Hes apparently |
| Fortunes boy, and was Dolphs(Scott) lover(hes bisexual). He can walk above |
| water, deflect bullets with his knives, evade them and survive head shots.    |
|_______________________________________________________________________________|
|                          R I C H A R D  A M E S                               |
|_______________________________________________________________________________|
| Richard is mentioned as Natashas ex-husband in the book she wrote. Hes sent |
| by the government to keep track on the presidents action and to ensure he    |
| doesnt betrays America. He also supplies Raiden information about the la-li- |
| lu-le-lo and about Metal Gear RAY. He dies soon after that.                   |
|_______________________________________________________________________________|
|                      S O L I D U S  S N A K E                                 |
|_______________________________________________________________________________|
| The leader of the terrorists group sons of liberty that took over the big     |
| shell offshore facility. He is trying to obtain liberty for everybody, but in |
| a wrong way. He wants to kill to obtain liberty!. Whats more important, he   |
| wants to take out the la-li-lu-le-lo and show them what is he made of.        |
|_______________________________________________________________________________|
|                      E M M A   E M M E R I C H                                |
|_______________________________________________________________________________|
| Emma is Otacons stepsister and a genious in the field of computer. Shes part |
| of the Arsenal Gears AI creation team, and at the same time, shes the one who|
| programmed the virus disk used to corrupt Arsenals GW system. She dies during |
| a touching scene which includes Emma and Otacon.                               |
|________________________________________________________________________________|

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0.5	B A S I C S
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**********************************************************************************
******************************** GETTING STARTED *********************************
**********************************************************************************

After you press the START button in the screen with Snakes face, youll be
confronted with several options. This may trouble you, but dont despair. Here I
am to help you to go through this menus.
 ________________________________________________________________________________
|    NEW GAME      | I suppose you should know what the expression new game    |
|                  | signifies, ub?. Youll start from zero, with initial gear   |
|                  | etc, ect, ect. Do I have to explain you what New Game means?|
|__________________|_____________________________________________________________|
|    LOAD GAME     | After you start a game and save in your 8MB memory card     |
|                  | youll be able to load your game. Youll appear in the last |
|                  | area you saved your game on.                                |
|__________________|_____________________________________________________________|
|      OPTIONS     | Adjust different in-game settings such as sound, vibration  |
|                  | screen brightness, blood option, etc. You can also select the
|                  | Dolby Surround option to make certain cinemas sound better  |
|__________________|_____________________________________________________________|
|    SPECIAL       | You can access some extra stuff the game has for you,       |
|                  | including Metal Gear Solid storyline(divided in three      |
|                  | different books), look at your dog tags, photos taken and   |
|                  | and others.                                                 |
|__________________|_____________________________________________________________|

 ________________________________________________________________________________
|                       O P T I O N S  M E N U                                   |
|________________________________________________________________________________|
| VIBRATION RELATED OPTIONS                                                      |
|  With this options youll be able to turn on or off the Dual Shock2 controller|
|  vibration.                                                                    |
|________________________________________________________________________________|
| RADAR RELATED OPTIONS                                                          |
|  With this options, youll be able to customize the solition radar the way you |
|  want it to be.                                                                |
|________________________________________________________________________________|
| RADAR TYPE I   | Radar does appear during intrusion view. Ideal for beginners  |
|________________|_______________________________________________________________|
| RADAR TYPE II  | Radar does not appear during intrusion view. Ideal for normal |
|                | players.                                                      |
|________________|_______________________________________________________________|
| NO RADAR       | Radar does not appear at all. Ideal for veterans or people    |
|                | looking for a greater challenge.                              |
|________________|_______________________________________________________________|
| CAPTION RELATED OPTIONS                                                        |
|  With this options youll be able to turn the caption on or off.               |
|________________________________________________________________________________|
| OWN VIEW RELATED OPTIONS                                                       |
|  With his options, youll be able to change the control style used during first|
|  perspective.                                                                  |
|________________________________________________________________________________|
| NORMAL  | If you select normal style, when you move the stick up or down, the  |
|         | camera will move in that direction.                                  |
|_________|______________________________________________________________________|
| REVERSE | If you select reverse style, when you move the stick up or down, the |
|         | camera will move in the opposite direction.                          |
|_________|______________________________________________________________________|
| ITEM VIEW RELATED OPTIONS                                                      |
|  With this options, youll be able to change the way items are displayed in the|
|  item menu.                                                                    |
|________________________________________________________________________________|
| GROUP VIEW | Items of the same class will be lined up.                         |
|____________|___________________________________________________________________|
| LINEAR VIEW| Items will be lined up in no particular order.                    |
|____________|___________________________________________________________________|
| QUICK CHANGE OPTIONS                                                           |
|  Youll be able to change the style you do quick changes used for items and    |
|  weapons.                                                                      |
|________________________________________________________________________________|
| SCREEN ADJUSTMENT OPTIONS                                                      |
|  Use this options to change the screen position(wither wide screen or normal)  |
|________________________________________________________________________________|
| BRIGHTNESS RELATED OPTIONS                                                     |
|  Use this options to adjust the TV you are using brightness to fit the games  |
|  color scheme.                                                                 |
|________________________________________________________________________________|


=-=-=-=-=-=-=-=-=-=-=-
 [ MGS2 FOR DUMMIES ]
=-=-=-=-=-=-=-=-=-=-=-

Basically, this section explains how to play Metal Gear Solid2.
 ________________________________________________________________________________
|                      B A S I C   E X P L O R A T I O N                         |
|________________________________________________________________________________|
| Metal Gear Solid is a huge game, with big maps to explore. Even though the     |
| exploration is not the games core, is very important to do so. Always search|
| for air ducts, behind boxes, in seemingly out of reach areas etc. and you may  |
| the Ration you were needing or a weapon. Always explore.                       |
|________________________________________________________________________________|
|                           L O C A L   G U A R D S                              |
|________________________________________________________________________________|
| Nearly every area you visit will have guards in patrol. Guards duty is to ensure
| nobody wrecks the order their bosses have created. They follow a certain patrol|
| route over, and over again, until they either go to sleep or start to goof     |
| around. If they hear a noise, or a bullet(silenced), their filed of vision will|
| go yellow and theyll start to look around. If they dont find anything, theyll
| return to their patrols.                                                       |
|                                                                                |
| If the manage to find you, then youre in trouble. Theyll shoot at small burst|
| of bullets at you, and then call for backup. At that moment, every mofo in the |
| room will be after you, as well as the backup unit, a group whose job is to    |
| seek and destroy. If you try to escape, theyll follow you. Always play stealthy
| so you dont end up with the army after you. That is bad for your health.      |
|________________________________________________________________________________|
|                         A T T A C K I N G  W/ W E A P O N S                    |
|________________________________________________________________________________|
| Even though Metal Gears main them is stealth, you are going to find yourself  |
| using weapons more than you think. Normally, is just better to use the M9 and  |
| send the guard into wonderland, as they pose no threat. Other guards require   |
| they use of fire weapons because theyre in certain position or area. Either way
| when you gotta use a weapon, you gotta use a weapon!.                          |
|                                                                                |
| Now, when youve select your victims, you must select the weapon to use.      |
| Examine the terrain the guards youre going to kill are located on. If there are
| several guards, using silenced weapons is your best bet, as other guards may not
| even notice one of their pals is dead. Using a weapon like the PSG1 in a place |
| filled with guards is a bad idea(too sonorous). If there is only a guard, use  |
| any weapon you want(NOT the Stinger, it alerts everybody) and kill he.         |
|________________________________________________________________________________|
|                   T H E  S O L I T O N  R A D A R                              |
|________________________________________________________________________________|
| The soliton radar is that square located on the top right portion of the corner|
| It is a very easy to understand device. It shows radarizated version of the map|
| youre currently on. It shows walls, boxes, computers and others. It also shows|
| the location of guards and yours(it doesnt shows items, sadly). Its mainly   |
| used to elaborate different stealth strategies and ways to evade guards. Guards|
| are represented as red dots with a blue field of vision(if you step on it, you |
| will enter alert mode). You are represented as a white dot.                    |
|                                                                                |
| Depending on the items or situations youre on, other kind of signs may be shown
| on the radar. Having the MINE DETECTOR active will cause stealth-equipped      |
| claymore to appear on the screen(along with their field of vision). Having the |
| SENSOR A equipped will make the radar to show the yellow stuff which represent
| the C4s scent. Laslty, while underwater, youll also see blue stuff which    |
| represent breathing points.                                                    |
|                                                                                |
| Lastly, the radar also has different statuses. The first is NORMAL. It is when |
| guards are following their patrols and everything is normal. Nobody knows you  |
| are around. The second is caution. Guards know _somebody_ is here, and will    |
| look for him with more effort. Theyll also abandon their patrols. The other   |
| status is ALERT. Guards know youre there, and will try to nail you, and shoot |
| you. The backup unit will also try to kill you. Hide. Lastly, there is the     |
| evasion status. During evasion, the backup unit will search for you for a short|
| period, and then will activate CAUTION. During EVASION they may also perform   |
| a clearing(theyll look for around for you in the spots they think you are)    |
|________________________________________________________________________________|
|                     L O C K  O N   T A R G E T S                              |
|________________________________________________________________________________|
| Lock-on targets will grant you a pinpoint accuracy and will ensure that every  |
| bullet you deploy will hit its target. To lock on, pres the L1 button. Raiden  |
|(Snake) will then point his gun at the nearest guard. Press S to shoot at him   |
| and see how it doesnt fail. If you lock-on at enemies, youll also be able to |
| run with your currently equipped weapon. Always use the lock-on technique.     |
|________________________________________________________________________________|
|                F I R S T  P E R S O N  P E R S P E C T I V E                   |
|________________________________________________________________________________|
| The First person perspective(FPP) lets you aim at your enemies better, as well |
| as increment your chances of winning a gunfight and to perform terrain         |
| reconnaissance. To enter FPP, press  the R1 button. Youll then see through Jack
| /Snakes eyes. During FPP, you can also shoot with your weapons. R1 with L1 is |
| the best way to fight gunfights. To lessen the damage youll receive, pres the |
| R2/L2 buttons to strafe and evade bullets. FPP must be used during all kind of |
| gunfights(unless you want to run).                                             |
|________________________________________________________________________________|
|                         H A N G I N G                                          |
|________________________________________________________________________________|
| When there is not other way to escape, and guards are tying to nail you, you   |
| you should try to hang. Hanging will normally make guards forget you, and some |
| times they will just nail you and try to make you fall. To hang, get near a    |
| railing, and press the T button. Youll then be hanging. When you do so, the   |
| grip gauges will also appear. It represents the muscular power of the character|
| youre currently playing with. When the bar is empty, the character you are    |
| using will fall. Depending on the height, you may just lose generous amounts   |
| of health, or you may die. To fall automatically, press X while hanging.       |
|________________________________________________________________________________|
|                       C H O K E H O L D                                        |
|________________________________________________________________________________|
| The chokehold or neckcrush is one of the most effective ways to kill, but at   |
| the same time, on of the hardest. To apply the chokehold, get near a guard back|
| without weapons equipped. Be sure youre VERY near him, and then press S. If   |
| you are not near enough, youll grab him and throw him. If you are near enough,|
| youll grab him in a chokehold. Press the S quickly if you want to destroy his |
| neck, or hold it if you want just to grab him and drag him around. You can use |
| chokehold guards to prevent others from shooting and as a shield.              |
|________________________________________________________________________________|


=-=-=-=-=-=-=-=-=
 [ STRATEGIES ]
=-=-=-=-=-=-=-=-=
 ________________________________________________________________________________
|                       F R E E Z E !                                            |
|________________________________________________________________________________|
| REQUIREMENTS  | A fire weapon(the bigger, the better).                         |
|_______________|________________________________________________________________|
|                             STEP BY STEP GUIDE                                 |
|________________________________________________________________________________|
| Be sure the guard has his back turned at you. Then, approach him silently and  |
| point your gun at him. Snake(or Raiden) will yell FREEZE!. Ta-dah, you froze |
| a guard(also called to hold up). Now, do whatever you want with him. Shoot at  |
| his nuts, head or feet to see what happens. You could also release your weapon |
| and put yourself in front of him. Then, point your gun at his head or crotch.  |
| Hell then start to dance and give you his dog tags or items he may be       |
| carrying.                                                                      |
|                                                                                |
| Oh, and one piece of advice: Never de-equip your weapon in front of a frozen   |
| guard.                                                                         |
|________________________________________________________________________________|
 ________________________________________________________________________________
|                            S H A K E D O W N !                                 |
|________________________________________________________________________________|
| REQUIEREMENTS  | A dead/dozed/knocked out guard.                               |
|________________|_______________________________________________________________|
|                            STEP BY STEP GUIDE                                  |
|________________________________________________________________________________|
| First, knock out a guard(punch him to death), kill him(shoot as his head or nuts
| or doze it(use the M9/PSG1-T) and his body will be lying around. This body will|
| alert guard(in case is dead; dozed/knocked bodies normally dont alert them).  |
| So, you could drag the body!. Get near the slumped body, and press S. Hold the |
| button and use the Left Stick to move it around. And why not collect the items |
| they were carrying! Grab the bodies and release them to shake them and make them
| release their items, such as rations, bandages or ammo.                        |
|________________________________________________________________________________|
 ________________________________________________________________________________
|                           S U R P R I S E !                                    |
|________________________________________________________________________________|
| REQUIREMENTS  | A wall, a weapon, a victim.                                    |
|_______________|________________________________________________________________|
|                            STEP BY STEP GUIDE                                  |
|________________________________________________________________________________|
| First off, flatten against a wall, and make sure you have corner view(you can  |
| see whats around the corner) and that a guard is around. Equip a weapon, slide|
| towards the edge of the wall, and press SQUARE. Snake will suddenly jump out   |
| Surprise!. Start shooting at the enemy until he is dead(if the enemy is near   |
| enough, you may end up freezing him). Fast tap will normally result in instant |
| death whereas slow tap will result in a wounded guard wholl call for backup.  |
|________________________________________________________________________________|
 ________________________________________________________________________________
|                       T R A N Q U I L I Z E R  G U N                           |
|________________________________________________________________________________|
| REQUIREMENTS  | The M9 or PSG1-T and a victim.                                 |
|_______________|________________________________________________________________|
|                          STEP BY STEP GUIDE                                    |
|________________________________________________________________________________|
| Firs off, be sure you have one of the weapons listed above. Second, select your|
| victim. When you do so, tranquilize him!. Thats it. Is better to do so as it  |
| takes less effort, ammo and you feel as a good(and professional guy). Always   |
| try to hit them in the head, because with 45 bullets you can take 45 that way. |
|________________________________________________________________________________|



 =-=-=-=-=-=-=
 [ CONTROLS ]
 =-=-=-=-=-=-=
        __________               ~~           __________
      | ===L2=== |            _|            | ===R2=== |
      | ===L1=== |           |  |           | ===R1=== |
      |----------|--------------------------|----------|
      *          *           PS             *          *
     /     UP     \      playstation       /     T      \
    |      |       |                      |      |       | \
    |RIGHT-*--LEFT |  SELECT       START  |   S--*--C    |  \
    |      |       |                      |      |       |   \
   / \    DOWN    /  _____      _____      \     X      /     \
  /   *          *  /     \    /     \      *          *       \
  |    ------------|-------|--|-------|----------------         |
  |          /      \_____/    \_____/              \           |
  |          |                                      |           |
  |          |                                      |           |
  |          |                                      |           |
   \_________/                                      \___________/

Not the best PS2 controller image around, but a decent one though.

-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+]
R1 BUTTON . . . . . . . . . . . . . . . Used to access First person view.
R2 BUTTON . . . . . . . . . . . . . . . Used to cycle through weapons and to
                                        Strafe.
L1 BUTTON . . . . . . . . . . . . . . . Used to lock on a target.
L2 BUTTON . . . . . . . . . . . . . . . Used to cycle through items and to
                                        Strafe
LEFT STICK . . . . . . . . . . . . . . .Used to move Snake.
RIGHT STICK. . . . . . . . . . . . . . .Used to move camera during corner view.
SELECT BUTTON. . . . . . . . . . . . . .Used to activate the CODEC.
START BUTTON. . . . . . . . . . . . . . Used to pause game and bring out current
                                        Area name.
X BUTTON. . . . . . . . . . . . . . . . Used to crouch.
CIRCLE BUTTON. . . . . . . . . . . . . .Used to pucnh.
SQUARE BUTTON. . . . . . . . . . . . . .Used to fire weapon.
TRIANGLE BUTTON. . . . . . . . . . . . .Used to perform actions such as opening
                                        Doors and hanging from railings.
D-PAD. . . . . . . . . . . . . . . . . .Used to move the main character.
-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+++]-[+]

=-=-=-=-=-=-=-=-=
IN DEPTH CONTROLS
=-=-=-=-=-=-=-=-=

 ________________________________________________________________________________
|                             R2 BUTTON                                          |
|________________________________________________________________________________|
| The R2 button is used to cycle through the weapons inventory. Press and hold it|
| and use the d-pad to select your weapon. While in first person view, pressing  |
| R2 will make Snake to strafe right. Also used to peek left while in corner view|
|________________________________________________________________________________|
|                             R1 BUTTON                                          |
|________________________________________________________________________________|
| Use the R1 weapon to change the camera from third person view to first person  |
| view. While in first person view, you can fire your guns with the square button|
| and strafe using the R2/L2 buttons.                                            |
|________________________________________________________________________________|
|                             L2 BUTTON                                          |
|________________________________________________________________________________|
| The L2 button function is to show you the items inventory. Press and hold this |
| button, and use the d-pad to search for the item youre needing. While in FPP  |
| use this to strafe left. Also used to peek left while in corner view.          |
|________________________________________________________________________________|
|                             L1 BUTTON                                          |
|________________________________________________________________________________|
| Use this button to lock on at your enemies and ensure your weapons will hit    |
| them. Use this in combination with the R1 and SQUARE buttons to develop good   |
| strategies and increment your chances of winning a gunfight.                   |
|________________________________________________________________________________|
|                             LEFT STICK                                         |
|________________________________________________________________________________|
| The left stick is used for general movement. Use it to move Snake throughout the
| map. While swimming, move the stick towards the direction you want to go, and  |
| the main character will head there. Also used to slide through walls youre    |
| flattened on. Used to move camera during first person view and when using the  |
| digital camera.                                                                |
|________________________________________________________________________________|
|                             RIGHT STICK.                                       |
|________________________________________________________________________________|
| The right stick is used to move the camera while in corner view. No further use|
| that I know of.                                                                |
|________________________________________________________________________________|
|                             SELECT BUTTON                                      |
|________________________________________________________________________________|
| Use this to access the CODEC(used to contact your friends). While in the CODEC,|
| use the d-pad or left stick to cycle through frequencies(press right or left)  |
| or to access frequencies saved in the CODEC memory(press down).                |
|________________________________________________________________________________|
|                             START BUTTON                                       |
|________________________________________________________________________________|
| Use this button to pause the game so you can go and discharge those beers that |
| are mortifying you. While paused, the game wills show the name of the are youre
| on in Japanese and in English. In the plant, itll also show the map           |
|________________________________________________________________________________|
|                              X BUTTON                                          |
|________________________________________________________________________________|
| Use this button to crouch. While crouching, move the Left Stick to crawl in the|
| direction you move the stick. If youre running, press the X button and youll |
| perform a diving somersault(Snakes case) or a Roll(Raidens case).            |
|________________________________________________________________________________|
|                              CIRCLE BUTTON                                     |
|________________________________________________________________________________|
| Press this button to punch. A single tap will make Snake punch once, two taps  |
| twice, and three taps will make him to punch twice, and finish with a roundhouse
| kick that will knock out guards.                                               |
|________________________________________________________________________________|
|                              TRIANGLE BUTTON                                   |
|________________________________________________________________________________|
| The action button everybody is talking about. It is used to perform  nearly    |
| thing in this game. Use it to open lockers, hatchdoors, grab Emmas hand, hang |
| from railings, hold breath while underwater and others... is THE button        |
|________________________________________________________________________________|
|                              SQUARE BUTTON                                     |
|________________________________________________________________________________|
| The square button is used to fire the weapon you have equipped. Hold it to     |
| trigger the laser aim(certain weapons only). When you hold the S button, release
| it slowly to prevent Snake from shooting. For automatic weapons, press the     |
| button hard to fire nonstop or lightly to fire calmly.                         |
|________________________________________________________________________________|
 _________                                                            __________
|         |__________________________________________________________|          |
|_________|                                                          |__________|
 _________               A D V A N C E D  C O N T R O L S             __________
|         |                                                          |          |
|   ___   |                                                          |   ____   |
|  |   |  |__________________________________________________________|  |    |  |
|__|   |__|                                                          |__|    |__|

 ________________________________________________________________________________
|| ANALOG STICK PRESURE                                                          |
|________________________________________________________________________________|
| Regardless on how many pressure you apply when moving the left analog stick,   |
| Snake my run or may walk silently. Moving the stick lightly will make Snake to |
| walk slowly but silently, ensuring nobody will hear his footsteps. Moving the  |
| stick with full force will cause Snake to run. While running, Sbake footsteps  |
| are clearly heard, so dont be surprised if a guard discovers you.             |
|________________________________________________________________________________|
 ________________________________________________________________________________
|| DIVING SOMERSAULT/ROLL                                                        |
|________________________________________________________________________________|
| The diving somersault(also called ROLL in Raidens case) is an extremely useful|
| move. You can escape enemys fire with it, pass form one shadow to another, or |
| fool a guard. Not to mention that hitting a guard with any of this moves will  |
| momentary stun him/her. To perform the diving somersault/roll, run, and when at|
| top speed, press the X button.                                                 |
|________________________________________________________________________________|
 ________________________________________________________________________________
|| CROUCHING AND CRAWLING                                                        |
|________________________________________________________________________________|
| Crouch is useful to hide and to fight gunbattles. You could crouch just to hide|
| behind a box, or to escape harms way. You could also crouch behind a box to   |
| reload or to fool the guards. See, crouching is very useful. To crouch, press  |
| the X button. While crouching, move the left analog stick to crawl. Press X    |
| again while crouching or crawling to stand up again.                           |
|________________________________________________________________________________|
 ________________________________________________________________________________
|| HANGING                                                                       |
|________________________________________________________________________________|
| As stated before, hanging is an useful way to escape guards and to reach certain
| areas. To hang, press TRIANGLE in front of a railing. When you start to hang,  |
| the grip gauge will appear(see: gauges). Use the d-pad, the let stick or the |
| R2/L2 buttons to move while hanging, and the L2/R2 buttons at the same time to |
| pull-ups(after 100 pull-ups, youll increase your grip level). Press the T to  |
| return to surface, and use the X to stop hanging(youll fall). Youll also     |
| fall if your grip gauge is completely depleted.                                |
|________________________________________________________________________________|
|| FLATTENING AGAINST WALLS                                                      |
|________________________________________________________________________________|
| To flatten against a wall, point the left stick towards the wall you want to   |
| flatten on. Keep the flattening direction pressed, and move the left stick   |
| either right or left to move in those directions. Move towards a corner, and use
| either the R2 or L2 button to peek left or right(respectively) and the S button|
| to do a surprise attack.                                                       |
|________________________________________________________________________________|
||FIRST PERSON PERSPECTIVE                                                       |
|________________________________________________________________________________|
| During gameplay, press the R1 button to access FPP. While in FPP, use the S    |
| button to fire your gun and the L2 and R2 buttons to strafe left or right      |
|(respectively) and press both buttons(R2+L2) to stand on your tip toes.         |
|________________________________________________________________________________|
|| HATCHDOORS                                                                    |
|________________________________________________________________________________|
| Certain doors are hatched, and require extra strength to be opened. Get near a |
| hatch door, and press the Triangle button. After while, the door will then open|
| You could hold the T button to make the hatch open slowly or tap it fast to    |
| make the hatch open fast.                                                      |
|________________________________________________________________________________|
|| LOCKERS AND BATHROOMS                                                         |
|________________________________________________________________________________|
| There are lockers and bathrooms in this game, and both can be used to evade    |
| guards. Open the locker or bathroom by pressing the TRIANGLE button. After the |
| door has been opened, enter the locker and walk towards it to close the door   |
| and hide inside it. Press R1 to zoom in while in a locker, and the L2/R2 to move
| strafe left and right. Lastly, press TRIANGLE again to exit the locker/bathroom|
|________________________________________________________________________________|
|| ELEVATORS                                                                     |
|________________________________________________________________________________|
| Stand in front of the panel next to the elevators door and press the Triangle |
| button. You have called for the elevator!. Now, wait. When the elevator arrives|
| get inside it and look for a panel in the left corner of the elevator. Stand in|
| front of it and ad youll be then able to select the floor you want to go.     |
| Select the floor you need to go, and then stand in awe.                        |
|________________________________________________________________________________|
|| CHOKING                                                                       |
|________________________________________________________________________________|
| Choking. Ah, yes. This is one of the most effectives ways to kill somebody, but|
| one of the hardest techniques to perform at the same time. To choke, get near a|
| guards back(_very_ near) and press SQUARE. Now, you could hold the S button to|
| grab the guard in a chokehold. Or press the S button rapidly to choke the guard|
| If you decide to grab the grab the guard in a chokehold, you can move with the |
| guard grabbed by moving the left stick. Release the S button to release the    |
| enemy.                                                                         |
|________________________________________________________________________________|


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
-----------------------IN WATER CONTROLS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

                                *** SURFACE CONTROLS ***
 ________________________________________________________________________________
| LEFT STICK | Use to left stick to make the Raiden move. Move the stick up or   |
|            | down to move in those directions, and left and right to move in   |
|            | those directions.                                                 |
|____________|___________________________________________________________________|
| CIRCLE     | Use the circle button to make Raiden dive underwater. See below   |
|            | for underwater  controls.                                         |
|____________|___________________________________________________________________|


                              *** UNDERWATER ***
 ________________________________________________________________________________
| CIRCLE BUTTON | Use the circle button to swim. If you just hold the circle     |
|               | Raiden will swim slowly. Tap the circle button rapidly to make |
|               | him swim a lot faster.                                         |
|_______________|________________________________________________________________|
| X BUTTON      | Use the X button to do a premature stop. If youre near enough |
|               | the underwater floor, youll stand on it.                      |
|_______________|________________________________________________________________|
| RIGHT STICK   | Use the right analog stick to do a quick turn.                 |
|_______________|________________________________________________________________|
| TRIANGLE      | Press this button and Raiden will hold his breath. Therefore   |
|               | your O2 gauge will deplete slowly.                             |
|_______________|________________________________________________________________|

                                _________________
                               | BLADE CONTROLS  |
 _____________________________/___________________\______________________________
| The blade, unlike other weapons, is not used by tapping the SQUARE button. To  |
| attack with it, you need to move the right analog stick in different ways(to   |
| perform different attacks, obviously). Tap the right stick(R2) and Raiden will |
| swing the blade vertically. Hell do a sting like swing. Move the sticks up,   |
| down, left or right to swing the blade in those directions. Finally, move the  |
| right stick in a circular way(do a 360 rotation with the stick) to do a spin  |
| attack.                                                                        |
|________________________________________________________________________________|
                            ___________
                           |-THE RADAR-|
                            -----------
The radar is used to strategize about the ways you should evade guards and learn
the different ways to play stealthy. The radar shows in a simple fashion, the
current terrain youre on. It shows walls, boxes, NODES(on the plant chapter). It
also shows the guards around, as well as dead bodies, and your main character.

The radar has several statuses. It depends on what actions you take, and what you
do to guards. For instance, alerting guards in any way will at least grant you a
caution mode. See below for more information about the different stances the radar
has.

NORMAL STANCE: We say were in normal stance if we are not seen by a camera or a
soldier. While in normal stance, guards have a certain walking pattern.
|
| CAUTION MODE: Guards will start their routines again. Theyll be more
| careful though, and some guards may be added. You can use the radar.
| Theyll not be searching for you, nevertheless, theyll  tighten their
| search for something... strange.
|
| EVASION MODE: If player escapes, guards will start searching for Snake.
| This period is evasion mode. Radar is not available. If player hides for
| too long or guards search for too long, radar will shift to CAUTION MODE.
|
|
|
v

ALERT MODE: If player is spotted by a camera or a guard, radar disappears and
alert mode is triggered. During alert mode, guards will come after ya. To
terminate alert mode, you can:

 Kill guards
 Escape from them
 Hide

If you do any of these, the red bar under the ALERT mode will start to decrease.
If it hits zero, the player will enter in the evasion mode.

                 ____________________________________
               |             G A U G E S              |
               | ____________________________________ |

 ________________________________________________________________________________
| LIFE GAUGE   | The life gauge represents Snakes health. Each hit you receive, |
|              | either by a gun, a physical hit or falling from a big height will
|              | deplete a little bit of the bar. Once it hits zero, Snake is dead
|______________|_________________________________________________________________|
| BOSS LIFES GAUGE | The bosss life gauge is the health the boss has represented
|                   | as a bar. Each hit you land on them will deplete their life|
|                   | gauge(keep in mind that only fire weapons will deplete this|
|                   | bar. Once the bar is empty, boss dies and battle ends.     |
|___________________|____________________________________________________________|
| STUN GAUGE   | The sun gauge represents the resistance bosses have against the |
|              | M9 shots and physical shots. So, hitting a boss with a M9 bullet|
|              | or a punch will make it to lose portions of his/her stun gauge  |
|              | Once the stun gauge is depleted completely, you win the fight.  |
|______________|_________________________________________________________________|
| GRIP GAUGE   | The grip gauges represents your physical strength. This only    |
|              | appears while hanging. The grip gauge is depleted with time. As |
|              | you hang, the gauge depletes slowly. Once it is completely empty|
|              | youll fall to whatever is below you.                           |
|______________|_________________________________________________________________|
| O2 GAUGE     | This represents the amount of air you have left while underwater|
|              | Obviously, this only appears while underwater. The gauge will   |
|              | deplete as long as your underwater. Once it is completely empty,|
|              | youll start losing health from your life bar. Press T rapidly  |
|              | to make the O2 consumption slower.                              |
|______________|_________________________________________________________________|
| PAL LIFE GAUGE    | This represents Emmas or Snakes health. As she/he receives
|                   | hits, either physical or from a weapon, itll deplete. If it
|                   | reaches zero, you lose(Game Over).                         |
|___________________|____________________________________________________________|

                       _________________________
                     |   D I F F I C U L T I E S |
                     | _________________________ |
                           __________________
                          |                  |
                          | ---VERY EASY---  |
                          |__________________|

Very easy is what it says: A very easy game. There are few guards around, and they
have terrible aim and do little damage. They also take a lot of damage. Bosses
have the smallest life bar and take a lot of damage when you hit them. Youll find
more items and youll be able to hold a lot more of items.
                          _________________
                         |                 |
                         |   ---EASY---    |
                         |_________________|

A difficulty not for beginners, but for people who have played action games but
not any metal gear. In this difficulty, enemies are still scarce, and they take
below-the-average damage. Bosses life bars are also a bit longer, and they take a
bit less damage. You still find lots of items and your item/bullet capability is
big also.
                           _________________
                          |                 |
                          |  ---NORMAL---   |
                          |_________________|

A difficulty for people who know what an action game is and what metal gear is.
There is a normal number of guards, and they take adequate damage. Bosses have
normal life bar and take adequate damage. You find less items than in the two last
difficulties, and your item/bullet capability is dastrically reduced compared to
Very easy.
                             ________________
                            |                |
                            |   ---HARD---   |
                            |________________|

A difficulty for veterans in metal gear. There are lots of guards, and they take
small damage. Bosses have longer bars and take less damage. You find much less
items and your item/bullet capability is really reduced.

                         _________________
                        |                 |
                        |  ---EXTREME---  |
                        |_________________|

The insane difficulty. You find extreme amounts of guards, they take liiiiittle
damage, bosses have extreme bars(and yours is almost non-existent), items are
extremely hard to find(and rations can only be found by shaking guards) and you
can hold FEW items and bullets.


=-=-=-=-=-=-=-=
[ CHECKPOINTS ]
=-=-=-=-=-=-=-=

     Checkpoints are areas in where youll appear if you select the continue
option in the GAME OVER menu. This points are also where you appear depending on
where you save your game. Checkpoints are normally an area entrance, or an area
prior to a boss.
 ___________________
|                   \
| CODE FREQUENCIES   \ (Tanker chapter)
|_____________________\
+--------------------+----------------------------------------------------+
| Otacon(141.12)     | Otacon will give you various tips and other info.  |
+--------------------+----------------------------------------------------+
| Otacon-Save(140.96)| Otacon lets you Save your game                     |
+--------------------+----------------------------------------------------+

(Plant chapter).

+--------------------+----------------------------------------------------+
| Colonel(140.85)    | He gives you various tips about movement and so    |
+--------------------+----------------------------------------------------+
| Rose(140.96)       | Jacks girlfriend lets you save your game          |
+--------------------+----------------------------------------------------+
| Pliskin(140.80)    | Solid Snake will give you more advanced tips       |
+--------------------+----------------------------------------------------+
| Stillman(140.25    | Hell give you information about how to defuse C4  |
+--------------------+----------------------------------------------------+
| Emma(140.52)       | When you call her, Raiden will ask if shes OK.    |
+--------------------+----------------------------------------------------+
| Otacon(140.12      | Call for Otacon and hell give you tips and others |
+--------------------+----------------------------------------------------+

=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
0.6	W A L K T H R O U G H
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=

_____________________________________________________________________________
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==                        T A N K E R  C H A P T E R                       ==
_____________________________________________________________________________


*****************************************************************************
---------------------------- [ LANDING POINT ] ------------------------------
*****************************************************************************

[ ENEMIES ] : Laser-eyed soldier.
[ ITEMS   ] : Rations

After we presence the intro cinema, well be able to control Snake. First thing
off, check your inventory. You dont have much, but is enough. For now. The weapon
you start with is the M9, a fixed beretta with knockout bullets. Equip it.

Now, there are three guards in this place. There are two patrolling the upper part
of the ship, and one of the left side. You gotta find a way inside the ship. There
are doors in the upper part, which is guarded by two guards. There is other door
on the lower part, which is guarded by one guard. Got the picture. Is easier down.

First thing: be sure one of the guards above doesnt spots you. If they do... bad
things happen. To avoid so, get as far as possible from the upper level balcony.
After you did so, head to the rightmost part of the ship. Grab the item at the
bottom, and backtrack to the entrance.

Now, head left. There is a guard patrolling the area, but he should pose no threat

*****************************************************************************
---------------------------- [ DECK-A, CREW QUARTERS ] ----------------------
*****************************************************************************

[ ENEMIES ]: Laser-eyed soldier
[ ITEMS   ]: N/A

Finally, were inside the ship. This is the way I selected when I playing, so I
guess you gotta follow me. Before moving on, you may want to de-wet yourself, so
you wont leave footprints, and therefore, you wont alert guards. To do so, press
X repeatedly.

Now, lets move on. From the door you arrived, head right towards a wall. When you
bump into the wall, youll know you gotta head downards. Keep heading down until
you bump into another wall. Now, youll spot a room. You could head right and
ignore it, but, I recommend to explore it.

This is the locker room. Inside, there are lockers(duh!). Open every one of them,
and grab the items you may find. If there is one locked, try punching it to see if
it opens. Before going out, check the top-most locker in the left-most set of
lockers. This one has a poster of a Japanese girl In bikini. If you enter the
locker, and close it, youll have the picture very near from you. Press R1, and
Snake will kiss the poster. Yes, anywhere. Pervert.

Now, lets keep moving. From the lockers room, keep heading right until you bump
into a wall. Then head all the way up. Warning!. To the right is guard. Dispose
him, and keep heading right, until you can head downwards. Then, look for a door
and go through it.

*****************************************************************************
---------------------------- [ DECK-A, CREW LOUNGE ] ------------------------
*****************************************************************************

 [ ENEMIES ]: Laser-eyed soldier
 [ ITEMS   ]: Stun Grenade.

As you enter, youll spot stairs in front of you. If you take them youll be able
to access the engine room. But thats not our destination this moment, so... You
can grab a Stun grenade there, though.

In the room on the west, there are three guards. There is one that patrols the
stairs, and the other are in the lounge. If youre very bad playing this game,
this could be hard. If youre rather good, then is easy.

There are two ways to work on this: the hard one, and the easy one(ohhhhhhhh). The
hard one consists on taking out your M9, and take each guard to wonderland. And
the easy one, wait the guard patrolling the stairs turn his back at you, and then
climb up the stairs as fast as you can.

Either way, head through the rightmost door.

*****************************************************************************
-------------------------- [ DECK-B, CREW QUARTERS ] ------------------------
*****************************************************************************

[ ENEMIES ]: Laser-eyed soldier
[ ITEMS   ]: Ration up-left-down-left*first-stairs

This portion of the tanker is rather complicated, as it has various exits. There
are two set of stairs in this area. One is blocked, and the other one takes you to
the next destination. Both of them have doors, and each one of them takes you to
the landing point.

Now, lets move on. From the entrance head up. Yep, all the way up. Then, head
left until you see you can go down. So, what are you waiting, go down!. As you
descend south, youll spot an opening to the left. Go through it, and climb the
stairs.

*****************************************************************************
-------------------------- [ DECK-C, CREW QUARTERS ] ------------------------
*****************************************************************************

[ ENEMIES ]: NONE
[ ITEMS   ]: Ration


After you enter, Snake peeks around the corner and spots a surveillance camera
guarding the hallway. This camera is very easy to avoid, however. Flatten against
the wall the camera is located on, and head right. Grab the ration in the locker,
and climb the stairs.

*****************************************************************************
------------------------- [ DECK-D, CREW QUARTERS ] -------------------------
*****************************************************************************

[ ENEMIES ]: Laser-eyed soldier.
[ ITEMS   ]: BoxA, Ration, USP ammo.

Believe it or not, this portion of the ship HAS a few goodies. To obtain them, you
must do a bit of exploration. From the entrance stairs, head down and then all the
way right. You could either head down, or up. Down, the path is blocked by a laser
barrier. Step on it and the ship goes ba-boom. Bad thing. So head up and enter the
room.

This room contains what the guards eat, apparently. You can find a CARDBOARD box
and a RATION in this room. If you take too long to leave, a guard will kick in.
Hell goof around, and then fall asleep. You can fire a bullet through the fruits
stand to kill/doze him, but be ready to run if the shoot doesnt kills/dozes him
instantly.

Now, from the door that leads to this room, head down and take the first left you
can. Head all the way left and go through the door. This is where the guards eat,
apparently. There is a RATION on the top-leftmost part of the room. To continue,
you must go through the bottom-right door. The door is guarded by a camera thats
is easily avoided. There is also a USP ammo box by the camera. Nevertheless, you
cant grab it. So go through the door, and climb the stairs.

*****************************************************************************
------------------------------- [ THE BRIDGE ] ------------------------------
*****************************************************************************

[ ENEMIES ]: None
[ ITEMS   ]: M9 ammo, RATION

Snake kicks in, and looks around. No one is guarding this room, apparently. There
are a few marines dead, though. Snake checks the ships course, and contacts
Otacon. After talking with his friend, he spots a woman in the left side of the
ship.

After you gain control of Snake, grab the items in the room(namely M9 ammo), and
go through the leftmost door. Be ready for a doozy.

*****************************************************************************
------------------------------ [ BATTLEDFIELD ] -----------------------------
*****************************************************************************

-----------------------------------------------------------------------------
BOSS ENEMY: Olga Gurlukovich       SP(shot points): 8.
-----------------------------------------------------------------------------
Olga, as your first boss, should pose no problem. Shes a bit tough though. Key
word: bit. First off, hide behind a wall. Olga will talk about her childhood
before getting serious. While she moves around, activate FPP, and look for her
head. When you find it, tap S to inflict major damage.

If you stay in a same spot for too long, shell throw a grenade. Evade it, and
then return to your position. Keep behind the boxes, and always in FPP. Youll
suddenly get a clear shot at her head. Is just patience what you need.

Now, lets talk about what she does. Apart from shooting, grenading you, she also
tries to protect herself. First thing she does: shoots the green cape and uses it
to make you miss your shoots. Shoot at the cape bottom part to send it flying, and
therefore, decreasing Olguitas defense. After a while, shell move a light and
will decrease your accuracy VERY notably. Shoot at the light, and problem solved,
pal.
-----------------------------------------------------------------------------

After the battle, Snake checks Olga sleeping body, and takes an ammoless USP.
While checking the beautiful USP, a Cypher suddenly arrives. It watches Snake, and
then leaves. Snake immediately calls for Otacon, and then you can move. Its
goodie time!. From the door that takes you back to the bridge, head right. Climb
the ste of stairs you see, and youll be on the bridge roof. Youll also see a
_big_ ladder. Climb it all the way to the top, and grab your prize: the thermal
goggles.

Now, to continue with the game, please. Head back to the Deck-A, crew lounger. The
guards you disposed of early are back unless their necks were broken. Either way,
go down the stairs. Yeah, the one that I told you that leads to the Engine room.
Go through the bottom room.

*****************************************************************************
-------------------------- [ ENGINE ROOM-STARBOARD ] ------------------------
*****************************************************************************

[ ENEMIES ]: Laser-eyed soldier
[ ITEMS   ]: Ration, USP ammo, M9 ammo.

As you advance into the room, Snake will suddenly spot Vulcan Raven shadowy
figure. Strangely enough, the shadow is not moving. Advance into the room, and
youll notice that the shadow is a toy shadow!. Grab the USP AMMO here if your
USP is still thirsty. Open the lockers for more goodies(and to find another dead
body). Now, go through the door and head all the way down making use of the
stairs, and disposing of guards.

Grab the ammo on the bottommost part of the screen, and go through the little
bridge. Grab the ration, and go down, left and upstairs. Go up, left, down, left,
up and left. In this room, go to the place where there are three hatchlockers.
Youll see a laser barrier.

Ok, to go through it, youll need to destroy the panels. You need the USP to do
so. Dont worry, you wont alert guards. So take out your weapon, access FPP, and
look for the panels. They have green lights on them. There is one on the bottom
right portion of the hallway, by the door. There is another one to the right,
hidden under the locker. For the last one, climb the panel right of the lockers,
and access FPP. Youll notice a panel high, covered by C4s. Use your dynamite
marksmanship, and then go through the hallway.

*****************************************************************************
---------------------------- [ VERRAZANO BRIDGE ] ---------------------------
*****************************************************************************

[ ENEMIES ]: Laser-eyed soldier, attack squad.
[ ITEMS   ]: Ration, M9 ammo, USP ammo.

As you arrive, somebody starts talking. During that moment, you cant access the
CODEC. Who cares, after you can access the mighty device, save your game.
Basically, head forwards. All  the way forwards. There will be a few resting
places in where youll be able to grab some items. Youll suddenly have to take a
right.

After a while, youll reach a place in where Snake will spot various guards doing
stuff(theyre locking doors and talking to their commander, not that!.). One of
them spots ya, and battle starts.
-----------------------------------------------------------------------------
BOSS ENEMY: Attack Squad              SP: 4 per soldier
-----------------------------------------------------------------------------
Keep crouching when two or more of the soldiers are firing. Take the bottommost
guard first, and then go for the right one. End with the left one. Only two shots
per de-crouch(after two shots, start crouching), and always take the bottommost
first. I really like to use the R1+L1 button to have a better perspective and aim
at my enemies.
-----------------------------------------------------------------------------

Afterwards, Snake makes his way to the holds. A lone guard blocks him, and then is
killed by Ocelot. Apparently, Ocelot has a plan...

*****************************************************************************
------------------------------- [ HOLD # 1 ] --------------------------------
*****************************************************************************

[ ENEMIES ]: Every marine in the room.
[ ITEMS   ]: M9 ammo.

As you enter the room, Snake will contact Otacon to inform about the situation.
After you can move, head down the ladder to the bottom floor. There are Lots of
marines here, and if you bump into one, every one of them points his rifle at you.
Obviously, Snake cant kill 1 marine while other 60 shoot at him, so, if youre
spotted, is game over.

To advance, you must head to the leftmost part of the room. To do so, get very far
from the marines(so, be as near to the bottom of the room), and left. Youll meet
the proyector.  Crawl to move on. When you finally hit the left part of the room,
climb the stairs and grab the M9 ammo. Then head all the way up and through the
door.

*****************************************************************************
------------------------------ [ HOLD # 2 ] ---------------------------------
*****************************************************************************

[ ENEMIES ]: see above
[ ITEMS   ]: None.

In this hold, youll a pretty tough time, but with practice, youll be able to
cross it. First off: Marines dont look only in one direction. Sometimes they
look, sometimes they look right. They change direction after the room goes
completely dark. So, if theyre looking left, and the room goes dark, theyll
start looking right. I also noted that the general sometimes gives them a recess,
in where the marines will start looking in every direction, or the general gives
them exercise, ordering them to move their head the direction he says.

Now, you start on the left side of the room. To advance, head forwards, until bump
into a pile of boxes. Before doing a thing, access FPP and look through the
opening. Wait for a soldier to get near, and doze him. Good. Now me must cross the
blocked bridge. To do so, you must go around the silver pump. The silver pump is
protected by three marines. Doze the marines, and then rush to the door at the
end of the room(is hidden by the boxes).

*****************************************************************************
----------------------------- [ HOLD # 3 ] ----------------------------------
*****************************************************************************

[ ENEMIES/ITEMS ]: see above

Finally, we meet MGR in person. The captain is also here, too. Ok, we need four
photos: one of MGR front right, front left, front, and one of the MARINES
insignia. Keep in mind that front-left doesnt means take a photo of its left
arm. It means, a photo of the FRONT-left. Ill explain this later.

Now, position yourself in the left part of the room, take out your camera, and
start aiming. Our first picture is the front-left. The front left is the left
part of MGR head. Take the photo, and Snake should say alright. That means the
photo is good. If he says nothing, then try again. In the same side(left), head
forwards until you cant advance. Take your camera again, and search for the
Marines insignia. Take a photo of it.

After doing so, double back to the entrance door, and head right until youre
positioned in the center of the room. Take your camera, and take photo of the
MGRs front. When you finish with it, head right towards the workstation. Dont
use it, though. Instead, take a photo of the MGR front right(right part of its
head), and then access the workstation. If your photos were good, Otacon will
accept them and a cinema will start.

After the colonel dismisses the marines, Ocelot kicks in. He says, in essence,
hes gonna take the MGR. No wise guy, hes not gonna steal it, hes gonna take it
BACK. Ohhhhhhhhh. Because the Colonel life is threatened, the marines point their
guns at Ocelot. Sergei Gurlokovich kicks in, and takes the colonel...

The rest of the ending cinema is up to you to discover. Save your game, but
dont remove the disk!.

_____________________________________________________________________________
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==                      P L A N T  C H A P T E R                           ==
_____________________________________________________________________________

*****************************************************************************
----------------------------- [ LANDING POINT ] -----------------------------
*****************************************************************************

Its been two years after the Tanker incident. The oil spilled by the Tanker made
necessary a offshore cleaning facility. This facility is called the BIG-SHELL, or,
if you prefer, the plant chapter. Raiden will access the plant by water. When he
arrives, he contacts colonel Campbell. Indeed, hes a fox hound member. When you
finally control him, time to rock n roll.

Because there are no guards around, follow the instruction manual tip and get used
to the controls. Roll and swim is what you should get used to, as theyre new
moves for you. Open the lockers in the room for more items. Also, look for an air
duct by the pool. Go through it and grab the ration on the other side. When you
did so, go through the room only door. Go up the hallway and then right

In the next area, Raiden will spot somebody. Look at his clothes... we know who he
is. The guards that were around here are in the floor, but theyre not dead.
Before doing anything, you need to activate your radar. Access the NODE(input your
name, birthday, nationality etc.). After accessing it, the guards start to revive.
Hide in the middle of the room, and wait the elevator to arrive. When it does,
take it. The colonel will give you a briefing of the mission. The terrorist group
sons of liberty has taken over the big-shell. Their leader, Solid Snake. WHAT?!
You scream. Shuddup and keep playing.

*****************************************************************************
---------------------------- [ STRUT A-ROOF ] -------------------------------
*****************************************************************************

When you arrive here, Raiden will finally take out his mask. Colonel will also
introduce you to Rose, Raidens girlfriend. Shes gonna be Foxhounds data
analyst. And shes is the one wholl save your game. Raiden doesnt likes this
idea, but is Campbells decision.

Now, lets talk bout Rose. Im not gonna make any profiles HERE, but I gotta say
that is quite boring having to save your game, because she doesnt know Chinese
proverbs like Mei-ling and Otacon. She, however, will talk with Jack(Jack &
Rose... sounds like Titanic _). Suddenly, Raiden will ask her about Solid Snake,
and remember what happened in April 30th. Cool.

We gotta move. Look for the top-left fence. You found it?. Good. Now, crawl
through the opening it has. Then, go through the door.

*****************************************************************************
---------------------------- [ STRUT A-PUMP ROOM ] --------------------------
*****************************************************************************

Go down the stairs, and head a bit right. Raiden will spot a guard, and the node.
Because there is a guard around, and you dont have weapons, you need to use your
head. And because Im your head, herw is what you should do: flatten against a
wall, and press CIRCLE. When the guard moves to see what it is, access the node
and then rush to the stairs on the bottom right part of the room. Grab the Chaff
Grenade, and return back to the main room.

Now, you can go to STRUT F, I think, if you take the top-right door, and grab a
couple of items(as well as the M9) there. Our next destination, is, however, the
AB connecting bridge, which is accessed via the top-left door in this room.

*****************************************************************************
-------------------------- [ AB CONNECTING BRIDGE ] -------------------------
*****************************************************************************

As you arrive this area, Raiden peeks around the wall and spots two guards
guarding the connecting bridge. Raiden contacts Campbell, and the colonel suggest
you to use the hanging mode. You could also use the M9 to sleep both guards.
Hanging is easier.

To hang, cross the first portion of the bridge and search for a railing in either
the left side or right side. Get near the railing, and press the T(Triangle)
button. Raiden will hang from the railing. When you do so, get as close as you can
to the door leading to Strut-B, and get back to the bridge when no guard is
around. Then, go through the red door at the end of the bridge.

*****************************************************************************
-------------------------- [ STRUT B-TRANSFORMER ROOM ] ---------------------
*****************************************************************************

As you arrive this room, youll spot several dead guards. They were killed in
Ninja fashion, but youll learn that they were not killed by the Ninja. Raiden
will go through the door and spot several guards, aiming at something. Suddenly,
knives start falling from the ceiling, and one of them impales into  a soldiers
head. The other two start shooting frenetically, but they cant hit their verdugo.
Then, suddenly, another one goes down. Now there is only left.

The assassin reveals himself. A gothic figure with long hair and vamp teeth. And
thats his name, Vamp. He deflects all bullets shot by the soldier, and positions
on his back. He withdraws his knife, and performs a cutting process on the
soldiers neck, waist and hands. Creepy. Now, keep seeing the cinemas. After a
while, well meet Pliskin, a man who has a tremendous resemblance to Snake. His
voice is also performed by David Hayter... so what else you want?. Is Snake.

After a bit of chatting, youll receive the SOCOM pistol, and Pliskins frequency.
After you can move, access the NODE on Snakes, er, Pliskins right, and head
towards the door at the right end of the room. Go through the red-door afterwards.

*****************************************************************************
-------------------------- [ BC CONNECTING BRIDGE ] -------------------------
*****************************************************************************

As you arrive in the bridge, youll spot several soldiers in the middle of a
guinfight. They are trying to hit Fortune, woman whos lucky in war and nothing
else. She can escape death without even knowing it. Grenades defuse against her
presence, as well as C4. She cant die... and she wants to be killed. Guards
_cant_ kill her, so she gets pissed off. Another bad day... she points her
Railgun at her stupid executioners, and sends them to the better land. Then she
leaves...

After you close your mouth and you cant move, cross the bridhe. Well, there is
nothing else to do :).

*****************************************************************************
--------------------------- [ STRUT C-DINING HALL ] -------------------------
*****************************************************************************

Enter the bathrooms located in the left and right sides of the room. Open every
door and collect the freebies in there. Youll also find a poster in one of the
bathrooms. When youre done, walk through the middle hallway. The first door you
come across is blocked, while in the next one, youll meet Pete Stillman.

While talking with the bombs pro the colonel was talking about, Plisking kicks in.
Stillman talks with them, and tells them about Otacon. After a bit of talking, he
presents you with a C4, and the way to defuse it. After the chat ends, you should
have the COOLANT SPRAY and SENSOR A. Then you can move.

There is a C4 in this room. Getting to it is gonna be a bit hard since there are
guards around. The C4 is located on the womens bathroom. The women bathroom is
the right one. To find it, position yourself in front of the mirror, and then
access FPP. Look above you. There is a C4. Freeze it. After you do so, go through
the door rightwards of the room Stillman is located in.

*****************************************************************************
---------------------------- [ CD-CONNECTING BRIDGE ] -----------------------
*****************************************************************************

What else you can do?. Cross the bridge!.

*****************************************************************************
------------------------- [ STRUT D-SEDIMENT POOL ] -------------------------
*****************************************************************************

Immediately after you enter, youll spot C4 stinks in your radar. Lets look for
it. Move forwards and look for a set of stairs going down. Go down, and head
rightwards. Access the NODE, and then head all the way left. Yeah is a dead end.
You, wise guy, open the blue door in the floor(the second one from right to left),
and cool down the C4.

After doing so, climb back the stairs, and in the first floor, head right. There
should be a door. Guess what?. Go through it.

*****************************************************************************
--------------------------- [ DE CONNECTING BRIDGE ] ------------------------
*****************************************************************************

Let me think... cross the bridge!.

*****************************************************************************
--------------------------- [ STRUT E-PARCEL ROOM ] -------------------------
*****************************************************************************

This room is home of two sentries. Each one of them are easily avoided. Wait the
one near the door move, and then head right. Be sure nobody is looking and head
down. All the way down until you see an opening to the left. Got through it, and
climb the stairs. Then go through the door.

*****************************************************************************
--------------------------- [ STRUT E-HELIPORT ] ----------------------------
*****************************************************************************

Advance a little, and Radien will spot Olga. Freeze Jack screams. Olga doesnt
thinks a kid should freeze her(the only one that could freeze her is Snake
apparently), and flees. Raiden contacts Pliskin, and gets info about Olga.

Keep heading up to the area full of crates. Ignore/evade/doze the guards, and head
towards the stationary harrier. Crawl down, and search for a C4. Freeze it down.
Raiden calls for Stillman. The good old man says he feels this is a trap... what
is going on?!.

After doing this, its time to backtrack a bit. Head back to the STRUT B-
TRANSFORMER room. There is another C4 here, but it is very well hidden. So, listen
carefully. Look for a set of lockers in this room. In fron of the lockers, there
should be a door. Go through it, and look to your left. There should be an opened
door. Close it. There is the C4!. Freeze it, and lets move on.

*****************************************************************************
------------------------------- STRUT A-PUMP ROOM ---------------------------
*****************************************************************************

Again, the C4 here is a little tough to find, so Ill give you extra directions.
In this room, there is a node. From there, head forwards until you bump into a
wall. From the wall, head right until you find a door. Go through it.

In this room, there is a guard and a camera. Break the guards neck(or doze him if
you want), and then take a look at the room. There are two set of stairs: one on
the left, and one on the right. Take the right, and crawl through the openings
until you arrive in the central pump.

OK, again, listen carefully. In the middle, is the pump. To the left and right,
tubes. Crawl. And go through the left side. There is the C4!. Freeze it. After
doing so, Raiden calls for Stillman. Pete finally reveals that he didnt crippled
his leg, and that hes heading towards the strut h in shell 2.

After defusing the C4 here, head towards STRUT F(take the connecting bridge in the
top-right part of the room). No wait, we have something to do,

*******************************************************************************
------------------------------ STRUT-C, DINING HALL ---------------------------
*******************************************************************************

Remember where Stillman hid himself. There is a SENSOR B there. You must grab it
now unless you want the game to be a bit harder. Ive talked.

*****************************************************************************
-------------------------------- STRUT F-WAREHOUSE --------------------------
*****************************************************************************

If you took my advice and used the AF connecting bridge, you should arrive
upstairs, I believe. Because you have a LV1 security card, search for items
upstairs(I think there is none; I just cant remember). After finishing your
exploring, head downstairs.

Downstairs is where the C4 is located. But before looking for it, we should do a
bit of exploration. In the bottommost hallway, there are two rooms. One of them is
home of the NODE and the CARDBOARD BOX, while the other has the MINE DETECTOR. In
the one with the NODE, there is a duct. It is located south from the node. Go
through and grab the items on the other side: SOCOM SUPRESSOR and SOCOM AMMO.

Now, lets look for the C4. The C4 is in the left side of the room. It is
protected by some boxes. So, how do I freeze it?. Head upstairs, and position
yourself above the boxes. Use the hanging mode, and then press X. Youll fall
inside the C4s room!. Freeze it, and hear Stillman.

After freezing the C4, climb the upper box, and then the right set of boxes to
exit the C4s room. Afterwards, head towards the FA connecting bridge.

*****************************************************************************
------------------------------ THE LAST AND MIGHTY C4 -----------------------
*****************************************************************************

As soon as you arrive in the bridge, Stillman calls for you. While talking with
him, Pliskin intervenes. He freezes his last C4... DANG!. Because every baby C4
was frozen down, another C4, bigger and badder, was activated. Its your job to
make sure it doesnt blows!.

Head towards STRUT A-PUMP ROOM, and from there, head to STRUT A-ROOF. Take the
elevator down. In the middle of the ride, Stillman calls for you. He says Fatman
got his number, and the place hes on is gonna blow. Yeah wise guy, hes gonna
die(there are 30 seconds left, so...). After chatting a bit, he stands silent, and
then youll hear a blow. Damn.

After you arrive in what I called landing point, head towards where Raiden
arrived(to the pool, in other words). Now, look for a submersible. You found it?.
Yes, you did. Look his down part. There is a C4 there!. Freeze it. Woah, that was
close.

When you can move, head back the elevator. Somebody is coming. After a while, that
somebody arrives. Is Fortune. She starts babbling about her misery, and then
spots you. It looks like she is sad because youre not Snake. Anyway, he points
her gun at you. Damn.

-----------------------------------------------------------------------------
BOSS ENEMY: Fortune
-----------------------------------------------------------------------------
You cant beat her. She has a shield, remember. Just move around evading her
shots. Keep in mind that every thing in this room can be destroyed, so theyll not
protect you forever.
-----------------------------------------------------------------------------

After the scene, Vamp arrives. Raiden shoots Fortune, but the bullet is deflected
and hits Vamp. Hes dead. Raiden takes the elevator, and goes up and suddenly...
Vamp aint dead!. He survived a HEAD SHOT!. Damn, I hate that guy >_<.

*****************************************************************************
------------------------------ YET ANOTHER C4...  ---------------------------
*****************************************************************************

After you arrive in the STRUT-A roof, Colonel calls for you. There is another C4
in the heliport!. Time to rock-n-roll. The best way to get there is to take this
route:

STRUT-A, PUMP ROOM: Head towards the AF connecting bridge in the top-right side of
the room.

AF CONNECTING BRIDGE: Cross the bridge.

STRUT F, WAREHOUSE: Take the EF bridge that is on the north part of the upper
floor.

EF BRIDGE: Listen carefully. There are C4s all over the place. Activate your
M.Detector and grab/avoid them(you can grab them if you have the time).

STRUT-E, PARCEL ROOM: Head towards the heliport taking the stairs on the top-right
part of the room.

HELIPORT: In the upper area, freeze down the C4 right in the middle.

After freezing the C4, Fatman will appear. After Jack and Fatman have their talk,
the battle starts.

-----------------------------------------------------------------------------
BOSS ENEMY: Fatman            SP: 7-8
-----------------------------------------------------------------------------
      First thing: Fatman will put C4 all over the arena, and shoot at you. If he
crashes on you while skating, youll lose health. So, first thing, make sure there
is not C4 to defuse. If it is like that, search for him. When you find him, aim at
him(L1) and fire repeatedly until he falls in the ground. When hes in the ground,
hit him in the head. Repeat a couple of times more, and he should die.
-----------------------------------------------------------------------------

After you beat FATMAN, hell say there is one C4 left for you to take. Is very
near He says before dying. At first, I thought the C4 was FATMAN himself. I used
the coolant spray, but nothing happened. I thought for a moment, and then I moved
FATMANs body. I found a DOG TAG, and the C4!. So, move his body, grab the DOG
TAG, and freeze the C4.

 Head towards the exit door. Before you can get near it, a Ninja appears. Is Mr
X!. He talks with Raiden. He says hes a messenger form the patriots, and blah,
blah, blah. After all the talking, he gives you:

 . CARD KEY LV2
 . SOLDIERS UNIFORM
 . CELL PHONE.

And then he leaves. Well, before heading into the Shells core, we gotta collect
an AK. The AK, as well as ammo for it, is in the STRUT F. Search every room you
can unlock. You should collect the M4 and the AK. You only need the AK, though.
Now, lets head to the core, shall we. The core is in the EF connecting bridge.
Take the left bridge, and use your card key to enter it.

*****************************************************************************
-------------------------------- SHELL 1 CORE -------------------------------
*****************************************************************************

As soon as you enter, disguise yourself. Before moving on, I have an advice for
you: Dont bump into guards or else theyll discover you. And dont de-equip you
AK unless you wanna die. Thats it.

Move around and search for the elevator. Take it.

*****************************************************************************
------------------------------ SHELL 1 CORE-B2 ------------------------------
*****************************************************************************

When you arrive, youll spot you can go either left, or right. Either way, you
gotta go around the big, big room. Enter the fabled computers room, and access the
NODE. Grab the D. Mic. Here, and head back to the elevator. This time, head to the
B1.

*****************************************************************************
------------------------------- SHELL 1 CORE-B1 -----------------------------
*****************************************************************************

Head right, and use the NODE. Now, wait until the patrolling guard gets near the
room with the NODE. Wait him to turn his back at you. De-equip your weapon, and
put him into a chokehold position. Drag him to the retinal scanner. Youll
automatically enter.

In this room, you gotta look for Ames. His location is random, I believe. All I
can say is that he has long brown hair, and looks a bit old. Is better to use the
D.MIC., and hear everybodys heartbeat. Ames sounds like a ringing phone, so you
should have no trouble whatsoever finding him. When you find him, press TRIANGLE.
A series of sequences will occur, and youll get the LV3 CARD KEY.

There will be a moment in where Ocelot will start getting near you. Equip your AK,
and STAND STILL. Ames dies afterwards, and soldiers will come. Ocelot is about to
kill you, when Mr X appears!. Woah!. Raiden gets the hell outta here.

After you get to control him, everybody her will look for you. I recommend you to
wait until the caution mode is over. Hide in the elevator to do so. After the
CAUTION mode has been lifted, head back to the first floor. Head back to the EF
connecting bridge.

Now, head to the STRUT F. Here, open all the doors, and collect the grenade
launcher and the PSG1. After doing so, head back to the EF bridge and head towards
the STRUT E, parcel room.

From there, take the upper-left door to the STRUT D, SEDIMENT POOL, and go through
the door on the north part of the room.

*****************************************************************************-----
----------------- SHELL 1-SHELL 2 CONNECTING BRIDGE --------------------
*****************************************************************************

You gotta destroy all the control units in the room to advance. The first  one is
very easy to see, as it is located in the pump right in front of you. Use your
handgun to destroy it. The second and third panels are located in the floor by the
laser barrier. Crouch to improve your aim, and use your handgun to destroy them.
The fourth and fifth panels are located at the end of the bridge, by the Shells 2
door. In the right, and left side of the door. Use your PSG1 to destroy this ones.
The sixth is a bit tricky. Look for a bulk of pigeons right below of the fifth
panel(the one located to the Shells 2 right). Shoot at it with your PSG1. The
seventh one is also very though to hit. It is hidden behind the SONS OF LIBERTY
flag. Find It with the scope, and then shoot at it. The eighth one is located next
to the second pump, on the left side. Use the PSG1 to destroy. The ninth one is
behind you, above the door leading back to STRUT D. The last one is the toughest.
Search for the Cypher hovering around, and shoot to the control unit it has
equipped- DONT shoot to its camera unless you wanna die.

After destroying every control unit, try to cross the bridge. You are suddenly
attacked!.

-----------------------------------------------------------------------------
BOSS ENEMY: Harrier
-----------------------------------------------------------------------------
As soon as the battle starts, Snake will throw a Stinger missile launcher. Grab it
as well as it ammo. Then, look for the Harrier. When you find it, lock-on and
shoot a missile. Thats what you should do.

Now, lets talk about its attacks. It mainly throws bullets at you, or ramn you
suddenly. Sometimes, it disappears, and then appears unleashing a barrage of
missiles. Suddenly, it unleash several explosives that will wreck the bridge. As
far as I know, they cannot be avoided.
-------------------------------------------------------------------------------

After the fight, the big plane crashed onto the bridge and crushes it. You may
think the Harrier will sink in the ocean, but a little surprise awaits.

Pliskin finally reveals himself after Solidus un-masked him by calling him
Snake. From now on, youll see Snake instead of Pliskin in the codec
chatterbox.

But we have enough of cutscenes, is time to comeback to the gameplay. As you can
see, the bridge has been wrecked, making it impossible to cross. You must search
for another way to enter SHELL 2. From Raidens after battle position, head
right. Hang from the semi-broken railing and head right until youre above the
yellow pipe. Then press X.

You must cross the pipe to the other side. Unfortunately for you, sea gulls did
their stuff on it, so youll have to evade sh!t patches. If you do step in one,
youll end up sleeping with the fishes. Therefore, do your best to evade the crap.

On the other side of the pipe, climb the right ledge. The left one will go on
flames afterwards. You must cross the bridge conformed by floor panels. As you
step on them, theyll fall, so you musta move VERY fast. When you arrive at the
other side, hang from the railing. Position yourself above the bridge below. Press
X.

As you land in the bridge, two sentries appear in the bridge next to you. They,
after hearing all the ruckus, gotta do a bit of investigation, dont you think. To
safely cross the bridge, doze them. Access FPP, and land a hit on their heads.
Afterwards, move forwards. Youll suddenly spot a gap. This one is easily avoided.
Just perform a roll to pass above it. As you advance, youll spot another. For
this one, hang from the nearby railings, and head right. Then take the ladder.

*******************************************************************************
-------------------------------- STRUT L-PERIMETER ----------------------------
*******************************************************************************

As you arrive here, youll spot that the area is composed by several windows.
Guards will occasionally look through them, and if they spot you, Cypher comes to
the rescue.

The best, and actually safer way to cross to the other side, without the risk of
being spotted, is to crawl. So, press X and begin crawling rightwards. Keep
heading right, and dont worry about guards. In the middle of the road, floor
panels will begin to fall. Do not worry about them, and just crawl as fast as you
can. When you reach the other end, youll meet with  seemingly-Impossible-to-cross
gap.

To pass through it, flatten against the wall, and slide to the other side. When
you find an obstruction, press X to crouch, and then keep sliding to the right.
When you arrive at the other side, you may keep moving.

As you advance, a guard will suddenly appear. He needs to burst out the pain. And
he cant wait. The urinals will fall on the bridge below him, and if youre not
cautious, the yellow liquid may fall on you. Your controller shakes if it is like
that. Weird. If you dont want to risk your bodys health, shoot at him. The poor
guy will be scared, and then leave. Keep moving.

Droop down to the walkway below. Grab the AK AMMO and the RATION  on the
otherside. Then search for an opening n the left side of the bridge, which leads
to the top bridge. There is a CYPHER that may catch on you if youre not careful,
so, wait it to make its appearance, and blast it into oblivion.

In the upper bridge, you should spot a small bridge leading to an even smaller
room. This bridge is being guarded by Cyphers. There are two methods to cross it.
First method: Grab the chaff grenades located on the right side of the upper
bridge, chaff down the flying devices, and cross the bridge using your skills(YOUR
skillz, not mine). Second method: Bring the Cyphers happiness with M4. Your
decision.

*******************************************************************************
-------------------------------- SHELL 2 CORE- 1F -----------------------------
*******************************************************************************

As you arrive, youll see Olga again. Watch the scenes, and then move on.
Downstairs is group of crates, as well as SOCOM AMMO and M9 AMMO. Use them to fill
your weapons magazines. In the hallway to the other side is a room located on its
right. Inside there are two surveillance cameras, which you must destroy so you
can use this room in future occasions. On the left side of the hallway is a small
passageway which contains a set of CHAFF GRENADES.

Continue up the hallway. As you advance, youll spot a rest room. Inside, M4 AMMO
and access the NODE in order to activate your solition radar. North of the rest
room is the elevator youre searching for. Before taking it, go and check its
right side. Collect the M4 AMMO. Then, take the elevator to the B1 floor.

*******************************************************************************
-------------------------------- SHELL 2 CORE- B1 -----------------------------
*******************************************************************************

This floor has been completely flooded due to the incident Pliskin and Stillman
caused. Oh crap!. Anyway, before advancing, access the NODE next to the elevator.
Then submerge the murky depths...

Because were going to grab the NIKITA RC MISSILE LAUNCHER, then my directions are
going to take you there. The first area is in which you can swim upwater. As you
arrive the other end, submerge and head forwards. Keep heading forwards through
the hallway, to its end. Grab the box that contains the NIKITA RC ML, and head
back to the elevator.

*******************************************************************************
------------------------------- SHELL 2 CORE- 1F ------------------------------
*******************************************************************************

Now that you have in possession the NIKITA, you may free the president. Full the
NIKITA missile capability by grabbing the NIKITA MISSILES by the set of crates
downstairs. Now that you mention this set of crates...

Climb atop them, and equip your newly acquired killing device. Fire a missile with
the SQUARE button, and make it go through the upper ventilation duct. Guide it
across it, until you can guide through an opening located on the right. Remember,
our target is not the prez, to direct the missile to the big blue locker and let
the game do the rest.

After destroying the generator, the path to the president is safe. Go trough the
now not-so-electrified floor, and enter the room. After you meet the prez,
Jonathan will prove hes rare stuff by grabbing Raidens nuts(nothing to
say...), and then give you information you havent supplied. He says the terrorist
are working on a new destruction machine called the ARSENAL GEAR, and the MGRs are
used as protection. So there is not only one MGR... there are a crapload of em.
Damn.

As you talk with the prez, youll also collect verbal info about the patriots.
According to Jonathan Jhonson, the group now as the la-li-le-lu... is the one
who controls the United States of America. The president is just a helpless pawn
who is taken to the White house by the patriots decision!. Jhonson also reveals
that he betrayed the country just to acquire more power... the same power of the
patriots he says.

As you talk with him, hell suddenly get Fortune-ish and ask you to kill him. When
Jack asks why, he says he gotta die before the last vital code is taken. He wants
to prevent catastrophe. He doesnt wants to see children dying. Raiden doesnt
wants to bring happiness to the supreme leader of the U.S(or so you think).
Ocelot, however, thinks the prez should die and kills him. After the rest of the
sequences, you can move. And check your inventory---there is a VIRUS DISK on it
now.

Now comes one of the toughest parts of the game... to explain on a FAQ. Head back
to the B1 of Shell 2 core, and submerge into the murky depths again. This time
around, instead of only grabbing the NIKITA, you need to break on through to the
other side!. Yeeha!.. Ok, ok, Ill calm down. Sorry, but I cant give you verbal
directions. If you want those, check my saviors *perfect* walkthrough for this
game. Im talking about AdrenalineSL, of course. Damn, she rocks.

I, however, will throw you some tips. First and primordial, take every breath
point you see. Breath points are represented in the radar as blue stuff. While
underwater, you can identify it because there is light coming out from them. When
you spot one, swim upwards to take a break and replenish your O2 gauge. You dont
have to do this everytime you find one, but its recommended to do so when its at
least half-and-a-bit full.

There are also several underwater bombs located throughout the way. You dont have
to have direct contact with it to lose health. Just get _very_ near from it, and
itll suddenly explode, taking chunks o health from your life guage. GheddonLN
says: stay away from this bombs.

When you finally break on through to the other side, break on through the door,
and prepare to break on through an enemy. Did I said I like The Doors?.

-------------------------------------------------------------------------------
BOSS ENEMY: VAMP
-------------------------------------------------------------------------------

Vamp will submerge in the water and swim for a while. Take out your Stinger, and
wait Vamp to come out. Wherever he lands, either in the first or second floor,
shoot a missile. If he lands above you, you may want to use the M4 for best
results. Remember to use FPP always!.

Now, lets talk about his attacks. The most annoying consists on catching your
shadow, making you a moveless puppet. Jam the LAS to release yourself from the
curse. The other consists on throwing several knives almost non-sto at you. They
be easily avoided by running around, or even strafing while in FPP. He also runs
at you after getting out of the pool and stabs you. To prevent this, withdraw the
M4 and shoot at him before he gets near you.

And one last piece of advice. Dont fall in the water!. If you do, you never come
out!.
-------------------------------------------------------------------------------

After beating the bloodsucking fella, he goes underwater. He aint dead, I
believe. Anyway, go through the door marked with a LVL 4 security level(the LVL4
PAN card was given to you by the prez, remember?). Grab the RATION, and submerge
the murky depths. Again.

Follow the same tips I gave to you before. You should arrive in the locker room
everybody is talking about. First thing you should do, is, of course, to activate
your Solition Radar by making use of the NODE upstairs. Afterwrads, you may look
for Emma. Ill let you find her for yourself. If you want a tip, fire a NIKITA
missile by a locker door. If you hear Emmas scream, then... what are you waiting
for!?; open the door!.

Advanced tip: Middle door.

After you meet with her, she goes Otacon-ish and fills her pants with urinals.
Eyuuuuck. She thinks Raiden is one of the bad guys, but he starts to warm up after
a while. You must take her back to the room you fought Vamp on. Drive back to the
aftermentioned room, but be sure to always(ALWAYS) use the breath points.

When you arrive the room in where you fought Vamp, youll learn more about Emma
and Otacon. They were the best brother and sister, it looks like. They even played
The house. Otacon being the husband and Emma the wife. What did they do inside
The House?. Is up for your imagination.

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

CURIOUS STUFF

Ok, ok, I gotta accept this section is a wannabe of AdrenalineSLs Useless
Trivia. But, as stated before, shes my mentor(sort of), so dont damn me.

So, the curious stuff Im talking about has to do with Rose. I called her after
the caht with Emma in Vamps room, and she suddenly got jealous!. She starts
asking Jack if he thinks that Emma is cuter than her and other kind of thinks. Oh
Rose, Emma has to be about 5 years younger than Jack!. What were you thinking,
Kojima?

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

MORE CURIOUS STUFF

After the chat with Emma, call for Snake several times. Otacon will spit the guts
and tell you info related with Emma and himself.

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

After you can move, you must take Emma and her cute ass to the southern door of
the room. Be careful, though, as the left side of the room is covered with
CLAYMORE. Use your mine detector to know their location and grab them.

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

AND EVEN MORE CURIOUS STUFF...

If you approach the C4s with Emma, your controller will start to rumble(if it Is a
DualShock one thats ir). What is this!?. Check the cell-phone the Ninja gave to
you, and youll see a message There are CLAMORE mines. Be careful!. Clamore?.
What the hell is Clamore!?. I know is a typo, so dont start sending me e-mails
telling me what Clamore is.

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

After you cross the southern door I was talking about, there will be another chat
with Emma and Raiden. In this dialogue, youll discover that Emma is the one who
programmed the VIRUS DISK you have in hands. So, this explains why she knows who
to use it perfectly.

After the chat, you may cross the flooded room. There is a breathing point with
the PSG1-T on it, so check every one of them.

As you arrive the other side of the ocean, try to drag Emma near the bugs. When
you do so, she gets far from them and screams Bugs!. To cross the bugs, you have
two options: Use the coolant spray to create a path for Emma and her royal ass, or
knock out her and drag him through the endless sea of roaches.

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

CURIOUS STUFF.

After Emma makes a display of her bugs-phobia, get near the little buggers. Your
control will start to rumble. Check the cell phone and this message will appear:
Use the Coolant spray to drive the bugs away. Why, if I can have the pleasure of
smacking her down and taking her across the bugs?.

That was truly evil o_O

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

Take the lift back to the 1F.

*******************
RETURN TO 1F-------
*******************

At first, you may think this is the toughest portion of the game, because you have
to play with Emma stealthy. After four tries, I found that it was pretty easy, and
believe it or not: fun.

Start up by leaving Emma in the elevator. Go out the elevator and go towards the
rest room. Dont enter on it just yet!. Wait the guard inside it to turn his back,
and neck-crush him. Take the body to the room right of the elevator. Is
recommended to take Emma, too. You can also hide her behind the lockers in the
rest room. Your decision.

Go through the long hallway, and enter through the hallway that had a chaff
grenade in the past. The guard inside will give you his back, so neck-crush him,
and take his dead body to the stock up area(right of the elevator). You can obtain
M4 AMMO by shaking this guard.

Now, keep heading towards the stairs at the bottom of the hallway. When you get
near them, a guard will appear. If any dead body is around, or Emma is around,
then the game will kick into alert mode. But because youre following my
directions, you should have no problems. Immediately after he arrives, head back
to the rest room. Wait the guard to pass by one of the opening, and land a M9 shot
on his head. Take the sleeping body to the stock-up site, and score a headshot
with the SOCOM to prevent him from doing any harm.

Now, continue towards the stair. Hide behind the pile of crates. There should be a
guard to other side. Wait the guard to start sleeping, and land a M9 shot in his
head. Take his sleeping body towards the stock-up point, and send him to
wonderland by scoring a headshot with the SOCOM handgun.

There is one more to go. This time, backtrack to where you started, and grab Emma.
Take her all the way to the crates, and go up the stairs by the right side. As you
break on through on the other side(the hallway that leads to the prez room, if you
want more reference), you should spot a guard. Hide behind the crates, and wait
him to turn his back at you. Then, jump-out and land a SOCOM shot on his head.
Yeah, a SOCOM shot, not M4s.

Now youre free to leave. As you can see, it was pretty easy. It was also fun,
wasnt it?. Before leaving, enter into the prezs room. His dead body is not here,
but, who cares?. He was Rare Stuff anyway... Grab the goodies inside the room
which include RATION, M9 AMMO, M4 AMMO and SOCOM AMMO, if I remember correctly.

*******************************************************************************
------------------------------ KL CONNECTING BRIDGE ---------------------------
*******************************************************************************

There is one Cypher guarding the newly reconstructed bridge. Pop out your AK, and
make the mechanical device sleep with the fishes. Dont try to cross the bridge,
though, as another Cypher will appear. Repeat. Then cross the bridge.

The path to STRUT-L is blocked by flames. Before doing a thing, wait the
patrolling guard to show his head at you. Then land a headshot with any weapon you
want, except the M4. Yeah, use the Stinger if you want to. Now we must deal with
the flames.

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

CURIOUS STUFF

When you get near the flames, your control starts to rumble. Check your cell phone
and itll say: Use the Coolant Spay to put down the flames. Great tip, whoever
it was. Because taking Emma across hell and trying to make her roll to put down
the flames wasnt the best idea.

(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)(*)

Follow Whoevers tip, and use the Coolant spray to put the flames down. Keep the
SQUARE button pressed: putting down the flames takes a WHILE, so dont despair.
When you do so, cross to the other side. The door that leads to STRUT-L is level 5
security. Damn!. Dont worry!. Emma has the LV5 PAN card in her hands and gives it
to you without complaining!. I love this girl :).

*******************************************************************************
----------------------- STRUT-L, SEWAGE TREATMENT FACILITY --------------------
*******************************************************************************

As you start, grab the items by the right side of the room, and go through the
middle hallway. To the other side, there are two guards. One of them never moves
from his position, whereas the other does a short patrol. Doze down the one
patrolling the area. Then, equip the AK, and start blasting the other. If you keep
press the SQUARE button, he wont even know what happened to him. Cross the semi-
circle shaped hallway and open the hatchdoor.

*******************************************************************************
------------------------------- STRUT-L, OIL FENCE ----------------------------
*******************************************************************************

Emma has to cross the oil-fence by her own. Guards, Cyphers and even Claymores are
posted around the place. To defend Emma, you must use the PSG1 as Snake states. I
also hope you have at least, 5 Pentazemins. I had 8, and I used 5, so I think five
ins enough.

Start up by eating a Penta and equipping the Thermal Goggles. Then equip your
PSG1. Ready to rumble, wise guy?. Start up by blasting the Claymores positioned on
Emmas path. There are four in total. After doing so, zoom in the guard directly
north of you. Score a headhsot for best results. Take down the other guard east
from where you are.

By this point, your main job is to keep regenerating Cyphers and Guards far away
from Emma. Keep in mind that alert and Caution mode goes out when every sentry
shooting at Emma is dead. When Snake offers his help, be sure to accept it.

As Emma walks through the oil-fence, Vamp suddenly attacks. He grabs Emma by the
neck, and the easiest battle in the game will start.

-------------------------------------------------------------------------------
BOSS ENEMY: Vamp          SP: About 3.
-------------------------------------------------------------------------------
Pop up a Pentazemin, and aim at Vamps head. Then press the SQUARE button about 4
times nonstop. Vamp dies. Did I say this battle is easiest in the game?
-------------------------------------------------------------------------------

After the blood-sucking freak goes to the wonderland, Snake runs and grabs Emma(he
dispatches two Cyphers in one hit. Awesome!). Emma was seriously wounded by the
Romanian freak. Now, you must return to the computers room. As you gain control of
Raiden, head back to the Strut-E, Parcel Room. Dont worry, is a short way towards
there.

***************************
STRUT-E, PARCEL ROOM-------
***************************

There is only one guard here. Enter the LV5 security door by the bottom of the
room and grab the DIGITAL CAMERA. Then go through the door that leads to the EF
bridge.

****************************
EF CONNECTING BRIDGE--------
****************************

Dispatch the three cyphers, and embark a hanging ride on the bridge that leads to
the Core. You must use the hanging mode in order to get to the other side. If
Raidens muscles are calling for oxygen, head back to the bridge, but get back to
hanging mode ASAP as the floor panels will start to fall. Then enter the core.

********************************
SHELL 1 CORE-1F-----------------
********************************

Dont worry about cameras and guards. Cameras are inactive, and there is not a
single soul in the area. When you reach the two way hallway, go through the one
filled by sea bugs. Enter in the elevator, and watch the insanely long sequences.

[ SPOILERS BELOW ]

After Emma dies, and the Virus fails to complete itself, the trio decides to do a
bit of work. Otacons mission is to rescue the hostages. Hes still a bit
depressed, and cries a while before moving one with his mission. As Snake and
Raiden are about to leave, Solid calls for the Ninja, who unmasks him-herself. Is
Olga Gulukovich. Raiden receives a High Frequency blast and is sent to the heaven.

Hes not dead.

Not yet. Mwhaaaaaaaaa.

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

Raiden awakes and finds himself being held hostage by Solidus and Ocelot. Solidus
reveals the amazing truth about Raidens past. So he had field experience, uh?.
Its truly evil to send children to the war. Suddenly, Solidus will grab Raidens
throat with one of his tentacles. Mash the TRIANGLE button to keep Raiden alive.

After a while, Olga kicks in. She reveals the even more amazing truth about the
patriots and herself. She liberates you. Finally, youre free. This is not going
to be a pleasure ride, however. Because Raidens hand are a it compromised, you
wont be able to chokehold soldiers. Youre able to punch, however. Be sure not to
stay on a single place for too long, or youll start to Sneeze.

Lets move on. Go through the door on the top-right side of the room. Access the
NODE to turn on your Solition Radar, and then move on.

*******************************************************************************
----------------------------- ARSENAL GEAR- JEJUNUM ---------------------------
*******************************************************************************

The place is filled with guards, and you must play stealthy. Ill leave this
portion of the game for you to explore. I really didnt pay necessary attention in
this area, so directions I dont have. Good luck!.

*******************************************************************************
------------------------- ARSNENAL GEAR- ASCENDING COLON ----------------------
*******************************************************************************

Keep answering all of Campbells weird calls, until one of Roses kicks in. After
she discloses the truth, Snake arrives. He has with himself everything you had in
position before you go caught. Cool. He also gives you the H.F.B., a sword given
to you by Olga. Practice with it. You can also obtain Snakes fog tag. Knock his
lights out, and then shake his body. There youre.

*******************************************************************************
----------------------- ARSENAL GEAR- ILEUM-SIGMOID COLON ---------------------
*******************************************************************************

I put both sections in one, because both area the same. In the Ileum, a Cypher
spots the duo, and alerts nearby guards. They start falling like raindrops during
an aguacero(havent got the traduction, its an Spanish therm).  You could use
the M4 to dispatch them, but then, there are this guys with a sword wholl deflect
your bullets for sure. Use the H.F.B. To perform a one hit kill, press R3. Itll
pierce through the guards body, and kill him in one hit. After Raiden performs
the attack, youre open to be attacked, though. It is worth the effort, so dont
complain.

In the Sigmoid Colon, guards fall from the nowhere, and start attacking. Is the
same jazz, so dont worry.

After you beat the guards, watch the cinemas. Youll end up in a cool looking
circular platform. Solidus voice is heard from afar. Practice with the H-F-B, and
the speech will suddenly end. Solidus will then send at you three MGR for you to
dispatch. What can I say?. Lets break on through!.

-------------------------------------------------------------------------------
BOSS ENEMIES: MGR(x3)
-------------------------------------------------------------------------------
This battle will be tough. Or so I thought at first. Its actually pretty easy. At
first, the three MGR will be motionless. Theyll rely on shooting from their
railgun a couple of bullets at you. Theyll also shoot homing missiles. Check
below for info on how to evade these attacks. Here Ill explain how to take down
the mechanical lizards.

Start up by taking out your Stinger portable missile launcher. Then, instead of
aiming at the MGRs head, shoot at his knees. This will make him open his big
mouth. While the mouth is open, shoot a missile into it. Thatll rack-up insane
damage. Start up by attacking the middle. After it goes down, one comes to replace
it. WHAT?!. Dont worry. Keep killing them as they come. The battle will
eventually end. Good luck.

Now, lets talk about their attacks. First, theyll point their shoulders at you.
Then theyll spread a crapload of bullets in a cone shape. Use the roll to evade
them, easily. The second attack that youll probably notice is the homing missile
they shoot from their back. Three per MGR. Im being serious. Evade them by
running amok. Theyre also easy to evade.

Other attacks come whether youre near them or not. Being near of the MGR will
trigger either the high pressure hydro attack, or the stomp. The h.p.h.a is when
the NGR suddenly open his mouth and throws a blue laser. Its cutting water
according to Otacon. The stomp is when RAY tries to stomp you. Both attacks can be
avoided by rolling.

The ultimate attacks, Is, not-so-obviously, the worst. When the RAYs start to
move, one of them will suddenly crouch, and stand motionless. Prepare, because
the baby missiles are coming for you. The baby missiles are deployed from RAYs
knees, and follow you. Evade them by WALKING. I normally walk to evade one, and
then roll to fool the other. It works I can say. Just be sure youre not hit.
Theyll follow you, and are worth a lot of damage.
-------------------------------------------------------------------------------

After the fight, Raiden is about by one of the RAYs, Olga kicks in. The big lizard
stops in the middle of his stomp attack. Solidus kicks in and dismisses Olga with
a headshot. He then sends one of the MGRs to catch Raiden, but they go haywire.
Thell suddenly attack Solidus. Demonstrating his abilities, he finishes off the
RAYs with an assault rifle without getting hit.

After a while, youll find yourself above RAY. The players will talk. As the chat
drags on, Ocelot reveals that the whole thing was an exercise. A Shadow Moses
recreation. Raiden was Snake... Dead Cell FOXHOUND... and as a curious tidbit,
Olga represented the Ninja. She died against a MGR. Well, sort of. Oh, well lets
move on.

As the cinemas drag on, Ocelot will send all the payload RAY has against
Fortune(who was baldy hurt before). Fortune proves that she IS Lady Luck and sends
all the missiles out of her way. She then reveals that her name is Helena Dolph
Jackson. She then gives it up. Ocelot is about to kill everybody around, but then
Liquid reveals himself. He talks with the Snakes, and the leaves. Solid follows
him. Now Solidus and Jack are all alone.

Now, just keep seeing the cinemas, and eventually, a long CODEC talk between the
Patriots(The Colonel is one of em. Or so I undertood...). This CODEC talk main
theme is the self and the truth and what you life for, and what youre. I
listened the whole message and found it rather interesting. But it turns really
boring at times(near the end). After the long chat, more truths are revealed, and
the final battle starts.

-------------------------------------------------------------------------------
BOSS ENEMY: Solidus Snake
-------------------------------------------------------------------------------
This battle will be very easy. No, really, it depends on how you fight him. And
with the right strategy, you should have no problems. And for the Rations... one
is enough. Two if you grab the one in the battlefield.

Anyway, as usual, Ill give you the strategy I used, and then talk about the boss
attacks. I got one thing to say: Equip the B.D.U if you want to see a B.D.U
equipped Raiden in the ending. I know this is off-them, but who cares. Lets talk
about the strategy. Get near solidus, and press R3. Then get far from him. He
should perform a counterattack. After he finishes his counter, stab him. That is
the way to fight him. Hit run. Well,  thats the SAFER way, and itll ensure you
wont need more that 1 or 2 Rations.

There are other ways to diminish Snakes life gauge. You can get near him, and
rotate the RAS. Before performing the spin, Raiden will perform several slashes.
Some of them, including the spin, will hit Solidus. You can also do this after
Solidus perform a counter. Is faster, but I consider the one above safer.

After half of Solidus health has been depleted, hell take off his tentacles, and
will becoming a bit tougher. Hell perform several dashes(see below) and then
stop. When he stops, hell slash towards you. This is what I called Homing Dash.
See below. When he starts to dash towards you, perform a stab(press R3 and youll
receive him with it if youre good enough. From now onwards, hell also use the
Sting(see below). Good Luck. The battle is easy though.

Now, as promised, lets talk about his attacks. Because hes the final fella
youll fight, he has several attacks. The first and simplest consists on using his
tentacles to attack you. Depending the way he uses it, he may throw yo off
balance, damage you, or grab Raiden by the neck. If he does so, jam the LAS while
pressing TRIANGLE repeatedly to keep yourself alive.

The other attack Ill talk about also involves the use of the tentacles.
Basically, hell throw you about six missiles. Just roll to evade them.. You must
be really bad if you get hit. Really.

The other attacks make use of his twin swords. Mainly, he uses combo attacks,
amongst others. There is the double-down-slash, that is when he swings both of his
swords downwards. He also performs a two and three hit combo, in a slow way. He
also does a variation of the three hit combo, which is basically the 3 hit combo
much more faster. All of these attacks can be evaded by being far enough from him.

Now comes the Dash. Suddenly in the fight, hell dash towards any direction. If he
rushes you during the move, youll  receive damage. After he performs the dash, a
flame barrier will be left behind. If you touch it, youll suddenly be on fire!.
Roll to put the flames down.

After he takes out his tentacles, hell have three more attacks. The simplest and
easiest to avoid is the Sting. He slashes his sword towards you fast. Its like
when a bee sting you. Its like Devil May Crys Stinger. Be sure youre far enough
from him to evade it.

Repetitive dashing is a variation of the Dash. Solidus will perform several dashes
nonstop. Deal with them as they come. After he performs the last R. Dash, hell
suddenly stop, and dash towards you. The attack can be evaded if you roll, or if
you greet him with a stab. I called this attack Homing Dash. Youll know hell
perform it when he says things like lets go or alright or even die.

Thats enough for Solidus, I guess. Good luck wise guy. After beating the big guy,
kick back and enjoy the ending.
-------------------------------------------------------------------------------
_______________________________________________________________________________

******************************** ENDING CINEMA ********************************




MAJOR SPOILERS!!!!!











| After landing the last hit on Solidus, youll presence a cinema in where    |
| Raiden and the big guy will trade hits. Solidus misses one and Jack stabs   |
| him. Solidus then knows hes been defeated. He walks  towards the edge, and |
| throws his swords along the way. He then stands in the edge and looks up to |
| the sky, and then lets his body hit the floor.                              |
|                                                                             |
| When Solidus falls, he tries to reach Washingtons arm. He tries to grab    |
| hand of the one who could free he and his cause 200 hundred years ago. His  |
| body gives up before he can do so, and dies, Solidus Snake dies in the Fed- |
| -eral Hall in the 2009, April 30th.                                          |
|                                                                             |
| Raiden is then in the streets. Hes looking at Solidus dead body, I think.  |
| Suddenly, the screen gets filled with walking people. The local cops        |
| surround Solidus body so anyone of the curious can get near of him. Who am |
| I really? a puzzled Jack asks to himself. Snake suddenly kicks in and gives|
| he the answer. Hes whoever he wants to be                                  |
|                                                                             |
| After the chat with Snake, Raiden finally decided to start again. To change |
| his new, to get new memories. He then throws out his DogTag(and the name,   |
| nationality, blood type and sex you gave him with it). Snake then says hell|
| look for the Patriots. When Raiden asks if he can be counted in, Snake says |
| no, because Jack has people to talk with                                    |
|                                                                             |
| Raiden then spots Rosemary amongst the multitude. Shes calling for Jack.   |
| Still puzzled, he walks towards Rosemary. When he gets there, he looks for  |
| Snake. The parrot Otacon had while he went for the hostages suddenly flies  |
| atop a building, in where two shadowly figures can be detected. Jack then   |
| asks Rosemary about who hes really. Rose answers I wouldnt know But we |
| will find out together, shall we?                                          |
|                                                                             |
| The game then shows several real time scenes in where both Rose and Jack    |
| talk about thing worth passing on and what life means. Then the credits roll|
|in(hey, Otacon is actually a trademarked name of Otacorp, and Konami bought  |
| its right; so, Otacon doesnt mean anime fanatic!.) After the credit, Snake |
| again speaks about things worth passing on. Then the game title appears, and|
| the screen turns black                                                      |
|                                                                             |
| Then we hear a CODEC(or telephone) call between Hal and Snake. Hal says he  |
| finally discovered the info about the patriots, and that one of their       |
| biggest contributions was inside the list. When Snake asks where they are,  |
| Hal answers that in Manhattan but there is a catch. Theyre all dead. A    |
| hundred years ago. WHAT?. And Liquid escaped... I think all this is the     |
| glimpse Hideo gives us about METAL GEAR SOLID 3 *PUT NIFTY SUBTITLE HERE*   |
 

Before turning off the game console, you may want to save your game. That way, you
may be able to use the DIGITAL CAMERA you got in the plant during the tanker by
loading this clear file. Youll also get a CLEAR CODE. Input It at Konamijpn.com
to get your stats

 ________________
|*** THE END *** |
 

=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
0.7	W E A P O N S
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
 ________________________________________________________________________________
| M9 TRANQUILIZER GUN           | FOUND AT STRUT F WAREHOUSE(2ND FLOOR).          |
|_______________________________| EQUIPPED W/ SUPRESSOT AND LASER SIGHT.         |
| The M9 is a useful weapon.    |________________________________________________|
| In the tanker chapter, youll start with it. In the plant chapter, it is found |
| at the location given above. The M9 shoots non-harming bullets that will put   |
| enemies to sleep after hitting them. Its normally better to hit them in the    |
| head. That way, theyll fall immediately. The M9 is one of the weapons youll  |
| use a lot due to its multiple features such as silencer, laser sight and       |
| usefulness.                                                                    |
|________________________________________________________________________________|
 ________________________________________________________________________________
| USP HANDGUN                   | FOUND AFTER BEATING OLGA(TANKER ONLY).         |
|_______________________________| EQUIPPED WITH LASER SIGHT.                     |
| The USP, compared to the M9,  |________________________________________________|
| is a very useless weapon. Because you find it in the tanker only, its usefulness
| is limited to shooting panels and holding up certain guards. The handgun is not|
| very powerful, but with a decent fire rate and laser sight(as well as a lantern|
| ) is a great weapon, even though youll only use it a few times.               |
|________________________________________________________________________________|
 ________________________________________________________________________________
| STUN GRENADE                  | FOUND AT VARIOUS POINTS OF THE GAME            |
|_______________________________|________________________________________________|
| The stun grenade was an item is used a lot in the first metal gear solid. But  |
| now, is just useless. Thats mainly because when you throw it, itll alert a   |
| nearby guard(their field of vision will turn yellow) and after exploding, itll|
| alert every mofo in the room. This reduces its usefulness. It, however, can be |
| used when you want to get freedom and need to take out a crapload of guards.   |
|________________________________________________________________________________|
 ________________________________________________________________________________
| THE CHAFF GRENADE             | FOUND AT VARIOUS POINTS OF THE GAME.           |
|_______________________________|________________________________________________|
| The chaff grenade, an item used a lot of times during MGS1 has been brought    |
| back from the death. This grenade emits some kind of rainy stuff which will    |
| electronic devices such as cameras and cyphers. During the tanker it is almost |
| not used. During the plan, youll use it quite a lot of times thanks to the    |
| presence of Cyphers and cameras. It is pretty much useless, though.            |
|________________________________________________________________________________|
 ________________________________________________________________________________
| SOCOM HANDGUN                 | GIVEN TO YOU AFTER MEETING PLISKIN.            |
|_______________________________| EQUIPPED WITH LASER SIGHT.                     |
| The SOCOM handgun, which is a | SUPRESSOR MUST BE FOUND                        |
| plant only item, is one of the|________________________________________________|
| best weapons youll have. It is light, can be suppressed(to ensure youll be   |
| able to kill gaurds without worrying for the others) has a laser sight and     |
| decent power, as well as fire rate. In the plant, youll find yourself killing |
| a lot of guards, therefore, its one of the most useful things youll find in  |
| the game. Youll also use it against some bosses. Oh, and dont forget itll   |
| let you save other, stronger weapons ammo.                                     |
|________________________________________________________________________________|
 ________________________________________________________________________________
| THE AK MACHINE GUN            | FOUND AT STRUT F WAREHOUSE 1F IN THE TOP RIGHT |
|_______________________________| ROOM.                                          |
| The AK machine gun is not the | SUPRESSOR MUST BE FOUND.                       |
| best weapon youll come accros|________________________________________________|
| but not the worse, nevertheless. As a machine gun, itll fire fast and power   |
| full bullets that will make mincemeat of guards rapidly. Youll find yourself  |
| using the SOCOM instead of this weapon, unless you want to make your way to    |
| freedom by force(i.e., want to escape ALERT MODE). It can be equipped with a   |
| suppressor, so its a rather decent weapon. Can be used along the STUN GRENADE |
| to escape guards.                                                              |
|________________________________________________________________________________|
 ________________________________________________________________________________
| THE M14 MACHINE GUN           | FOUND AT STRUT F WAREHOUSE 2F.                 |
|_______________________________|________________________________________________|
| The M14 machine gun is basically a copy of the M14. Theyre the same weapons,  |
| in a certain way. The only difference is that this one doesnt have suppressor,|
| which makes it not-so-useful. This weapon is mainly used to take down Cyphers  |
| and in conjunction with the AK during the sigmoid colon ileum scene. It can also
| be used along the stun grenade to escape guards.                               |
|________________________________________________________________________________|
 ________________________________________________________________________________
| THE STINGER MISSILE LAUNCGER  | GIVEN TO YOU BY PLISKING DURING THE FIGHT WITH |
|_______________________________| THE HARRIER.                                   |
| The stinger missile launcher is________________________________________________|
| really useless. Its usefulness is reduced to the fight against the Harrier and |
| the six metal gear rays(it can also be used against Vamp). You wont use it    |
| again, I guarantee that. Why?. Because its explosion alerts nearby guards      |
| immediately(itll kill the guard immediately, though). Use it if you want a    |
| sentry to give you his dog tag very badly.                                     |
|________________________________________________________________________________|
 ________________________________________________________________________________
| THE NIKITA RC LAUNCHER        | FOUND IN THE FLOODED ROOM OF SHELL 2 CORE      |
|_______________________________|________________________________________________|
| The NIKITA is the most useless weapon youll find in the game. Youll only use |
| it when you need to rescue the president. Otherwise, is only used to make guards
| drop their dog tags easily.                                                    |
|________________________________________________________________________________|
 ________________________________________________________________________________
| EMPTY WEAPON MAGAZINE         | YOU START WITH THIS AT THE TANKER.             |
|_______________________________|________________________________________________|
| An empty weapon magazine used to distract guards attention. U-S-E-L-E-S-S      |
|________________________________________________________________________________|
 ________________________________________________________________________________
| THE RGB86 GRENADE LAUNCHER    | FOUND AT STRUT F WAREHOUSE.                    |
|_______________________________|________________________________________________|
| A grenade launcher that deploys grenades in an arc pattern. When the grenade   |
| hits floor, itll explode. This is weapon, otherwise is useless. DANG, STOP    |
| MAKING USELESS WEAPONS!. You may use it against Vamp, the metal gear rays, or  |
| to hold up guards and make sure they drop their dog tags.                      |
|________________________________________________________________________________|
 ________________________________________________________________________________
| HIGH FREQUENCY BLADE          | GIVE TO YOU BY SNAKE IN ARSENAL GEAR           |
|_______________________________| ASCENDING COLON                                |
| Ah, yes, the high frequency   |________________________________________________|
| blade. Its name is not just a funny name. Basically, each swing you with this  |
| sword is worth a lot of swings. This metallic beauty, is then, one of the best |
| things youll ever see. The different kind of combos you do with it normally   |
| enemies in on hit. The problem is that its range is not good as well as its    |
| speed.                                                                         |
|________________________________________________________________________________|
 ________________________________________________________________________________
| COOLANT SPRAY                 | GIVEN TO YOU BY STILLMAN.                      |
|_______________________________|________________________________________________|
| This item is give to you by Stillman after you first met him in Strut C, dining|
| hall. When you select this item, youll go into first person view. While in    |
| first person view, use the square button to shoot the spray. Its usefulness is |
| only reduced to that. Defusing C4s. Oh, and to drive away bugs.                |
|________________________________________________________________________________|
 ________________________________________________________________________________
| DIRECTIONAL MICROPHONE        | FOUND AT SHELL 1 CORE COMPUTER ROOM AT THE B1  |
|_______________________________|________________________________________________|
| This is not a weapon, but its located on the weapons menu. Its used to hear    |
| sounds normally un-hearable to the naked ear. This includes heartbeats and     |
| conversations.                                                                 |
|________________________________________________________________________________|



=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
0.8	I T E M S
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=

==================================================================================
                          [ RATION ]

Metal ready to eat. Select the ration in the items menu, and tap CIRCLE. Youll
automatically recover health. Keep a Ration equipped, that eay, when you die,
youll revive.
==================================================================================
                            [ BANDAGE ]

Absorbent pad used to stop the bleeding. Select it in the items menu, and tap
CIRCLE to use it and stop the bleeding(only use it while bleeding).
==================================================================================
                            [ CARD LVL ]

Opens doors of equal or lower security level of the card(a LV5 will open 5-4-3-2-
1) if equipped.

LV1 = Given By Stillman
LV2 = Given by the Ninja(after beating Fatman).
LV3 = Given by Ames after finding him in the SHELL 1 CORE B1-HALL.
LV4 = Given by the President Jhonson.
LV5 = Given by Emma after finding the door leading to SHELL 2 STRUT L.
==================================================================================
                          [ CARDBOARD BOX ]

Select it in the items menu and Snake will use it as a hat. You can use it to
fool stoopid guards or move around.

1	= Found at the supplies room in Deck-D(Tanker)
2	= Found at the right of where you fought Olga(Tanker).
3	= Found at the bottom left door in the STRUT-F 1F(Plant).
4	= Found at the STRUT-E PARCEL ROOM.
5	= Found at Arsenals Gear Jejunum.

If you know more, please contact me.
==================================================================================
                           [ BINOCULARS ]

Special lens used for long-distance terrain reconnaissance. Zoom in with the
CIRCLE button and zoom out with the X button.

= You start with this.
==================================================================================
                         [ THERMAL GOGGLES ]

Special lens that can detect different kind of thermal signals, such as lasers,
life forms and C4 explosives.

= Found at the bottom of the pool you start on(Plant).
= Found at your sniping position in Strut L oil fence.
= Found at the top of the ladder in the are you fight Olga(Tanker).
==================================================================================
                       [ ANTI-PERSONEL SENSOR ]

When enemies are near, this will make your controls to rumble. Other vibrations
such as Snake heart-pounding will be off when you select this.

= You start with this(Tanker/Plant).
==================================================================================
                            [ SUPRESSOR ]

Equip this along compatible weapons to silence them.

= Found at the bottom-right room of STRUT F 1F(SOCOM).
= Found in the wrecked bridge after the fight with the harrier.
==================================================================================
                           [ VIRUS DISK ]

Disk used to corrupt Arsenal Gear. Can only be used by Emma Emmerich.

= Given by the president.
==================================================================================
                         [ CELL PHONE ]

Special cell phone modified so player can receive e-mails. Equipped with vibration
functions.

= Given by the Ninja
==================================================================================
                          [ B.D.U ]

Disguise that matches Shells 1 core guards uniform. Equip  AK to complete the
disguise.

= Given by the Ninja.
==================================================================================
                           [ SENSOR A ]

Special sensor used to find Fatmans odor-full C4s. While equipped, C4s scent is
displayed on the radar.

= Given by Stillman.
==================================================================================
                            [ SENSOR B ]

Special sensor used to find Fatmans odorless C4s. It beeps when a C4 is near.

= Found at the room Stillman was hiding on.
==================================================================================
                           [ MINE DETECTOR ]

Special sensor that detects claymores and displays them in the solition radar.

= Found at the bottom right room at STRUT F 1F.
==================================================================================
                             [ CAMERA ]

Used to take photos that can be sent to Otacon using the workstation.

= You start with this.
==================================================================================
                          [ DIGITAL CAMERA ]

Used to take photos. Unlike the normal camera, when you take a photo with this,
youll be able to save it on your memory card and check it in the SPECIAL menu.

= Found at STRUT F-PARCEL ROOM.
==============================================================================

=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
5.7	E N E M I E S
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
   ________________________
  /                        \
 +++ Laser-eyed soldier   +++
  \________________________/

Aspect: Soldier with guerrilla-type uniform, cotton mask and laser eyes.
Weapon: Semi-automatic assault rifle(I say its an Ingram).
Best weapon: USP-SOCOM
Shots: 4.
Strategy: Well, its a million times better to dodge em, but if you are caught in
a gunfight, somersault your way out of their fire range, and get 1 or 2 free shots
before they start shooting again. You can also use the M9 when theyre not seeing
you and flee. After a while theyll go down.

  ______________________
 /                      \
+++ Backup Unit A      +++
 \______________________/

Aspect: Soldier with army-soldier uniform and cotton mask. Appears if other guards
call for them. Their range of vision is red.
Weapon: Assault rifle.
Best weapon: USP.
Shots: 5.
Strategy: The backup unit is normally a 5-6 soldier grupito that comes to blast
you. If you want to fight em, hide and when sneak on their back. Aim with L1 and
make em eat lead. You can also neck-crush lone soldiers or sleep em.

  ___________________
 /                   \
+++ Backup unit B   +++
 \___________________/

Aspect: Same as above plus a shield.
Weapon: Assault rifle
Best weapon: Hmmmmm... probably a fast one.
Shots: Never tried to fight em...
Strategy: ...because they have a shield. The can stop must of your bullets and the
other will crush you. What I recommend is you to equip something fast, use a
corner as protection and start shooting. They wont be able to take much of these.
  ________
 /        \
+++ Olga +++
 \________/

Aspect: Russian woman, with commando-ish trousers, short white gray hair.
Weapon: USP
Best weapon: M9(you have no choice!).
Shots: Didnt count em.
Strategy: Olga, as your first boss, should pose no problem. Shes a bit tough
though. Key word: bit. First off, hide behind a wall. Olga will talk about her
childhood before getting serious. While she moves around, activate FPP, and look
for her head. When you find it, tap S to inflict major damage.

If you stay in a same spot for too long, shell throw a grenade. Evade it, and
then return to your position. Keep behind the boxes, and always in FPP. Youll
suddenly get a clear shot at her head. Is just patience what you need.

Now, lets talk about what she does. Apart from shooting, grenading you, she also
tries to protect herself. First thing she does: shoots the green cape and uses it
to make you miss your shoots. Shoot at the cape bottom part to send it flying, and
therefore, decreasing Olguitas defense. After a while, shell move a light and
will decrease your accuracy VERY notably. Shoot at the light, and problem solved,
pal.

  ________________
 /                \
+++ ATTACK SQUAD +++
 \________________/

Aspect: Loads o soldiers with assault rifles and grenades.
Weapon: Assault rifle, hand grenade.
Best weapon: M9 or USP.
Shots: 4 per soldier.
Strategy: Keep crouching when two or more of the soldiers are firing. Take the
bottommost guard first, and then go for the right one. End with the left one. Only
two shots per de-crouch(after two shots, start crouching), and always take the
bottommost first. I really like to use the R1+L1 button to have a better
perspective and aim at my enemies.

  _________________________________________
 /                                         \
+++ Big-shell sentry/Gurlukovich sentries +++
 \_________________________________________/

Aspect: Soldier with white clothes.
Weapon: Assault rifle
Best weapon: neck-crush-anything-
Shots: 3-4.
Strategy: Snek to their backs and crush their necks. You could also sleep em or
blast their brains out. Either way, theyre easy.

  __________
 /          \
+++ Fatman +++
 \__________/

Aspect: Fat-man with anti-bomb suit and skates.
Weapon: C4 and fast-shooting handgun.
Best weapon: SOCOM.
Shoots: 7-8
Strategy: First thing: Fatman will put C4 all over the arena, and shoot at you. If
he crashes on you while skating, youll lose health. So, first thing, make sure
there is not C4 to defuse. If it is like that, search for him. When you find him,
aim at him(L1) and fire repeatedly until he falls in the ground. When hes in the
ground, hit him in the head. Repeat a couple of times more, and he should die.
  ___________
 /           \
+++ Harrier +++
 \___________/

Aspect: Do I have to tell you how a Harrier looks like?.
Weapon: Missiles, railgun.
Best weapon: Stinger.
Shoots: ---
Strategy: As soon as the battle starts, Snake will throw a Stinger missile
launcher. Grab it as well as it ammo. Then, look for the Harrier. When you find
it, lock-on and shoot a missile. Thats what you should do.Now, lets talk about
its attacks. It mainly throws bullets at you, or ramn you suddenly. Sometimes, it
disappears, and then appears unleashing a barrage of missiles. Suddenly, it
unleash several explosives that will wreck the bridge. As far as I know, they
cannot be avoided.

  ________
 /        \
+++ Vamp +++
 \________/

Aspect: Man with long hair, vampire teeth and scars all over his chest, as well as
a bullet mark on his head and stomach.
Weapons: Knives.
Best weapon: Stinger, M4.
Shoots: ---
Strategy: Vamp will submerge in the water and swim for a while. Take out your
Stinger, and wait Vamp to come out. Wherever he lands, either in the first or
second floor, shoot a missile. If he lands above you, you may want to use the M4
for best results. Remember to use FPP always!.

Now, lets talk about his attacks. The most annoying consists on catching your
shadow, making you a moveless puppet. Jam the LAS to release yourself from the
curse. The other consists on throwing several knives almost non-sto at you. They
be easily avoided by running around, or even strafing while in FPP. He also runs
at you after getting out of the pool and stabs you. To prevent this, withdraw the
M4 and shoot at him before he gets near you.

And one last piece of advice. Dont fall in the water!. If you do, you never come
out!.
  _________________
 /                 \
+++ Backup Unit C +++
 \_________________/

Aspect: Futuristic soldiers with yellow lens and super fast rifles.
Weapon: Super fast rifle.
Weapon to use: M4.
Shoots: ?
Strategy: Be sure you have equipped a Ration when they come storming. Theyre
normally a three soldiers grupito wholl break havoc on you. Try your best to
evade their bullets, and smash the SQUARE button until they come down. Theyll
keep appearing, so run when you can!.

  __________________
 /                  \
+++ A.Gs sentry A +++
 \__________________/

Aspect: Futuristic soldiers with yellow lens, cool looking uniforms and jumping
capabilities.
Weapon: Super Fast Rifle.
Weapon to use: M4-AK
Shoots: One.
Strategy: Ok, listen up. They move very fast and like to jump a lot. The first
area you fight them is in an area full of crates. Hide behind one, and wait them
to shoot up. Then unleash a few bullets on them. Try to keep the SQUARE button
pressed so they wont hide again. Theyre very easy. You may want to war a body
armor while fighting them.

  ___________________
 /                   \
+++ A.GS sentry B  +++
 \___________________/

Aspect: Futuristic soldiers with yellow lens, cool looking uniforms
Weapon: H.F.B variation.
Weapon to use: H.F.B/M4-AK/STINGER
Shoots: One.
Strategy: Because of their bullet-ricochet capability, you may want to use the
H.F.B and stab them to death. If youre a weapons-man, use the Stinger. They wont
be able to ricochet a missile, thats for sure. If you use the M4 or AK, foe into
FPP, and smash them on their feet.

  ___________
 /           \
+++ Vamp    +++
 \___________/

Aspect: The same Vamp with a bullet mark on his head and stomach, as well as
several scars on his chests.
Weapon: Knife.
Weapon to use: PSG1.
Shoots: About 3-4.
Strategy: Pop up a Pentazemin, and aim at Vamps head. Then press the SQUARE button
about 4 times nonstop. Vamp dies. Did I say this battle is easiest in the game?

  ___________
 /           \
+++ MGR(x3) +++
 \___________/

Aspect: Big metallic bipedal with nuclear strikes capabilities.
Weapon: Railgun, Missile launcher, Mouth-Laser device.
Weapon to use: Stinger.
Shoots: This battle will be tough. Or so I thought at first. Its actually pretty
easy. At first, the three MGR will be motionless. Theyll rely on shooting from
their railgun a couple of bullets at you. Theyll also shoot homing missiles.
Check below for info on how to evade these attacks. Here Ill explain how to take
down the mechanical lizards.

Start up by taking out your Stinger portable missile launcher. Then, instead of
aiming at the MGRs head, shoot at his knees. This will make him open his big
mouth. While the mouth is open, shoot a missile into it. Thatll rack-up insane
damage. Start up by attacking the middle. After it goes down, one comes to replace
it. WHAT?!. Dont worry. Keep killing them as they come. The battle will
eventually end. Good luck.

Now, lets talk about their attacks. First, theyll point their shoulders at you.
Then theyll spread a crapload of bullets in a cone shape. Use the roll to evade
them, easily. The second attack that youll probably notice is the homing missile
they shoot from their back. Three per MGR. Im being serious. Evade them by
running amok. Theyre also easy to evade.

Other attacks come whether youre near them or not. Being near of the MGR will
trigger either the high pressure hydro attack, or the stomp. The h.p.h.a is when
the NGR suddenly open his mouth and throws a blue laser. Its cutting water
according to Otacon. The stomp is when RAY tries to stomp you. Both attacks can be
avoided by rolling.

The ultimate attacks, Is, not-so-obviously, the worst. When the RAYs start to
move, one of them will suddenly crouch, and stand motionless. Prepare, because
the baby missiles are coming for you. The baby missiles are deployed from RAYs
knees, and follow you. Evade them by WALKING. I normally walk to evade one, and
then roll to fool the other. It works I can say. Just be sure youre not hit.
Theyll follow you, and are worth a lot of damage

  _________________
 /                 \
+++ SOLIDUS SNAKE +++
 \_________________/

Aspect: Man with an eyepatch on his right eye, big muscles, tentacles and gruff
voice.
Weapon: Twin blades and tentacles.
Weapon to use: H.F.B(do you have choice?).
Shoots: A crapload of them.
Strategy: This battle will be very easy. No, really, it depends on how you fight
him. And with the right strategy, you should have no problems. And for the
Rations... one is enough. Two if you grab the one in the battlefield.

Anyway, as usual, Ill give you the strategy I used, and then talk about the boss
attacks. I got one thing to say: Equip the B.D.U if you want to see a B.D.U
equipped Raiden in the ending. I know this is off-them, but who cares. Lets talk
about the strategy. Get near solidus, and press R3. Then get far from him. He
should perform a counterattack. After he finishes his counter, stab him. That is
the way to fight him. Hit run. Well,  thats the SAFER way, and itll ensure you
wont need more that 1 or 2 Rations.

There are other ways to diminish Snakes life gauge. You can get near him, and
rotate the RAS. Before performing the spin, Raiden will perform several slashes.
Some of them, including the spin, will hit Solidus. You can also do this after
Solidus perform a counter. Is faster, but I consider the one above safer.

After half of Solidus health has been depleted, hell take off his tentacles, and
will becoming a bit tougher. Hell perform several dashes(see below) and then
stop. When he stops, hell slash towards you. This is what I called Homing Dash.
See below. When he starts to dash towards you, perform a stab(press R3 and youll
receive him with it if youre good enough. From now onwards, hell also use the
Sting(see below). Good Luck. The battle is easy though.

Now, as promised, lets talk about his attacks. Because hes the final fella
youll fight, he has several attacks. The first and simplest consists on using his
tentacles to attack you. Depending the way he uses it, he may throw yo off
balance, damage you, or grab Raiden by the neck. If he does so, jam the LAS while
pressing TRIANGLE repeatedly to keep yourself alive.

The other attack Ill talk about also involves the use of the tentacles.
Basically, hell throw you about six missiles. Just roll to evade them.. You must
be really bad if you get hit. Really.

The other attacks make use of his twin swords. Mainly, he uses combo attacks,
amongst others. There is the double-down-slash, that is when he swings both of his
swords downwards. He also performs a two and three hit combo, in a slow way. He
also does a variation of the three hit combo, which is basically the 3 hit combo
much more faster. All of these attacks can be evaded by being far enough from him.

Now comes the Dash. Suddenly in the fight, hell dash towards any direction. If he
rushes you during the move, youll  receive damage. After he performs the dash, a
flame barrier will be left behind. If you touch it, youll suddenly be on fire!.
Roll to put the flames down.

After he takes out his tentacles, hell have three more attacks. The simplest and
easiest to avoid is the Sting. He slashes his sword towards you fast. Its like
when a bee sting you. Its like Devil May Crys Stinger. Be sure youre far enough
from him to evade it.

Repetitive dashing is a variation of the Dash. Solidus will perform several dashes
nonstop. Deal with them as they come. After he performs the last R. Dash, hell
suddenly stop, and dash towards you. The attack can be evaded if you roll, or if
you greet him with a stab. I called this attack Homing Dash. Youll know hell
perform it when he says things like lets go or alright or even die.

Thats enough for Solidus, I guess. Good luck wise guy. After beating the big guy,
kick back and enjoy the ending

=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
5.8	PREVIOUS STORIES SUMMARY
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
 ________________________________________________________________________________
|                           THE OUTER HEAVEN UPRISING                            |
|________________________________________________________________________________|
| Fox Hound agent Solid Snake infiltrates Outer Heaven, a fortress-nation deep   |
| in the heart of South Africa, and destroys  their prototype weapon Metal Gear  |
| a walking tank with nuclear capability. In the process, he discovers that the  |
| leader of Outer Heaven is no other than Big Boss, the supreme commander of     |
| FoxHound, and puts end to his former comrade twisted schemes.                  |
|________________________________________________________________________________|

 ________________________________________________________________________________
|                         THE ZANZIBAR LAND DISTURBANCE                          |
|________________________________________________________________________________|
| After surviving the Outer Heaven incident, Big Boss escapes to Zanzibar Isle   |
| and sets up an independent military regime with the hope to create a world of  |
| strife, the only kind of world a born soldier can truly enjoy. At the request  |
| of Foxhound, Solid Snake infiltrates Zanzibar island and again destroys Metal  |
| Gear, which had been transferred to Zanzibar Island following the collapse of  |
| Outer Heaven. He triumphs once again in a final, decisive battle with Big Boss |
| and ensures the downfall of Zanzibar Island.                                   |
|________________________________________________________________________________|

 ________________________________________________________________________________
|                          THE SHADOW MOSES INCIDENT                             |
|________________________________________________________________________________|
| On Shadow moses, a remote island off the coast of Alaska, FOXHOUND leads an    |
| armed uprising and seizes the new Metal Gear REX in the single biggest act of  |
| terrorism. At the request of the government, Col. Roy Campbell, the former     |
| commander of Fox Hound summons Solid Snake out of retirement and sends him to  |
| infiltrate Shadow Moses in one last solo covert operation.                     |
|                                                                                |
| Snake must penetrate deep into the heart of the nuclear weapons facility. Aiding
| him in his missions are doctor Hal Emmerich a-k-a Otacon, a former Metal Gear  |
| developer, Meryl, Col. Campbells niece, and team of the top specialists in the|
| field, who communicate Snake with the CODEC. In the middle of his battle against
| the members of FOXHOUND, Snake encounters a Cyborg Ninja, who thirsts only for |
| battle. The Ninja true identity turns out to be Grey Fox, Snakes former FOX   |
| HOUND partner who defected to the enemy and fought against Snake in Zanzibar   |
| island. After destroying Metal Gear Rex, Snake confronts the head of the terro-|
| -rists group, Liquid Snake. Each of the Snakes, Liquid and Solid carry the genes
| of the 20ths century greates soldier, Big Boss. With the support of the Cyborg |
| ninja, Solid Snake fights a decisive battle with Liquid Snake. After a long    |
| protracted struggle, Snake finally defeats Liquid and leaves the legacy of     |
| Shadow Moses behind him.                                                       |
|________________________________________________________________________________|





=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
5.9	D O G  T A G S
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=


%**%**%**%**%**%**%**%**%**%**%** TANKER CHAPTER %**%**%**%**%**%**%**%**%**%*%

$$-+-$$-+-$$-+-$$
VERY EASY MODE
$$-+-$$-+-$$-+-$$

-------------------------------------------------------------------------------
#     ID     B.T       Name                          Location
-------------------------------------------------------------------------------
000 - 0923 | A  | Olga Gurlukovich            | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
001 - 0616 | B  | Ross E Bowman               | Aft Deck
-----------+----+-----------------------------+--------------------------------
002 - 0704 | ?  | Abraham Carille             | Aft Deck
-----------+----+-----------------------------+--------------------------------
003 - 0120 | O  | Kaisser Ag Agnouche         | Aft Deck
-----------+----+-----------------------------+--------------------------------
004 - 0430 | O  | Arnaud Delaunay             | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
005 - 1206 | B  | Ryoji Makimura              | Deck-A, crew's quarters
-----------+----+-----------------------------+--------------------------------
006 - 0928 | AB | Kim K Christensen           | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
007 - 1114 | B  | Kevin S Purvis              | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
008 - 0225 | AB | Yasuhiro Miyamoto           | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
009 - 0307 | O  | Micheal C Anthony           | Deck-A, crew's lounge
-------------------------------------------------------------------------------
010 - 1230 | A  | Carlos Garci Garcie         | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
011 - 0618 | AB | Mineshi Kimura              | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
012 - 0228 | AB | Jonathan Hancock            | Deck 2, port
-----------+----+-----------------------------+--------------------------------
013 - 0304 | O  | Bryn T Kershaw              | Deck 2, port
-----------+----+-----------------------------+--------------------------------
014 - 1205 | B  | Micheal Hurkmans            | Deck 2, port
-----------+----+-----------------------------+--------------------------------
015 - 0630 | B  | Ken Ogasawara               | Engine room
-----------+----+-----------------------------+--------------------------------
016 - 0218 | ?  | Petro Kyrylenko             | Engine room
-----------+----+-----------------------------+--------------------------------
017 - 0624 | AB | Aaron F Kopf                | Engine room
-----------+----+-----------------------------+--------------------------------
018 - 0513 | ?  | James P Fitzgibons          | Engine room
-----------+----+-----------------------------+--------------------------------
019 - 0403 | A  | Alexander Strigi            | Engine room
-----------+----+-----------------------------+--------------------------------

%**%**%**%**%**%**%**%**%**%**%**% PLANT CHAPTER %**%**%**%**%**%**%**%**%*%***
-----------+----+-----------------------------+--------------------------------
000 - ???? | ?  | Iroquois Plisken            | Arsenal Gear, Ascending
                                              | Colon
-----------+----+-----------------------------+--------------------------------
001 - 0325 | O  | Carlos I Siu                | Strut A Deep Sea Dock
-----------+----+-----------------------------+--------------------------------
002 - 0324 | O  | Clinton J Heileman Jr       | Strut A Deep Sea Dock
-----------+----+-----------------------------+--------------------------------
003 - 1213 | B  | Mike J Newman               | Strut A roof
-----------+----+-----------------------------+--------------------------------
004 - 0417 | AB | Rayyan A Said               | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
005 - 0130 | A  | Shigeo Okajima              | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
006 - 0918 | O  | Cord B Smith                | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
007 - 0816 | ?  | Mario C Lopez               | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
008 - 0425 | O  | Shuhei Tanaka               | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
009 - 0327 | ?  | Momoko Kawai                | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
010 - 1129 | AB | Kengo Iwata                 | BC connecting bridge
-----------+----+-----------------------------+--------------------------------
011 - 0624 | ?  | Daniel Modol                | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
012 - 0128 | O  | Noriyuki Katsumura          | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
013 - 0131 | O  | Tetsuro Sueyoshi            | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
014 - 0420 | O  | Tony J Ylaranta             | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
015 - 0611 | O  | Paul R Martin               | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
016 - 0314 | ?  | Leandro M Cardoso           | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
017 - 0929 | A  | Al J Josel                  | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
018 - 1227 | A  | Hyoko Hariyama              | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
019 - 1109 | AB | Barna K Olvedi              | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
020 - 1205 | A  | Yuta Kunibe                 | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
021 - 0620 | ?  | Daniel C Bell               | Strut E heliport
-----------+----+-----------------------------+--------------------------------
022 - 1011 | O  | Yuki Miyata                 | Strut E heliport
-----------+----+-----------------------------+--------------------------------
023 - 0829 | AB | Nadim Daban                 | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
024 - 0809 | AB | Timothy J Kane              | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
025 - 0609 | B  | Allen J Chang               | FA connecting bridge
-----------+----+-----------------------------+--------------------------------
026 - 0720 | A  | Jean Luc Cougar             | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
027 - 0721 | AB | Luis A Fernandes            | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
028 - 0813 | A  | Yuta Kiguchi                | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
029 - 0707 | B  | Masafumi Okuta              | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
030 - 0925 | O  | Mathew R Bartz              | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
031 - 0718 | A  | Kunio Takabe                | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
032 - 0409 | AB | Joey Simkins                | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
033 - 0627 | A  | Sue G Westli                | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
034 - 0131 | O  | Sam M Shrimpton             | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
035 - 0903 | O  | Norihiko Hibino             | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
036 - 0308 | ?  | Erik R Christy              | KL connecting bridge
-----------+----+-----------------------------+--------------------------------
037 - 0920 | O  | Jason C Patino              | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
038 - 0107 | A  | Maarten Van Der Zwan        | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
039 - 0708 | B  | Motoyuki Toshioka           | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
040 - 0524 | A  | Adrian Thein                | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
041 - 0416 | A  | Yuki Higuchi                | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
042 - 1116 | A  | Peter Stillman              | Strut E heliport
-----------+----+-----------------------------+--------------------------------

$$-+-$$
EASY
$$-+-$$

=-=-=-= TANKER CHAPTER =-=-=-=
-------------------------------------------------------------------------------
#      ID   B.T      NAME                           AREA
-------------------------------------------------------------------------------
000 - 0923 | A  | Olga Gurlukovich            | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
001 - 1217 | O  | Nicholas M Capone           | Aft Deck
-----------+----+-----------------------------+--------------------------------
002 - 1228 | O  | Donal L Gilliland           | Aft Deck
-----------+----+-----------------------------+--------------------------------
003 - 0915 | AB | Joe T Holdren               | Aft Deck
-----------+----+-----------------------------+--------------------------------
004 - 0513 | O  | Shaun P Wilson              | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
005 - 1031 | B  | Jeff K Hui                  | Deck-A, crew's quarters
-----------+----+-----------------------------+--------------------------------
006 - 0806 | O  | Mark W Bruce                | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
007 - 0123 | B  | Yukho Wong                  | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
008 - 1122 | ?  | Anders E Leiro              | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
009 - 0209 | O  | Skrakfus Mercio             | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
010 - 1206 | B  | Gavin S Nash                | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
011 - 1108 | A  | David S Eastwick            | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
012 - 0502 | ?  | Kozaka Kh Henri             | Deck 2, port
-----------+----+-----------------------------+--------------------------------
013 - 0630 | A  | Marcin A Cieslinski         | Deck 2, port
-----------+----+-----------------------------+--------------------------------
014 - 0207 | AB | Thomas P Dohm               | Deck 2, port
-----------+----+-----------------------------+--------------------------------
015 - 0513 | O  | Enrique Camacho             | Engine room
-----------+----+-----------------------------+--------------------------------
016 - 0512 | A  | Takashi Ohari               | Engine room
-----------+----+-----------------------------+--------------------------------
017 - 0210 | ?  | Max C Wood                  | Engine room
-----------+----+-----------------------------+--------------------------------
018 - 1123 | AB | John W Fleming              | Engine room
-----------+----+-----------------------------+--------------------------------
019 - 0108 | B  | Edward B Elston             | Engine room
-----------+----+-----------------------------+--------------------------------
020 - 0303 | O  | Christopher D Dadah         | Engine room
-----------+----+-----------------------------+--------------------------------

=-=-=-=-= PLANT CHAPTER =-=-=-=-=
-----------+----+-----------------------------+--------------------------------
000 - ???? | A  | Meryl Silverburgh           | Arsenal Gear, Ascending
                                              | Colon
-----------+----+-----------------------------+--------------------------------
001 - 0806 | A  | Thomas G Cardner            | Strut A Deep Sea Dock
-----------+----+-----------------------------+--------------------------------
002 - 0714 | AB | Matthew R Vogel             | Strut A Deep Sea Dock
-----------+----+-----------------------------+--------------------------------
003 - 0716 | A  | Megumi Nakaniihara          | Strut A roof
-----------+----+-----------------------------+--------------------------------
004 - 0326 | O  | Mathew A Bullock            | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
005 - 0902 | B  | Addam J Drew                | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
006 - 0403 | ?  | Yusuke Takada               | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
007 - 0505 | ?  | Miles D Ashley              | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
008 - 0326 | O  | Mark E Francis              | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
009 - 0309 | O  | Kazuki Muraoka              | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
010 - 0828 | ?  | Tom A Hutchinson            | BC connecting bridge
-----------+----+-----------------------------+--------------------------------
011 - 0211 | A  | Corey E Louden              | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
012 - 0605 | O  | Ian J Andrews               | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
013 - 1109 | ?  | Tim J Veldboom              | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
014 - 0202 | B  | David C Ratanaseangsuang    | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
015 - 0608 | O  | Nicholas J Schreiber        | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
016 - 0821 | A  | Achim Amaan                 | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
017 - 0101 | O  | Tommy Blunt                 | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
018 - 0109 | A  | Mariko Nakamura             | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
019 - 0819 | O  | Emily Britt                 | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
020 - 0613 | A  | Daniel A Longworth          | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
021 - 0605 | ?  | Caroline M L Gibson         | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
022 - 0324 | B  | Yuki Sawada                 | Strut E heliport
-----------+----+-----------------------------+--------------------------------
023 - 0206 | A  | Daijiro Takeshima           | Strut E heliport
-----------+----+-----------------------------+--------------------------------
024 - 1017 | O  | Abigail G Sanchez           | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
025 - 0213 | B  | Evan A Ball                 | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
026 - 0320 | A  | Juergen Jur Goessnitzer     | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
027 - 0106 | B  | Yuko Yano                   | FA connecting bridge
-----------+----+-----------------------------+--------------------------------
028 - 0812 | O  | Rick Naylor                 | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
029 - 0826 | ?  | Jeremy A Davis              | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
030 - 1025 | ?  | Zephan G Kirkpatrick        | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
031 - 1220 | O  | Kenneth Wong                | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
032 - 0321 | A  | Michael D Craft             | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
033 - 0502 | A  | Stephen D Haynes            | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
034 - 0711 | AB | Joshua A Crandall           | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
035 - 0316 | ?  | Andrew J Baker              | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
036 - 1012 | ?  | Andrew J Walker             | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
037 - 0721 | B  | Kazunobu Uehara             | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
038 - 0522 | A  | Thomas Szediak              | KL connecting bridge
-----------+----+-----------------------------+--------------------------------
039 - 0627 | A  | Shuichi Hata                | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
040 - 1117 | O  | Frank A Morales             | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
041 - 1025 | AB | Lee P French                | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
042 - 1103 | ?  | Marcos A Gomez              | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
043 - 0402 | A  | Scott K Cleary              | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
044 - 1116 | A  | Peter Stillman              | Strut E heliport
-----------+----+-----------------------------+--------------------------------

$$-+-$$-+-$$
NORMAL
$$-+-$$-+-$$

=-=-=-=-= TANKER CHAPTER =-=-=-=-=

-------------------------------------------------------------------------------
#     I.D   B.T      NAME                         LOCATION
-------------------------------------------------------------------------------
000 - 0923 | A  | Olga Gurlukovich            | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
001 - 1025 | A  | Kazuya Ikeno                | Aft deck
-----------+----+-----------------------------+--------------------------------
002 - 0918 | A  | Rodrigo Spinetti            | Aft deck
-----------+----+-----------------------------+--------------------------------
003 - 0331 | ?  | Bryan D Scheibe             | Aft deck
-----------+----+-----------------------------+--------------------------------
004 - 0215 | AB | Ho Yeung Tsang              | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
005 - 0829 | O  | Hirosuke Moritomo           | Deck-C, crew's quarters
-----------+----+-----------------------------+--------------------------------
006 - 1109 | B  | Frank Gther                 | Deck-A, crew's quarters
-----------+----+-----------------------------+--------------------------------
007 - 0330 | ?  | Marco G Brunato             | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
008 - 0116 | ?  | Jesus Bibian Jr             | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
009 - 0508 | ?  | Jordi C Aldea               | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
010 - 0517 | A  | Sadaaki Kaneyoshi           | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
011 - 0407 | ?  | Anthony D Callaghan         | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
012 - 0426 | AB | Craig M Weldon              | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
013 - 0803 | B  | Ulf T Lundh                 | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
014 - 0408 | A  | Shinta Nojiri               | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
015 - 0812 | B  | Jun Tanaka                  | Deck 2, port
-----------+----+-----------------------------+--------------------------------
016 - 1221 | O  | Bernard A Reeves            | Deck 2, port
-----------+----+-----------------------------+--------------------------------
017 - 1120 | A  | Evan M Martin               | Deck 2, port
-----------+----+-----------------------------+--------------------------------
018 - 1123 | B  | Bruno A Montenegro          | Engine room
-----------+----+-----------------------------+--------------------------------
019 - 0909 | A  | Almerindo Lemke             | Engine room
-----------+----+-----------------------------+--------------------------------
020 - 0211 | A  | Satoshi Hirano              | Engine room
-----------+----+-----------------------------+--------------------------------
021 - 0625 | O  | Justin C Cumley             | Engine room
-----------+----+-----------------------------+--------------------------------
022 - 0930 | ?  | Kristian Lindin             | Engine room
-----------+----+-----------------------------+--------------------------------
023 - 0602 | A  | Mika Abe                    | Engine room
-----------+----+-----------------------------+--------------------------------
024 - 0731 | O  | Tatsuya Takada              | Engine room
-----------+----+-----------------------------+--------------------------------

=-=-=-=-=-= PLANT CHAPTER =-=-=-=-=

-----------+----+-----------------------------+--------------------------------
000 - ???? | ?  | Solid Snake                 | Arsenal Gear, Ascending
                                              | Colon
-----------+----+-----------------------------+--------------------------------
001 - 0908 | A  | Christopher J Uzdanovich    | Strut A roof
-----------+----+-----------------------------+--------------------------------
002 - 0420 | O  | Christophe L Lallemand      | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
003 - 0905 | O  | Hurell F Lyons              | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
004 - 0418 | O  | Juntaro Saito               | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
005 - 0707 | A  | So Toyota                   | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
006 - 1123 | ?  | Robert J Bryk               | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
007 - 0210 | O  | Scott A Morgan              | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
008 - 0717 | O  | George T Joseph             | BC connecting bridge
-----------+----+-----------------------------+--------------------------------
009 - 0611 | A  | Vahe V Varujan              | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
010 - 0813 | A  | Mark Mugendi                | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
011 - 0405 | O  | Irene C Carvalho            | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
012 - 0328 | O  | Jools Watsham               | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
013 - 0822 | ?  | Adam J Schick               | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
014 - 1130 | O  | Takayoshi Ogawa             | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
015 - 1119 | ?  | Jamie A Trumper             | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
016 - 0205 | ?  | Sergio Carranza             | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
017 - 0930 | O  | Michiko Arai                | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
018 - 0704 | B  | Takashi Mizutani            | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
019 - 1221 | O  | Christian Cr Renner         | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
020 - 0617 | ?  | Andy B Gilder               | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
021 - 1212 | A  | Takashi Horikawa            | Strut E heliport
-----------+----+-----------------------------+--------------------------------
022 - 0504 | A  | Kevin T Petty               | Strut E heliport
-----------+----+-----------------------------+--------------------------------
023 - 0218 | ?  | Guilherme K Saran           | Strut E heliport
-----------+----+-----------------------------+--------------------------------
024 - 0916 | A  | Chen Yen Wen                | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
025 - 0115 | A  | Caroline Frechette          | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
026 - 1113 | B  | Rafael Estaregue            | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
027 - 1228 | A  | Tomokazu Fukushima          | FA connecting bridge
-----------+----+-----------------------------+--------------------------------
028 - 0915 | ?  | Monte S Tate                | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
029 - 0617 | A  | Stephanie Hattenberger      | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
030 - 0530 | A  | Jason B Wray                | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
031 - 0112 | ?  | Matt T Federspiel           | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
032 - 0713 | A  | Iiro Karvinen               | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
033 - 0922 | B  | Ray A Holdren               | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
034 - 0414 | A  | Hiro Takada                 | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
035 - 0618 | O  | Eric G Macway               | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
036 - 1020 | O  | Ian J Roberts               | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
037 - 0707 | A  | Alexandre Bertrand          | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
038 - 0630 | ?  | Peter D Mccarthy            | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
039 - 0908 | O  | Ichiro Kutome               | KL connecting bridge
-----------+----+-----------------------------+--------------------------------
040 - 0523 | B  | Yutaka Negishi              | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
041 - 0831 | ?  | Renata N Csio               | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
042 - 0101 | O  | Tony J Case                 | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
043 - 0318 | O  | Paul M Blacketer            | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
044 - 0128 | ?  | Dennis J Krimpelbein        | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
045 - 0612 | O  | Stanley A Garcia            | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
046 - 0928 | B  | Charles P Quivers           | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
047 - 0323 | ?  | Sevak N Fair                | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
048 - 1116 | A  | Peter Stillman              | Strut E heliport
-----------+----+-----------------------------+--------------------------------

$$-+-$$
HARD
$$-+-$$

-------------------------------------------------------------------------------
#     I.D    B.T       NAME                       LOCATION
-------------------------------------------------------------------------------
000 - 0923 | A  | Olga Gurlukovich            | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
001 - 0209 | ?  | Markus A Lindqvist          | Aft deck
-----------+----+-----------------------------+--------------------------------
002 - 0103 | O  | Kenichi Takashima           | Aft deck
-----------+----+-----------------------------+--------------------------------
003 - 0801 | O  | Thiago S Parra              | Aft deck
-----------+----+-----------------------------+--------------------------------
004 - 0819 | ?  | Chris J Matzdorf            | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
005 - 0102 | A  | Adrian B Scholvinck         | Deck-C, crew's quarters
-----------+----+-----------------------------+--------------------------------
006 - 0228 | B  | Julius Jun                  | Deck-A, crew's quarters
-----------+----+-----------------------------+--------------------------------
007 - 0302 | A  | Kazuki Nisimura             | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
008 - 1030 | ?  | Zhang Chao                  | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
009 - 1007 | O  | Vishal Kapur                | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
010 - 0107 | B  | Victor A Cruz               | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
011 - 1021 | ?  | Larry D Lionberger          | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
012 - 0602 | O  | Celeste D Sauls             | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
013 - 0714 | O  | Danielle E Ford             | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
014 - 0925 | O  | Jennifer A Mauck            | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
015 - 0624 | O  | Daniel A Olsson             | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
016 - 0817 | O  | Youssel Fassi-Fihri         | Deck 2, port
-----------+----+-----------------------------+--------------------------------
017 - 0315 | ?  | Sean P Cullen               | Deck 2, port
-----------+----+-----------------------------+--------------------------------
018 - 0525 | AB | Lars Crama                  | Deck 2, port
-----------+----+-----------------------------+--------------------------------
019 - 1230 | B  | David Chau                  | Engine room
-----------+----+-----------------------------+--------------------------------
020 - 0102 | A  | Philippe Ah Mouritzen       | Engine room
-----------+----+-----------------------------+--------------------------------
021 - 0315 | B  | Yoko Niiyama                | Engine room
-----------+----+-----------------------------+--------------------------------
022 - 0128 | B  | John V Teves                | Engine room
-----------+----+-----------------------------+--------------------------------
023 - 0726 | B  | Christian Nordstr           | Engine room
-----------+----+-----------------------------+--------------------------------
024 - 1230 | AB | Jonathan Murphy             | Engine room
-----------+----+-----------------------------+--------------------------------
025 - 1222 | A  | Yuji Korekado               | Engine room
-----------+----+-----------------------------+--------------------------------

=-=-=-=-= PLANT CHAPTER =-=-=-=-=

000 - ???? | ?  | Liquid Snake                | Arsenal Gear, Ascending
                                              | Colon
-----------+----+-----------------------------+--------------------------------
001 - 0406 | O  | Yamato Hagiwara             | Strut A roof
-----------+----+-----------------------------+--------------------------------
002 - 0909 | ?  | Chris Walker                | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
003 - 0704 | O  | Brian D Hagermann           | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
004 - 0821 | B  | Makoto Sonoyama             | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
005 - 0906 | AB | Christoph C Reinicke        | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
006 - 0820 | ?  | Justin D Ebersole           | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
007 - 0120 | ?  | William A Catacutan         | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
008 - 1016 | O  | Natalie Yip                 | BC connecting bridge
-----------+----+-----------------------------+--------------------------------
009 - 0506 | ?  | Kelsy L Clark               | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
010 - 0412 | AB | Bjoern Hiede                | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
011 - 0705 | A  | Daniel Y Kato               | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
012 - 0106 | O  | Alexandre Reis Cunha Dantas | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
013 - 0730 | ?  | Jason Enos                  | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
014 - 0715 | O  | Josiah F Thorne             | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
015 - 0803 | O  | Yoshikazu Matsuhana         | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
016 - 0408 | A  | Claudia Cd Diessner         | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
017 - 0309 | ?  | Gary K Yong                 | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
018 - 0804 | A  | Devon V Tailor              | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
019 - 1018 | A  | Chris Kramer                | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
020 - 0205 | B  | Ikuya Nakamura              | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
021 - 0323 | AB | Andreas Ebeler              | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
022 - 0504 | O  | James N Janovsky            | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
023 - 0604 | O  | Nathaniel Lord              | Strut E heliport
-----------+----+-----------------------------+--------------------------------
024 - 1001 | A  | Chris M Flohr               | Strut E heliport
-----------+----+-----------------------------+--------------------------------
025 - 0712 | O  | Gary J Davidson             | Strut E heliport
-----------+----+-----------------------------+--------------------------------
026 - 1229 | O  | Carlos Kiho                 | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
027 - 0406 | AB | Andrew N Bartlett           | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
028 - 0619 | ?  | Tim U Chan                  | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
029 - 0721 | A  | Futoshi Satou               | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
030 - 1207 | A  | Shinpei Murakami            | FA connecting bridge
-----------+----+-----------------------------+--------------------------------
031 - 0307 | O  | David Lesslie               | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
032 - 0813 | B  | Brian R Strack              | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
033 - 1120 | A  | Skip M Murray               | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
034 - 0929 | ?  | Axel R Zijderveld           | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
035 - 0212 | ?  | Kamran Keenan               | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
036 - 0210 | A  | Tomonori Morita             | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
037 - 1120 | A  | Julian Jd Dort              | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
038 - 0918 | AB | Steven Schmitt              | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
039 - 0703 | AB | Michael O Kress             | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
040 - 0408 | B  | Stephane Tudela             | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
041 - 0323 | O  | Yoriko Shimizu              | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
042 - 0322 | A  | Yun-Ho Kim                  | KL connecting bridge
-----------+----+-----------------------------+--------------------------------
043 - 1010 | AB | Jun Sukegawa                | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
044 - 0105 | A  | Joey P Gonzales             | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
045 - 1117 | ?  | Christopher Heck            | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
046 - 1211 | ?  | Martin Kuko                 | ?
-----------+----+-----------------------------+--------------------------------

$$-+-$$-+-$$
EXTREME
$$-+-$$-+-$$

=-=-=-=-=-= TANKER CHAPTER =-=-=-=-=

-----------+----+-----------------------------+--------------------------------
000 - 0923 | A  | Olga Gurlukovich            | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
001 - 0803 | O  | Dave Cox                    | Aft deck
-----------+----+-----------------------------+--------------------------------
002 - 0208 | O  | Pawel Majewski              | Aft deck
-----------+----+-----------------------------+--------------------------------
003 - 0609 | B  | Mathieu Trepanier           | Aft deck
-----------+----+-----------------------------+--------------------------------
004 - 0406 | AB | Cory A Noll                 | Navigational deck, wing
-----------+----+-----------------------------+--------------------------------
005 - 0429 | ?  | Joshua D Casnocha           | Deck-C, crew's quarters
-----------+----+-----------------------------+--------------------------------
006 - 1031 | ?  | Louis K Stevenson           | Deck-A, crew's quarters
-----------+----+-----------------------------+--------------------------------
007 - 0818 | O  | Michael D Rogers            | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
008 - 1121 | O  | Gianluca Peruzzo            | Deck-B, crew's quarters
-----------+----+-----------------------------+--------------------------------
009 - 1230 | A  | Travis J Lujan              | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
010 - 1014 | B  | Brendan M Randall           | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
011 - 1029 | O  | Chris D Bernd               | Deck-A, crew's lounge
-----------+----+-----------------------------+--------------------------------
012 - 1224 | B  | Chantelle M Blair           | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
013 - 1031 | A  | Eduard V Fernandez          | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
014 - 1225 | AB | Yoji Shinkawa               | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
015 - 0215 | B  | Niko Ionixx Horn            | Deck-D, crew's quarters
-----------+----+-----------------------------+--------------------------------
016 - 0403 | B  | Adnan Hadzic                | Deck 2, port
-----------+----+-----------------------------+--------------------------------
017 - 0928 | O  | Shu Tajima                  | Deck 2, port
-----------+----+-----------------------------+--------------------------------
018 - 0307 | ?  | Stuart J Batchelar          | Deck 2, port
-----------+----+-----------------------------+--------------------------------
019 - 0402 | O  | Masataka Nishiyama          | Engine room
-----------+----+-----------------------------+--------------------------------
020 - 0307 | ?  | Michael M Wong              | Engine room
-----------+----+-----------------------------+--------------------------------
021 - 0327 | A  | Manabu Nakamura             | Engine room
-----------+----+-----------------------------+--------------------------------
022 - 0601 | A  | Simon P Sargent             | Engine room
-----------+----+-----------------------------+--------------------------------
023 - 1225 | O  | Yosuke Kamezaki             | Engine room
-----------+----+-----------------------------+--------------------------------
024 - 0531 | O  | Clarke A Baldwi             | Engine room
-----------+----+-----------------------------+--------------------------------
025 - 1116 | AB | Hideki Sasaki               | Engine room
-----------+----+-----------------------------+--------------------------------

=-=-=-=-= PLANT CHAPTER =-=-=-=-=
-----------+----+-----------------------------+--------------------------------
000 - 0824 | A  | Hideo Kojima                | Arsenal Gear, Ascending
                                              | Colon
-----------+----+-----------------------------+--------------------------------
001 - 0731 | O  | Takeshi Sato                | Strut A roof
-----------+----+-----------------------------+--------------------------------
002 - 0801 | B  | Shinji Yamashita            | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
003 - 1119 | AB | Ryan T Cronkight            | Strut A Pump Room
-----------+----+-----------------------------+--------------------------------
004 - 0813 | A  | Josef Karsch                | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
005 - 1130 | O  | Emmanuel Y L Passian        | AB connecting bridge
-----------+----+-----------------------------+--------------------------------
006 - 1027 | O  | Lee M Mccowan               | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
007 - 0510 | AB | Hiro Miyajima               | Strut B Transformer
                                              | Room
-----------+----+-----------------------------+--------------------------------
008 - 0101 | ?  | Drew J Elmer                | BC connecting bridge
-----------+----+-----------------------------+--------------------------------
009 - 0330 | A  | Toru Kawakami               | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
010 - 0205 | AB | Adam J Sarpolis             | Strut C Dining Hall
-----------+----+-----------------------------+--------------------------------
011 - 1207 | A  | Jyunpei Hirano              | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
012 - 1126 | A  | Kyle S Carrigan             | CD connecting bridge
-----------+----+-----------------------------+--------------------------------
013 - 0921 | AB | Matt J Van Leeuwen          | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
014 - 1104 | O  | Matthew B Boyett            | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
015 - 0910 | ?  | Collis R Williams           | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
016 - 0109 | B  | Nobumitsu Tanaka            | Strut D Sediment Pool
-----------+----+-----------------------------+--------------------------------
017 - 0712 | B  | Matthew C Miller            | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
018 - 0810 | ?  | Alex C Wilson               | DE connecting bridge
-----------+----+-----------------------------+--------------------------------
019 - 1219 | A  | Yoshiyuki Koido             | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
020 - 0606 | B  | Tsunehiko Shibata           | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
021 - 0313 | O  | Ryan Sheffer                | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
022 - 1205 | A  | Carlos X Luna               | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
023 - 0717 | ?  | David A Ginepri             | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------
024 - 0814 | O  | Emmanuel Phung              | Strut E heliport
-----------+----+-----------------------------+--------------------------------
025 - 1222 | O  | Micheal A Hare              | Strut E heliport
-----------+----+-----------------------------+--------------------------------
026 - 0615 | O  | Alan J Harries              | Strut E heliport
-----------+----+-----------------------------+--------------------------------
027 - 0728 | AB | Marco O Scherrer            | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
028 - 0727 | O  | Edmond V To                 | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
029 - 0421 | O  | Chevrinals Thomas           | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
030 - 0703 | A  | Hiroshi Yokote              | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
031 - 0103 | ?  | Beri B Pottstam             | Strut F warehouse
-----------+----+-----------------------------+--------------------------------
032 - 0110 | B  | Kenichiro Shigeno           | FA connecting bridge
-----------+----+-----------------------------+--------------------------------
033 - 0808 | O  | Kaori Yamada                | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
034 - 0803 | O  | Ryan J Crane                | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
035 - 0126 | O  | Gareth J Lewis              | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
036 - 1228 | O  | Andreas R Ramsauer          | Shell 1 Core, 1F
-----------+----+-----------------------------+--------------------------------
037 - 0614 | B  | Justin A Cagle              | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
038 - 0602 | B  | Christopher S Korte         | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
039 - 0410 | B  | Mashiro Yoshinaga           | Shell 1 Core, B1
-----------+----+-----------------------------+--------------------------------
040 - 0816 | A  | Daisuke Nishimura           | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
041 - 0128 | O  | Viana Siles Mauricette      | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
042 - 0429 | AB | Chen Yung Kok               | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
043 - 0524 | AB | Anthony J Barrit            | Shell 1 Core, B2
                                              | Computer Room
-----------+----+-----------------------------+--------------------------------
044 - 0520 | A  | Kaori Yae                   | KL connecting bridge
-----------+----+-----------------------------+--------------------------------
045 - 0105 | B  | Isao A Sato                 | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
046 - 0401 | A  | Ryan J Schettle             | Strut L Sewage
                                              | Treatment Facility
-----------+----+-----------------------------+--------------------------------
047 - 1016 | ?  | Andy Lam                    | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
048 - 1013 | O  | Hiroaki Yoshiike            | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
049 - 0314 | A  | Cedric Krolikowski          | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
050 - 0210 | ?  | Sebastian J Pitman          | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
051 - 0831 | AB | Marl A Matuszeski           | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
052 - 0306 | A  | Xavier R Garcia             | Shell 2 Core, 1F Air
                                              | Purification Room
-----------+----+-----------------------------+--------------------------------
053 - 1116 | A  | Peter Stillman              | Strut E Parcel Room
-----------+----+-----------------------------+--------------------------------

=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
5.10	F U N  S T U F F
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
_________________
THE POSTER TRICK


You should have hear of this, have you?. Basically, get inside a locker with a
female poster on it. Afterwards, press the R1, and youll hear Snake kissing the
woman. Hilarious!.
_________________
CODEC TRICKS


While talking with somebody via Codec, press both R2 and L2. Youll suddenly hear
somebody making a BUAAAAHHH sound, or something like that. You can also hear
Snake saying, YEAH RIGHT and other stuff.

The other Codec trick I know of has to do with the analog sticks. Goof with them
while in a Codec conversation to see what happens.
_____________________
CAMPBELLS CRAZYNESS


As you access the AGS Jejunum, Campbell will suddenly start to act strange. Hell
call for you every 2 second, and say strange things. This is explained because the
Campbell you know never existed. Hes part of the AGs AI, and because AGs AI was
corrupted, Campbell got himself corrupted too.

My question to gamers: Was MGS1S Campbell a real person?. Send me a e-mail with
CAMPBELL as a subject if you got the answer. Youll be credited.

CAMPBELL CONTRIBUTIONS:

By Steven Sacks:

Your question is easily answered by turning on MGS for
the PSX and going to Mission Briefing.   Here you can
view videos of the Colonel walking around the room talking
to Snake, who is in the same room.  Not to mention, Snake
and the Colonel have a long history together.

By Tim Vukman:

Campbell was a real person in Metal Gear Solid.  If
you watch the briefing "tapes", then you can
occasionally see his shadow passing in front of Snake.
 Also, as construction of Arsenal Gear assumably
couldn't have begun until the tanker incident provided
a reason for the Big Shell's construction, their
probably wouldn't have been an AI around to pretend to
be the colonel in MGS.

By Mike :

Well, there actually is no real indication of Campbell being fake in MGS1.  Roy
Campbell retired from being in Fox-hound and in the MGS1 game, he was called
back to duty as operation commander for the mission.  I personnally think that
Campbell was real in MGS1.  I can prove this because Meryl Silverburgh was
Campbell's DAUGHTER (in MGS2 Meryl was not even discussed) and he showed feeling
towards her life unlike MGS2 where he wasnt concerned about anyone.  Come on,
Campbell hated Snake in MGS2 and they were best friends in MGS1.  Meryl was
alive in MGS1 and not fake.  I think someone took out Campbell just like Liquid
did to Master Miller in MGS1 and took his Codec Number (in both versions they
are the same). Plus, Campbell never told me to stop and turn off my PlayStation
in MGS1.

mike

PS Play MGS1.  The plot is a lot better and the graphics are ok.  I think that
MGS1 should be remade for PS2 with the graphics technology of today.  The Bosses
were a lot harder and Metal Gear Rex is very very very hard if you dont know
what you are doing.

James Begley:

First off, Meryl does get mentioned in MGS2, I
believe.  In the beginning of the Plant Chapter, right
after Raiden meets Pliskin/Snake, right after you get
his codec frequency, call it about 3 times.  Nothing
important happens... yet.  He's asleep.  On the 4th or
so time, you'll catch him dreaming.  You can hear him
mumble something, and then something that sounds like
"Meryl", right before he screams "Liquid!".  That's my
interpretation of his mumble, anyway.

Anyway, on to Campbell.  When he goes nutty and starts
referring to his past-life as a webworm as the "good
old days", and telling of purple stuffed worms in
flap-jaw space* and what-not, he says something about
seeing an orange object in the sky, and being
surrounded by light, and waking up at home.  My theory
is, the Patriots (whom i still have yet to figure
ANYTHING substantial about) abducted the good Colonel,
recorded his genetic data, and reproduced him
digitally, as an AI...  Before fighting Solidus, he
and Rosemary speak of their ability to digitize life
itself.  As for what happened to the real Colonel, who
knows, maybe they Men-In-Blacked his ass, i dunno.
Your guess is as good as mine.

* Subliminal confirmation that the effects of magic
mushrooms can be digitally reproduced as well?

Rapter21:

Yes he was real. The obvious reason being that he meets with Snake during the
briefing videos. This Cambell is what Raiden, rather WE remember about him. In
other words, the Patriots took all the Codec, or whatever, recordings and stuffed
them into the AI. Hope this Helps

Wesley Moore:

I read your MGS2 walkthrough at GameFAQs, and I read your question: "Was Cambell
in MGS1 a real person?". Well, I was wondering that myself. After beating MGS2,
you think "no". However, if you read the last article in the "Special" area of
MGS2, you'll find the answer.

The second one is 110. Just flip through that till you get to the end, and
exit(yes, I did read it all, but I won't bother explaining it). The third, and
last one, is 324 pages. At first, yes, my mouth did gape a bit, but, a bit
later, in a fit of sheer boredom, I read it(It's actually quite interesting;
just skip a page or two if it gets boring). Now, I couldn't remember the last
half of MGS1 clearly(only the basics), otherwise I may know the answer, so you
may want to contact someone with a MGS1 walkthrough, but here's what I found
out:
It's written be Natasha(one of Snake's staff in Shadow Moses), giving a fairly
detailed account of Shadow Moses. Now, in the latter part of the story, when
Snake is getting close to destroying MGRex, The Colonel discovers a few things
that were not part of the original briefing, and finally straightens his
backbone and starts to tell Snake all about the FOXDIE virus and the abort the
mission, etc. However, Richard Ames(who, if you read this, you should guess is a
Patriot), yes, THE Ames, whispers something to his staff, which Natasha guesses
is orders to arrest Cambell. The Colonel gets on the Codec with Snake, but
before he can say anything, you hear(well, Natasha hears and tells us), that
there's fighting sounds and finally someone comes on saying the Colonel was
under arrest. Now, I don't know about 2009, but here in '02, computer programs
aren't quite advanced enough to be put under arrest, or to put up a fight.






____________________
THE CINEMAS TRICK


Did you know about this?. During a cinema, press the R1 button. The camera will
suddenly zoom whatever it was pointing. Basically, it zooms into the thing right
in the middle of the screen. The thing the camera is looking at.



=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=
C O P Y R I G H T
=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=--=--=[*]=--=

==================================================================================
THIS DOCUMENT IS  JOS F. VARGAS(GHEDDONLN) 2002
==================================================================================
| The FAQ/Walkthrough for the game Devil May Cry was written by J.F Vargas|
| also known as GheddonLN. You may not copy whole or part of it, unless the |
| author gives you permission. You may not post it on a website of any class|
| unless you send a message to the author(jotazo9@hotmail.com) and notify   |
| him. You may not used this document to satisfy monetary needing. Therefore|
| this document may not appear on a magazine, on a promotional CD, or similar
| You may not steal the authors work. You can obviously print this document|
| and share it with your friends. Violating any of this rules will result   |
| on a drastical legal action by me. You may end up with 10 years in jail or|
| paying 500.000. So, DONT DO ANYTHING WITH THIS BEFORE NOTIFYING ME(You can
| print without having to e-mail me, of course).                            |
==================================================================================
THIS DOCUMENT IS  JOS F. VARGAS(GHEDDONLN) 2002
==================================================================================

**********************************
C L O S I N G  S T A T E M E N T
**********************************



Shameless self promotion---other FAQs by me.
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Pokmon crystal review.

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

=-=EOF=-=


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