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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        L        I        D         2

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Y(tm)
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"Don't 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. I'm in
a highway to hell!.

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

=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Unofficial espionage book, By GheddonLN.

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

Version : 0.6
=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=

"Break on through to the other side" or so I understand.

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=-=-=-=-=-=-=-=-=-=-=-=
 [ 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 that's 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 FAQ's 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 DEngel's 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 I'm going to see "Senor de los Anillos"("Lord of the
Rings"). Woo-hoo!.

- I've finished MGS2 today... and then finished it again in easy difficulty.
- Now, let's 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

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

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 0.3 C R E D I T S

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-Konami- For shipping this game to the U.S(where I got it, even though I live
in S.A.)

-Hideo Kojima- For programming this game

-MGS2-SoL instruction manual- Guess where I got the basics?. And the weapons?,
and the items?.

-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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  ________________________________
 /                                \
+++ T A N K E R  C H A P T E R   +++
 \________________________________/


=====================
+++  Solid Snake +++
=====================

     The good old Snake is back. According to the game's story, Snake has
leaved FOXHOUND after the incident in Shadow Moses and teamed with Otacon to
create "Philanthropy", an Anti-MG group. If you want my opinion, Snake is not
the same. His voice is not the same(sounds a little soft) and apparently he's
not as cold-hearted as in the last game. What it can say?, I don't like cool-
blooded assassins.

==============
+++ Otacon +++
==============

     Apparently not as coward as in MGS1(just fight the Ninja to know what I'm
talking about), Otacon is the other member of Philanthropy. He gives Snake top-
notch tips, and other information, plus he's the one who operates the save-line
this time around. As he said: "Sorry Snake: No Mei-Ling this time around.

  _____________________________
 /                             \
+++ P L A N T   C H A P T E R +++
 \_____________________________/



===============
+++ Raiden +++
===============

     The newest member of Foxhound, Raiden has been training in VR missions for
quite a bit of time. Even though his VR mission experience, he has got null
real-life-missions experience. Apparently, BIG-SHELL mission is his first one,
and, depending on your actions... his last one(*Creepy music start playing*).

===============
+++ Colonel +++
===============

     Damn, do ya remember that good-for-nothing old man of MGS1?. Well, Colonel
Campbell is back again, in the same group(FOXHOUND) and the doing the same
jazz: supporting you. This time around, he'll support Raiden rather than Snake.
Who cares?. He's the one in charge of the BIG-SHELL infiltration.

================
+++ Rosemary +++
================

     "Raiden's girlfriend. She is employed by the army as a data analyst and
supports Raiden by saving his mission progress via Codec". She's also looking
for info about Snake... we know he didn't die.

===============
+++ Pliskin +++
===============

      We know who he is, uh?. Of course!. He even say "Snake" when Raiden asked
his name. Well, he retracted afterwards, but look at his face, hair. Is Snake.
Anyway, he's helping Raiden and Stillman on de C4-defusing process. He does
also supplies Raiden with information. And, if you want my opinion, I trust he
more than I trust the general(but, who knows!. He may betray you...)

================
+++ Stillman +++
================

     The good old NPYD officer who was taken out of his retirement just to
supervise a BIG-SHELL recovery process. He meets with Raiden and Pliskin, and
is the one in charge of R-P bomb-defusing.

  __________________________________
 /                                  \
+++ O T H E R  C H A R A C T E R S +++
 \__________________________________/

========================
+++ Olga Gurlukovich +++
========================

     Olga is one of Sergei's army member. A top-notch soldier, she has a close
encounter with Snake(no-no, it was in the tanker's deck not in a... well, you
know what I mea). She's being held captive by Snake. Thanks to nature's power,
she gets free, and a gunfight with her starts. The only way to beat her is to
doze her. Easy task if you are pretty good with the laser aim.

==========================
+++ Sergei Gurlukovich +++
==========================

     Olga's father, Sergei has joined forces with Revolver Ocelot-LS(LS? Just
keep playing) to steal Ray from the Tanker. He doesn't wants Olga to get
involved. Unfortunately, he's taken out of the mission later by a revolver
bullet.

==========================
+++ Revolver Ocelot-LS +++
==========================

     The old man you fought in the wire-full chamber just to save ArmsTech
Kenneth Barker(which you saw dying, too) and that go hid hand chopped down by
Grey Fox is back, and this time, with a new hand and this time around he's not
a simple pawn(or so you think...). He's the leader of the operation, and the
one in the lead of MGR steal operation.


[ SPOILER'S BELOW ]
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
LS: Liquid Snake. WHAT?! You say if you're fighting with Olga. INDEED you say
if you're kicking arse in the plant. What I understand, is that Liquid's arm is
hooked to Ocelot's, and therefore, Liquid DOES have a bit of control under
Ocelot's body. He sometimes reveals himself and talks... with Liquid's accent.
Is just like "Irene, Myself & my other myself". Two persons in one body. But
because is just an arm... we'll see a lot more Ocelot than Liquid.

===============
+++ Fortune +++
===============

     Fortune, a cocoa skinned hottie with an incredible railgun. Apparently,
not bullet can hit her(and grenades don't explode!), but is actually because of
her shell. Either way, she wants to be taken out of her misery, but I think all
she wants is to kill in a cooler way.

==============
+++ Fatman +++
==============

      Stillman's apprentice. Fatman is an explosive pro. Damn, he built up an
atomic bomb when he was ten!. Little I know about his attitude. I just add him
because Stillman has talked about him.

============
+++ Vamp +++
============

     "What was thinking Kojima when he made this character?!" or so I thought
when I saw this guy. He drains people's blood after he kills them(which is
INSANE by the way), has a visible breath and kills heavy armed commandos with a
butcher knife(more INSANITIES). I think this char. Is too unrealistic, and I
HATE it(why?, I don't know...).

====================
+++ Richard Ames +++
====================

     Richard is mentioned in the "book" Natasha Romaneko wrote about Shadow
Moses. Apparently, after the incident, he disappeared. He's found in the
hostage room at Shell one core. He gives you more information about RAY and the
patriots. He dies soon after that.

=====================
+++ Solidus Snake +++
=====================

     Solidus Snake claims he's gonna be the successor of Big Boss. As you
advance through the game, you'll learn that Solidus is no other but George
Sears, the ex-leader of Dead Cell. He was at first a Patriot's pawn, and now
wants to show his power. He's the one who gave a name to Raiden: Jack.

=====================
+++ Emma Emmerich +++
=====================

     Genius in the field of computer, Emma is the only one who can't corrupt
Arsenal Gear's AI. She's rather cute, and looks like she likes Raiden... not
only as a friend. You know what I mean.

I'll add more characters to this section as I advance through the game(mainly
bosses).

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0.5	B A S I C S

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=-=-=-=-=-=-=-=-=
 [ START GAME ]
=-=-=-=-=-=-=-=-=

     In the start game screen, there are various options to select, each one
leading to a different "start-game-screen location".

NEW GAME: Selecting new game will lead you to the difficulty selection
screen(see "difficulties" below) and then start a new game. From zero. Only one
weapon. Energy bar complete. Do I have to explain you what NEW GAME means?. I
guess no.

LOAD GAME: After starting a new game and saving your game in your memory
card(8MB-For playstation(tm) 2-Do this guys think we're stoopid; we know it has
8MB and that is for playstation 2. Oh, an we do know that playstation is (tm)
of
Sony), you'll be able to load a game. Basically, it's starting the game from
where you last saved it.

OPTIONS : Adjust in-game settings. This setting includes the "blood-option"(too
much blood?; toggle it off), screen adjustment, sound selection(you can also
put active the Dolby Surround(tm) so certain cinemas will sound better- a lot
better) and others.


SPECIAL : In this menu, you'll be able to check previous Metal Gear stories(the
shadow moses thingie is a 110 or so pages cluster), check your photos(photos 'o
mine include: bikini-equipped girls and blood-soaked corpses. Sadic, uh?) and
look at your dog-tags, I believe(Believe?, I don't have any DT to this time,
so, yes, believe).

 _____________________
\ OPTIONS MENU        \
 \_____________________\

****************************************************************************
VIBRATION
-Lets you turn either on or off the DualShock(tm) controller vibration.
****************************************************************************

****************************************************************************
RADAR
-Lets you select the different kind of radars:

** TYPE1 **
-Radar appears during intrusion view

** TYPE 2 **
-Radar does not appear in intrusion mode.

** OFF **
-Nor radar.
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CAPTION
-Turns caption either on or off
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OWN VIEW
-Changes FPP control style.

** NORMAL **
-Pressing the AS up and down will move the camera in that direction.

** REVERSE **
-Pressing the AS up and down will move the camera in the opposite direction.
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ITEM VIEW
-Changes the Item's window display.

** GROUP **
-Items of the same class will be lined up.

** LINEAR **
-All items will be lined up.
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QUICK CHANGE
-Changes the type of quick change used for items and weapons
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SCREEN ADJUSTMENT
-Changes the screen's position.
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BRIGHTNESS ADJUSTMENT
-Adjust television brightness setting to fit the game's color schame.
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PREVIOUS STORIES
-Gives you a look at a 450+ pages series of books that contains MGS1 stories.
*****************************************************************************

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

Basically, this section explains how to play Metal Gear Solid(tm)2.

~~BASIC EXPLORATION~~

Either in the tanker or in the plant, you'll need to explore. Even though it's
not the game strongest point, is sure one of the most important. Exploring is
beneficial for you, as it worth items and other stuff. Explore anywhere: in a
locker, below a Harrier, etc. Be sure you're not caught in the act, however.

~~GUARDS AROUND~~

Almost every portion of the tank/plant has guards. They're normally patrolling
around, as long as anybody disturbs them. If it is all silent, they could sleep
or start to goof around. Any sound you make will alert them, and thus, turning
their field of vision in yellow. During that moment, they'll leave their
patrols and look for you. If they don't find anything, they'll give up for
looking you.

If the find you, is another story. Unlike in MGS1, the guard will not attack
you the instant he fins you. He'll call for help with the radio, and you'll
score an alert mode. During alert mode, guards that were patrolling will attack
you, as well as the backup unit, which is a team whose work is to seek and
destroy. Iif you don't wanna fight, you could also kill or doze the guard
calling for help. This will alert the others("what's going on, respond!") and
they'll send a backup unit. If you're well hidden, you should have no problem.

~~ATTACKING WITH WEAPONS~~

Ah, yes. Nothing beats up than firing 40 bullets to a guard and seeing the wall
splashing with blood. Damn, that was evil!. But, even though Metal Gear
Solid(tm)
main theme is steal, sometimes you gotta use weapons. There are several guards
that fall to the M9 bullet, as they pose no threat. Others, however, are
difficult to avoid, and sleeping them would only alert other guard, etc. Either
way, when you gotta use a weapon, you  GOTTTA use a weapon.

When you decided you are going to kill somebody(i.e, you selected your victim,
nyuk, nyuk >:), you gotta select a weapon. There are cases in where the area is
patrolled by several guards and people. In that case, you should use a silenced
weapon. Always carry a silenced weapon. If you use a weapon like the PSG1 in a
place filled with guards, you'll most likely, get caught. If the place only
contains a few guards, or only one, use a missile or grenade. That way, you'll
be able to take them all. Mwhahahahaha.

~~READING THE RADAR~~

The solition radar is very complicated device. No, I was lying, it is very easy
to understand. The radar shows a "radarizated" version of the area you're on.
It shows wall, boxes, guards, cameras and you(no, it doesn't shows items).
Radar is mainly used to study the terrain, and to know when to evade guards and
such. So, it's a rather useful device. Guards are represented with red dots,
and their field of vision is blue. If you step in their field of vision, you
score an ALERT mode, in where guards are looking for you. The white dot is
snake/raiden. If you access FPP, you'll also see his field of vision, in green.

There are other kinds of points in the radar, and is regardless of what
situation you're in. For example, if you activate your mine detector, and if
there are mines around, white dots with a yellow "field of vision" will appear
in the radar. If you step in its FoV(field of vision), they'll explode. There
is also the yellow and blue stuff. The yellow represents the C4 scent, when the
SENSOR A is activated. The blue represents breathing points, and appear while
underwater.

The radar also has various status. They change wherever you're discovered. The
first status is NORMAL. Normal is when you haven't been discovered, and guards
are on their normal routine. If a guard discovers you, you'll enter ALERT mode.
In ALERT mode, the guards that were around will attack you, as well as the
backup unit. If you evade them and the ALERT gauge depleted, you'll hit
EVASION. This mode appears when you have evaded the guards, and thye don't
where you're. If you entered a room, they'll most likely do a clearing(I'll
explain that later). If the can't find you, you'll hit CAUTION. The guards will
be looking for you(B.U(backup unit), and the others(normal guards) will follow
their routine.

Now, let's explain what a clearing is. Its when guards enter a room you
entered, and search spots they believe you're in. If they can't find you, they
leave.

~~LOCK-ON TARGETS~~

The lock-on is one of the most important things in the game, along with he FPP.
To lock on a target, be sure he's near you, and press and hold L1. Then tap
SQUARE. You'll hit the target, no matter what(or at least you bullet will get
near the enemy). It's a technique to master.

~~FPP~~

FPP stands for first person perspective. During FPP, you'll be able to look
around, and attack with weapons. You can even strafe!. To enter FPP, press R1
button. You can withdraw your weapon, and attack with it. Use the R2 and L2
button to strafe right and left, respectively. If you press both buttons at the
same times, player will stand on his tip-toes and look above him. During a
gunfight, access FPP and strafe with the L2-R2 buttons. Is another technique to
master.

~~HANGING~~

Got guards in your back?. No way to escape?. Then, try to hang!. Search for a
railing not so tall not so short, and press the TRIANGLE button to start
hanging from the railings. The grip gauge will appear. If the gauge depletes,
you fall. A good way to evade guards. But that's not all, folks. Press the L2
and R2 at the same time to do pull-ups, and increase your grip level.

~~CHOKEHOLD~~

One of the most effectives ways to kill, but really one of the hardest to do.
First thing, be sure the guard you want kill back is at you. If it is like
that, get _very_ near him, and press SQUARE(be sure you have equipped no
weapon). If you're not near enough, you'll throw him. Now, if you hold square,
you'll keep the guard in your hands. Press square repeatedly if he wants to
escape. If you keep pressing square, you'll break his neck.

Chokeholding a guard is a good tactic to stop a gunfight long enough to escape.
Grab the soldier, get very far from the attacking guys, break the soldier you
were holding neck and run like a rabbit.

=-=-=-=-=-=-=-=-=
 [ STRATEGIES ]
=-=-=-=-=-=-=-=-=
 ________
|FREEZE !|

     An useful strategy if you want to quit an enemy of your way. It is also
necessary if you want to collect DOG TAGS(I'll add a section for that soon!).
Sneak silently to an enemy's back, and press and hold the SQUARE button. That
way, Sneak will point his currently equipped gun at his enemy. You'll hold them
up!. The problem is, that when you release the SQUARE button, he'll
shoot(unless you do it VERY slowly) and kill/doze/alert the guard.
 _________
|SHAKEDOWN|

     After you doze a soldier, waste 'em up or crush his neck, their bodies
will be lying around. This WILL alert other guards, so, get near the body,
press and hold the SQUARE button, and then take it wherever you want. To
release the body, release the SQUARE button.
 __________
|SURPRISE !|
 ----------
     If an enemy is around, alone. Flatten and against a wall, equip a weapon,
and wait it to be in your range. When he's not looking, press and hold SQUARE.
Snake will suddenly jump-out and YOU will start firing at the enemy. Rapid-Tap
will result in instant-enemy-death whereas slow-tap will result in an ALERT
mode.
 __________
|BLOOD LOSS|
 ----------
     When you have lost a lot of health, your life gauge will become orange. In
that moment, Snake/Raiden will start bleeding, leaving blood pools around. If
an enemy spots it... well, _somebody_ is bleeding, and therefore, _somebody_ is
around. To stop bleeding, use a  bandage.

 ________________
|TRANQUILIZER GUN|
 ----------------
     Instead of using your assault rifle and make 'em eat lead, you can be a
non-violent(and actually, professional) guy and sleep them. Put out your M9,
play stealthy and land a dart on their heads. Then, do whatever you want. This
is a lot safer, because you will be not alerting nobody. Be sure the enemy is
not talking by radio at the moment you sleep them, because a backup unit will
be called for. I rely a lot on using the M9 because of my dynamite
marksmanship, and 45 bullets mean 45 guards. Just be sure they don't awake and
kick your ass.


 =-=-=-=-=-=-=
 [ CONTROLS ]
 =-=-=-=-=-=-=

[ L1 ]
-By pressing the L1 button, you'll lock-on an enemy with the current equipped
weapon. You can move around afterwards.

[ L2 ]
-It lets you scroll around the item-menu. If you're in FPP(1st person
perspective), you'll strafe to your left.

[ R1 ]
-If you press the R1 button, the perspective will shift from 3PP to 1PP,
allowing you to score more accurate shots or look around.

[ R2 ]
-Pressing the R2 button gives you access to the weapons menu. Scroll through it
using the D-Pad. During the 1PP, you'll strafe right-

[ START ]
-If you press the start button, the current area name will be displayed in both
English and Japanese. If you're in the plant, it'll show the map.

[ SQUARE ]
-Fires with currently equipped weapon. If no open is equipped, You'll punch. If
pressed near a sleepy body, without weapons equipped, you'll grab the body.
Keep the button pressed and use the D-PAD to move the body around- Release the
Square button to release body. If you're using the camera, you'll take a
picture.

[ X ]
-Used to cancel actions, as well as crouching. If the button is pressed while
running, player will perform a diving somersault. If you're using the camera,
you'll zoom-out

[ TRIANGLE ]
-Also know as the action button. The T button is used to climb ladders, turn
handles and hang from railings among others. Also used to climb not-too-high
objects.

[ CIRCLE ]
-The circle button is used to perform a punch even if a weapon is equipped. If
you're flattened against a wall, Snake will do a "knock-knock" to call possible
guards attention. If you're using the camera, you'll zoom-in.

[ RIGHT ANALOG STICK ]
-Moving the RAS during corner view(i.e flattened against a wall) will trigger
camera movement.

[ LEFT ANALOG STICK ]
-The left analog stick primal function is to move Snake. Nevertheless, it can
also trigger camera movement during FPP.

[ SELECT ]
-Takes you to CODEC mode. Press down in this screen to view the selectable
frequencies as well as the receptor of each frequency. Use either the right or
left buttons on the D-PAD to select the frequency manually.

[ D-PAD ]
-Used to move Snake throughout the Tanker.

[][][][][][][][][][][][]
 ( ADVANCED CONTROLS )
[][][][][][][][][][][][]

--------------------------
-ANALOG STICK SENSIBILITY-
--------------------------

    Regardless of the pressure you move the Analog-thumb, Snake may run or
walk. Press the stick in the desired direction, slightly if you wanna walk and
alert nobody but yourself or run if they're coming for ya.

-------------------------------
-DIVING SOMERSAULT AND ROLLING-
-------------------------------

     Both moves are for Snake and Raiden, respectively. In Snake's case, run
around and press X while running to perform the diving somersault. I find this
useful to escape gunfire and prepare your weapons after taking cover, go
through a turning-guard(the you're on guard's back-it is going to turn around-
you dive-somersault-guard ends turning-you escaped) and, as the manual says,
"getting from one shadow... to another"(decisive music plays-why?-I don't know-
Music starts to play again). To perform a roll, perform the same jazz. Useful
for the same plus you can put out the flames if you're on fire.

-----------
-CROUCHING-
-----------

    Press the X button while standing still to crouch. Crouching around boxes
is useful to evade gunfire and prepare your attack. While crouching, jam on the
LAS(left-analog-stickk) and Snake will throw himself to the floor and start
moving as a roach. Yeah, I hope you understand what I'm saying. Crawl, he
crawls. While crawling, you can enter narrow spaces to hide from guards or just
goof-around. Press the X button while crawling or crouching to stand up again.

---------
-HANGING-
---------

     To hang from a railing, press TRIANGLE near it and Snake will drop down
and hang from the railing. The GRIP GAUGE will also appear(check "gauges"). Use
the left analog stick-dpad-L2/R2 buttons to move, TRIANGLE to climb back, L2/R2
at the SAME TIME to do pull-ups and X to let the pain go and fall down. If it
is high, Snake will make green-color dissapear from the life gauge(on other
words: he'll lose health), and if it is TOO high, he'll meet the paradise(he'll
die).

--------------------------
-FLATTEING AGAINST A WALL-
--------------------------

     Head towards a wall. While in front of it, press the button the wall is
located(this is a bit hard to understand. If the wall is in front of you press
UP on the D-PAD to flatten against it. Using the AS is a bit complicated).
While flattened, keep the "flattening-button" pressed, and used the others to
slide through it(if the flattening-button is up, keep it pressed and use left
or right to slide through the wall). Use the CIRCLE button to call for guards
attention and the L2/R2 button to peek left and right, respectively.

-----------------------------------
-FIRST PERSON PERSPECTIVE(1PP-FPP)-
-----------------------------------

     While playing, tap the R1 button to shift the TPP(third...) to the FPP.
While in FPP, press the L2 or R2 buttons to strafe left/right. If you have a
weapon equipped, tap SQUARE to fire it and hold it to have a better aim.

----------
-HATCHING-
----------

     Certain doors have hatches. To open this doors, get close to them and
press(and keep pressing) the action button(TRIANGLE). After a while, the door
will open. Depending on the speed you tap the TRIANGLE button, the speed the
door opens.

----------------------------
-HATCHLOCKERS AND BATHROOMS-
----------------------------

     Stand in front of a locker or a bathroom and press the TRIANGLE button to
open it. Stand inside it and keep going towards the wall. Snake will close it
automatically.

-----------
-ELEVATORS-
-----------

     To take an elevator, stand in front of the panel next to it and press the
action button(TRIANGLE). You have called for the elevator!. Now, wait. After it
arrives, get inside it, and stand in front of the switch. Press TRIANGLE. A
screen showing the available floors will appear. Select the floor you want and
then stand in awe(??).

---------
-CHOKING-
---------

Choking is a technique to master if you're not weapons man or a blood fanatic
either. To do so, make sure no weapon is equipped on your hands, and get _very_
near a soldier. When you're near enough, press the SQUARE button. Hold the S
button if you don't want the soldier to die. Keep it pressed to move with the
soldier on your hands. If it tries to escape, press the square button about two
or three times nonstop. That way, you'll prevent him to escape. If a guard is
choked down for too long, he will get unconsciousness. Now, if you want to kill
your hostage, press the S button nonstop until you crush his neck.

[] IN-WATER CONTROLS []

Surface
-------

[ D-PAD/LEFT ANALOG STICK ]
-Move Snake around.

[ CIRCLE ]
-Dive

Underwater
----------

[ CIRCLE ]
-Swim. Press it rapidly to swim fast and press and hold it to swim slow.

[ X ]
-Quick stop(press near the bottom to stand)

[ RIGHT ANALOG STICK ]
-Quick turn

[ TRIANGLE ]
-Snake holds his breath. Therefore, the O2 gauge consumption lessens.

[] BLADE CONTROLS []

     To swing the blade either left, right, up or down, move the RAS in the
desired slash-direction. To do a spin-attack, rotate in 360o way the right
analog stick. To do a thrust, tap the right analog stick(as a R3). Tap L1 to
block.

     Lastly, after you tap any of the attack combos, tap SQUARE. Raiden will
manage to change from the blade's iron to its handheld and hit the enemy with
it. Rather than killing the enemy, this knocks him. Press square again to
change from the sword's handheld to its iron.

=-=-=-=-=-=
 [ RADAR ]
=-=-=-=-=-=

     The radar is displayed on the top left part of the screen. It's basically
a diagram of the current area. It  also shows enemies in the perimeter, as well
as their vision range. Soldiers are represented with red dots, and their vision
range, in blue. Snake is represented by a white dot.

     If you alert an enemy, their vision range will change from blue to yellow.
If you fully alert them, they'll call for their allies, and start searching for
ya. The radar will also dissapear. So, we can say that the radar has four
different states:

NORMAL STANCE: We say we're 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. They'll be more
| careful though, and some guards may be added. You can use the radar.
| They'll not be searching for you, nevertheless, they'll  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.

=-=-=-=-=-=-=
 [ GAUGES ]
=-=-=-=-=-=-=

Life gauge : The life gauge represents Snake health. Each hit depletes this
gauge. If it reaches zero, Snake dies(and is brought back to health if he has a
ration equipped) and game is over. This gauge can be replenished with the use
of a RATION.

Boss' life gauge : Represents a boss health. Each hit you score on them will
deplete it. If the gauge depletes completely, boss is beaten/dies, battles ends
and Snake's Life gauge is replenished.

Stun gauge : Bosses have this. It represents their "stun resistance"(yep, that
was made up by me). This gauge is depleted by scoring physical hits(punches)
and by using the Beretta-tranquilizer. If it is depleted, battle ends.

Grip gauge : The grip gauge appears if Snake is holding from a railing. It
depletes with the time. If it reaches zero, Snakes lets the pain go and falls.
If he's too high, he dies.

O2 gauge : Guess what?. It appears if you're underwater. It depletes if you
stay underwater. Press TRIANGLE to hold your breath and make the O2 consumption
slower. If it reaches zero, life gauges start to deplete. You know what happens
if it depletes: "Snake, do you hear me?... Snake, SNAAAAAAAAKEEEEE!!!!!!".

Partner life gauge : Represents yer pal life gauge. As yer pal receives hits,
this depletes. If it reaches zero, its GAME OVER. Yeah, you'll hear Otacon's
false scream again(that "SNAAAAAKEEE!!!" is just too pacific).

=-=-=-=-=-=-=-=-=-=
 [ DIFFICULTIES ]
=-=-=-=-=-=-=-=-=-=
 ___________
|_VERY EASY_|
  \_______/

     For this people who don't want to feel what is running around with 20
guards on their back. In this difficulty, guards are very scarce, your life
gauge is almost endless and items are everywhere.
________
|_EASY_|
  \__/

     Still, a difficulty for beginners. Even though there are more guards, the
life gauges are smaller and less items, its still "easy".

__________
|_NORMAL_|
  \____/

     What can I say?. Normal!.

____________________
|_HARD AND EXTREME_|
  \______________/

     No, both difficulties are not the same, but basically the same =). Anyway,
in both of them you'll encounter loads 'o guards, you won't find as much items
as the last time, your life gauge is almost inexistent and similar stuff that
will make the game a pain in the ass.

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

     Checkpoints are areas in where you'll 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)       | Jack's girlfriend lets you save your game          |
+--------------------+----------------------------------------------------+
| Pliskin(140.80)    | Solid Snake will give you more advanced tips       |
+--------------------+----------------------------------------------------+
| Stillman(140.25    | He'll give you information about how to defuse C4  |
+--------------------+----------------------------------------------------+
| Emma(140.52)       | When you call her, Raiden will ask if she's OK.    |
+--------------------+----------------------------------------------------+
| Otacon(140.12      | Call for Otacon and he'll give you tips and others |
+--------------------+----------------------------------------------------+

=============================================================================
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
*****************************************************************************
0.6	W A L K T H R O U G H
*****************************************************************************
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)(tm)
=============================================================================

_____________________________________________________________________________
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
==                        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, we'll be able to control Snake. First thing
off, check your inventory. You don't 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 doesn't 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, we're 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 won't leave footprints, and therefore, you won't alert guards. To do so,
press X repeatedly.

Now, let's move on. From the door you arrived, head right towards a wall. When
you bump into the wall, you'll know you gotta head downards. Keep heading down
until you bump into another wall. Now, you'll 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, you'll have the picture very near from you.
Press R1, and Snake will kiss the poster. Yes, anywhere. Pervert.

Now, let's 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, you'll spot stairs in front of you. If you take them you'll be
able to access the engine room. But that's 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 you're very bad playing this game,
this could be hard. If you're 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, let's 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, you'll 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. He'll 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 doesn't
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 that's is easily avoided. There is also a USP ammo box by the camera.
Nevertheless, you can't 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. She's 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, she'll throw a grenade. Evade it, and
then return to your position. Keep behind the boxes, and always in FPP. You'll
suddenly get a clear shot at her head. Is just patience what you need.

Now, let's 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 Olguita's defense. After a while, she'll 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.
It's goodie time!. From the door that takes you back to the bridge, head right.
Climb the ste of stairs you see, and you'll be on the bridge roof. You'll 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
you'll 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. You'll see a laser barrier.

Ok, to go through it, you'll need to destroy the panels. You need the USP to do
so. Don't worry, you won't 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. You'll 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 can't 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 you'll be able to grab some items. You'll suddenly have to take
a right.

After a while, you'll reach a place in where Snake will spot various guards
doing stuff(they're 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 can't kill 1 marine while other 60 shoot at him, so, if
you're 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.
You'll 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, you'll a pretty tough time, but with practice, you'll be able to
cross it. First off: Marines don't look only in one direction. Sometimes they
look, sometimes they look right. They change direction after the room goes
completely dark. So, if they're looking left, and the room goes dark, they'll
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 doesn't means "take a photo of its left
arm". It means, a photo of the FRONT-left. I'll 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 can't 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 you're
positioned in the center of the room. Take your camera, and take photo of the
MGR's front. When you finish with it, head right towards the workstation. Don't
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,
he's gonna take the MGR. No wise guy, he's not gonna steal it, he's 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
don't remove the disk!.

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

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

It's 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, he's 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 they're
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 they're 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, Raiden's girlfriend. She's gonna be Foxhound's data
analyst. And she's is the one who'll save your game. Raiden doesn't likes this
idea, but is Campbell's decision.

Now, let's talk 'bout Rose. I'm not gonna make any profiles HERE, but I gotta
say that is quite boring having to save your game, because she doesn't 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 don't have weapons, you need to
use your head. And because I'm 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, you'll spot several dead guards. They were killed in
Ninja fashion, but you'll 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 soldier's head. The other two start shooting frenetically, but they can't 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 that's 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 soldier's neck, waist and hands. Creepy. Now, keep seeing the cinemas.
After a while, we'll 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, you'll receive the SOCOM pistol, and Pliskin's
frequency. After you can move, access the NODE on Snake's, er, Pliskin's 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, you'll spot several soldiers in the middle of a
guinfight. They are trying to hit Fortune, woman who's lucky in war and nothing
else. She can escape death without even knowing it. Grenades defuse against her
presence, as well as C4. She can't die... and she wants to be killed. Guards
_can't_ 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 can't 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. You'll also find a poster in one of the
bathrooms. When you're done, walk through the middle hallway. The first door
you come across is blocked, while in the next one, you'll 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 women's 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, you'll spot C4 stinks in your radar. Let's 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
doesn't 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, it's 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 let's move
on.

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

Again, the C4 here is a little tough to find, so I'll 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 guard's 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 didn't
crippled his leg, and that he's 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. I've 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 can't 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, let's 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. You'll fall
inside the C4's room!. Freeze it, and hear Stillman.

After freezing the C4, climb the upper box, and then the right set of boxes to
exit the C4's 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. It's your job to
make sure it doesn't 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 he's on is gonna blow. Yeah wise guy, he's
gonna die(there are 30 seconds left, so...). After chatting a bit, he stands
silent, and then you'll 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 you're not Snake. Anyway, he
points her gun at you. Damn.

-----------------------------------------------------------------------------
BOSS ENEMY: Fortune
-----------------------------------------------------------------------------
You can't 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 they'll
not protect you forever.
-----------------------------------------------------------------------------

After the scene, Vamp arrives. Raiden shoots Fortune, but the bullet is
deflected and hits Vamp. He's dead. Raiden takes the elevator, and goes up and
suddenly... Vamp ain't 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, you'll 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 he's
in the ground, hit him in the head. Repeat a couple of times more, and he
should die.
-----------------------------------------------------------------------------

After you beat FATMAN, he'll 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 FATMAN's 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 he's a messenger form the patriots, and blah,
blah, blah. After all the talking, he gives you:

 . CARD KEY LV2
 . SOLDIER'S UNIFORM
 . CELL PHONE.

And then he leaves. Well, before heading into the Shell's 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, let's 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: Don't bump into guards or else they'll discover you. And don't de-equip
you AK unless you wanna die. That's it.

Move around and search for the elevator. Take it.

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

When you arrive, you'll 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. You'll
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 everybody's 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 you'll 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 Shell's 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 Shell's 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- DON'T 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. That's what you should do.

Now, let's 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, you'll 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 Raiden's "after battle" position,
head right. Hang from the semi-broken railing and head right until you're 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 you'll have to evade sh!t patches. If you do step in one,
you'll 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, they'll 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, don't you think.
To safely cross the bridge, doze them. Access FPP, and land a hit on their
heads. Afterwards, move forwards. You'll suddenly spot a gap. This one is
easily avoided. Just perform a roll to pass above it. As you advance, you'll
spot another. For this one, hang from the nearby railings, and head right. Then
take the ladder.

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

As you arrive here, you'll 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 don't 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, you'll 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 can't wait. The urinals will fall on the bridge below him, and if you're
not cautious, the yellow liquid may fall on you. Your controller shakes if it
is like that. Weird. If you don't want to risk your body's 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 you're 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, you'll 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, you'll 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 you're 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 we're 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 he's "rare stuff" by grabbing Raiden's nuts(nothing to
say...), and then give you information you haven't 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, you'll 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, he'll 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 doesn't wants to see children dying. Raiden
doesn't 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, I'll calm down. Sorry, but I can't give
you verbal directions. If you want those, check my savior's *perfect*
walkthrough for this game. I'm 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 don't 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 don't
have to have direct contact with it to lose health. Just get _very_ near from
it, and it'll 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, let's 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. Don't fall in the water!. If you do, you never
come out!.
-------------------------------------------------------------------------------

After beating the bloodsucking fella, he goes underwater. He ain't 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. I'll let you find her for yourself. If you want a tip,
fire a NIKITA missile by a locker door. If you hear Emma's 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, you'll 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 AdrenalineSL's "Useless
Trivia". But, as stated before, she's my mentor(sort of), so don't damn me.

So, the curious stuff I'm talking about has to do with Rose. I called her after
the caht with Emma in Vamp's 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(tm) one that's ir). What is this!?. Check the cell-phone the
Ninja
gave to you, and you'll see a message "There are CLAMORE mines. Be careful!".
Clamore?. What the hell is Clamore!?. I know is a typo, so don't 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, you'll 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. Don't 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 you're 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 M4's.

Now you're free to leave. As you can see, it was pretty easy. It was also fun,
wasn't it?. Before leaving, enter into the prez's 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. Don't 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 it'll 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 wasn't the best idea.

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

Follow Whoever's tip, and use the Coolant spray to put the flames down. Keep
the SQUARE button pressed: putting down the flames takes a WHILE, so don't
despair. When you do so, cross to the other side. The door that leads to STRUT-
L is level 5 security. Damn!. Don't 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 won't 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 Emma's 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. Don't 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 Raiden's 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-----------------
********************************

Don't 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. Otacon's mission is to rescue the hostages. He's 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.

He's not dead.

Not yet. Mwhaaaaaaaaa.

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

Raiden awakes and finds himself being held hostage by Solidus and Ocelot.
Solidus reveals the amazing truth about Raiden's past. So he had field
experience, uh?. It's truly evil to send children to the war. Suddenly, Solidus
will grab Raiden's 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, you're free. This is not
going to be a pleasure ride, however. Because Raiden's hand are a it
compromised, you won't be able to chokehold soldiers. You're able to punch,
however. Be sure not to stay on a single place for too long, or you'll start to
Sneeze.

Let's 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. I'll leave this
portion of the game for you to explore. I really didn't pay necessary attention
in this area, so directions I don't have. Good luck!.

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

Keep answering all of Campbell's weird calls, until one of Rose's 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 Snake's fog
tag. Knock his lights out, and then shake his body. There you're.

*******************************************************************************
----------------------- 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"(haven't got the traduction, it's an Spanish therm).  You
could use the M4 to dispatch them, but then, there are this guys with a sword
who'll deflect your bullets for sure. Use the H.F.B. To perform a one hit kill,
press R3. It'll pierce through the guard's body, and kill him in one hit. After
Raiden performs the attack, you're open to be attacked, though. It is worth the
effort, so don't complain.

In the Sigmoid Colon, guards fall from the nowhere, and start attacking. Is the
same jazz, so don't worry.

After you beat the guards, watch the cinemas. You'll 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?. Let's break on through!.

-------------------------------------------------------------------------------
BOSS ENEMIES: MGR(x3)
-------------------------------------------------------------------------------
This battle will be tough. Or so I thought at first. It's actually pretty easy.
At first, the three MGR will be motionless. They'll rely on shooting from their
railgun a couple of bullets at you. They'll also shoot homing missiles. Check
below for info on how to evade these attacks. Here I'll 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. That'll rack-up insane
damage. Start up by attacking the middle. After it goes down, one comes to
replace it. WHAT?!. Don't worry. Keep killing them as they come. The battle
will eventually end. Good luck.

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

Other attacks come whether you're 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. It's "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 RAY's 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
you're not hit. They'll 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. The'll suddenly attack Solidus. Demonstrating his abilities, he
finishes off the RAYs with an assault rifle without getting hit.

After a while, you'll 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 let's 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
you're. 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, I'll 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.
Let's 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,  that's the SAFER way,
and it'll ensure you won't need more that 1 or 2 Rations.

There are other ways to diminish Snake's 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, he'll take off his tentacles,
and will becoming a bit tougher. He'll perform several dashes(see below) and
then stop. When he stops, he'll 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 you'll receive him with it if you're good enough. From now onwards, he'll
also use the Sting(see below). Good Luck. The battle is easy though.

Now, as promised, let's talk about his attacks. Because he's the final fella
you'll 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 I'll talk about also involves the use of the tentacles.
Basically, he'll 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, he'll dash towards any direction. If
he rushes you during the move, you'll  receive damage. After he performs the
dash, a flame barrier will be left behind. If you touch it, you'll suddenly be
on fire!. Roll to put the flames down.

After he takes out his tentacles, he'll have three more attacks. The simplest
and easiest to avoid is the Sting. He slashes his sword towards you fast. It's
like when a bee sting you. It's like Devil May Cry's Stinger. Be sure you're
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, he'll 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.
You'll know he'll perform it when he says things like "let's go" or "alright"
or even "die".

That's 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, you'll presence a cinema in where    |
| Raiden and the big guy will trade hits. Solidus misses one and Jack stabs   |
| him. Solidus then knows he's 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 Washington's 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. He's 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. He's 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 he'll|
| 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. She's 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 he's really. Rose answers "I wouldn't 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 doesn't 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. They're 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. You'll 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 ] = Located in STRUT-F WAREHOUSE
       = Equipped with Supressor and Laser sight.

     This is the weapon you start with in the tanker chapter(and in the plant
if you're on VERY EASY difficulty). The M9 is a modified Beretta handgun with
knockout bullets that doze enemies. If you want my opinion, is the best and
most versatile weapon. Use it to doze enemies rather than killin' them and save
ammunition and trouble. The problem is that you have to score a head-shot.
Otherwise, be sure you have a hiding-spot.
=============================================================================

=============================================================================
[ USP ] = Found after beating Olga
        = Equipped with laser sight
        = Supressor must be found.

     This light handgun is obtained after you doze-down Olga Gurlokovich in the
tanker. The USP is a rather simple, yet useful weapon that's used only a few
times during the tanker(or load 'o times if you're always busting into enemies)
because the tanker lacks on guards, and most of them can be evaded or dozed. It
has is uses, and you can sometime pull out an occasional bullet just for
kicks!.
=============================================================================
=============================================================================
[ STUN GRENADE ] = Found at various points of the game

      The stun grenade, an item used extensively on MGS1(at least in my case)
is now, IMHO, one of the most useless items. Basically, what it does is to
create an stunning flash that stuns(duh) enemies. The effect last for quite a
while. Even tough is useless most of the time, be sure you have one when a
crapload of enemies is looking for ya.
=============================================================================
=============================================================================
[ CHAFF GRENADE ] = Found at various points of the game.

      Another item I used E-X-T-E-N-S-I-V-E-L-Y during MGS1, and is back from
the grave to jam more electronic devices. Unlike the S. Grenade, the chaff
grenade has it uses. There are only about three cameras on the tanker, but in
the plant there are more and there are Cyphers... see, it is very useful. It
emits a wave that jams electronic devices such as cameras and Cyphers. When the
e.d. are chaffin', your radar is blocked.
=============================================================================
=============================================================================
[ SOCOM ] = Found after meeting with Pliskin.
          = Equipped with Laser sight
          = Supressot must be found.

       This light handgun is obtained after you meet Solid Snake(alias Pliskin)
in the plant. The SOCOM is a rather simple, yet useful weapon.During the plant,
however, it'll be used various times, even tough you can use the M9 to conserve
ammo. It has is uses, and you can sometime pull out an occasional bullet just
for kicks!.
=============================================================================
=============================================================================
[ CLAYMORE ] = Found at the EF connecting bridge

      The claymore is placed on the ground after you tap the SQUARE button. If
an enemy gets near it, KABOOM!. It is very powerful, but be sure you draw
various enemies and not only one to it so you don't waste it unnecessarily. It
can also alert guards.
=============================================================================
=============================================================================
[ AK-M4 ] = Found at STRUT-F WAREHOUSE.
          = ---/ equipped with laser sight.
          = suppressor must be found / ---

     One of the best weapons in the game if you talk about fighting
soldiers(and even some bosses). Their fire rate is very high and the bullets
are deployed very, very fast. The bullets, however, are also consumed very
fast, making the a weapon whose magazine must be full in order to be useful.
Use it when you're trying to blast your way to freedom.
===============================================================================
===========================================================================
[ STINGER ] = Found in the SHELL 1-2 CONNECTING BRIDGE

      The missile launcher whose missiles were used to take down a chopper and
to kill Raven is back to take down more enemies. The stinger is by far one of
the most devastating weapons in the game, but not the best. Mainly because it
alerts enemies around, and because getting caught in a gunfire with it is as
bad as fighting the gunfire with it. Why?. Low fire rate, slow to charge-up and
fire. It can be used to take Cyphers I believe and an isolated enemy.
===============================================================================
===============================================================================
[ NIKITA  RC MISSILE LAUNCHER ] = Found in the flooded room of shell 2 core
                                  B1.

      The other missile launcher you had in MGS1 is back. It is the same, and
is as useful as the other. Fire a missile, and control it. You can take down an
enemy without they knowing it!. The problem is, again, that is explosion causes
too much commotion. As long as is used with only one guard around, or you take
every buddy on the room, refrain from using it.
===============================================================================
===============================================================================
[ MAGAZINE ] = You start with this.

      An empty magazine whose sounds calls for guards attention. Useless.
 ==============================================================================
===============================================================================
[ GRENADE LAUNCHER ] = Found at STRUT F-WAREHOUSE.

     This is a weapon I haven't used, because, IMHO, grenade launchers have
always been useless, in all the shooters I played. I know the grenades are
deployed in a arc way, and its blast is destructive. Nothing else to say.
===============================================================================
===============================================================================
[ H.F.B ] = Given by Snake after finding him(Ascending Colon-A.G).

     The H.F.B is a sweet metallic body piercer you'll love. Even though is
only used a few times, It'll help you a lot, specially against those annoying
A.G sentries, because most of the moves you can perform with it are one hit
kills.
===============================================================================
===============================================================================
[ COOLANT SPRAY ] = Given by Stillman.

      The Coolant spray isn't actually a weapon, but the game considers it a
weapon by putting it in the weapons menu. The Coolant spray is a special spray
designed special to freeze down C4s. So, it can only be used for that(and to
drive away bugs). When you select it, the game will activate FPP. Look for the
C4, and press the SQUARE button to shoot the spray.
===============================================================================
===============================================================================
[ DIRECTIONAL MICROPHONE ] = Found at the computers room at SHELL 1 CORE B2.

      The D.M isn't a weapon either, but it's placed at the weapons menu. This
device amplifies any sound it catches, including a person's talk, hertbeat, or
even a silenced... fart(I've seen this happen!). Point the microphone to
wherever place's sound you want to amplify. Accommodate the mic. If received
sound is not satisfactory.
===============================================================================
===============================================================================


=============================================================================
*****************************************************************************
0.8	I T E M S
*****************************************************************************
=============================================================================

=============================================================================
[ RATION ]
-"Metal ready to eat". Select the ration in the items menu, and tap CIRCLE.
You'll automatically recover health. Keep a Ration equipped, that eay, when you
die, you'll revive.
=============================================================================
[ BANDAGE ]
-Absorbent pad used to stop the bleeding. Select it in the items menu, and tap
CIRCLE.
=============================================================================
[ 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 Arsenal's 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 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).
=============================================================================
[ 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 Shell's 1 core guards uniform. Equip  AK to complete the
disguise.

= Given by the Ninja.
=============================================================================
[ SENSOR A ]
-Special sensor used to find Fatman's odor-full C4s. While equipped, C4s scent
is displayed on the radar.

= Given by Stillman.
=============================================================================
[ SENSOR B ]
-Special sensor used to find Fatman's 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, you'll 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, it's 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 they're
not seeing you and flee. After a while they'll 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 won't 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: Didn't count 'em.
Strategy: Olga, as your first boss, should pose no problem. She's 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, she'll throw a grenade. Evade it, and
then return to your position. Keep behind the boxes, and always in FPP. You'll
suddenly get a clear shot at her head. Is just patience what you need.

Now, let's 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 Olguita's defense. After a while, she'll 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, they're 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, you'll 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
he's 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. That's what you should do.Now, let's 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, let's 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. Don't 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. They're
normally a three soldiers grupito who'll break havoc on you. Try your best to
evade their bullets, and smash the SQUARE button until they come down. They'll
keep appearing, so run when you can!.

  __________________
 /                  \
+++ A.G's 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 won't hide again. They're very easy. You may want to war
a body armor while fighting them.

  ___________________
 /                   \
+++ A.G'S 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 you're a weapons-man, use the Stinger. They
won't be able to ricochet a missile, that's 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. It's actually
pretty easy. At first, the three MGR will be motionless. They'll rely on
shooting from their railgun a couple of bullets at you. They'll also shoot
homing missiles. Check below for info on how to evade these attacks. Here I'll
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. That'll rack-up insane
damage. Start up by attacking the middle. After it goes down, one comes to
replace it. WHAT?!. Don't worry. Keep killing them as they come. The battle
will eventually end. Good luck.

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

Other attacks come whether you're 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. It's "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 RAY's 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
you're not hit. They'll 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, I'll 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.
Let's 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,  that's the SAFER way,
and it'll ensure you won't need more that 1 or 2 Rations.

There are other ways to diminish Snake's 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, he'll take off his tentacles,
and will becoming a bit tougher. He'll perform several dashes(see below) and
then stop. When he stops, he'll 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 you'll receive him with it if you're good enough. From now onwards, he'll
also use the Sting(see below). Good Luck. The battle is easy though.

Now, as promised, let's talk about his attacks. Because he's the final fella
you'll 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 I'll talk about also involves the use of the tentacles.
Basically, he'll 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, he'll dash towards any direction. If
he rushes you during the move, you'll  receive damage. After he performs the
dash, a flame barrier will be left behind. If you touch it, you'll suddenly be
on fire!. Roll to put the flames down.

After he takes out his tentacles, he'll have three more attacks. The simplest
and easiest to avoid is the Sting. He slashes his sword towards you fast. It's
like when a bee sting you. It's like Devil May Cry's Stinger. Be sure you're
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, he'll 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.
You'll know he'll perform it when he says things like "let's go" or "alright"
or even "die".

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


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

*****************************************************************************
5.8	P R E V I O U S  S T O R I E S
*****************************************************************************

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




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

5.9	D O G  T A G S

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

M) Must Be On
EC8783B414483424

All Dog Tags
1C89058461DFB00C
1C89058861DFB00C
1C89058C61DFB00C
1C89059061DFB00C
1C89059461DFB00C
1C89059861DFB00C
1C89059C61DFB00C
1C8905A061DFB00C
1C8905A461DFB00C
1C8905A861DFB00C
1C8905AC61DFB00C
4C8905B01456B00C

%**%**%**%**%**%**%**%**%**%**%** 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 you'll hear Snake kissing
the woman. Hilarious!.
_________________
CODEC TRICKS
-----------------

While talking with somebody via Codec, press both R2 and L2. You'll 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.
_____________________
CAMPBELL'S CRAZYNESS
---------------------

As you access the AG'S Jejunum, Campbell will suddenly start to act strange.
He'll call for you every 2 second, and say strange things. This is explained
because the Campbell you know never existed. He's part of the AG's AI, and
because AG's AI was corrupted, Campbell got himself corrupted too.

My question to gamers: Was MGS1'S Campbell a real person?. Send me a e-mail
with "CAMPBELL" as a subject if you got the answer. You'll be credited.
____________________
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
****************************************************************************

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

     MGS2 unofficial espionage book has been written by J.F. Vargas, best known
as "GheddonLN". Therefore, this document is (c) of the author and may not be
used
for any purpose, by anyone, without previous permission. The walkthrough may
NOT be used under ANY circumstance to satisfy monetary needing. So, anyone who
has permission to use this document CAN'T print it and sell, put it on a
magazine or on a promotional CD. In other words, people who can use this for X
thing may not gain money with this. You can't say you did it, as this is
copyrighted. Bad things happen to those who violate any of these rules... oh
yes.

-This document is (c) Jose F. Vargas 2001. All rights reserved-

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



Other FAQs by the author:
-------------------------

Skies of Arcadia Walkthrough
Elcian enemy strategy
Hayabusa movelist
Harry Potter and the Sorcerer's stone walkthrough
Poke-Crystal(Spanish).

Before sayin' gooD-bay: DON'T ASK ME QUESTIONS ABOUT THE WALKTHROUGH IF THAT
PORTION AIN'T COVERED. I.E. DON'T ASK QUESTIONS ABOUT THE PLACES THAT ARE NOT
COVERED.


-GheddonLN... owner of the present... past... and future...-

"I'm waiting for ya in my tower of Gheddon...".

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