********* ****** ******* ******* *        ******* ****** ******* ******
*   *   * *____     *    *_____* *        *       *____  *_____* *     *
*   *   * *         *    *     * *        *    ** *      *     * ******
*   *   * ******    *    *     * *******  ******* ****** *     * *     *

   *****  ****  *      *  *****  ======================================
   *     *    * *      *  *    *  Metal Gear Solid: Portable Ops
   *     *    * *      *  *    *  FAQ/Walkthrough, By Naru2005, v1.05
*****      ****  ****** *  *****  ======================================
P      O      R      T      A      B      L      E        O      P      S
---------------------------------------------------------------------------
DISCLAIMER
---------------------------------------------------------------------------
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

--------------------------------------------------------------------------
TABLE OF CONTENTS
--------------------------------------------------------------------------

SECTION I. STARTING THE GAME................................... MGSPO-S1
I-A. TITLE MENU............................................... MGSPO-S1A
I-B. PLAYING THE GAME......................................... MGSPO-S1B
I-C. CONTROLS................................................. MGSPO-S1C

SECTION II. KNOWING THE GAME................................... MGSPO-S2
II-A. BASIC MOVEMENTS......................................... MGSPO-S2A
II-B. BASIC COMBAT............................................ MGSPO-S2B
II-C. RECRUITING SOLDIERS..................................... MGSPO-S2C
II-D. TECHNICAL/MEDICAL UNITS................................. MGSPO-S2D
II-E. SNEAKING/SPY UNITS...................................... MGSPO-S2E
II-F. LEGEND OF SYMBOLS....................................... MGSPO-S2F
II-G. TIPS AND TRICKS......................................... MGSPO-S2G

SECTION III. WEAPONS/ITEMS..................................... MGSPO-S3
III-A. MILITARY ARMS.......................................... MGSPO-S3A
III-B. SUPPORT ITEMS.......................................... MGSPO-S3B

SECTION IV. WALKTHROUGH........................................ MGSPO-S4
IV-A. PRISON.................................................. MGSPO-S4A
IV-B. COMM BASE............................................... MGSPO-S4B
IV-C. SOVIET PATROL BASE...................................... MGSPO-S4C
IV-D. BACK TO COMM BASE....................................... MGSPO-S4D
IV-E. HOSPITAL................................................ MGSPO-S4E
IV-F. RESEARCH LAB............................................ MGSPO-S4F
IV-G. SUPPLY DEPOT............................................ MGSPO-S4G
IV-H. RAIL BRIDGE............................................. MGSPO-S4H
IV-I. A DIVERSION............................................. MGSPO-S4I
IV-J. BACK TO RAIL BRIDGE..................................... MGSPO-S4J
IV-K. HARBOR.................................................. MGSPO-S4K
IV-L. SECURITY BASE........................................... MGSPO-S4L
IV-M. WARHEAD STORAGE......................................... MGSPO-S4M
IV-N. BOSS FIGHT: PYTHON...................................... MGSPO-S4N
IV-O. AIRPORT................................................. MGSPO-S4O
IV-P. SILO ENTRANCE........................................... MGSPO-S4P
IV-Q. BOSS FIGHT: NULL........................................ MGSPO-S4Q
IV-R. BACK TO SILO ENTRANCE................................... MGSPO-S4R
IV-S. TOWN.................................................... MGSPO-S4S
IV-T. GUEST HOUSE............................................. MGSPO-S4T
IV-U. PLANT................................................... MGSPO-S4U
IV-V. BOSS FIGHT: METAL GEAR RAXA............................. MGSPO-S4V
IV-W. RAVINE.................................................. MGSPO-S4W
IV-X. POWER SUBSTATION........................................ MGSPO-S4X
IV-Y. BACK TO POWER SUBSTATION................................ MGSPO-S4Y
IV-Z. BOSS FIGHT: NULL........................................ MGSPO-S4Z
IV-1. SILO ENTRANCE: TIMED MISSION............................ MGSPO-S41
IV-2. SILO COMPLEX............................................ MGSPO-S42
IV-3. BOSS FIGHT: CUNNINGHAM.................................. MGSPO-S43
IV-4. FINAL BOSS: GENE........................................ MGSPO-S44

SECTION V. SIDE MISSIONS....................................... MGSPO-S5
V-A. PRISON................................................... MGSPO-S5A
V-B. COMM BASE................................................ MGSPO-S5B
V-C. SOVIET PATROL BASE....................................... MGSPO-S5C
V-D. HOSPITAL................................................. MGSPO-S5D
V-E. RESEARCH LAB............................................. MGSPO-S5E
V-F. SUPPLY DEPOT............................................. MGSPO-S5F
V-G. RAIL BRIDGE.............................................. MGSPO-S5G
V-H. HARBOR................................................... MGSPO-S5H
V-I. SECURITY BASE............................................ MGSPO-S5I
V-J. WARHEAD STORAGE.......................................... MGSPO-S5J
V-K. AIRPORT.................................................. MGSPO-S5K
V-L. SILO ENTRANCE............................................ MGSPO-S5L
V-M. TOWN..................................................... MGSPO-S5M
V-N. GUEST HOUSE.............................................. MGSPO-S5N
V-O. PLANT.................................................... MGSPO-S5O
V-P. POWER SUBSTATION......................................... MGSPO-S5P
V-Q. WESTERN WILDERNESS....................................... MGSPO-S5Q

SECTION VI. BOSS BATTLES....................................... MGSPO-S6

SECTION VII. CODES/SECRETS..................................... MGSPO-S7

SECTION VIII. FREQUENTLY ASKED QUESTIONS....................... MGSPO-S8
VIII-A. FREQUENTLY ASKED QUESTIONS............................ MGSPO-S8A
VIII-B. CREDITS THEME LYRICS.................................. MGSPO-S8B
VIII-C. E-MAILS............................................... MGSPO-S8C

SECTION IX. CONTACT INFORMATION................................ MGSPO-S9

SECTION X. CREDITS............................................. MGSPO-S10

SECTION XI. REVISION HISTORY................................... MGSPO-S11

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

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION I. STARTING THE GAME                                       MGSPO-S1
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

--------------------------------------------------------------------------
I-A. TITLE MENU                                                  MGSPO-S1A
--------------------------------------------------------------------------
At the Title Screen, press START or Circle to get into the Title Menu.

NEW GAME - Start a new game. Enter your player name, then select a
           difficulty.

LOAD GAME - Load a previously saved game.

DELETE - Delete unwanted data.

FREE BATTLE

GAME SHARING

KEY CONFIG - Configure your controls here.

OPTIONS - View game options

--------------------------------------------------------------------------
I-B. PLAYING THE GAME                                            MGSPO-S1B
--------------------------------------------------------------------------
Metal Gear Solid: Portable Ops takes many elements of Metal Gear Solid 3:
Snake Eater and turns it into portable action! Your objective is to
complete missions by sneaking behind enemy lines, recruit comrades, form
teams, and survive!

--------------------------------------------------------------------------
I-C. CONTROLS                                                    MGSPO-S1C
--------------------------------------------------------------------------
These are the default controls for Metal Gear Solid: Portable Ops. You
may change them anytime in the KEY CONFIG option during gameplay.

D-Pad: Control the Camera

Analog Stick: Move your character

L-Trigger: Lock-On

R-Trigger: First Person View

Triangle: Action button. Press while moving to stalk. Or you may stick
          to surface.

Circle: Equip/Remove weapons/equipment. Hold for inventory and use D-Pad
       to select. Up is top item. Down is bottom item. Left is left item.
       Right is right item.

X: Crouch/Stand Up. Press while running to roll.

Square: Kung Fu/Shoot

START: Pause Menu

SELECT: Radio

HOME: Quit the game entirely

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION II. KNOWING THE GAME                                       MGSPO-S2
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

--------------------------------------------------------------------------
II-A. BASIC MOVEMENTS                                            MGSPO-S2A
--------------------------------------------------------------------------
In order the survive in this game, you'll need to master your character's
basic movements. Here are some of the common movements you'll be using
throughout your game:

_______________________________________________________________________
| ACTION        | COMMANDS                                              |
|-----------------------------------------------------------------------|
| MOVE(STALK)   | Press and Hold the Action button while moving. This   |
|               | will minimize the amount of footsteps heard by the    |
|               | enemy, lowering the chance of enemy detection.        |
|---------------|-------------------------------------------------------|
| ROLL          | Press the Crouch button while running to execute a    |
|               | diving forward roll. You can knock enemy soldiers     |
|               | down with this move, roll past shadows, and jump over |
|               | obstacles. You can also choose to hold down the Crouch|
|               | button to enter Crawl mode.                           |
|---------------|-------------------------------------------------------|
| CROUCH/CRAWL  | Press the Crouch button to crouch. If you move while  |
|               | crouching, you will crawl. To stand back up, hold the |
|               | crouch button until your character stands back up.    |
|---------------|-------------------------------------------------------|
| GRIP          | Press the Action button in front of railings or cliffs|
|               | to hang on them. Press the Action button again to     |
|               | Climb back up. Press the Crouch button to jump down.  |
|---------------|-------------------------------------------------------|
| WALL STICKY   | Press the Action button while moving up against a wall|
|               | to stick yourself. Hold the Action button to stay that|
|               | way. You can peek around walls if you're at an end.   |
|---------------|-------------------------------------------------------|
| MAKE SOUND    | Press the Attack button while wall sticking to knock  |
|               | on it. You can use this to draw a guard's attention.  |
|---------------|-------------------------------------------------------|
| LADDERS       | Press the Action button while in front of a ladder to |
|               | ascend/descend it.                                    |
|---------------|-------------------------------------------------------|
| LOCKERS       | Press the Action button in front of a locker to open  |
|               | it. Then run in there to hide yourself.               |
|_______________|_______________________________________________________|

--------------------------------------------------------------------------
II-B. BASIC COMBAT                                               MGSPO-S2B
--------------------------------------------------------------------------
You are one tough hombre, trained to take out anything in your way. You
will need to learn and master the skills of combat, including the Close
Quarters Combat(CQC) system.

_______________________________________________________________________
| ACTION        | COMMAND                                               |
|-----------------------------------------------------------------------|
| LOCK-ON       | Press the Lock-On button to lock-on an enemy. Results |
|               | may vary.                                             |
|---------------|-------------------------------------------------------|
| GRAB          | Go up to an enemy soldier and press the Attack button |
|               | to grab.                                              |
|---------------|-------------------------------------------------------|
| THROW         | After you grab an enemy, you can press the Attack     |
|               | button to throw the enemy to the side.                |
|---------------|-------------------------------------------------------|
| INTERROGATE   | Go up behind an enemy soldier and hold down the       |
|               | Attack button. Then press the Lock-On key to force    |
|               | them to talk.                                         |
|---------------|-------------------------------------------------------|
| HOLD-UP       | Stalk an enemy from behind, then lock-on your gun to  |
|               | make the enemy freeze.                                |
|---------------|-------------------------------------------------------|
| DRAG          | Stand on top of a unconscious or sleeping enemy and   |
|               | press the Attack button to drag them around. You must |
|               | be unequipped while executing this action.            |
|---------------|-------------------------------------------------------|
| SHIELD        | Stalk up behind an enemy and hold down the Attack     |
|               | button, then press the lock-on button with a CQC-     |
|               | enabled weapon to use it against other enemies while  |
|               | using the grabbed one as a shield.                    |
|_______________|_______________________________________________________|

--------------------------------------------------------------------------
II-C. RECRUITING SOLDIERS                                        MGSPO-S2C
--------------------------------------------------------------------------
You not only play as Snake, but 99-200 different characters throughout
the game. Some are crap, and others prove useful in some way. The MK22 is
the best weapon to go recruit soldiers. Find someone with good handgun
skills and go nuts.

To recruit an enemy soldier, find a way to make the guard go unconscious
or put him to sleep, then drag him back to the truck. Another way would
be to drag him next to a friendly cardboard box and call the frequency
143.15 using your radio. (WARNING: Do NOT kill the enemy soldier or else
you won't be able to recruit him/her!)

Recruiting soldiers will help you form squads, add soldiers to help you
bring medical supplies, technicals, and extra missions where you can find
special items.

--------------------------------------------------------------------------
II-D. TECHNICAL/MEDICAL UNITS                                    MGSPO-S2D
--------------------------------------------------------------------------
Technical Units(or Tech Unit for short) will help you make ammunition for
your weapons and special items to help you in your mission. Finding good
technicians/engineers with high skill ranking will increase your Tech
Level. The ranking can be found at the "helmet" symbol to the left of the
"medical cross" symbol. A good place to find good engineers would be the
Plant mission.

Medical Units(or Med Unit for short) will help you bring recovery supplies
to keep you alive on your mission. A good place to find doctors or other
medical staff would be the Hospital mission. The Medical ranking may be
found on the far right of the rankings, at the Manage screen.

--------------------------------------------------------------------------
II-E. SNEAKING/SPY UNITS                                         MGSPO-S2E
--------------------------------------------------------------------------
Sneaking Units are what you need to complete your missions. You can make
up to FOUR squads of 4 members per squad. Whoever is the first person of
that squad is who'll you'll be using when you start a mission.

Spy Units help you go on with the story missions, give you extra missions
and provide you with valuable information. Try to get at least one spy in
every location.

--------------------------------------------------------------------------
II-F. LEGEND OF SYMBOLS                                          MGSPO-S2F
--------------------------------------------------------------------------
To know what each symbol means at the Manage screen, press SELECT and the
game will give you a detailed panel with the answers.

--------------------------------------------------------------------------
II-G. TIPS AND TRICKS                                            MGSPO-S2G
--------------------------------------------------------------------------
These are some tips to help you during your missions.

- Keep your weapon reloaded after every use. Always reload through the
inventory screen. Either tap Circle twice quick or hold Circle and reload
from there. You can see that your weapon's current mag is running out
judging by how much white is over it.

- Keep an eye on your health/stamina. Recover via the inventory screen.

- Use MK22 for recruiting, or if you're good at CQC, choke until they are
unconscious. Use XM177E2 for killing. Both weapons have muffled shots, so
make sure you act like a sniper rather than go fully automatic. And aim
their heads for extreme effectiveness.

- Remember that you may not switch characters in your unit if you're in
Alert Mode. Clear it out before switching.

- You may drag an unconscious/sleeping enemy soldier near a friendly
cardboard box and call 143.15 to recruit him/her.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION III. WEAPONS/ITEMS                                         MGSPO-S3
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

--------------------------------------------------------------------------
III-A. MILITARY ARMS                                             MGSPO-S3A
--------------------------------------------------------------------------
You are better off with guns at some missions, instead of trying to show
off your kung-fu mastery skills to think that you can beat the mission.
I've also included locations where you may find these weapons. I usually
get all my equipment from Side Missions, Technical Unit, and recruiting
certain soldiers.

______________________________________________________________________
| HANDGUNS       | DETAILS                                             |
|----------------------------------------------------------------------|
| MK22           | Uses "9MM-T" rounds. CQC-compatible. Has suppressor.|
|                |-----------------------------------------------------|
|                | An automatic pistol developed for special ops use in|
|                | response to demand from U.S. Navy Seals.            |
|                |                                                     |
|                | Can be equipped with a sound suppressor. Features a |
|                | slide lock lever designed primarily for single-shot |
|                | firing, increasing the sound-reducing capability of |
|                | suppressors.                                        |
|----------------|-----------------------------------------------------|
| M1911A1        | Uses ".45ACP" rounds. CQC-enabled.                  |
|                |-----------------------------------------------------|
| COMM BASE      | This masterpiece of an automatic pistol has been a  |
|                | faithful partner to U.S. soldiers since the first   |
|                | model was adopted by the U.S. Army in 1911. Capacity|
|                | is limited to seven rounds, but the .45ACP bullets  |
|                | boast excellent stopping power, and the gun's simple|
|                | design makes it highly reliable.                    |
|                |                                                     |
|                | With its high potential firing accuracy, the M1911A1|
|                | is also widely used as a base for custom models in  |
|                | shooting competitions.                              |
|----------------|-----------------------------------------------------|
| SAA            | Uses ".45LC" rounds. Revolver. Ocelot's gun.        |
|                |-----------------------------------------------------|
| GUEST HOUSE    | Also known as the "Peacemaker" and the "Frontier,"  |
|                | this single action revolver is a symbol of the days |
|                | of the Wild West. The masterpiece SAA was adopted as|
|                | the official sidearm of the U.S. Army in 1875. This |
|                | pistol's solid frame construction results in lengthy|
|                | reload times, but also ensures extremely high       |
|                | durability. This and the gun's simple mechanics make|
|                | the SAA a highly reliable weapon.                   |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
|SUBMACHINE GUNS | DETAILS                                             |
|----------------------------------------------------------------------|
| SCORPION       | Uses ".32ACP" rounds. Short machine gun.            |
|                |-----------------------------------------------------|
| SUPPLY DEPOT   | A small submachine gun designed and produced in     |
|                | Czechoslovakia. It is extremely compact, easy to    |
|                | handle, and uses light .32ACP ammo, resulting in an |
|                | excellent sense of control in full-auto mode,       |
|                | despite its small size.                             |
|                |                                                     |
|                | Designed to be used by special forces and police in |
|                | Warsaw Pact countries, this SMG has also been       |
|                | adopted by many international terrorists, giving it |
|                | a high profile among Western countries as well.     |
|----------------|-----------------------------------------------------|
| UZI            | Uses "9x19mm" rounds. Light machine gun.            |
|                |-----------------------------------------------------|
| PLANT          | An Israeli-made submachine gun, the Uzi is designed |
|                | to facilitate mass production--appropriate for a    |
|                | country like Israel, which faces difficulty in      |
|                | importing weapons.                                  |
|                |                                                     |
|                | The Uzi is also extremely reliable, crafted such    |
|                | that it rarely malfunctions in dusty environments.  |
|                | Although it fires from an open bolt, the Uzi boasts |
|                | respectable accuracy, enabling head shots at close  |
|                | range.                                              |
|----------------|-----------------------------------------------------|
| INGRAM MAC10   | Uses "9x19mm" rounds. Has suppressor.               |
|                |-----------------------------------------------------|
|POWER SUBSTATION| Compact and light, this American made light         |
|                | submachine carries a 32-round magazine of powerful  |
|                | 9x19mm ammo, firing at a rate of over 1,000 rounds  |
|                | per minute. This excessively fast firing rate has   |
|                | a negative impact on accuracy; but in the hands of  |
|                | a seasoned marksman, it can deliver massive         |
|                | firepower in a matter of seconds.                   |
|                |                                                     |
|                | Can be equipped with a suppressor.                  |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
|ASSAULT RIFLES  | DETAILS                                             |
|----------------------------------------------------------------------|
| M16A1          | Uses "5.56x45mm" rounds. Small assault rifle.       |
|                |-----------------------------------------------------|
| SOVIET PATROL  | The assault rifle of choice for the U.S. Army and   |
| BASE           | Marine Corps. The caliber size was reduced from the |
|                | M14 rifle, and enabled soldiers to carry more ammo. |
|                | The M16A1's design extensively incorporates         |
|                | aluminum alloys and plastics, making the gun itself |
|                | relatively light.                                   |
|                |                                                     |
|                | Bearing a 20-round clip, this gun currently sees    |
|                | intense action in Vietnam, serving as the counter-  |
|                | point to the AK-47.                                 |
|----------------|-----------------------------------------------------|
| XM177E2        | Uses "5.56x45mm" rounds. Has suppressor.            |
|                |-----------------------------------------------------|
|                | The carbine model of the M16A1. Modifications       |
|                | include a shortened barrel and the addition of a    |
|                | retractable stock, reducing length by about 25cm.   |
|                |                                                     |
|                | It also features a flash hider equipped to suppress |
|                | the loud bang and intense muzzle flash produced as a|
|                | result of the shorter barrel.                       |
|----------------|-----------------------------------------------------|
| AK-47          | Uses "7.62x39mm" rounds. Large assault rifle.       |
|                |-----------------------------------------------------|
|                | It was adopted as the official rifle of the Soviet  |
|                | military in 1949.Its austere and rugged construction|
|                | allows it to endure even the roughest treatment in  |
|                | battle. The AK-47 is a soldier's best friend,       |
|                | performing reliably everywhere from the freezing    |
|                | Arctic to the scorching Sahara.                     |
|                |                                                     |
|                | It is now one of the most widely known military     |
|                | rifles in the world. Anywhere there is a conflict,  |
|                | the AK-47 is present.                               |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
|SHOTGUNS        | DETAILS                                             |
|----------------------------------------------------------------------|
| M37            | Uses "12-gauge" shells. Shortened shotgun.          |
|                |-----------------------------------------------------|
| RAIL BRIDGE    | This 12-gauge shotgun, known as the "Featherlight," |
|                | is almost 1 kg lighter than other guns in its class.|
|                | It features a unique mechanism where the feed on the|
|                | lower part of the receiver also functions as the    |
|                | ejection port.                                      |
|                |                                                     |
|                | The U.S. military currently uses a large number of  |
|                | this weapon in the conflict in Vietnam.             |
|----------------|-----------------------------------------------------|
| M870           | Uses "12-gauge" shells. Pump-action shotgun.        |
|                |-----------------------------------------------------|
| AIRPORT        | With a wide range of applications, this is one of   |
|                | the most famous pump-action shotguns in America, and|
|                | is extremely popular with both hunters and law      |
|                | enforcement. The Marine Corps ordered a large       |
|                | shipment of these in 1966, and is currently putting |
|                | them to good use. The M870 sports a variety of      |
|                | configurations, with an adjustable barrel, extend-  |
|                | able tube magazine, pistol grip, and folding stock. |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
|SNIPER RIFLES   | DETAILS                                             |
|----------------------------------------------------------------------|
| SVD            | Uses "7.62x54R" rounds. Dragunov sniper rifle.      |
|                |-----------------------------------------------------|
| WESTERN        | Adopted as the official sniper rifle of the Red Army|
| WILDERNESS     | in 1963, the SVD differs from the Mosin Nagant in   |
|                | that is uses a gas-operated mechanism for automatic |
|                | fire. Its ammo capacity is twice that of the 10-    |
|                | round Mosin Nagant, and its accuracy surpasses that |
|                | of the NATO standard. This, coupled with its repeat-|
|                | fire capability, provides sustained suppressing     |
|                | power against the enemy.                            |
|----------------|-----------------------------------------------------|
| MOSIN-NAGANT   | Uses "7.62-T" rounds. Semi-automatic.               |
|                |-----------------------------------------------------|
|WARHEAD STORAGE | A Soviet-made sniper rifle based on the M1891/30, in|
|                | turn derived from the "3-line infantry rifle" that  |
|                | was first produced during the Tsarist period.       |
|                | Developed by selecting the most precise units from  |
|                | the M1891/30 production line and making necessary   |
|                | modifications, the Mosin Nagant was employed in     |
|                | large numbers on the Russian front in WWII, proving |
|                | its worth in battle.                                |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
|HEAVY FIREARMS  | DETAILS                                             |
|----------------------------------------------------------------------|
| M63            | Uses "5.56x45mm" rounds. Machine gun.               |
|                |-----------------------------------------------------|
| HARBOR         | The M63 was conceptualized as a system weapon, a    |
|                | rifle that can be configured into a number of       |
|                | variations--assault rifle, carbine, belt-fed light  |
|                | machine gun--from the same design by mixing and     |
|                | matching parts with a basic core component. It      |
|                | enables multiple types of equipment to be produced  |
|                | from a single line, and the basic handling is the   |
|                | same for each variation.                            |
|----------------|-----------------------------------------------------|
| RPG-7          | Uses "85mm HEAT" missiles. Anti-tank launcher.      |
|                |-----------------------------------------------------|
| SILO ENTRANCE  | First deployed in 1962, the RPG-7 is the cutting    |
| PLANT          | edge in anti-tank weaponry. It is the successor to  |
|                | the RPG-2, which was itself inspired by the Panzer- |
|                | faust, a German anti-tank grenade launch tube used  |
|                | in WWII.                                            |
|                |                                                     |
|                | The RPG-7 combines a reusable tube launcher with    |
|                | rocket-propelled grenades to take out armored       |
|                | targets and bunkers.                                |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
| KNIVES         | DETAILS                                             |
|----------------------------------------------------------------------|
| SURVIVAL KNIFE | CQC-enabled.                                        |
|                |-----------------------------------------------------|
|                | A knife with a hollow grip designed to fit inside   |
|                | survival kits. Can also be used in battle.          |
|----------------|-----------------------------------------------------|
| SPETSNAZ KNIFE | Used in first person. Press Attack to throw.        |
|                |-----------------------------------------------------|
| PRISON         | A specialized combat knife developed for use by     |
|                | Spetsnaz, the special forces unit under the         |
|                | authority of the Soviet military's Chief Admin for  |
|                | intelligence.                                       |
|                |                                                     |
|                | A powerful spring installed within the grip allows  |
|                | the blade to be ejected.                            |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
|THROWING WEAPONS| DETAILS                                             |
|----------------------------------------------------------------------|
| GRENADE        | Hand grenade that damages the surrounding area.     |
|                |-----------------------------------------------------|
|                | A blast-fragmentation explosive. Damages the enemy  |
|                | with a combination of blast from the explosion and  |
|                | fragments of the casing scattering in all directions|
|----------------|-----------------------------------------------------|
| STUN GRENADE   | Hand grenade that knocks enemies unconscious.       |
|                |-----------------------------------------------------|
| SILO ENTRANCE  | A non-lethal grenade that temporarily paralyzes and |
|                | confuses sight and smell with an intense flash of   |
|                | light and loud sound upon detonation.               |
|                |                                                     |
|                | It uses a magnesium-based charge to produce a       |
|                | 1 million-candela flash and a 175 plus-decibel band.|
|----------------|-----------------------------------------------------|
| CHAFF GRENADE  | Hand grenade that jams electronics.                 |
|                |-----------------------------------------------------|
| SILO ENTRANCE  | A non-lethal grenade that temporarily disables any  |
|                | electronic devices in the area by releasing a cloud |
|                | of signal-jamming metal fragments upon detonation.  |
|----------------|-----------------------------------------------------|
| SMOKE GRENADE  | Hand grenade that creates smoke.                    |
|                |-----------------------------------------------------|
|                | A non-lethal grenade that creates a thick smoke     |
|                | screen. The smoke can be used as a signal for       |
|                | aircrafts or to mask movement from enemy eyes.      |
|________________|_____________________________________________________|
|----------------|-----------------------------------------------------|
| TRAPS          | DETAILS                                             |
|----------------------------------------------------------------------|
| TNT            | Explodes via remote control.                        |
|                |-----------------------------------------------------|
|                | Trinitrotoluene, a high-performance explosive widely|
|                | used by militaries around the world.                |
|                |                                                     |
|                | TNT is mechanically and chemically stable, making it|
|                | easy to handle.                                     |
|----------------|-----------------------------------------------------|
| CLAYMORE       | Anti-personnel land mine. Explodes on contact.      |
|                |-----------------------------------------------------|
|                | A anti-personnel mine consisting of explosives and  |
|                | 700 steel ball bearings contained within a gently   |
|                | curving plastic case.                               |
|                |                                                     |
|                | When an object passes in front of it, it detonates  |
|                | and propels the ball bearings forward in a wedge-   |
|                | shaped pattern, wounding or killing the enemy.      |
|----------------|-----------------------------------------------------|
| MAGAZINE       | Adult magazine that distracts male characters.      |
|                |-----------------------------------------------------|
|                | An adult magazine packed with alluring photos.      |
|                |                                                     |
|                | Perfect for those long, lonely nights on the        |
|                | battlefield.                                        |
|----------------|-----------------------------------------------------|
| GA-KO          | A GA-KO doll. Wind it up and watch it waddle!       |
|________________|_____________________________________________________|

--------------------------------------------------------------------------
III-B. SUPPORT ITEMS                                             MGSPO-S3B
--------------------------------------------------------------------------
Some equipment uses batteries. Your battery bar will appear next to the
equipped item during gameplay. It's one-time use only. If you want to
recharge that battery, you'll have to return to the Briefing Screen.

Also included are locations where you may find these items. I usually
get mine from recruiting certain soldiers and my Tech Unit.

BINOCULARS(PRISON)
----------
Cannot be used with other weapons. It zooms in the faraway objects.

INFRARED GOGGLES
----------------
Shows a thermal vision of the surroundings. Battery-powered.

NIGHT VISION GOGGLES(WARHEAD STORAGE)
--------------------
Allows you to see in the nighttime. Battery-powered.

MINE DETECTOR
-------------
Detects mines. The louder the beep, the closer the mine. Battery-powered.

CARDBOARD BOX(HARBOR)
-------------
A box to hide in. Enemies may not notice you.

SHIELD
------
Same ones that the guards use. Cannot be used with other weapons.

GA-KO
-----
A decoy that leaves enemy soldiers confused.

BODY ARMOR
----------
Bulletproof vest. Reduces damage. Recommended for tougher missions.

STEALTH CAMOUFLAGE(TECH LEVEL: 99)
------------------
Battery-powered. Renders you nearly invisible. However, if you bump into
an enemy soldier, this will deactivate.

===============
Other items are medical supplies that help your character stay healthy.

MEDICAL KIT(Small)(HOSPITAL)
------------------
Recovers a small percentage of your health.

MEDICAL KIT(Large)(HOSPITAL)
------------------
Recovers a large percentage of your health.

RATION(Small)(HOSPITAL)
-------------
Recovers a small percentage of your stamina.

RATION(Large)(WARHEAD STORAGE)
-------------
Recovers a large percentage of your stamina.

PENTAZAMINE(RESEARCH LAB)
-----------
Reduces hand movement in first person view and increases accuracy.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION IV. WALKTHROUGH                                            MGSPO-S4
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOTE: This walkthrough will be on Normal difficulty.

NOTE: Refer the North, West, South, East directions as if you were using
the map. That's how I wrote this walkthrough.

--------------------------------------------------------------------------
IV-A. PRISON                                                     MGSPO-S4A
--------------------------------------------------------------------------
You will see a hand-drawn cutscene. You may press START to skip.

As soon as you gain control of Snake, try to open the cell door a couple
of times. A prisoner across from you will tell you it's no luck and asks
you to open the vent cover under the bed and crawl through.

Crawl through the vent and grab the MK22 on the other side. A cutscene
appears. You will meet Roy Campbell, in 1970. He'll tell you some valuable
information. You will now have to get out of the prison and head for the
Comm Base. Press START to view your map and you'll see a X on the top
left of the screen. This is your destination point.

Equip your MK22 and head out the prison area(there's a guard in the left,
MK22 his head when he's not looking) and go through the door that's in
front of you. Then head left and crawl under the locked double mechanism
doors(make sure you MK22 this guard as well). After you head outside, go
right. You will see a guard in the far distance. MK22 him, then head up
the ramp, turn left and head straight for the X.

--------------------------------------------------------------------------
IV-B. COMM BASE                                                  MGSPO-S4B
--------------------------------------------------------------------------
You will need to head inside the building where the X is. Take out the
guard with your MK22 and head for the door right behind him. You're inside
the building now, so take the door to the right and head for the X.

--------------------------------------------------------------------------
IV-C. SOVIET PATROL BASE                                         MGSPO-S4C
--------------------------------------------------------------------------
You need to head around the building to get to the X.

So head forward and you will see two guards talk to each other about
Metal Gear. After they're done, climb up the crate and MK22 both their
heads. There is also a guard on the left of the map, so take him out as
well. Now go around the building, take out the guard that's up front,
then taking out the officer inside and head for the X.

You will need to head here again to recruit some soldiers. My advice is
take out the nearest guard you see with the MK22 and drag his ass back
to the rear of the truck.

--------------------------------------------------------------------------
IV-D. BACK TO COMM BASE                                          MGSPO-S4D
--------------------------------------------------------------------------
Have Jonathan in your squad before heading for the Comm Base. Jonathan
will tell you that Campbell is sick and has malaria.

The X point is in the same location where you last visited the Comm Base.
I'd suggest you take the shortest path and take out any guards that are
in the way. If you're fast enough, you won't get spotted.

--------------------------------------------------------------------------
IV-E. HOSPITAL                                                   MGSPO-S4E
--------------------------------------------------------------------------
Yes, I do notice that there are three X's marked on the map. If you were
a first-timer, you'd go to all three. However, you only need to go to the
top building on the map... to be honest with you.

So head STRAIGHT down and turn right. MK22 the guard before he alerts
your ass. Now go through the hospital(the middle building) and MK22 both
the medical staff before they freak out. Drag them around twice for some
medical supplies. You now should have access to the building up north, so
go there and head up the stairs, go around all the way, and head inside
the room with the X.

--------------------------------------------------------------------------
IV-F. RESEARCH LAB                                               MGSPO-S4F
--------------------------------------------------------------------------
Go around until you reach a guard. MK22 him and then head up the ramp.
Now go left, then right. Take the ramp up and head for the X.

Once you regain control of your character, you will need to head inside
the big building. Go to the front entrance by taking the south path from
where you started. There will be a guard patrolling there, so MK22 him
and head inside. There is also a guard inside the building, so MK22 him
(if he gets in your way) before going to the X.

--------------------------------------------------------------------------
IV-G. SUPPLY DEPOT                                               MGSPO-S4G
--------------------------------------------------------------------------
Put spies at the Supply Depot to activate this mission. You'll need to
find a map at the Supply Depot. So head there now.

The map is inside the big warehouse in the North. You'll see the X
marked on your map. That's where you need to go.

First, take out the guard that's guarding that warehouse, then rush in
there(go ALL the way down) and grab the map to the right.

--------------------------------------------------------------------------
IV-H. RAIL BRIDGE                                                MGSPO-S4H
--------------------------------------------------------------------------
This is piss easy. The X is not even 30 meters ahead of you. It's to the
left of the bridge. You won't get spotted if done right. You'll see the X
on your map.

--------------------------------------------------------------------------
IV-I. A DIVERSION                                                MGSPO-S4I
--------------------------------------------------------------------------
Put spies in the Town, Research Lab, Supply Depot, and Soviet Patrol Base.
We need these locations to have success in our diversionary operation.

RESEARCH LAB
------------
Remember where you ended your last visit to the Research Lab? That's where
you have to go this time, only for a sabotage operation. Blow that culture
tank sky high!

SUPPLY DEPOT
------------
You have TNT equipped. Go to the X marked on the map(make sure you take
out any guards with the MK22), and blow that truck sky high!

TOWN
----
You will need to blow up three trucks. Look at your map, and you'll see
where to go. Find the safest way, without getting noticed much, and blow
those trucks sky high. Make sure that when you detonate one, run for cover
so that the guards will think it's all clear, before heading for the next
one. Careful on this.

SOVIET PATROL BASE
------------------
The armory you have to blow is on the SouthEast corner of the map. Your
best bet is to take the path to the SouthWest, and then make your way
to the armory. There WILL be a guard there, so take him out before using
the TNT in the armory.

--------------------------------------------------------------------------
IV-J. BACK TO RAIL BRIDGE                                        MGSPO-S4J
--------------------------------------------------------------------------
If you took out all the locations above, there will be no guards on the
bridge, so you can run to your destination quite easy. I'd suggest doing
every location except for the Town(might be a little tough). For this
mission, all you have to do is make it past the bridge to the X.

--------------------------------------------------------------------------
IV-K. HARBOR                                                     MGSPO-S4K
--------------------------------------------------------------------------
Your job is to go across the bridge, head inside the ship, and go down
the stairs.

There will be a guard at the bridge and another guarding the building on
your side. Take them both out, including the guards on the other side of
the bridge(you do remember to do head shots with the MK22, right?).

Once you reach your first destination point, a cutscene will play.

After the cutscene, go to the other side of the ship by climbing on the
crates. You'll notice that a crate is out of place, so go there and the
mission will end.

--------------------------------------------------------------------------
IV-L. SECURITY BASE                                              MGSPO-S4L
--------------------------------------------------------------------------
Put spies in Security Base to activate this mission.

As you can see in this mission, the map is on the second floor. So go ALL
the way around the map(from starting location to southwest to southeast
to northeast. Stick to the very end of the walls while running. A guard
will be patrolling around Armory 46, so put him out before proceeding.
When you reach the building, there will be a guard to the left or right
of the T-intersection, so strategically take him out before heading up
the stairs. Once you reach upstairs, take out the guard there and head
to the first door on your left(there's a guard in here as well!) to grab
the document.

--------------------------------------------------------------------------
IV-M. WARHEAD STORAGE                                            MGSPO-S4M
--------------------------------------------------------------------------
A boss battle is about to come up, so make sure one of your guys have a
M870 Shotgun and about 10 extra shells(if possible.... if not, the battle
will take LONGER). Also, make sure you bring TNT!! This will save a lot
of time.

Head downstairs and you'll learn that there are alarms installed in the
storage area. Be sure not to get detected. Head up the ladder in front of
you and crawl through the vent up ahead. Take the first left and keep
going until you find a way out. Wait for the female guard to get out of
your sight before heading for the door downstairs.

Head ALL the way down... and you'll be presented with a new objective,
to find the machine room. Find a way to get to the other door without
alarming them. If you do trip the alarm, run to the other door, and turn
right, then head ALL the way down to the machine room. Run to the X!!

Now you'll have to place the TNT and this mission will end.

--------------------------------------------------------------------------
IV-N. BOSS FIGHT: PYTHON                                         MGSPO-S4N
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: A person with great shotgun skills.
RECOMMENDED SUPPLIES: Shotgun w/ 12-gauge shells, Medikits, Body Armor
DIFFICULTY: 6/10

This boss fight is easy if you have the M870 Shotgun. He'll be knocked
down after every hit. When he FULLY gets up, wait around one to two
seconds before shooting him again. Keep him locked on, and you should
have no trouble.

If you do not have a Shotgun with you, it'll take longer, but keep him
locked on, and don't lose him. What I did was I ran all the way up to
the upper level with an automatic rifle and kept shooting. Sometimes it
may feel you no longer have him locked on, but it's like that and you'll
have to wait for him to show up again. The Shotgun is preferred since
he'll be knocked down to the ground after every hit.

--------------------------------------------------------------------------
IV-O. AIRPORT                                                    MGSPO-S4O
--------------------------------------------------------------------------
You'll need to find the government official(men in suit) for this mission.
So I'd suggest you bring your MK22 and some 9MM-T bullets and put the
guards to sleep before you interrogate the official.

First guard is easy, put him to sleep and recruit if you wish, since the
truck is so close. Now go inside. There are two officers in here, so put
them both to sleep. Don't worry, both of them have slow moving patterns,
thus making this task easy. Now go up the stairs and head through the
doors. You may get spotted, but this asswipe won't call for backup, so
kung-fu his ass to make him lose consciousness.

Now go all the way down, turn left, and go through the door on your right.
Go upstairs(careful!) and carefully take out that guard and hope the damn
official doesn't notice too badly. Interrogate his ass to end the mission.

--------------------------------------------------------------------------
IV-P. SILO ENTRANCE                                              MGSPO-S4P
--------------------------------------------------------------------------
This map does not show you where the X is. But it's at the North, so mark
that as your destination. You should also have the Shotgun(Side Mission:
Airport should get you one) with you for the boss battle coming ahead.

If you can, have one of your guys take out the guard that's hiding behind
the crates up there. You should be able to see him by heading south from
where you started. Now you can breeze past there safely. Head to the top
of the big house, go to the southwest part and adjust the camera so that
you can see what's below you. When the guard is out of your way, jump down
and head North. You should be able to reach the X without much trouble
(it's to the right of the big gate).

--------------------------------------------------------------------------
IV-Q. BOSS FIGHT: NULL                                           MGSPO-S4Q
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Anybody.
RECOMMENDED SUPPLIES: M870 Shotgun(Any killing weapon will do), Body Armor.
DIFFICULTY: 4/10(5/10 if not using M870)

If you have the M870 Shotgun, you already won the battle. Null will try to
shoot at you with his automatic rifle. Hide behind the walls to avoid.
After three waves of shooting, Null will reload. Dash out and pump one
shell at him and watch his life go down. Rinse and repeat.

You can use any weapon for this boss battle, but the Shotgun does best in
my opinion, as it knocks him down and it's a one-time blow. The damage
dealt to Null is great, even on Extreme! You practically are invincible
when you use the M870 Shotgun.

You also need to get use to the timing of his shots. He won't fire three
waves of bullets at you every time. He may make one long burst, then a
short one.

--------------------------------------------------------------------------
IV-R. BACK TO SILO ENTRANCE                                      MGSPO-S4R
--------------------------------------------------------------------------
Snake is missing and now we have to go find him.

This is the same as the last time we visited the Silo Entrance. However,
this time the target is an officer that knows the location of where Snake
is being held.

If you can, have one of your guys take out the guard that's hiding behind
the crates up there. You should be able to see him by heading south from
where you started. Now you can breeze past there safely. Head to the top
of the big house, go to the southwest part and adjust the camera so that
you can see what's below you. When the guard is out of your way, jump down
and head to the Southwest corner of the map. Take out the guard there, and
the officer should be right down the tunnel. Sneak up behind him and grab,
then interrogate.

--------------------------------------------------------------------------
IV-S. TOWN                                                       MGSPO-S4S
--------------------------------------------------------------------------
Put spies in Town to activate this mission.

You'll have the find the government official. He's upstairs with a guard
behind him. Take out the first guard that's in the center of the Town.
You'll then have to go up from where you start and take out the remaining
guards across the bridge. Make sure you take out the guard that's with
the official before finally grabbing him and drag his ass back to the
truck. You'll then learn the whereabouts of the location where Snake is
being held prisoner.

HINT: It may not be easy to take out the guards as it sounds. My advice
is to take out the Jonathan-looking guards, then try to take out the
elite guard before going for the official. Do not worry, as there is no
reinforcements to be sent even if they call for backup.

*******
ALERT!!!
ALTERNATE WAY: If you still have spies at the Rail Bridge, you may get
a extra mission to obtain a map. If you DO get this mission, GO WITH THAT
ONE!! It's much easier. From where you start, take out visible guards,
go in the southwest building and the map should be in the northwest
corner of the room.

Whichever one you choose, when you complete it, you will get credit for
BOTH! How's that? Cool, huh?

--------------------------------------------------------------------------
IV-T. GUEST HOUSE                                                MGSPO-S4T
--------------------------------------------------------------------------
We get to rescue Snake this mission... YAY!!

Take out the first guard you see and head down the ramp on your left.
Another guard will be here patrolling, so take him out as well. Go
straight and take the first left, ten keep going until you reach a door
on your left. Go through it, then head downstairs, and rescue Snake!!!

--------------------------------------------------------------------------
IV-U. PLANT                                                      MGSPO-S4U
--------------------------------------------------------------------------
You will fight Metal Gear Raxa after this, so bring a lot of automatic
rifles(AK-47, M63, etc..), and some Medikits. If you have a RPG-7, bring
that as well.

The destination may seem easy, as all you think you have to do is run to
the West, then South to the X. You CAN do this, but you'll most likely
take some damage, but don't let that stop you. That's why I told you to
bring Medikits along. If you're afraid of reinforcements, throw a Chaff
Grenade and they may not be able to call in.

--------------------------------------------------------------------------
IV-V. BOSS FIGHT: METAL GEAR RAXA                                MGSPO-S4V
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Soldiers with high HP, good Heavy Weaponry skills
RECOMMENDED SUPPLIES: M63, AK-47, RPG-7, Body Armor, Medikits
DIFFICULTY: 6/10

You'll need to take out Metal Gear's four legs before it'll reveal its
"weakness". You brought the automatic rifles, right? Keep shooting at its
legs while it's on the GROUND!

Once all four legs are destroyed, Metal Gear will open up its compartments
where it will launch missiles at you. This is where you shoot at to take
life off of Metal Gear. To dodge the missiles, after a 2-5 second window,
run away from Metal Gear and roll if you must for extra speed. Rinse and
repeat, and you'll win. There's a RPG-7 in the vicinity as well, so if
you run out of ammo, get the RPG-7 and the 20 Missiles.. and finish it
off with all you've got.

Now, your own defense. NEVER stay directly below Metal Gear. It may stomp
on you, resulting a one-hit KO. You'll see the shadow of Metal Gear when
it's up on the air.

--------------------------------------------------------------------------
IV-W. RAVINE                                                     MGSPO-S4W
--------------------------------------------------------------------------
You need to put FOUR spies in this location to activate this mission.

Take out the two guards patrolling near the barrel. Now head all the way
down and you'll see that the exit is blocked out, so head the other way.
Go across the bridge and turn right, then go around. Now head straight
and take a left at the V-intersection and follow the path to the X(look
in your map and the directions should be obvious).

--------------------------------------------------------------------------
IV-X. POWER SUBSTATION                                           MGSPO-S4X
--------------------------------------------------------------------------
Go ALL the way around(from the Southeast corner to the Northeast corner to
the Northwest corner) taking out necessary guards along the way. Once you
reach inside the substation, follow these directions(starting at the front
entrance).

Left, Right, Left, Right, Left, Left, Left

And head for the end X-point.

--------------------------------------------------------------------------
IV-Y. BACK TO POWER SUBSTATION                                   MGSPO-S4Y
--------------------------------------------------------------------------
BRING THE TIMEBOMB WITH YOU!! Also, equip one of your guys with a rifle
and another with a shotgun. We are gonna be fighting Null again after
this mission is over.

Go ALL the way around(from the Southeast corner to the Northeast corner to
the Northwest corner) taking out necessary guards along the way. Once you
reach inside the substation, follow these directions(starting at the front
entrance).

Left, Right, Left, Right, Left, Left, Left

And head for the end X-point, plant that timebomb, and the mission will
end... now let's fight Null again.

--------------------------------------------------------------------------
IV-Z. BOSS FIGHT: NULL                                           MGSPO-S4Z
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Anybody.
RECOMMENDED SUPPLIES: M870 Shotgun(Any killing weapon will do), Body Armor.
DIFFICULTY: 4/10(5/10 if not using M870)

If you have the M870 Shotgun, you already won the battle. Null will try to
shoot at you with his automatic rifle. Hide behind the walls to avoid.
After three waves of shooting, Null will reload. Dash out and pump one
shell at him and watch his life go down. Rinse and repeat.

You can use any weapon for this boss battle, but the Shotgun does best in
my opinion, as it knocks him down and it's a one-time blow. The damage
dealt to Null is great, even on Extreme! You practically are invincible
when you use the M870 Shotgun.

You also need to get use to the timing of his shots. He won't fire three
waves of bullets at you every time. He may make one long burst, then a
short one.

--------------------------------------------------------------------------
IV-1. SILO ENTRANCE: TIMED MISSION                               MGSPO-S41
--------------------------------------------------------------------------
You have 5 minutes to make it to your destination point.

If you can, have one of your guys take out the guard that's hiding behind
the crates up there. You should be able to see him by heading south from
where you started. Now you can breeze past there safely. Head to the top
of the big house, go to the southwest part and adjust the camera so that
you can see what's below you. When the guard is out of your way, jump down
and head North. You should be able to reach the X without much trouble
(it's to the right of the big gate down the ramp on the NORTH side). Just
watch out for the guy with the RPG-7!

--------------------------------------------------------------------------
IV-2. SILO COMPLEX                                               MGSPO-S42
--------------------------------------------------------------------------
Bring a lot of Medikits on this mission. We're going on a rush this time.
Have a character with the highest HP.

Before you start, enter these frequencies in your radio ahead of time:

145.75
147.42
148.51

How do I know these codes? They're written over the level, but I found
out that you can input these ahead of time, so you don't have to waste
time doing it later. These frequencies will unlock doors necessary to
complete the mission.

Find a safe spot to take out the two guards with the MK22.

Go to the storeroom where the guard with armor was patrolling and
"roll-jump" to the next ledge. Now roll-jump again to the middle crate
pile and the key should be hidden beside the tallest crate on the left.

Use this Key to go through the door that was locked... there will be a
guard hidden somewhere there, so immediately kill him(you'll probably be
noticed, but this is where you find the 145.75 code) and run like hell
until you reach a room with Security Cameras. Take out the two cameras
before heading inside the door and crawling under to the next room. This
is where you'll find the 148.51 code(it says 851, which means 148.51).
You'll also see a guard and a door through the window.

When the Alert disappears and the guards says it's all clear, head back
out and rush through that door(kill the guard is necessary). Head the
straightforward path until you reach the computer room. There will be a
key here, but first take out the camera above it. Now head back out and
grip on the rail right outside the door and jump down. You should land on
another walkway. Check both doors(one will give you Medikits, the other
leads to the exit). Take the exit door and proceed to the exit.

ALTERNATE STRATEGY(Thanks to Andrew A.!)
------------------
-After getting the first key and opening the door, toss a stun grenade a
little in, then run up and CQC the hidden guy guarding the password. No
alert and no kill.

-In the room with the two guards after that, hide and wait for one to
walk by and tranq them and when the other one goes to wake the sleeping
guard, tranq him too.

-In the next room (with the cameras), there are chaff grenades to collect
if you climb up the boxes and crawl into the hole. Throw one to disable
the cameras and go through the first door to get the 851 code.

-Throw another chaff grenade before going back into the camera room to
keep them disabled, then throw a stun grenade over to paralyze the guard
and CQC him.

-In the next key room, use another chaff grenade first then pick up the
key.

ALTERNATE STRATEGY #2(provided by an AOL member, Ps2OnIn)
---------------------
This is a very easy mission if you are prepared correctly.

Put a FOX soldier in your team and equip him with magazines, chaff g, and
a XM177E2. Begin by planting a magazine in front of the locked door and
the guard patrolling the area will take notice and will be distracted.
Sneak pass him. It should be easy to get around since you blend in and
choke out the guard patrolling the warehouse. Go back and choke out the
other distracted guard. If you prefer you can kill the guards with the
XM177E2 or capture them.

Go to the warehouse and roll to the ledge on your right. Then roll to the
crate in front of you to acquire the key. Once you unlock the door plant
another magazine in the crevasse in front of you, then hug the wall and
knock. This should grab the guard's attention next to you. Choke him out
and use the frequency 145.75 for the door. Head upstairs and choke out
the guard, then use the frequency 147.42 for that door. Walk across the
catwalk next door and there will be a guard and 3 armed cameras. Place a
magazine but be careful you are not spotted by the cameras, then hug the
wall and knock to get the guard's attention. Shoot him, get on top of the
crates and there should be a hole where you can crawl. Use a chaff, then
shoot them or just use a chaff. To get the code, go through the door, then
crawl under the bed to the next room and it's on the window 8.51(which is
148.51), then input it and just go through to the catwalk leading to the
computer room. Use a chaff get the key, go to the catwalk hang and drop
to the other catwalk collect med-kits and your home free without being
spotted.

--------------------------------------------------------------------------
IV-3. BOSS FIGHT: CUNNINGHAM(SILO COMPLEX)                       MGSPO-S43
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Not Applicable
RECOMMENDED SUPPLIES: 5.56mm-ammo weapon(M63 for best results), Body Armor
DIFFICULTY: 6/10(3/10 if using M63)

Bring some automatic rifles and medikits for this battle. This is going
to take a long time depending on how good your aim is. If you got a RPG-7
in your possession, equip it right away before starting this mission.

What you need to shoot is his machine. After enough shooting, he'll go
down and this is where you can shoot like crazy. Unfortunately, this guy
has a machine gun, a missile launcher, and a laser. When he says "Dodge
this!", that means he is about the launch missiles at you. You WILL see
these missiles, and it's up to you how you want to dodge them.

Cunningham will also throw mines around your area, and they will detonate
when he says so or when you step on one. So be careful. With the RPG-7,
you can win this in no time. With machine guns, good luck with the aim.
You need the FPV to aim properly.

LUCKY BREAK: I used the M63, kept shooting at him.. and didn't take one
ounce of damage. My god, the M63 owns against him!!! And since he drops
5.56mm rounds, it makes the deal even sweeter!! You don't even need to go
to FPV for aiming!

If you happen to HAVE the M63(which can be found in Side Mission: Harbor),
keep shooting at him while he's on the air. Eventually, he will fall down
and this is where you go fully automatic on him. Rinse and repeat. The
ONLY thing he CAN do is fire missiles at you. Strafe(you did keep the
Lock-on button held down, did you?) left or right to avoid.

--------------------------------------------------------------------------
IV-4. FINAL BOSS: GENE(LAUNCH CONTROL ROOM)                      MGSPO-S44
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Not Applicable
RECOMMENDED SUPPLIES: M870 Shotgun, Body Armor, Medikits
DIFFICULTY: 7/10

BRING THE M870 SHOTGUN FOR THIS BATTLE. IT WILL OWN HIS ASS!!

At certain points, he will throw knifes.. WATCH his hand movement. As
soon as he raises up his arm, shoot him with the Shotgun!! If you done
it right, it will hit him.

At certain points, he will use some sort of supernatural force. Shoot
with the shotgun a few times to break free.

At some points, he will charge up yellow. Run away from his facing
direction and he'll miss you. He'll act like he's tired, and this is
where you shoot that Shotgun right through his ass!!

Rinse and repeat. When he tries to run, shoot at him. Half the time it
will hit, but it's better than nothing.

ALTERNATE STRATEGY: (From Jake the Snake)

"Just make sure you got TNT when you face him Place it right next to him
when he does his voice thing and when he's tired...blow it up... depletes
almost half of his health, I think I beat him after doing it like 3 times."

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION V. SIDE MISSIONS                                           MGSPO-S5
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Put spies at these locations to activate them. Select REPORT at the
Briefing screen to view information of what exactly you have to do.
GOOD LUCK!

Once you have collected the item, you may select ABORT MISSION at the
PAUSE menu. Next time you view REPORT, you'll see that the mission reads
"COMPLETED".

--------------------------------------------------------------------------
V-A. PRISON                                                      MGSPO-S5A
--------------------------------------------------------------------------
MISSION: SEARCH FOR KNIFE

LOCATION: Inside the locked cell at the second prison house.

HOW TO GET THERE: Remember where you escape in the beginning of the game?
Well, you'll need to head over to the OTHER prison house(the one with
two cells instead of four) and go in the far cell, and crawl through the
hole to the other cell to collect the KNIFE.

--------------------------------------------------------------------------
V-B. COMM BASE                                                   MGSPO-S5B
--------------------------------------------------------------------------
MISSION: SEARCH FOR M1911A1

LOCATION: NorthWest storage area.

HOW TO GET THERE: From where you start, just head for the building in
front of you. You will find it.

--------------------------------------------------------------------------
V-C. SOVIET PATROL BASE                                          MGSPO-S5C
--------------------------------------------------------------------------
MISSION #1: SEARCH FOR PRISONER

LOCATION: Downstairs.

HOW TO GET THERE: Go inside the Central area, head downstairs, and go for
the prison cell where the poor bastard is captured. Make sure to take out
the guard before doing so.

**********
MISSION #2: SEARCH FOR M16A1

LOCATION: Central area in the East.

HOW TO GET THERE: Go in the Central area, take out the guard, and it
should be in the corner of that room.
--------------------------------------------------------------------------
V-D. HOSPITAL                                                    MGSPO-S5D
--------------------------------------------------------------------------
MISSION #1: FIND THE MEDIKITS(L)

LOCATION: Inside the Hospital.

HOW TO GET THERE: Go inside the Hospital where the Medical staff are.
The Medikits are in an enclosed space where one of the staff is hiding.

**********
MISSION #2: DISARM THE CLAYMORES

LOCATION: Everywhere.

HOW TO GET THERE: There are at least five claymores you have to disarm.
Have the Mine Detector with you. The louder the beep, the closer the mine.
You'll see it lying there.

--------------------------------------------------------------------------
V-E. RESEARCH LAB                                                MGSPO-S5E
--------------------------------------------------------------------------
MISSION: FIND PENTAZAMINE

LOCATION: East storage area.

HOW TO GET THERE: From where you start, head up, then turn right and go
for the second storage area. It should be in there.

HINT: Look at your map. Notice the very two Eastern storage areas. The
Pentazamine is in the one on the top.

--------------------------------------------------------------------------
V-F. SUPPLY DEPOT                                                MGSPO-S5F
--------------------------------------------------------------------------
MISSION #1: SEARCH FOR SCORPION

LOCATION: Inside the storage area in the big warehouse.

HOW TO GET THERE: Remember where you found the Secret Document in the
main game? Well, the Scorpion is right on top of the crates near there!

**********
MISSION #2: SAVE THE PRISONER

LOCATION: Inside an unaccessible room.

HOW TO GET THERE: Bring TNT. Same big warehouse, instead this time go
through the door(on the same ground level), and then enter the next room
up ahead. You'll see that a wall has been cracked. Put TNT and blow up
that wall, then go inside and rescue the prisoner!

--------------------------------------------------------------------------
V-G. RAIL BRIDGE                                                 MGSPO-S5G
--------------------------------------------------------------------------
MISSION: FIND THE M37 SHOTGUN.

LOCATION: Inside the offices.

HOW TO GET THERE: Take out any guards that are in your way while you are
finding this weapon. Go across the bridge, then take the building on the
right. Go into the upper room and the M37 will be laying there behind the
desk.

--------------------------------------------------------------------------
V-H. HARBOR                                                      MGSPO-S5H
--------------------------------------------------------------------------
MISSION: FIND THE M63.

LOCATION: On the rooftop of the East house.

HOW TO GET THERE: Find a way to get to the other side of the bridge, go
to that East house and grab the M63!

--------------------------------------------------------------------------
V-I. SECURITY BASE                                               MGSPO-S5I
--------------------------------------------------------------------------
MISSION #1: DESTROY THE ARMORY

LOCATION: The X spot on your map.

HOW TO GET THERE: It should be pretty easy to get to the X spot on your
map. You may want to take out that guard that patrolling near it. Then
blow up that armory sky high!

**********
MISSION #2: RECRUIT NEW COMRADES

LOCATION: Everywhere.

HOW TO GET THERE: Find any soldier and recruit him. Mission done. You can
recruit as many as you wish.

--------------------------------------------------------------------------
V-J. WARHEAD STORAGE                                             MGSPO-S5J
--------------------------------------------------------------------------
MISSION #1: FIND THE MOSIN NAGANT

LOCATION: In the first alarm room right down the path on the same level.

HOW TO GET THERE: Go dwonstairs, run past the alarm system and grab the
MOSIN NAGANT right there past the door on the right.

**********
MISSION #2: RESCUE THE PRISONER

LOCATION: Inside the machine room.

HOW TO GET THERE: Remember where you put the TNT with Snake on that level
before fighting Python? That's where the prisoner is! Find the best way
to get there and recruit him!

**********
MISSION #3: FIND THE RATIONS

LOCATION: Underground inside the alarm room in the South.

HOW TO GET THERE: You might notice the other alarm room(the one near the
machine room) when you were playing this mission. Well, that's where the
rations are. You'll need to blow up the middle crate to obtain the rations.
Yes, you'll be spotted, but that's the way it is.

**********
MISSION #4: RESCUE THE SOLDIER

LOCATION: Inside a room hidden somewhere.

HOW TO GET THERE: From the first alarm room, find the vent that's next to
a ladder. Crawl through it and take a first right. The soldier is right
inside there.
--------------------------------------------------------------------------
V-K. AIRPORT                                                     MGSPO-S5K
--------------------------------------------------------------------------
MISSION: FIND THE M870 SHOTGUN

LOCATION: Inside the building on the top right room.

HOW TO GET THERE: Kill the guard outside the building, then kill the two
inside the building and head for the top right room. The M870 should be
lying there on the left side of the room.

--------------------------------------------------------------------------
V-L. SILO ENTRANCE                                               MGSPO-S5L
--------------------------------------------------------------------------
MISSION: UNSOLVED MYSTERY

LOCATION: On top of the northwest building.

HOW TO GET THERE: There's a RPG-7 on top of the northwest building where
the X is. Does anyone know how to activate this mission? I've tried many
times and Campbell never called. I even tried calling him and he got mad
at me for bothering him. >_>

WARNING: There are SO MANY guards in this mission with RPG-7's, so careful
not to get your ass blowned up.

--------------------------------------------------------------------------
V-M. TOWN                                                        MGSPO-S5M
--------------------------------------------------------------------------
MISSION: FIND THE MAP TO THE WESTERN WILDERNESS

LOCATION: The NorthEast building.

HOW TO GET THERE: You'll have to make it down there the hard way. Travel
ALL the way around the area, taking out potential threats, and get inside
that northeastern building to obtain the map.

--------------------------------------------------------------------------
V-N. GUEST HOUSE                                                 MGSPO-S5N
--------------------------------------------------------------------------
MISSION: FIND THE SAA

LOCATION: The very Northwest part of the map.

HOW TO GET THERE: Remember how you managed to rescue Snake in this
mission? Well, this time it's the same path, but take the stairs(instead
of the left door) and go through the other door in the kitchen. You'll
reach a hallway. It's to the left inside the room.

--------------------------------------------------------------------------
V-O. PLANT                                                       MGSPO-S5O
--------------------------------------------------------------------------
MISSION: FIND THE UZI

LOCATION: Inside the hangar on 2F.

HOW TO GET THERE: From where you start, take out the two guards(the one
on ground level and the other one with the RPG-7). Head upstairs, and
follow the path to the UZI. Don't let the engineer screaming annoy you.

--------------------------------------------------------------------------
V-P. POWER SUBSTATION                                            MGSPO-S5P
--------------------------------------------------------------------------
MISSION: FIND THE M10

LOCATION: Inside a room in the building.

HOW TO GET THERE: From where you start, head west and make your way toward
the building. Get inside and go into the first room you come across. The
M10 will be right there.

--------------------------------------------------------------------------
V-Q. WESTERN WILDERNESS                                          MGSPO-S5Q
--------------------------------------------------------------------------
MISSION #1: GET THE GOVERNMENT OFFICIAL.

LOCATION: He could be anywhere. Hear for screams.

HOW TO GET THERE: Keep on the watchout. Don't shoot him or else you'll
see a nice big fat "FAILED" on your Report screen(no way to revert it).
His default position, if you don't get spotted, is inside the prison
cell.

*********
MISSION #2: FIND THE "SVD" SNIPER RIFLE

LOCATION: Inside an enclosed space.

HOW TO GET THERE: Head into the top building, jump down the ladder and
then go ahead and downstairs to the prison cell. Blow up the wall next
to the toilet and there's your SVD.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION VI. BOSS BATTLES                                           MGSPO-S6
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
The bosses in Portable Ops aren't as challenging as the Metal Gear games
on the big screen, but that's acceptable. Even on Extreme difficulty, it
makes no difference on how fast they move or react.

--------------------------------------------------------------------------
BOSS FIGHT: PYTHON(WARHEAD STORAGE)
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: A person with great shotgun skills.
RECOMMENDED SUPPLIES: Shotgun w/ 12-gauge shells, Medikits, Body Armor
DIFFICULTY: 6/10

This boss fight is easy if you have the M870 Shotgun. He'll be knocked
down after every hit. When he FULLY gets up, wait around one to two
seconds before shooting him again. Keep him locked on, and you should
have no trouble.

If you do not have a Shotgun with you, it'll take longer, but keep him
locked on, and don't lose him. What I did was I ran all the way up to
the upper level with an automatic rifle and kept shooting. Sometimes it
may feel you no longer have him locked on, but it's like that and you'll
have to wait for him to show up again. The Shotgun is preferred since
he'll be knocked down to the ground after every hit.

--------------------------------------------------------------------------
BOSS FIGHT: NULL(SILO ENTRANCE)
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Anybody.
RECOMMENDED SUPPLIES: M870 Shotgun(Any killing weapon will do), Body Armor.
DIFFICULTY: 4/10(5/10 if not using M870)

If you have the M870 Shotgun, you already won the battle. Null will try to
shoot at you with his automatic rifle. Hide behind the walls to avoid.
After three waves of shooting, Null will reload. Dash out and pump one
shell at him and watch his life go down. Rinse and repeat.

You can use any weapon for this boss battle, but the Shotgun does best in
my opinion, as it knocks him down and it's a one-time blow. The damage
dealt to Null is great, even on Extreme! You practically are invincible
when you use the M870 Shotgun.

You also need to get use to the timing of his shots. He won't fire three
waves of bullets at you every time. He may make one long burst, then a
short one.

--------------------------------------------------------------------------
BOSS FIGHT: METAL GEAR RAXA(PLANT)
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Soldiers with high HP, good Heavy Weaponry skills
RECOMMENDED SUPPLIES: M63, AK-47, RPG-7, Body Armor, Medikits
DIFFICULTY: 6/10

You'll need to take out Metal Gear's four legs before it'll reveal its
"weakness". You brought the automatic rifles, right? Keep shooting at its
legs while it's on the GROUND!

Once all four legs are destroyed, Metal Gear will open up its compartments
where it will launch missiles at you. This is where you shoot at to take
life off of Metal Gear. To dodge the missiles, after a 2-5 second window,
run away from Metal Gear and roll if you must for extra speed. Rinse and
repeat, and you'll win. There's a RPG-7 in the vicinity as well, so if
you run out of ammo, get the RPG-7 and the 20 Missiles.. and finish it
off with all you've got.

Now, your own defense. NEVER stay directly below Metal Gear. It may stomp
on you, resulting a one-hit KO. You'll see the shadow of Metal Gear when
it's up on the air.

--------------------------------------------------------------------------
BOSS FIGHT: NULL(POWER SUBSTATION)
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Anybody.
RECOMMENDED SUPPLIES: M870 Shotgun(Any killing weapon will do), Body Armor.
DIFFICULTY: 4/10(5/10 if not using M870)

If you have the M870 Shotgun, you already won the battle. Null will try to
shoot at you with his automatic rifle. Hide behind the walls to avoid.
After three waves of shooting, Null will reload. Dash out and pump one
shell at him and watch his life go down. Rinse and repeat.

You can use any weapon for this boss battle, but the Shotgun does best in
my opinion, as it knocks him down and it's a one-time blow. The damage
dealt to Null is great, even on Extreme! You practically are invincible
when you use the M870 Shotgun.

You also need to get use to the timing of his shots. He won't fire three
waves of bullets at you every time. He may make one long burst, then a
short one.

--------------------------------------------------------------------------
BOSS FIGHT: CUNNINGHAM(SILO COMPLEX)
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Not Applicable
RECOMMENDED SUPPLIES: 5.56mm-ammo weapon(M63 for best results), Body Armor
DIFFICULTY: 6/10(3/10 if using M63)

Bring some automatic rifles and medikits for this battle. This is going
to take a long time depending on how good your aim is. If you got a RPG-7
in your possession, equip it right away before starting this mission.

What you need to shoot is his machine. After enough shooting, he'll go
down and this is where you can shoot like crazy. Unfortunately, this guy
has a machine gun, a missile launcher, and a laser. When he says "Dodge
this!", that means he is about the launch missiles at you. You WILL see
these missiles, and it's up to you how you want to dodge them.

Cunningham will also throw mines around your area, and they will detonate
when he says so or when you step on one. So be careful. With the RPG-7,
you can win this in no time. With machine guns, good luck with the aim.
You need the FPV to aim properly.

LUCKY BREAK: I used the M63, kept shooting at him.. and didn't take one
ounce of damage. My god, the M63 owns against him!!! And since he drops
5.56mm rounds, it makes the deal even sweeter!! You don't even need to go
to FPV for aiming!

If you happen to HAVE the M63(which can be found in Side Mission: Harbor),
keep shooting at him while he's on the air. Eventually, he will fall down
and this is where you go fully automatic on him. Rinse and repeat. The
ONLY thing he CAN do is fire missiles at you. Strafe(you did keep the
Lock-on button held down, did you?) left or right to avoid.

--------------------------------------------------------------------------
FINAL BOSS: GENE(LAUNCH CONTROL ROOM)
--------------------------------------------------------------------------
RECOMMENDED PERSONNEL: Not Applicable
RECOMMENDED SUPPLIES: M870 Shotgun, Body Armor, Medikits
DIFFICULTY: 7/10

BRING THE M870 SHOTGUN FOR THIS BATTLE. IT WILL OWN HIS ASS!!

At certain points, he will throw knifes.. WATCH his hand movement. As
soon as he raises up his arm, shoot him with the Shotgun!! If you done
it right, it will hit him.

At certain points, he will use some sort of supernatural force. Shoot
with the shotgun a few times to break free.

At some points, he will charge up yellow. Run away from his facing
direction and he'll miss you. He'll act like he's tired, and this is
where you shoot that Shotgun right through his ass!!

Rinse and repeat. When he tries to run, shoot at him. Half the time it
will hit, but it's better than nothing.

ALTERNATE STRATEGY: (From Jake the Snake)

"Just make sure you got TNT when you face him Place it right next to him
when he does his voice thing and when he's tired...blow it up... depletes
almost half of his health, I think I beat him after doing it like 3 times."

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION VII. CODES/SECRETS                                         MGSPO-S7
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
(FROM the Cheat Codes & Secrets section at GameFAQs). Thanks, guys!

PASSWORDS
---------
To enter a password, select recruit at the briefing screen, then select
Password. Passwords are case-sensitive.

CHARACTER                       PASSWORD
---------                       --------
CUNNINGHAM                      JUNKER
ELISA                           THE-L
EVA                             E.APPLE
GA-KO                           !TRAUMER
GENE                            ERBE
NULL                            Hunter-n
OCELOT                          R.R.R.
PARAMEDIC                       PM-EMS
PYTHON                          LQ.N2
RAIKOV                          IVN=RV
SIGINT                          DARPA-1
SOKOLOV                         SATURNV
TELIKO                          T.F-ACID
URSULA                          PK+ESP
VENUS                           MGA2VE
ZERO                            1+2-3

(Contributed By: sil3ntw0lf, Signeti)

UNLOCKABLE CHARACTERS
---------------------

CHARACTER                       HOW TO UNLOCK
---------                       -------------
CUNNINGHAM.................. Beat Cunningham on ANY difficulty by stamina
                             kill and beat the game before January 1st
                             1971 in game. You get him after you make a
                             new game.
ELISA....................... Get a Medic level of 80.
GENE........................ Recruit 200 soldiers and stamina kill Gene
                             all in one playthrough.
MAJOR ZERO.................. Have a MGS:DGN game save on your psp's
                             memory stick. (Second Playthrough only)
NULL........................ Kill Null by stamina kill or HP kill when
                             you face him twice and beat the game. You
                             get him after you make a new game.
PARAMEDIC................... Contact her on the radio on the Comm Tower
                             stage. She will later need to be rescued in
                             the hospital stage. Place spies in the
                             hospital.
PYTHON...................... Kill Python by stamina kill.
RAIKOV...................... Place spies in Western Wilderness before
                             clearing the Guard House mission. Afterwards
                             you should get a report of a handsome prisoner
                             being held there.
SIGINT...................... After Snake is captured and rescued you can
                             contact Sigint on the radio at the Comm stage.
                             He will need to be rescued in the town.
SOKOLOV..................... Give the Saturn V blueprints to Sokolov
TELIKO...................... Have a MGA game save on your psp's memory
                             stick.(Second Playthrough only)
URSULA...................... Have a Medic level of over 80, with the second
                             number as an odd number
VENUS....................... Have a MGA 2 game save on your psp's memory
                             stick. (Second Playthrough only)
(Contributed By: Vokkan, Shadys_Back, Emperorwon, GenomeSoldier66, Delriach,
MetalSonic700)

EXTREME MODE
------------
Beat the game once to unlock this.

STEALTH CAMO
------------
Beat the game with a Tech Level of 99.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SECTION VIII. FREQUENTLY ASKED QUESTIONS                           MGSPO-S8
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

--------------------------------------------------------------------------
VIII-A. FREQUENTLY ASKED QUESTIONS                               MGSPO-S8A
--------------------------------------------------------------------------
--------------------------------------------------------------------------
I'M PLAYING ON EXTREME, WHERE IS THE KEY IN THE SILO COMPLEX?!
--------------------------------------------------------------------------
On the far right corner of the room from the entrance. You're gonna have
to do a series of roll-jumps from where you start to the far left to the
far right. It's VERY annoying. I'd suggest you KILL the two guards that
are there before doing such thing. This is the only part that makes me not
want to play Extreme again. If Hideo Kojima had directed this, he wouldn't
have put such ridiculous way of getting a key, especially if it's needed
to make progress in the game.

--------------------------------------------------------------------------
WHERE ARE THOSE DAMN BLUEPRINTS THAT I NEED TO GIVE TO SOKOLOV?! HELP!!!
--------------------------------------------------------------------------
It's at the Silo Entrance. Apparently, you may need to get the spies in
that level to generate the mission(you can try without them first). There
is ONE building in that mission(on the other side of the level, in the
huge space where you normally fight Null) where you need a certain
frequency to open. The frequency is 145.61.. and in there you will find
the blueprints and other supportive items.

NOTE: You may need to interrogate a guard to know the frequency to open
the door.

--------------------------------------------------------------------------
HOW DO I GET MY TECH LEVEL TO 99? I NEED THAT STEALTH CAMO!
--------------------------------------------------------------------------
Look at the character's tech rankings. An A or S will almost certainly
boost up the Tech Level. Also, some characters may have same rankings,
but DIFFERENT careers. For example, an Engineer will give you LESS Tech
Level than an Elite Engineer, even though both of them have the same rank.

Entering passwords for Sigint and Sokolov will help. Capturing engineers
at the PLANT will help. Capturing the government official at the Western
Wilderness will help as well. All of these characters I mentioned have
S ranks in Technicals.

You should also apply this strategy to Medical Levels as well. Find
potential targets at the Hospital for a start. Get passwords for Elisa/
Ursula and Para-Medic.

--------------------------------------------------------------------------
I ENTERED THE PASSWORD FOR ELISA/URSULA, BUT I CAN'T GET THE OTHER ONE!
--------------------------------------------------------------------------
Technically, both of them are the same person, with split-personality. If
you entered one of their passwords, you won't get the other one. It may
work to enter Ursula's password first, then get a Med Level of 80 to get
Elisa.

--------------------------------------------------------------------------
HOW DO I FIRE/DISCHARGE A SOLDIER?
--------------------------------------------------------------------------
Press Circle on the soldier you want to discharge, then press Triangle.
You should get a menu. Choose COMRADE DISCHARGE, then select Yes. That
soldier is now discharged.

--------------------------------------------------------------------------
HOW MANY RECRUITS CAN I HAVE AT ONCE?
--------------------------------------------------------------------------
A maximum of 100. Snake is mandatory, and Jonathan needs to be there, so
that reduces to 98 extra recruits.

--------------------------------------------------------------------------
WHICH WEAPONS ARE THE BEST FOR RECRUITING POTENTIAL SOLDIERS?
--------------------------------------------------------------------------
MK22, and your own CQC skills. I use both. Use someone with good Knife
and/or Pistol skills and you should be fine.

--------------------------------------------------------------------------
ARE THE BOSSES HARD IN EXTREME MODE? DO I DIE IN A COUPLE HITS?
--------------------------------------------------------------------------
Not a chance. The only difference I spot is that they take less damage
and you take more. And you do not die in two hits(except when Gene rushes
yellow toward you, that kills you in one hit). You're stronger than that.

--------------------------------------------------------------------------
IS THE INGRAM MAC 10 THE SAME AS THE M10?
--------------------------------------------------------------------------
Yes, they are.

--------------------------------------------------------------------------
I LOST MY MK22!! HOW DO I GET ANOTHER ONE?! HELP!!
--------------------------------------------------------------------------
From what I've heard, the people who carry MK22's are doctors. Try to
recruit them at the Hospital or Research Lab for a start.

--------------------------------------------------------------------------
DO MY UNITS, ITEMS, AND WEAPONS CARRY ON TO MY NEXT GAME?
--------------------------------------------------------------------------
Yes, they do. The only thing that will be different is that your Spy Unit
will be transferred to the Independent Unit, and Team Alpha consisting of
only Snake. You have to reorganize them again. This doesn't mean that you
lost your characters though.

Your Medical and Technical Units, plus all your items and weapons will be
left exactly the way it was when you completed your last game.

...
..
.