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METAL GEAR SOLID: THE TWIN SNAKES
A Full FAQ/Walkthrough, ver 2.2; March 13, 2005
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For the Nintendo GameCube
By Merca
(c) 2004-2005 Chris Noonan. All rights reserved.
"I lied my face off when I said that I would be okay..."
T A C T I C A L E S P I O N A G E A C T I O N
_ _ ___ _____ _ _ ___ ___ _ ____ __ __ _ _ ___
| \ / || _|_ _|/ \ | | / _ \ | _| / \ | _ \ / \ / \ | | | || \
| \/ || | | | / A \ | | | / \_|| | / A \ | | | || |\_|| /\ || | | || |\ |
| \ / || |_ | || |_| || | | | __ | |_ | /_\ || |_| | \ \ | || || | | || || |
| |\/| || _| | || _ || | | ||_ || _|| _ || _ < \ \ | || || | | || || |
| | | || | | || | | || | | | | || | | | | || | | | _ \ \| || || | | || || |
| | | || |_ | || | | || |_| \_/ || |_ | | | || | | || \| || \/ || |_| || |/ |
|_| |_||___| |_||_| |_||___|\__,_||___||_| |_||_| \_\ \__/ \__/ |___|_||___/
___ __ ___ _ _ __ _
| |_| |_ | \ / | |\ | (_` |\ | /_\ |/ |_ (_`
| | | |__ | \/\/ | | \| ._) | \| / \ |\ |__ ._)
"... these scars are permanent and always on display." - Alkaline Trio
-- ASCII BY OSREVAD --
===============================================================================
TABLE OF CONTENTS
===============================================================================
I. Introduction
II. Characters
III. Game Basics
a. Controls
b. The Basics
c. Story
IV. Walkthrough
a. Infiltration
b. "I am like you... I have no name."
c. Enter Otacon
d. Showdown of Snipers
e. "I'm you! I'm your shadow!"
f. Wolf and Raven
g. The Underground Base
h. The Twin Snakes
V. Your Arsenal
a. Weapons
b. Items
VI. Endings
a. Meryl's Ending
b. Otacon's Ending
VII. Bosses
VIII. Dog Tags
a. Very Easy
b. Easy
c. Normal
d. Hard
e. Extreme
IX. Secrets
a. Miscellaneous
b. Cameos / References
c. Ghost Pictures
X. Big Boss Rank
XI. PSX-GCN Differences
XII. FAQ
XIII. Revision History
XIV. Legal Disclaimer
XV. Closing
WHAT'S NEW?
I cleaned up a few sections and added in another reader tip, courtesy of
Beran.
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I ------------------------------------------------------ INTRODUCTION
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Originally released six years ago in 1998, a simple mention of the words "Metal
Gear Solid" is sure to bring fond memories to many a gamer. Being one of those
gamers who spent countless hours playing the PlayStation classic to death, the
mere mention of a possible remake sent chills down my spine. The day this
spectacular remake was released, I raced to the store to purchase it. A few
weeks and nine times through the game later I'm here to bring you what will
hopefully become a rather comprehensive and overall useful FAQ for this
tremendous game. If not, it's no big deal, because I know that the strategies
and information imparted in this guide took hours upon hours to devise, for the
sole reason of helping you, the reader.
Before I proceed to the sections that actually matter, however, allow me to
explain exactly what you'll be able to find in each chapter. The Story section
provides a basic premise to the story, copied verbatim from the instruction
manual. The following section, Game Basics, will cover just what the title
implies. Check it out if you want to know how the play the game. After that
is the walkthrough, the meat and potatoes of this guide. I'm sure you know
what all you'll find there. The chapter after that, Your Arsenal, is all about
Snake's weaponry and whatnot. The next few sections are dedicated to one
particular aspect of the game, ranging from how to achieve the game's various
endings, to how to obtain those elusive Dog Tags. Wrapping up this FAQ are the
FAQ, which is a basic Q & A session, the Legal Disclaimer, which yells at
anyone stupid enough to rip me off, and the Closing, which imparts some words
of wisdom and gives props to no one in particular. Just kidding!
Now, before I cease my senseless rambling, allow me to explain what each
subchapter of the walkthrough section includes, since the titles may be kinda
vague. "Infiltration" covers from the very beginning of the game until you
exit the ventilation shaft and enter the hangar. "Hostages" stretches from
your entrance of the Tank Hangar until the aftermath of the Ocelot boss battle.
The following section "Metal Gear's Engineer" will run until you defeat Psycho
Mantis and enter the cavernous area after that. The section after that,
entitled "Showdown of Snipers", covers up until you defeat Sniper Wolf the
second time. After that, "The Underground Base" will cover up until the final
string of boss fights begin. "The Twin Snakes" describes the last few bosses,
as well as everything between them.
- Merca
faintwhitefigures311 (at) gmail (dot) com
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II ------------------------------------------------------- CHARACTERS
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The purpose of this chapter is simple: to provide a quick look into the
dramatis personae. It's spoiler-free for the most part, but if you have strong
allergies you may wanna steer clear just in case.
======================================
SOLID SNAKE, Former Member of FOXHOUND
======================================
Solid Snake, or Snake as you'll become accustomed to calling him, is the
protaganist of our story, meaning that you are in control of him at all times.
A battle-hardened soldier, Snake is a master of infiltration. Formerly working
for the FOXHOUND Special Forces Group, Snake is renowned as an expert in
military operations. Having succeeded in countless prior missions, Snake is
trusted to complete his mission objective under any circumstance.
After ending the Outer Heaven and Zanzibar incidents many years ago, Solid
Snake was praised as a hero. More than competent with a wide variety of
weaponry, Snake is a brutal force to be reckoned with. His aloof and ice-cold
disposition makes him seem like a heartless killing machine, but the truth is
rather toward the contrary.
=========================================
COLONEL ROY CAMPBELL, Operation Commander
=========================================
* Codec Frequency: 140.85
Although Colonel Campbell has long since retired from his role of FOXHOUND
Commander, he was called back into action for this operation. More than that,
the Colonel is a former member of numerous other military organizations and is
an old friend of Snake's. Throughout the game, his role is to keep Snake
focused and up-to-date.
=============================
MERYL SILVERBURGH, The Rookie
=============================
* Codec Frequency: 140.15
Meryl is Colonel Campbell's niece. She was taken captive when the terrorists
took control of Shadow Moses Island. Despite having gone through extensive
virtual reality training, Meryl has no actual field experience. She does,
however, have a great butt.
=================================
NAOMI HUNTER, Gene Therapy Expert
=================================
* Codec Frequency: 140.85
Naomi is an expert when it comes to Gene Therapy (what a revelation - this
character is exactly what the above header says she is!), and she is also the
chief of FOXHOUND's medical crew. She works hand-in-hand with Colonel Campbell
to provide help to Snake and to manage his nanomachines.
======================================
MEI LING, Communications and Data Guru
======================================
* Codec Frequency: 140.96
She may look young (well she *is* young), but Mei Ling more than qualified to
be working as a part of this operation. Not only is she the creator of the
Soliton Radar that will prove oh-so vital to you, but she also had a hand in
the invention of the nifty Codec device that you'll be using more than often.
As if that wasn't enough, she can even save your game data! Talk about a multi
tasker!
=========================================
MASTER MILLER, Former Survival Instructor
=========================================
* Codec Frequency: 141.80
Master Miller used to be a survival instructor for FOXHOUND and is a good
personal friend of Snake's. He gives you a ring on the Codec every so often to
add his two cents on the current situation and provide support.
==================================================
HAL EMMERICH (OTACON), Otaku and Scientific Genius
==================================================
* Codec Frequency: 141.12
Otacon is a geek, plain and simple. He's all about Japanese anime (not that
there's anything wrong with that) and high-tech computery-stuff. He was a
major part in building Metal Gear, so it's inevitable that you'll have to come
interrogate him sooner or later.
===================================
NASTASHA ROMANENKO, Weapons Analyst
===================================
* Codec Frequency: 141.52
Nastasha isn't the most important member of the operation (in fact, you don't
ever *need* to give her a ring), but she can still provide some useful insight.
Basically, you'll only want to call her to learn more about your weaponry and
items, as that's her forte. She can also provide nifty factual information
about various things related to the game. Cool beans!
==================================
LIQUID SNAKE, Terrorist Mastermind
==================================
The current leader of FOXHOUND, this British-accentuated foe is the game's
central antagonist. His shares Snake's code name and has the same face, as
well. Not just that, but he's the sadist who came up with and implemented the
terrorist attack.
====================================
REVOLVER OCELOT, Sadistic Ace Gunman
====================================
Liquid's right-hand man, Ocelot is a wizard with handguns, and seems to love
twirling them cowboy-style on his fingers. He's a feisty Russian with an
unmatched passion for torture and a cool exterior that doesn't fade when he
enters battle. In Metal Gear Solid 3: Snake Eater (PS2), we get to see a more
youthful Ocelot in action.
==============================
VULCAN RAVEN, Giant and Shaman
==============================
A Native Alaskan, Raven's spirituality has granted him with a blessed body that
can resist even the most frigid weather. Add to that his massive chain gun and
you've got one opponent who won't be easy to topple.
==========================================
PSYCHO MANTIS, Likes Toying With Your Mind
==========================================
Armed with a myriad of psychic powers, including telekinesis and mind-reading,
Psycho Mantis is possibly the most dangerous member of the terrorist force. As
a former member of the KGB's Psychic Intelligence Unit, Mantis has more than
enough experience to prove a valuable asset to FOXHOUND, and a terrible foe for
us to deal with.
==============================================
SNIPER WOLF, Beautiful and Deadly Sharpshooter
==============================================
Sniper Wolf can stay still for up to a week without losing her target, making
her an accomplished and deadly sniper. Aside from her adoration from the
wolves and huskies that inhabit Shadow Moses, Wolf is also the desire of a
certain other character. But I'll keep that on the down-low.
=================================
DECOY OCTOPUS, Master of Disguise
=================================
Decoy Octopus is one of the most enigmatic characters in the game; absolutely
nothing is known about him/her. Even the gender is a mystery.
==============================================
CYBORG NINJA, Acrobatic Bullet-Deflecting Dude
==============================================
This mysterious warrior is neither friend nor foe to Snake. Little is known
about this being, but his Spiderman-esque reflexes and agility coupled with
his prowess with the katana add up to one dangerous adversary.
===============================
BIG BOSS, The Legendary Soldier
===============================
Previously a legendary commander of FOXHOUND, Big Boss is considered nothing
less than the ultimate warrior. After being foiled various times in the past
by the one and only Solid Snake, Big Boss eventually bit the dust. His remains
are now being preserved by the military. In Metal Gear Solid 3: Snake Eater
(PS2), you're able to see Big Boss's legendary career firsthand.
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III ----------------------------------------------------- GAME BASICS
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This nifty little section will go over all of the basic information you need to
know before playing Twin Snakes. It's kinda like a condensed version of the
instruction manual, only written by me instead of whoever writes those.
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a. Controls
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Control Stick - Move Snake
Press the stick all the way forward to make Snake run, or just press it a
small bit forward for a quiet, sneaky walk. If you move up against a wall,
Snake will flatten his back against it.
C-Stick - Camera control
By tilting this stick in various directions you can move the camera around
when you backed-up against a corner peaking around a wall.
Start Button - Pause
Press Start in conjunction with the B Button to pause the game. Press it
along with the A Button to open up the Codec subscreen.
A Button - Shoot
If you currently have a gun or other weapon equipped, pressing this will
shoot it. When no weapons are equipped, you can use this to choke enemies
(when you're stationary) or to throw them (if you're moving).
B Button - Punch
A single press of this button will produce a singular punch. Press it three
times for a punch-punch-kick combo that is useful for knocking out foes.
Additionally, press this while you're pressed up against a wall to knock
with your fist.
X Button - Crouch
Tap the X Button to crouch. Once you've done that, tilt the Control Stick in
any direction to start crawling.
Y Button - Basic actions
This is pretty much a multi-purpose button. It can open/close lockers,
ascend ladders, or climb onto small platforms or crates. Also, when you're
flattened up against a wall you can flip over and hang from the railing.
Z Button - First person view
A simple tap of this button will change your perspective from third person to
first person, allowing you to look around and aim with more precision.
Left Trigger - Select item
Hold down the left trigger to open up your item menu, from which you can
equip any item you've currently got.
Right Trigger - Select weapon
This is exactly like the left trigger, only for weapons instead of items.
Hold down the button and scroll through your available weapons.
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b. Fundamentals of Stealth
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All the basic stuff you should already know / be able to figure out...
=========
MAIN MENU
=========
Boot up the game, enjoy the lengthy introductory cutscenes, and this is what
will pop up.
--/ NEW GAME /-----------------------------------
Click on this to begin a new game. Before the game actually starts, you'll be
given a few decisions:
- Difficulty: Should be pretty self-explanatory. There are five modes to
choose from (Very Easy through Extreme). If you're new to the Metal Gear
series, either Easy or Normal should do nicely. If you're more of a
diehard fan who played the original MGS over and over, then Hard may cater
more to your needs the first time through. Keep in mind that the
walkthrough in this FAQ is based off of the Normal Difficulty mode.
- Radar Type: There are three choices here. Type 1 shows the radar at all
times, even when you've been spotted by an enemy soldier. In Type 2, which
is the default and recommended type, the radar will disappear when you've
been seen by a guard. The final type is no radar at all, and is only
suggested for huge MGS buffs who know the game like the back of their hand.
Once you've made your choices, you'll be prompted to begin the game. Select
"yes" and away you go!
--/ LOAD GAME /----------------------------------
This, obviously, gives you the option to load any of your previously saved
games. If you don't happen to have any, then beginning a new game is the only
way to play.
--/ OPTIONS /------------------------------------
An array of choices await you...
- Rumble: If you want the controller to rumble at certain times (e.g., when
you're spotted by a guard), turn this on.
- Radar Type: See above, under the "New Game" header for in-depth details on
this one.
- Blood: Would you like to see your foes bleed profusely when you blow their
brains out? If so, this is a good thing to turn on.
- Sound: Whichever floats your boat...
- Subtitles: Care to see what everyone is saying as they say it? Turn it on
if you answered yes to that question.
- 1st Person View Switch: If you select "Hold Down" here, you'll have to
hold down the Z button every time you want to enter first person view mode.
On the other hand, choose "Toggle" if you'd prefer for a single press of Z
to enter FPV, and a second press of the same button to exit.
- 1st Person View Motion: "Normal" means that pressing up will aim up and
down will aim down. As you may guess, "Reverse" is the exact opposite
(press up to aim down and press down to aim up).
- Item Window: Should you select "Group", weapons and items will be
categorized with other similar things. If you'd prefer for everything to
be kept separate, "Linear" is the choice for you.
- Quick Change: Depending on what you choose here, a quick tap of either
trigger will either unequip your current item/weapon ("Unequip"), or change
it to the previously equipped item ("Previous").
- Screen Adjustment: Lets you adjust tinker with the screen's adjustment.
Unless you're sure you know what you're doing, I suggest that you not mess
with it.
- Screen Brightness: Same thing as above, only with the screen's lightness
and darkness instead.
--/ BRIEFING /-----------------------------------
This lets you view a plethora of videos dealing with basic information about
Snake's mission. While watching any of the videos, use the Left and Right
Triggers to change the camera's view, zoom in with B and out with X, and move
the view around with the Control Stick. Also, for a laugh, check out the video
entitled "Infiltration Method", under the heading Operation Outline. "Sounds
like a spy movie!"
--/ SPECIAL /------------------------------------
Here you can check out a variety of nifty things, such as a dog tag viewer that
lets you see what you've collected thus far, an album of all the photos you've
taken using the camera, something telling you the story of previous Metal Gear
games and some other cool unlockables. Nice!
- Dog Tag Viewer: Lets you take a look at all of the Dog Tags you've
collected.
- Photo Album: All about letting you take a gander at the photos you've
snapped with the Digital Camera.
- Boss Survival: Unlocked after beating the game a single time, this cool
extra pits you against each of the games bosses with limited items.
- Previous Operations: Read up on your Metal Gear history.
- Demo Theater: Unlocked after beating the game, this allows you to view all
of the game's cutscenes and Codec conversations.
===========
GAME SCREEN
===========
"Hey, what do all those bars on the screen mean?" - Random confused gamer
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|________________________________|
1 - Snake, and the area of control
2 - Life Gauge.
If you happen to be fighting a boss, his/her/it's life gauge will also
appear up here. In certain situations, Snake's grip gauge or 02 gauge
will be displayed here, as well.
3 - Radar.
Shows Snake, any nearby enemies or cameras, and the surrounding area.
4 - Selected item.
This is the item you're using at the current time.
5 - Selected weapon.
This is the weapon you're using at the current time.
============
MAIN ACTIONS
============
Below you'll find a series of moves, most of which (if not all of which) are
absolute necessities to get through the game.
--/ WALK / RUN /---------------------------------
Simply tilt the Control Stick all the way in any direction to sprint that
way. If you just barely push the stick, Snake will walk, making a lot less
noise and being much sneakier.
--/ CROUCH / CRAWL /-----------------------------
Simply press the X button to go into a crouching position, from which you
can begin crawling by tilting the Control Stick in any direction. By
crouching you're able to hide behind small objects, and crawling is
necessary to enter air ducts or to slide beneath some objects.
--/ DIVING ROLL /--------------------------------
To perform this somersault-type move, press the X button while running.
This is a good maneuver to use if you need to quickly dive out of the way
of gunfire or something else. Additionally, you can use this as an attack
if you dive directly into a foe. One other thing: if you hold down the X
button during the dive, Snake will automatically drop into the crawling
position.
--/ PRESSING AGAINST A WALL /--------------------
This fundamental stealth maneuver is simple to execute - just move against
a wall and press and hold the Control Stick toward it. If you are near a
corner, the camera will change to give you a better view. Also, it's
possible to move back and forth while your back is against a wall. To do
this, just tilt the Control Stick in the direction you wish to move,
continuing to hold it back to remain pressed against the wall. Doing this
will allow you to enter certain spaces that are too tight for Snake to fit
into otherwise.
--/ PEEKING AROUND A CORNER /--------------------
While your back is flattened against a wall (and the camera has changed to
show what's around the corner), you can press either the Left or Right
Trigger (whichever one corresponds to the direction you want to peek) to
poke your head around the corner and get an even better view of what's
ahead. Very useful, but it's important to make sure a guard doesn't spot
you.
--/ KNOCKING ON WALLS /--------------------------
Another very useful technique is the ability to knock on a wall while
pressed against it. This will attract the attention of any nearby guards,
giving you an opportunity to sneak past another way. To knock, just press
the B button while you are flattened against a wall.
--/ CLIMBING /-----------------------------------
To climb onto a small crate or other object, press your back to it and tap
the Y button. If nothing happens, the box is likely to large for Snakey to
climb. Things work the same way with ladders - press Y to either ascend or
descend one.
--/ RIDING AN ELEVATOR /-------------------------
To call up an elevator, press Y while standing next to the elevator's
control panel. After a few moments, the doors will open up, so head in and
press A to choose your desired destination.
==================
CHUCK NORRIS-STYLE
==================
Unfortunately, the stealthy approach doesn't always work out and you're often
required to Chuck Norris someone into submission. With the arsenal of moves
listed below, you'll have no trouble doing so.
--/ USING YOUR GUNS /----------------------------
After you've selected the desired weapon with the R Trigger, you can press
the A button the shoot it. Your basic handguns (SOCOM, M9) are equipped
with the ability to automatically lock-on to a nearby foe, making aiming a
snap. Things aren't quite so easy with many of the other weapons, so you
will have to aim them manually.
--/ FIRST-PERSON SHOOTING /----------------------
Unlike the original MGS, it's now possible to aim all of your weapons in
first-person, making it easy to shoot with precision. To enter FPV, press
and hold the Z button, then press A to whip out your currently equipped
weapon and again to shoot it. If you decide that you'd rather put your
gun away without firing it at all, press the Y button. Simple enough, eh?
--/ FISTICUFFS /---------------------------------
At the very beginning of the game, Snake has no weapons, so hand-to-hand
combat is a must. By pressing the B button, Snake will execute a quick
punch. Press the button three consecutive times to bust out with a
powerful punch-punch-kick combo that works great for knocking down an
attacking enemy guard. Use these moves enough on a foe and he'll be
knocked out cold. Also, if you perform the spinkick move in first-person,
you might get dizzy! Consider yourself warned. :P
--/ THROWING /-----------------------------------
To throw an enemy to the ground, run toward him with no weapon equipped and
press the A button.
--/ SNAPPAGE OF THE NECK /-----------------------
To crack a soldier's neck, approach him from behind and press the A button
with no weapon equipped. Also, it's important that you are NOT moving when
you press A, otherwise Snake will opt for the throw instead. Anyway, once
you've grabbed the foe, repeatedly press A to eventually snap the poor
guy's neck.
--/ NIKITA OWNAGE /------------------------------
To utilize this awesome move, equip the Nikita Missile Launcher and press
the B button. Snake will whack with this heavy piece of equipment,
causing massive damage and rendering most foes unconscious. Fun!
--/ FA-MAS STYLE PUNCHING ACTION! /--------------
Similar to the above move, press B while you've got the FA-MAS equipped to
add it into Snake's basic punch-punch-kick combo. It doesn't make too much
of a difference, but its fun anyway. You can also do this with the PSG-1.
================
ADVANCED ACTIONS
================
Going one step further, the moves to come can be difficult to execute, but can
provide a considerable advantage once mastered.
--/ HANGING /------------------------------------
To hop over a ledge and hang from the railing, press your back against it
and hit the Y button. Once you've done that, you have the ability to
shimmy along the railing by moving the Control Stick in the desired
direction. To climb back up, press the Y button again. You can also drop
to the ground below by pressing X. When hanging, it's imperative that you
keep an eye on the Grip Gauge that will appear beneath Snake's Life Gauge.
If it happens to run out before you can climb back up (or drop by
yourself), Snake will fall, possibly taking damage or even dying.
--/ POP-OUT SHOT /-------------------------------
When your back is against a wall, move toward a corner and press the A
button to pop around and fire a shot from your gun. Works great for taking
enemy soldiers by surprise.
--/ HOLD UP /------------------------------------
This technique is necessary to obtain the vast majority of the game's dog
tags. To pull off a hold up, you need to sneak up behind a soldier press
A to stick one of your pistols into his back. Snake will yell "Freeze" and
the guard will stop cold. To move around in front of the soldier, hold
down B and run through him. Once you've done that, head into FPV and aim
at the soldier's head or wangular area (e.g., his crotch) to make him shake
with fear, dropping items as he goes.
--/ LOCKERS /------------------------------------
New to the game's various rooms are lockers where you can hide, or hide the
corpses of your victims. To open up a locker, press Y whilst standing in
front of it. If you want to get in and hide, step inside and press Y
again. To stash away a body, open the locker and drag the body near it.
--/ DRAGGING THE DEAD /--------------------------
If a guard happens to notice a dead body lying around somewhere, the jig is
up, so it's a good idea to stash away the bodies of your victims. To
begin carrying a body, stand over it and press the A button. Move the body
wherever you want to, then release the button to drop it. Also, if you
continually pick up and drop a fallen guard's body, he might drop some
useful items for you to use! :D Also, if you drag a guard through one of
the trap doors found in various areas (namely the Armory and Warehouse
North), the body will drop into the endless pit. Good way to hide them.
--/ RUN 'N' GUN /--------------------------------
To whip your gun out and fire while running, simply hold down B while
running and press A whenever you want to shoot.
--/ HANGING CATCH /------------------------------
While hanging, it's quite possible to drop from one ledge and grab onto
another instead of hitting the ground. To do this, press X to drop from
the first rail, then hit Y as you near the second rail. If done right,
Snake will grab on. If done wrong, Snake will go splat.
===========================
OTHER STUFF YOU SHOULD KNOW
===========================
Miscellaneous knowledge that may or may not ever come in handy.
--/ TERRAIN /------------------------------------
Depending on where exactly you are, it will be important to take notice of
what Snake is walking on. For instance, if you're outside in a snowy area,
Snake's footprints will give away his location to a nearby soldier, so be
careful of that. Also, some floors of in-door locations make a lot of
noise if you run on them, so take your time and slowly walk across. There
are also some areas where traps, such as false floors or infrared beams,
will impede your progress. Just continue running to dodge the bullet of
false floors. However, to get past infrared beams you'll need to either
shoot out the mechanisms on the floor or sneak by. The former is simple,
but the latter requires the use of your Cigarettes or Thermal Goggles.
--/ SHAKY HANDS /--------------------------------
When aiming with the PSG1 (or PSG1-T), Snake will have trouble keeping his
hands steady. In order to aim with ease, it's necessary to stop Snake's
shaking. There are two ways to do this. The first is to take some
Pentazemin, which can be found in various locations throughout the
facility. If you don't happen to have any on hand, though, then you'll
need to whip out Snake's Cigarettes and start smoking up a storm. They
might deplete your health, but they work wonders for stopping Snake's shaky
hands.
--/ YOU'RE BLEEDING, MAN! /----------------------
If Snake happens to take on too much damage, his Life Gauge will turn
red-orange and will begin to quickly deplete. Not only that, but trails of
nasty red stuff will start dripping from you, giving away your location to
any nearby soldiers. There are two ways to stop bleeding: use a Bandage
or crouch for a while. The former is pretty self-explanatory; just select
a Bandage from your item submenu and you're gold. As for the whole crouch
thing, just press X to crouch down and Snake will stop bleeding and his
health will gradually increase until he's back at a normal level (e.g. his
Life Gauge is blue).
--/ TIME BOMBS /---------------------------------
A few times during the course of the game (two times, to be exact), you
may take a look at your item inventory to find a Time Bomb, ticking and
about to explode. If such a thing happens, press A to immediately toss it
away. Just keep in mind that any nearby soldiers will be alerted to your
presence when it explodes. The moral of the story? Don't pick up strange
bombs!
--/ CAUGHT A COLD, DIDJA? /----------------------
Is Snake sneezing without relent? If so, chances are that he's caught a
cold. Now that's not really a good thing, as his sneezing will slow him
down and tip off the enemy soldiers. So what can we do if Snake catches a
cold? Well, you'll need to find some Medicine. There's only one place in
the entire game where this stuff can be found, and that's in the Nuke
Building B1. Check out the middle room on the western wall to find what
you need.
=========
THE RADAR
=========
In the field, Snake's Solition radar is his closest ally. The radar is one of
the most important parts of gameplay (unless, of course, you turn it off).
Find it on the upper-right hand corner of the screen, and be sure not to forgot
where it is - it's your daddy in this game. Anyway, there are all sorts of
dots and cones and such on the radar. Here's what they all stand for.
White Dot: That's you, Snakey-boy, the hero, whatever.
Green Cone: Snake's field of vision while in first-person view mode.
Red Dots: These denote enemy soldiers or cameras. They also have cones,
but they change colors at certain times. Care to know what the
colors mean? Read on!
* Blue Cone - The guard/camera is oblivious to your presence.
* Yellow Cone - The enemy is suspicious of something, but they
are not necessarily on to you.
* Red Cone - Uh-oh! Looks like they've found you!
Yellow Dots: When you've got a Mine Detector equipped, these represent
mines.
=========
THE CODEC
=========
To use your Codec, press Start + A. Once you've done that, you're free to call
anyone who's frequency you know. Select the desired frequency by pressing
either left or right on the Control Stick, then hit A to give that person a
call. If you want to choose a Codec Frequency from the list of people you
know, just press down to open up a little window displaying said list. For
each individual character's frequency, check the Characters section above.
==================
ENEMY STATUS MODES
==================
Enemies aren't idiots. Case in point: they get suspicious if they hear you
do something stupid, and attack in swarms when they find you. Depending on
how suspicious a guard is, he'll go into a different status mode, all of which
are listed below.
--/ NORMAL MODE /--------------------------------
This is the basic condition, so any nearby guards are too busy doing
nothing to have noticed you yet. So, the soldiers will just wander around
the area on their patrol routes and possibly even fall asleep if you opt
not to give them anything fun to do. Basically, you want to be in this
mode, as soldiers are less likely to bother you.
--/ ALERT MODE /---------------------------------
Uh-oh! Some guard (or camera) has spotted you! Better go hide! What will
happen here is that soldiers will begin to pour into the area and fire at
you like there's no tomorrow. If you've got a good hiding place, they'll
all leave you alone eventually. Also, if you kill a certain amount of
guards this mode will end.
--/ EVASION MODE /-------------------------------
With this mode, the enemies know you're around somewhere, but they've lost
your exact location. If the guards think you might be nearby, they'll
sweep through the room to make sure it's all clear.
--/ CAUTION MODE /-------------------------------
In this mode, enemies are more alert than usual and there might be a few
more soldiers posted in the area. Be careful!
================
BOSS LIFE GAUGES
================
When doing battle with a boss character, his/her/its Life Gauge will appear
right beneath Snake's. What may be confusing, however, is that each boss has
two different gauges, one for their life and another for their "consciousness".
The former is pretty self-explanatory - it can be depleted with lethal weapons,
such as grenades, your SOCOM or FA-MAS, and either of the missile launchers
(Stinger or Nikita). The bottom gauge will be depleted if you use a
tranquilizer gun (M9 or PSG1-T) or if you resort to Jackie Chan-style fist
fighting antics. Either way, completely depleting either gauge will cause the
battle to come to an abrupt end.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
c. Story
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
As copied verbatim from the instruction manual.
=========================
THE OUTER HEAVEN UPRISING
=========================
~From Metal Gear (released 1987)
FOXHOUND operator Solid Snake infiltrates Outer Heaven, a fortress-nation deep
in the heart of South Africa, and destroys their prototype weapon Metal Gear,
a walking tank with nuclear capability. In the process, he discovers that the
leader of Outer Heaven is none other than Big Boss, the supreme commander of
FOXHOUND, and puts an end to his former comrade's twisted schemes.
=============================
THE ZANZIBAR LAND DISTURBANCE
=============================
~From Metal Gear 2: Solid Snake (released 1990)
After surviving the Outer Heaven incident, Big Boss escapes to Zanzibar Land
and sets up an independent military regime with the hope of creating a world of
strife, the only kind of world a born soldier can truly enjoy. At the request
of FOXHOUND, Solid Snake infiltrates Zanzibar Land and again destroys Metal
Gear, which had been transferred to Zanzibar Land following the collapse of
Outer Heaven. He triumphs once again in a final, decisive battle with Big Boss
and ensures the downfall of Zanzibar Land.
============================
THE DAWN OF THE 21st CENTURY
============================
The nuclear weapons disposal facility on Shadow Moses Island in Alaska's Fox
Archipelago was being used to train the next generation special forces unit
FOXHOUND when the unit suddenly revolted and captured the island.
The terrorists have secured hundreds of nuclear warheads and are demanding that
the government turn over the remains of Big Boss. They warn that if their
demands are not met within 24 hours, they'll launch a nuclear weapon.
Solid Snake is once again called back to duty in a top-secret mission to deal
with the greatest terrorist threat the world has ever seen.
First, he must single-handedly infiltrate the nuclear weapons disposal site and
rescue two hostages, DARPA Chief Donald Anderson and the President of ArmsTech,
Kenneth Baker, and then eliminate the terrorist threat and prevent a nuclear
launch.
With just 24 hours left, the clock is already ticking.
Once again, Snake heads into battle... alone.
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
IV ------------------------------------------------------ WALKTHROUGH
=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=+=--=
Based on the Normal difficulty setting...
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
a. Infiltration
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The terrorists have threatened to launch a nuclear weapon if their demands are
not met in 24 hours. It's our job to make sure that doesn't happen. But
first, we need to infiltrate Shadow Moses Island and find out if it's
possible for them to launch.
--/ THE MISSION BEGINS! /------------------------
First of all, toss Disk 1 into your GameCube and press the power button. Wait
for the game to boot up, then select new game. From there you'll be presented
with a choice: how hard do you want the game to be? I recommend choosing
Normal (that's the mode that this FAQ is based upon), but it's really up to
you. After another choice (radar type; I suggest type 2, as it does happen to
be the default) you're good to go!
--/ CARGO DOCK /---------------------------------
After the initial cutscene and subsequent Codec conversation, you'll be tossed
into control. Once you've gotten a basic feel for the slightly clumsy controls
(stupid GameCube controller!), drop into the water behind you, descend the
stairs and snatch the adjacent ration. As you'll soon learn, rations are
integral to your survival, so be sure to ration them... get it? GET IT!?
* NEW ITEM ACQUIRED: Ration. Fundamental to your survival in this game.
Basically, rations are just health packs. If you have them equipped when
your life gauge runs dry it will be used automatically; quite the nifty
feature!
Now then, before running headstrong ahead and getting caught by some soldiers,
I suggest you pause for a moment. Drop back into the water and run east to
locate another item, the AP Sensor. Lovely.
* NEW ITEM ACQUIRED: AP Sensor. When equipped, this bad boy will rumble
whenever a foe nears you. Also good for giving ol' Snake a massage. ;)
Once you've got that baby safely tucked away, return to where you started out.
Before we can proceed onwards, we have to wait for the cargo elevator found at
the northern end of this area to come down. There are two ways to wait for it:
the weak way or the cool way. The former is simply to wait around where you
first began (maybe doing a few pull-ups using one of the railings as you wait).
No chance of being caught, but no fun at all. That's why I suggest taking the
other method! Now what might that be? Crawl underneath the structure just
ahead and take down the guards with some well-timed choking antics. Should you
get caught, simply race back to the south end, flip over the railing and drop
into the water. With the ration you found earlier and a couple others that
can be found (one on the platform due east of where you began and the other way
north near the elevator, hidden behind a forklift), there is no need to worry
about your health at this point. Either way, once the cargo elevator comes
down you're free to hitch a ride on it, just be wary of the soldier who rides
along with it.
Before you ride up the elevator, however, it's highly recommend that you check
out the lockers just west of the lift. In the locker furthest on the left is
the M9, your first gun, and a weapon that will prove useful through the entire
game.
* NEW ITEM ACQUIRED: M9. This is the tranquilizer gun first introduced in
Metal Gear Solid 2. Although I personally find the SOCOM to be a much more
effective (and way cooler) way of defeating enemies, this will do quite
nicely until we the SOCOM, as well as a suppressor for it.
* NOTE: If you're playing Easy mode, the M9 will be sitting out in the open
next to the lockers. Likewise, if Hard mode is what you're using, you
won't gain access to this baby until you reach the Armory a bit later.
--/ HELIPORT /-----------------------------------
Enjoy the lengthy cutscenes and Codec talks, then get ready to partake in some
tactical espionage. Our first order of business here is to arm ourselves, as
we're pretty much defenseless at the moment (as fun as it is to hear some
guard's neck snap, the choke hold can only go so far :/). Anyway, avoid the
large platform ahead since the spotlights are almost certain to spot you and
head east instead. Keep in mind that walking through the snow will leave
footprints that the guards will notice, so we'll use that to our advantage in
just a moment. But first, there's a ration just ahead, hiding behind one of
the large metal crates.
After grabbing it, take a few steps away from the crate so your footprints can
be seen clearly by the patrolling soldier. When he comes to inspect them,
quietly WALK (not run) around the other side of the box and choke him. You'll
probably want to hide his body somewhere to the south, if just to be careful.
With that sucker out of the way, take a quick glance to the west to make sure
the coast is clear and, if so, bolt for the truck. Hop in the back and check
behind the small greenish crate to locate your trusty first sidearm! Sweet!
* NEW ITEM ACQUIRED: SOCOM. Because you aren't gonna get anywhere without
a good gun. That said, your SOCOM is a reliable weapon throughout the
entire game, and it comes not even-halfway loaded with 13 rounds. It may
not be the best choice for large firefights, but it'll do just fine for
now. Enjoy!
However gung-ho you may be about trying out your new pistol, I suggest strongly
against it. Truth be told, the thing makes way too much noise. Shooting it
without a suppressor would be like yelling "HEY YOU TERRORIST DORKS COME GET
ME!" In other words, not effective in the least. Just keep the gun in it's
holster for now, mmmkay? Use the M9, instead. At this point, you've got two
choices. You can hang out in the freezing cold and get frostbite whilst
collecting some new items, or you can head straight for your goal. If the
latter is your choice, skip down a few paragraphs.
* NOTE: If you missed the M9 in the Cargo Dock earlier, check underneath the
truck here to find it.
If you want to go find some new toys to play with, hop out of the truck and
sneak southward, onto the stairs. See that item box having the time of it's
life spinning around in the spotlight? It may sound tricky, but we're going to
make it all ours. The best way to do this is to wait for the lights to start
moving apart, then bolt across the platform, grab the item and sprint straight
for the southern staircase, which would drop you off near the elevator. It may
take a few tries, but the Chaff Grenades you'll get will prove useful if just a
moment.
* NEW ITEM ACQUIRED: Chaff Grenades. While they don't cause any damage to
the terrorist idiots, they do confuse the heck out of any surveillance
cameras. They'll show off their usefulness in just a second, so hang
tight, my FAQ reading friends!
Now then, let's head back to the truck where we found the SOCOM, shall we?
From there, quietly walk to the left, ignoring the drowsy soldier to the north,
as he's too busy sleeping to bother with us. Not far from the truck is a small
room that contains some Stun Grenades for us to feast upon. Unfortunately, a
surveillance camera is doing a rather nice job of guarding them. No worries,
though, as we just collected some Chaff that will do the trick here. Just pull
the pin and wait for the explosion, then race in, open the furthest locker and
say hi to the stunners.
* NEW ITEM ACQUIRED: Stun Grenades. Much like the Chaff Grenades, these
li'l bombers don't cause any direct damage to your foes. They do, however,
create a pretty flash that temporarily stuns them. Truthfully enough, I
rarely use these, as they aren't too useful. Nevertheless, though, this is
the first time you can grab them, so you may as well go for it.
Okay, so it's finally time to infiltrate the building. How should we go about
it? Well, we've got two choices, one of which is definitely better than the
other. The good choice is to ascend the staircase east of the truck, avoiding
the camera and wait for the patrolling soldier to show himself, at which point
you can partake in some fun neck-breaking antics. From there, find the air
duct in one of the crevices and begin crawling. The lesser of the two options
is to take down Sleepy (just west of the truck), stay out of the camera's sight
and duck into the air duct. Go with whichever choice makes you more giddy.
--/ TANK HANGAR /--------------------------------
The path through the air duct is entirely straightforward, no matter which path
you chose to take, so I'm going to assume that you don't need me to hold your
grimy little hands through it. Not long after entering you'll get a ring on
the Codec from Master Miller, one of Snake's old buddies. The basic gist of
the conversation is that Miller is willing to lend support to you in any way
possible (except actually getting his sorry butt out here and doing something
worthwhile), so give him a ring whenever. When the conversation ends, continue
through the duct, stopping to peer out the windows if it pleases you. There
will also be a short scene showing a couple of guards yammering on about
something stupid, most likely. When you reach the end of the vent, you'll
emerge in the hangar. Nice, we're on the inside now.
As soon as you're on your feet, the Colonel will beep in and start ordering
you around. Something about finding an elevator and heading down. We'll take
care of that in just a second, but there's something more important to do
first. If you're currently downstairs, then ascend the staircase on the west
side of the hangar and follow the catwalk around to the opposite side. If you
happen to be wandering around upstairs already, simply sneak past the camera by
waiting for it to swivel away from you.
* NOTE: When walking on the catwalks in this area (and other similar areas
throughout the game) it's a good idea to slowly walk instead of running, as
the guards below you either have really good hearing or have really good
hearing aides.
The room we're looking for shouldn't be difficult to locate, as it's the only
open room upstairs. Head inside, but stop soon after entering, as there is a
camera waiting to yell at you for not being sneaky enough. Just wait for it
to turn the other way, then dash in and press yourself against the wall below
it. When it's field of vision moves the opposite direction, run forward and
snatch the Thermal Goggles, then return to your post underneath the camera
before it spots you.
* NEW ITEM ACQUIRED: Thermal Goggles. Although they're all colorful now, as
opposed to the dull red ones from the original, these are still equally
effective. Generally, you'll want to throw these on to scout for possible
land mines or if it's too dark to see and you get scared.
Now then, it's time for us to return to our actual mission. In order to do
this, we need to get downstairs. If you want to be cool like a ninja then feel
free to drop off one of the rails, otherwise you'll be better off taking the
stairs; just make sure you don't get seen by the camera stationed above them.
Once downstairs, I suggest having some fun and cracking the guards' necks. If
that's not your fancy, then go ahead and call up the elevator to the north. It
tends to take several seconds to come up, so you might need to hide if a guard
is present. Head down to the first floor basement (B1).
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
b. "I am like you... I have no name."
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
DARPA Chief Donald Anderson and ArmsTech President Kenneth Baker should be
able to shed some light on the terrorists' capabilities. Thing is, they're
both being held hostage! We'll have to save them first!
--/ HOLDING CELLS /------------------------------
"Look at the radar! It's picking up the DARPA chief. He's the green dot.
Hurry and rescue him."
Although her accent is gone, Mei Ling's line is pretty much the same thing as
before. Run southward, ignoring the door marked "1", as we can't enter it
without the proper keycard. Looks like we'll have to find another way in.
Continue southward and turn off to the right when the path curves that way and
you'll soon come across a ladder, as well as a small air duct below you. Enter
the duct to find a ration, which you may or may not need. The vent continues
along further, but there isn't anything else worthwhile, so exit and head up
the adjacent ladder.
If you just want to head straight through the air vents, then take the path
straight ahead and ignore the various places where the vent branches out.
However, if you're interested in watching a soldier piss, then you'll want to
head left at the first fork (there is also some M9 ammo, which we can't pick
up just yet). Back on the main path, simply head forward and you'll soon find
the appropriate cell (but not before gazing at some woman who is also
imprisoned).
Snake drops into the DARPA Chief's cell monkey-style and says hello. After an
extended conversation about the terrorists' capabilities and Metal Gear, the
chief... meh, I'm cool so I won't spoil the cutscenes for you. Enjoy watching
it. Once you're back in control, check underneath the chief's bed to find a
ration, although you may not have any room for another one. Anyway, step out
of the cell and into the hallway to have some fun gawking at a naked guy.
Thank God for blurring effects!
More cutscenes lead to the game's first major fight, though I wouldn't quite
call it a boss fight. Nevertheless, it's good fun. The basic gist is that
soldiers will rush into the room, often times in groups of three. Cut them
down with rapid fire from that SOCOM of yours (that's right, I'm actually
authorizing you to use it!). Should your ammo happen to run dry, you've got a
few options. You can just try to slap the attacking guards silly with your
punch-punch-kick combo or by choking them. If that doesn't float your boat,
then you can just hang out behind your friend and wait for her to mow down
the soldiers. Also, for some good fun, try shooting the fire extinguisher as
some guards enter the room. They'll be temporarily blinded, giving you some
time to kung-fu their sorry butts.
When the battle ends, some more cutscenes will entertain your eyes. When they
finally end, head back to the chamber where you just had that firefight and
check out the southern area. You can find a porno Book in the bathroom, as
well as some ammo for your SOCOM in a locker.
* NEW ITEM ACQUIRED: Book. This magazine is filled with naughty photos, so
lay it down somewhere and watch as the horny guards goggle at it instead of
patrolling.
With that done, do as the DARPA Chief said and mosey on down to the second
floor basement (B2) to look for Baker.
--/ ARMORY /-------------------------------------
There actually aren't any soldiers patrolling this area yet, so feel free to
explore to your heart's content; there's plenty to find. One thing to be
aware of, though, is that some parts of the floor will collapse, dropping you
into a pit of eternal nothingness that will forever engulf you. In other
words, just stay on the move and you won't have to worry about these traps.
Now then, let's get down to business. Although most of the chambers in the
Armory are locked as of now, there are a few places we can access with our
measly Level 1 Keycard. For example, the room closest to the elevator is
stocked full of the explosive goodness that is C4. Collect it all, then head
south one room to find some SOCOM ammo, which you'll probably need if that
gunfight wore you out. Finally, hit up the southwesternmost room to stock up
on grenades. No, not the weak Chaff or Stun variety, these guys are the real
deal.
* NEW ITEM ACQUIRED: C4. Ahh... wonderful, wonderful plastic explosives.
Just set one on the ground with A and detonate it with B. BOOM!
* NEW ITEM ACQUIRED: Grenades. More explosives to enhance your life. These
work just like the other two kinds that we've already encountered, except
that they cause damage. And are much cooler in that respect.
As you should recall, the DARPA Chief told us to look for areas of the wall
that are a different color than the rest. Well, there are a grand total of
three places on the wall in which the color is distinctly different. One on
the wall east of the elevator, one on the wall west of the elevator and the
last one hidden way down in the southwest corner. I suggest blowing open the
walls near the elevator first. The western room contains an M9 for you to
enjoy, along with some Stun Grenades, C4, and some other ammo. The eastern
room is inclusive of some sweet goodies as well; namely some Chaff Grenades and
FA-MAS ammo (which is useless until we actually get us a FA-MAS). Just be
careful of the traps in the eastern room.
* NOTE: If you missed the M9 earlier, or if you're playing on Hard mode, you
can find it in the small area just west of the elevator. Rejoice!
Okay, so we've already checked out two of the three C4-able areas, so the only
remaining is to the southwest. Blow the wall to smithereens and enter to find
that strong harmonic resonance prevents the use of your radar any further. Oh
well, you don't really need it for this place anyway.
--/ ARMORY SOUTH /-------------------------------
Nothing much of any interest here, save for the weakened wall on the eastern
side of the screen. Blow it open and head through, allowing you to access the
adjacent hallway. Again, this corridor is pretty barren, although it does have
two bombable walls. The one on the northern wall is the one we want, though,
as nothing worthwhile can come of heading through the eastern wall just yet.
In time, however... Anyway, just blast open the north wall and head inside.
Looks like we've found Baker. Watch the scenes, then get ready for your first
real boss battle!
- REVOLVER OCELOT ---------------------------
There are two main ways to go about taking down this gunman, both of which
are pretty easy. The first way is the old school way, the cool way, and
the fun way. Just chase Ocelot around the room peppering him with shots
from your SOCOM (or your M9 would work, also). This chamber seems way
smaller than in the original MGS, so even getting near enough to punch
Ocelot is no problem (although I did punch him a few times in the original,
also). Now, if you're just looking for the easy way out then you can stand
still, enter first-person view mode and pick him off with little to no
difficulty. But that's no fun. Nevertheless, the choice is yours. Just
keep in mind that SOCOM ammo respawns semi-often near the top of the
screen.
When the fight ends, some awesome cutscenes await you. Watch them, soak in all
the story, etc, etc. During the scene you'll be assigned a new mission: to
find Hal Emmerich, one of the engineers who worked on Metal Gear.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
c. Enter Otacon
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
So the DARPA chief and ArmsTech President aren't our business anymore, but
now we have to find some engineer? Meh, how hard can it be?
--/ ARMORY /-------------------------------------
Once you're back in control after the lengthy cutscenes, return to the main
section of the armory (which is now infested with some guards) and open up your
Codec screen. Although Baker forgot the Colonel's niece's frequency, we can
clearly read it off the back of the game box. 140.15. Give her a ring and see
what's up. After a somewhat lengthy conversation, you'll want to head back to
the Tank Hangar. But before you run off and do that, there's a new gun to
pick up here in the armory.
First of all, I suggest taking down the two patrolling soldiers with your M9,
as they might present a problem otherwise. Once they're out of the way, use
your Level 2 keycard to open up the southeast chamber. Don't just race into
the room, though, since infrared beams are set up. Just crouch down and crawl
right underneath, using your Thermal Goggles if you really need to see the
beams. On the other side is the FA-MAS, as well as your first Cardboard Box!
Dandy!
* NEW ITEM ACQUIRED: FA-MAS. This assault rifle is your best bet for large
gunfights, or if you just want to raise some hell. Still, either the M9 or
SOCOM will be your best bet if you plan to stay sneaky.
* NEW ITEM ACQUIRED: Box 1. Put this on and hide amongst a set of other
boxes to blend right in! Guards will never know you're there!
Now that you've got a spiffy assault rifle, take the elevator up to the first
floor hangar.
--/ TANK HANGAR /--------------------------------
If you beeped Meryl earlier like I told you to, the L5 door to the elevator's
east will open up. Before we go running ahead like a headless chicken, though,
there are a few items to grab. Unlike before, do NOT take out any of the
soldiers in this area, as they radio in their superior every few seconds to
report anything suspicious. When they don't radio in, an additional guard team
is sent in to ruin your fun. In other words, just sneak around and don't use
that weapon, ya?
First of all, head east from the elevator and enter the L1 room (not the L5
room that Meryl opened up for you). The lone guard is this area isn't all that
alert, so it shouldn't be too difficult to zip in and grab the SOCOM
suppressor, which lies just south of said soldier. Since he doesn't use his
report his findings via radio every few seconds like the others, you can just
pop a tranq dart into his head and say goodnight. Dance over and grab the
suppressor, then return to the main room.
* NEW ITEM ACQUIRED: SOCOM Suppressor. Now we can finally use our SOCOM
effectively! This little guy, when equipped, allows you to shoot your
trusty sidearm without making enough noise to wake the dead. Yeah.
Okie-dokie, there's still more for us to find! Head upstairs (watch out for
the camera; just sneak by when it's looking the other direction or toss some
Chaff) and duck into the first room you stumble across, if you feel the need to
grab some more Chaff Grenades. Otherwise, just pass it by and head east around
the catwalk, shooting down the solo guard up here (he doesn't use his radio).
Now then, we want to head for the L2 door positioned right under a surveillance
camera. The easiest way to dodge this bullet, I think, is simply to shoot out
the camera. Anyway, just make your way into the room and snatch the Mine
Detector off the floor, as well as the Stun Grenades in the middle locker.
Additionally, a Ration can be found underneath the south desk.
* NEW ITEM ACQUIRED: Mine Detector. Equip this and mines, which are
otherwise invisible (with few exceptions) will show up as yellow dots on
your radar.
All right, that's all for now in terms of item collecting, so head downstairs
and enter the door that Meryl opened up for you. The problem is, infrared
beams block the path onward, so you'll need to whip out your Thermal Goggles
to get through. If you ignored my earlier advice and didn't get the goggles,
then you're out of luck, as you can't go back and get them at this point. You
can, however, start smoking a cigarette, as the smoke will reveal the laser
beams. Either way, the best way to get through this area is to crawl past one
beam, then turn your body horizontally while waiting for the next beam to rise,
allowing you to crawl past. Hit any one beam and you're assured death, as the
doors will lock and poison gas will flood the room. Not cool.
* NOTE: If avoiding the infrared beams doesn't sound like your kind of deal,
keep in mind that an alternate solution is available. Much like in MGS2,
you can actually shoot out the laser mechanisms. Just look for the small
white device on the floor next to each beam and pump a single SOCOM bullet
into it to turn off the laser. Keep in mind that you'll need to do this
for each laser - busting up one device doesn't turn off every single laser.
Make it through the infrared sensors and you're home free!
--/ CANYON /-------------------------------------
Take a few steps forward and you'll receive a Codec call from a mysterious
person called Deepthroat. He tells you to use a Mine Detector, as there are
several mines positioned in this area. Also, supposedly there is a tank just
ahead waiting to ambush you. Oh, crap... Anyway, just equip your Mine Detector
and crawl over the various mines strewn around the area to pick them up.
Proceed forward a bit to encounter another member of FOXHOUND...
- M1 TANK -------------------------------------
The key to winning this battle is to knock the tank's main gun offline, and
the only way to do that is to use a Chaff Grenade. So, right off the
bat, before you do anything else, pull the pin and toss some Chaff. When
it explodes, race towards the tank and throw a regular Grenade onto the lap
of the poor sucker manning the machine gun. That's basically the only way
this battle can play out. If you need extra ammo, there's plenty to find
strewn around the battlefield. There's even a ration near the rocks west
of where you began. With that in mind, simply continue the Chaff-Regular-
Chaff-Regular pattern and you shouldn't have much trouble.
As usual, a cutscene will follow the battle. Once you're back in control you
will be inside the...
--/ NUKE BUILDING 1F /---------------------------
If you need it, there's a ration at the end of the western catwalk. Otherwise
just run straight ahead and crawl underneath the half-open door. Just as you
enter the subsequent area, the Colonel and Naomi will beep in, telling you not
to use your weapons no matter what. Don't wanna blow up the dismantled
warheads, eh? Pssh. It's impossible to use any of your weapons save Chaff
Grenades, anyway.
Okay, once you're back in control, run west and flatten yourself against the
wall while waiting for the patrolling guard to walk past, totally oblivious
to your presence. When he's gone, continue westward and ascend the staircase,
as long as the upstairs guard isn't right there. If that's the case, chill out
in some inconspicuous downstairs area until he moves away. Once upstairs, bolt
right for the elevator. If the soldier comes before the elevator opens, I
suggest snapping his neck, otherwise he might see you. And it really sucks to
get caught in this area. Anyway, once in the elevator head down to B2.
--/ NUKE BUILDING B2 /---------------------------
Head south through the door to initiate a cutscene. Deepthroat will call
again, saying the floor is electrified and the only way to get by is the blow
up the high-voltage switch. Since we can't quite reach it, we'll need to find
a remote-controlled missile to do the job for us. But where can we find such a
weapon? Call Meryl, she knows. They're on the first floor basement (that's
B1). Hop on the elevator and head up.
--/ NUKE BUILDING B1 /---------------------------
First of all, head west and check out the bathroom. Say hi to the pissing
guard, then take him out in whatever manner seems most appropriate. I like
to hold him up then beat him down like a ninja, but the choice is all yours.
There is also a porno book hidden in the first stall, so grab that. Now
exit the bathroom and enter the southern area, where another soldier is
patrolling. Just kill him however you want (or better yet, wait until he takes
his bathroom break and have some fun in there!), then check out all the cool
stuff this room has to offer. First and foremost is the Nikita Missile
Launcher near the lockers to the east. This is the remote-controlled missile
you need!
* NEW ITEM ACQUIRED: Nikita Missile Launcher. Fire a missile from this big
boy and control it manually until a) it hits something and goes KABOOM, b)
it runs out of fuel and blows up, or c) it gets shot down and goes bam.
All three ways result in explosions, so there's no way that you can't have
fun messing around with this!
Although all the doors are currently locked, there is plenty of ammo and such
lying around in the central area, so be sure to grab it all before heading back
down to B2.
--/ NUKE BUILDING B2 /---------------------------
The second you step out of the elevator, take a gander to your left (Snake's
right) to see some big mechanism-thingy. That's what you need to blow up with
your fancy RC missiles. So. Step into the gas-filled, electric-floor room and
whip out that Nikita of yours. Fire a missile and watch as it glides down the
hallway. Turn it right at the end, then right again as soon as it enters the
subsequent area. Keep as close to the wall as possible, otherwise the gun
cameras will shoot it down and you'll have to start all over again. After it
passes the first set of gun cameras, you'll want to swerve a bit to the left
to avoid the fire of another, which happens to be positioned on the eastern
wall. Pass it by, then keep the missiles going straightforward and guide it
through the doorway ahead (make sure it goes through the middle). Once you're
in there, you are pretty much in the clear. A single right turn, then guide it
into the voltage mechanism. *explosion*
So now that the floor won't deep fry you anymore, it's cool for us to stand on
it. Nice. Step into the previous room to refill your 02 gauge, then race in
and enter the third room you happen come across in the corridor. What's
inside, you may ask? Well, in addition to a gun camera (which you should shoot
out or just avoid), there is a porno book and a Gas Mask. Sweet, now we can
stay in gassy situations for even longer!
* NEW ITEM ACQUIRED: Gas Mask. This drastically increases the time it takes
for your 02 gauge to run dry, meaning you can stay in the gas for a lot
longer. Good deal, I say!
Now then, go to the end of the hallway and head west. Pop a Chaff Grenade in
to neutralize the gun cameras, then check out the open rooms to find some
Grenades and Nikita ammo. After that, make your way back to the room with the
high-voltage device to find some more Chaff Grenades as well as a ration. With
all that loot, head back to the electric-floor hallway and take the eastern
door to get out of here (just watch out for another gun camera over the door).
Listen to the creepy music for a while, then proceed onwards to view an awesome
and extremely bloody cutscene. Afterwards, you can admire the Ninja's
handiwork, then follow him through the doorway. Of course, some more cutscenes
occur (and these are not devoid of pants-wetting scientists ;)). Guess what?
When the scenes are over, it's boss time!
- CYBORG NINJA ------------------------------
First of all, none of your weapons will do ANY good here, so put them up
and fight like a man (e.g. like someone from Tekken!). Basically, if you
use a gun, the Ninja will whip out his katana and deflect every single
bullet. So for the first portion of this fight, keep the weapons down and
go in for the punch-punch-kick combo whenever you get the chance. Just be
careful, as the Ninja has a nice selection of dangerous moves. His air
stomp, where he dangles above you for a moment before stomping hard on the
ground, is especially devastating, so stay on the move to avoid it.
Once you knock off about half of his life gauge, he'll put on his stealth
camouflage and tell you to catch him. This actually isn't too different
from before, only now it's just a bit tougher to spot the Ninja. Even so,
he tends to "hide" in the same places over and over, so no need to worry
about losing him. However, if you are really having trouble spotting him,
simply equip your Thermal Goggles to reveal the Ninja, in all his glory.
Continue the beatdown process and he'll become clearly visible again. Only
problem is, now he's got a new attack up his sleeves. Just as you begin
your attack combo, he'll teleport behind you and deck you. To overcome
this, you need to run around him for a bit until he executes this punch,
leaving him vulnerable to your punch-punch-kick.
A cool note about this fight is that you can shoot the Mario doll
(top-right of the screen) to get a "1-Up" that actually replenishes a tiny
portion of your life. Lovely. Another thing, you can knock on the locker
where the scientist is hiding to hear him whimpering like a little girl.
Priceless stuff!
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| Immortal Swords sez: "If you do the 'Nikita 0wn4g3 (Ownage) on the |
| Ninja, and unequip the Nikita before he gets up, he shouldn't take out |
| his sword. Let the ninja ass kicking ceremony commence." |
| |
| Beran sez: "I seem to remember during the ninja fight if you use a |
| Chaff Grenade he gets all screwed up and stuff. I don't remember if it |
| made him any easier to fight or not though... They might have taken it |
| out, but that wouldn't make sense. Every single bloody electronic device |
| goes nuts when you use one, why not a cyborg?" |
| |
| Pavtool sez: "During the fight with Ninja in Otacon's office, after you |
| punch him a couple of times so he puts his sword away, to get his health |
| down quickly you can throw a Chaff Grenade and he freezes up and kinda |
| moans a little bit, and then enter first person mode, and hit him up with |
| your FA-MAS a bit." |
|___________________________________________________________________________|
As expected, some insanely long cutscenes follow the fight. When they finally
end, you'll have a new objective: meet up with Meryl. To do this, we'll need
to head back to B1 of this building. Before we take get down to business,
however, there's some stuff to grab using our L4 keycard! Return to the
gassy hallway!
* NOTE: Before leaving, go shoot the Yoshi doll next to the Mario one to
hear the signature Yoshi voice. Yahoo! Another thing to take note of, in
the original MGS there was a PlayStation on the central desk. In this
newfangled version, it's been replaced with a purple GameCube with a
WaveBird controller!
The first place to hit up is the middle room in the corridor leading towards
the elevator. It was locked before, but now we can head inside and grab the
Stun Grenades. Additionally, make your way to the western area with all the
gun cameras and find the very last door. Inside are the Nightvision Goggles,
which are sure to prove useful later on.
* NEW ITEM ACQUIRED: Nightvision Goggles. Wearing these makes everything
turn green. Also, they allow you to see in dark places, so you don't have
to be scared!
That's all to find, so head back to the elevator and ride up to B1.
--/ NUKE BUILDING B1 /---------------------------
Like last time, head over to the bathroom first to have some fun eliminating
the pissing soldier. After that, head into the southern area to find two
guards, one of which is Meryl in disguise. So. How do we figure out which
soldier to kill and which one to gawk at? Well, there are a few ways. First
of all, the non-Meryl guard will soon head for the bathroom. Follow him there
and take him out if you wish. Another way to tell if it isn't Meryl is to let
the guard see you; Meryl will run straight for the women's bathroom, while
the typical stuff happens if the actual guard spots you. Either way, follow
her into the bathroom for a cutscene, of course.
Afterwards, the two of you will set off for the Commander's Room. Which is to
the north. Before that, however, you may want to check out the area to the
south, since we can open up a few of the doors now. There isn't anything TOO
important laying around, but you can find another Cardboard Box, a ration,
and some ammo. You can also some Pentazemin, which you won't be needing for a
short while.
* NEW ITEM ACQUIRED: Pentazemin. This stuff will come in handy when you're
using a sniper rifle, as it will steady your aim and stop your hands from
moving about. Since you don't have a sniper rifle, it really isn't of any
use to you just yet.
* NOTE: If you want to have some fun, try messing around with Meryl in
various ways; punch her, shoot her, blow her up, etc. Funny stuff.
All right, let's head for the Commander's Room now. It's at the end of the
northern hallway. Make your way to it and a series of cutscenes will start up,
eventually leading to a tricky situation where Meryl will be shooting at you.
Why? You'll find out. Until then, just pump some tranq darts into her and
knock her out with your fists. Meryl's irregular behavior has a reason, as you
will see. More cutscenes ("You seem to like The Legend of Zelda, don't you?")
will lead to another boss fight.
* NOTE: If you happen to have saved game data from Zelda: The Wind Waker,
Super Mario Sunshine, Eternal Darkness, or Super Smash Bros. Melee on your
memory card, Mantis will make a point of mentioning them.
- PSYCHO MANTIS -------------------------------
Okay, so Psycho Mantis knows exactly when you're going to shoot, so he can
dodge your bullets without the slightest bit of trouble. What can we do?
In order to throw off Mantis's psychic mind-reading, you need to switch
your controller from the first port to the fourth, thus allowing you to
nail him with bullets and punches. Another thing to take note of is that
Mantis will sometimes make the screen go black, with the word "HIDEO"
displayed at the top of the screen. This isn't a problem with your TV;
it's just one of Mantis's macho head-games. It'll go back to the normal
screen in a few seconds.
As for actually fighting Mantis, I highly suggest whipping out your FA-MAS.
For the first part of this fight, he'll just float around, so get near him
an unload upon him. Be sure to watch out for when he tosses a fireball at
you, though, as they tend to cause a lot of damage. Additionally, Mantis
will also use his telekinesis to pick up objects (chairs, paintings, even
a suit of armor) and toss them at you. You can easily avoid these
obstacles simply by crawling. Continue firing at Mantis whenever you can
and he will soon enter his next phase.
Once you've taken off a little more than half of his life, he'll make
Meryl stand up and start shooting at her. Like last time, put her to sleep
with the M9. Of course, Mantis doesn't stop there. After you've knocked
her out, Mantis brings Meryl up again, this time telling her to blow her
own brains out! Apply the same tactics; a few M9 darts will do the trick
quite nicely.
At this point, Mantis will enter his final phase. He will teleport around
the room tossing fireballs around like he's some sort of flamethrower.
Since he uses a stealth trick similar to that of the Cyborg Ninja, equip
your Thermal Goggles to keep track of him. When he pauses to throw a ball
of fire at you, quickly empty a clip of ammo into him. Should you run out
of ammo, some respawns at various points around the room, and you can
always resort to your SOCOM.
Some lengthy cutscenes ensue (as always) after the fight. Once they end, be
sure to switch the controller back to the first port, first of all. Then head
through the doorway that Mantis was nice enough to open for us, grab the ammo
lying around next to the stairs and head through the L5 door.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
d. Showdown of Snipers
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"Good eye, sniper. I'll shoot, you run." - Coheed and Cambria
--/ CAVES /--------------------------------------
When Meryl says she'll take point and to follow her, what she really means is
that she's gonna race ahead with lightning-quick speed and you'll be left to
fend for yourself. No matter, though, since you've got this way cool FAQ
sitting in front of you. From where you began, a fork in the path ahead can
be seen (pick it up, yo). Head east to locate a ration and some SOCOM ammo,
then run back and take the northern path. Though it seems to be a dead end,
you can actually crawl underneath the rocks to proceed onward. On the other
side you'll encounter a group of belligerent wolf dogs, so either stay on the
run or shoot them down. These dogs are crazy; they'll literally throw
themselves at you.
Anyway, just head north into the cavern ahead, where you should turn to the
right. There is some sniper rifle ammunition stashed around the caves, but
you can't pick any of it up just yet, so give it the cold shoulder. Go to the
south of the caves and you'll find another place to crawl under, so do just
that. Meryl is just ahead, getting all sorts of love (<3 <3) from the dogs.
Grab the ration on the ground, then enter the doorway.
--/ UNDERGROUND PASSAGE /------------------------
In a short scene, Meryl explains that the area is mined, and shows off her
1337 mine-evasion skills. When you regain control, simply follow her footsteps
to make it through unscathed (unlike the original MGS, you can't just run
straight ahead anymore :/). As you reach Meryl, a lengthy cutscene will begin.
When it finally ends, we've got to do some major backtracking in order to
obtain a sniper rifle. Return to the Commander's Room by heading back through
the caves in the same manner you came through them.
* NOTE: If you just want a quick reminder of how to make your way back to
your current destination, here you are: Commander Room -> Nuke Bldg B1 ->
Nuke Bldg 1F -> Canyon -> Tank Hangar -> Armory. Simple enough, eh?
--/ NUKE BUILDING B1 /---------------------------
Watch out for the two patrolling guards (I like to take them out while their
taking the piss, as you may know) and head for the southern room. Open up the
sliding door to the southwest and grab the PSG1-T near the desk. This is a
sniper rifle that can be used against Sniper Wolf, but it only uses weak
tranq darts. We're going to go get the *real* sniper rifle now.
* NEW ITEM ACQUIRED: PSG1-T. This sniper rifle fires tranquilizer darts
rather than actual bullets, so it isn't all that cool. Even so, it's nice
to have if you just want to race through the game as quickly as possible,
since you can take down Sniper Wolf using it.
* NOTE: If you want, you *can* defeat Wolf using the PSG1-T. However, I
like playing Twin Snakes the same way I played the original, so this
walkthrough is going to go retrieve the basic PSG1.
Head for the elevator and ride up to the first floor.
--/ NUKE BUILDING 1F /---------------------------
Remember that you can't use your weapons here. >_< Apply some neck-choking
if need be and head for the halfway-open doorway that leads into the Canyon.
--/ CANYON /-------------------------------------
Not only are there two gun cameras stationed on either side of the door you
just came through, but there are also soldiers patrolling this place now! If
I were you, I'd shoot out the cameras, then proceed forward, sticking to the
western wall. When you about reach the central trench, there will be another
gun camera for you to take out, so do that before anything else. After that,
simply wait for the guard ahead to turn his back then make a break for it, as
there is plenty of room to maneuver in this wide-open area.
--/ TANK HANGAR /--------------------------------
No more infrared beams to worry about, so just head straight for the elevator
and ride down to B2: the Armory.
--/ ARMORY /--------------------------------------
The troublesome thing about this area is that three soldiers are now
patrolling. Unless you're extra sneaky, I highly recommend taking them out,
so bust out with that SOCOM and go for the headshot. It's actually possible
(and quite easy) to take out all three soldiers from just in front of the
elevator. Simply wait for them to pass by and pump some lead into them. No
problemo! Once they've all been neutralized, head for the northwest doorway
and enter, using that shiny L5 keycard of yours. Before racing right in and
tripping the infrared sensor, though, take a step back and put on those Thermal
Goggles of yours. Just crawl right under the beams, grab the PSG1 and some
ammo, and make your escape.
* NEW ITEM ACQUIRED: PSG1. This is the only sniper rifle that was available
in the original Metal Gear Solid, so it's much cooler to use than the
PSG1-T. Just zoom in and blast the stuffing out your target. Of course,
going for headshots is the most effective way to utilize this bad boy, but
I'm sure I've already beat you over the head with that information before.
Return to the elevator and hitch a ride to the first floor.
--/ TANK HANGAR /--------------------------------
You know the drill. Head through the northeastern door to enter the Canyon.
The guards won't even notice you.
--/ CANYON /-------------------------------------
Just like last time, take down the patrolling soldier first, then head toward
the central trench, where you should take down one of the gun cameras if you
haven't already. From there, bolt for the entrance to the Nuke Building.
Defeat the other guard here if necessary, otherwise just sneak past him, as
you've got plenty of room to sneak around.
--/ NUKE BUILDING 1F /---------------------------
Same as the first time you came through here; take the ration from the catwalk
to the west, then crawl under the doorway and wait for the guard to walk past.
Head to the staircase on the western side of the chamber and, if the soldier
up there isn't around, sprint toward the elevator. When the guard passes by,
apply some neck-breaking stratego.
--/ NUKE BUILDING B1 /---------------------------
Don't bother with the two guards unless you really want to. Run straight for
the Commander's Room. From there, take the exit in the back to enter the
caves.
--/ CAVES /--------------------------------------
You've been here before, so just retrace your steps. Run north, crawl under
the rocks, then avoid the doggies and move east then south. Crawl beneath some
more rocky terrain, then head north through the doorway, after grabbing the
ration.
--/ UNDERGROUND PASSAGE /------------------------
Time for the showdown with Sniper Wolf! Grab the Pentazemin to the left, and
take note of Meryl's missing body.
- SNIPER WOLF ---------------------------------
Okay, it's impossible to get anywhere near Wolf, since she'll automatically
fire a shot at you if you try to leave the initial area. With that in
mind, take up a position near the part of the wall that juts in a little
bit, whip out your PSG1 (or PSG1-T) and start looking for Wolf. Once you
get a bead on her, pump some Pentazemin into yourself to steady your aim
and make sure you don't lose her. Follow her wherever she goes with your
scope, and nail her with a shot whenever she pops out to shoot at you. If
you do happen to get hit, you'll have to set up your position again and
find Wolf again, but it shouldn't be too big of a deal. Remember: unlike
the first game, it's entirely possibly to hit Wolf while she's on the move,
so don't just wait around like a sitting duck for her to start firing at
you. Once she takes 10 or so shots she'll go down.
Once she's down, head for the tower where she was perched, grabbing ammo and
other goodies from the niches in the wall as you go (just watch out for that
hidden gun camera!). Also, there are some FA-MAS bullets underneath the
stairs, so pick those up before you head onward. Upstairs you'll find some
ammunition (M9 and SOCOM), but no Wolf. Hmm... what gives? Before anything
else, call up Mei Ling and save your game. After that, descend the stairs
and try the adjacent doorway. Cutscenes abound.
--/ TORTURE! /-----------------------------------
After a lengthy series of cutscenes, you'll be treated to a torture session at
the hands of our good buddy Revolver Ocelot. The basic gist is that you need
to mash the A button as fast as possible to recover your health while Ocelot's
torture machine drains it. If things aren't looking too good, you can press
Start in addition to A to surrender. Keep in mind, though, that this is the
sole event that determines what ending you'll get when you beat the game. If
you successfully survive the torture, you'll receive the "good" ending. Submit
to Ocelot's torture and you'll be given the "bad" ending. The choice is all
yours. One other thing: it's possible to replenish a small bit of your life
gauge if you continue to mash the A button after the high-voltage current
stops.
* NOTE: As Ocelot will tell you, there are no continues here. If you die as
a result of the torture, you'll have to go back to the last time you saved.
Hope you listened to my advice and saved last time you had the chance.
After the torture, you'll be treated to some more scenes and Codec
conversations. When control is finally yours again, you will be inside the...
--/ MEDICAL ROOM /-------------------------------
There isn't a whole lot to do in this room just yet, except for annoying the
guard by knocking on the walls repeatedly. Wait around for a while and Ocelot
will beep the soldier. It's time for some more torture! Same thing as last
time, no more difficult or anything. Again, I suggest pushing through the pain
instead of surrendering, but it's all up to you. Whatever floats your boat.
Afterwards, you'll be back in the Medical Room. The Colonel and Naomi will
beep in, and Naomi will even give you nice little massage. This conversation
drags on for a loooong time, but it's all interesting stuff. When it ends,
the soldier will run off to hit the can, and Otacon will sneak in, many thanks
to his stealth camouflage. Although he isn't able to bust you out by himself,
Otacon does hand over some goodies: a ration, a bottle of ketchup, a Level 6
keycard, and Sniper Wolf's Handkerchief. That's just plain dandy!
* NEW ITEM ACQUIRED: Ketchup. Made from tomatoes! Good on French fries!
Yummy!
* NEW ITEM ACQUIRED: Handkerchief. It used to belong to Sniper Wolf, so it
smells quite similar to her. Because of that, the dogs in the Cave area
will automatically love you if you're wearing this, even if you shoot one
of the stupid mutts.
Before the guard returns, you need to get down on the floor in crawling
position and bust the ketchup bottle, so that it looks like blood. The guard
won't know what the heck is going on, and he'll open the door to come check
you out. That's your cue to hop up and snap his neck. If you happen to screw
up here and get locked back in the cell, the Cyborg Ninja will eventually
appear as if from nowhere and bust open the door for you. Such a nice ninja!
* NOTE: If you don't feel like spilling ketchup all over yourself, you can
always hide underneath the bed instead. It works just the same (though
it's a bit more difficult to surprise the guard when crawling out from
underneath the bed).
* NOTE 2: If you don't manage to escape this time around, you'll have to
survive a third round of Ocelot's torture.
Once out of the cell, run around and grab the ration, then utilize your L6
keycard and head into Ocelot's torture room. You'll find all of your gear
(with the sole exception being the MO Disk you got from Baker) stored safely in
the box near the torture bed. Now, take out the gun camera positioned over the
doorway, then head through. So just where are we?
* NOTE: As you proceed onward, you'll get a call from Deepthroat, saying
that there is a bomb in your items! Take a look and, sure enough, you'll
be able find an activated time bomb hidden in your inventory. Throw it
away before it blows up, but keep in mind that the explosion will alert any
guards in the area.
--/ HOLDING CELLS /-----------------------------
All the way back here, where we found the DARPA chief back at the start of the
game. We'll have to trek back to the Communications Tower, it seems. Sneak
past the pair of gun cameras and call down the elevator. When it opens, ride
it up to the first floor.
* NOTE: At this point in time, Snake may have caught a cold. If so, he'll
sneeze every once in a while, giving away his location to any nearby
soldiers. To cure this, you'll need some medicine. Head to the Nuke
Building B1 and check the middle room on the western wall in the area below
the elevator. Use the medicine and you're cool again.
--/ TANK HANGAR /--------------------------------
Exit to the northeast, and head for the Canyon.
--/ CANYON /-------------------------------------
If you took out the gun cameras earlier (like I told you to), then all you
have to worry about are the soldiers. Drop all of them with a tranq to the
head, then bolt for the door on the opposite side of the area.
--/ NUKE BUILDING 1F /---------------------------
Crawl underneath the partially open door ahead, then hide against the western
wall while waiting for the guard to pass. When he does, make your way toward
the staircase and call down the elevator. Snap the neck of the guard up here
if necessary, then head down to the first floor basement.
--/ NUKE BUILDING B1 /---------------------------
Now that we've got a Level 6 card key, we have the capability to open the final
door in the room to the south. Head inside and open up the middle door on the
western wall to collect your booty: some medicine.
* NEW ITEM ACQUIRED: Medicine. This is only useful if you happened to catch
a cold. If that's the case, simply use this to end the suffering that is
sneezing every once in a while.
Once you've got that, head north through the Commander's Room and into the
caves.
--/ CAVES /--------------------------------------
Unlike the last time you were here, you can now use the handkerchief that you
received from Otacon to make the doggies love you. Crawl underneath the rocks
to the north, then navigate around the corner and crawl through another hole in
the rocks. From there, simply jog forward through the door.
--/ UNDERGROUND PASSAGE /------------------------
As you approach Meryl's bloodstains, a cutscene will occur. Stuff about Meryl,
of course. Once it ends, run through the passage and enter the doorway at the
end, which will take us into uncharted territory.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
e. "I'm you! I'm your shadow!"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Please insert disc two.
--/ COMMUNICATIONS TOWER A /---------------------
Once you've done so, run down this narrow corridor, grabbing the FA-MAS ammo
if you need it. When you enter the door on the other side of this hallway
you'll trip some infrared sensors, pissing off the guards who were apparently
right behind you. Take the Stun Grenades and Rope to your left, then sprint
southward through the door and start ascending the tower.
This part of the game can be pretty tricky, so be careful. First of all, whip
out your FA-MAS and shoot through any foe within range, all the while racing up
the steps. Quickly dispose of the two soldiers behind you, then just hold left
on the control stick to easily ascend the stairs. When guards begin to appear
and start shooting at you from above, take them out before anything else, as
they can really drain your life gauge. Additionally, there aren't any
rations or ammunition (except for the small catwalk near the beginning) on
the stairs, so it's really important to have enough before even coming here.
A technique that is integral here is being able to shoot while running (just
hold down B while running, then press A to shoot as usual). This will allow
you to mow down the suckers in front of you while staying out of range of the
fools trailing you.
When you reach the top, be sure to finish off any soldiers behind you, first
and foremost. After that, grab the ration, which I'm sure you'll need, as well
as some FA-MAS ammo before climbing up the ladder on the south side of the
area.
--/ COMMUNICATION TOWER ROOF /-------------------
Nothing to do in this initial room, so head outside. As you make your way
toward the other side, guess who shows up? None other than Liquid, in his
fancy Hind. There's no way we can take that thing down, so we'll just have to
avoid it. How? There doesn't seem to be any choice but to rappel to the
bottom. It's a good thing we picked up that Rope at the bottom of the tower,
so select it as your item and watch Snake at work.
The controls for rappelling are pretty basic, so you shouldn't have too much
trouble adjusting. Pressing the A button allows you to kick or jump off the
wall, which is the best (and only) way to descend. Also, if you press A in
conjunction with either left or right on the control stick, Snake will make a
big jump in the corresponding direction. Now then, if you press the B button,
you'll be able to slowly move across the wall, which is better for making
slight adjustments. Of course, its not as simple as just rappelling down the
wall; you also need to dodge the spray of bullets that Liquid will be firing at
you. Fortunately, there are a few rations that can be found on the wall, so
try not to miss it. There is one other thing that you need to take notice of,
and that would be your Grip gauge. Just like when Snake is hanging onto a
rail, he can't hold the rope forever. If the gauge runs completely dry before
you reach the bottom, you're worm food.
* NOTE: Forget to grab the rope at the bottom of the tower? No problem;
there's an alternate way to do this. Just press Y to flip over the railing
and get ready to drop from pipe to pipe in order to reach the bottom.
Doing this may take a few tries before you get the hang of it, but it
shouldn't be too tough. Press X to drop, Y to grab a rail while falling,
and the Control Stick to shimmy along the pipes. Be sure that you're lined
up with the pipe below before dropping, though, otherwise Snake will soon
become a pancake.
When you do make it to the bottom, grab the ration to your left and the C4 to
the right before you start heading north down the lengthy catwalk. Before you
can make it far, however, an alarm is sounded and a trio of soldiers show up
at the opposite side. Retreat back to where you came from and press your back
against one of the rails, then pop out and fire a clip of FA-MAS ammo into
one unfortunate guard. Do the same for the other two, unless you happen to run
out of ammo. In that case, the SOCOM will work fine, as would the PSG1.
Another great (and humorous) way to take care of all three guards is to fire a
Nikita missile at them and kill all three birds with one stone.
Once you've cleared out the area, start running to the other side, only to meet
up with Liquid and his Hind again. Like before, there's no way to damage the
thing, so quickly run west into the safety of the tower, where you'll find a
Stinger Missile Launcher. Lovely!
* NEW ITEM ACQUIRED: Stinger Missile Launcher. This is the ONLY way to bust
up Liquid's fancy Hind, so it must be pretty awesome. You can only fire it
in first-person view mode, but that's how you use it's auto-lock feature,
so it's all good.
Without that heavy duty explosion-causer firmly in tow, run south through the
doorway.
--/ COMMUNICATION TOWER B /----------------------
To begin with, run east and grab the various boxes of ammo. If you continue
down a few sets of stairs you'll soon find that the rest of the path downward
has been destroyed, so head back to where you started. From there, run south
to meet up with Otacon again. After some chit-chat, you'll regain control. At
this point, you'll want to start ascending this area of the tower, so take the
stairs east of the elevator.
Once you head up the first set of stairs, you'll find that every few subsequent
sets are guarded by gun cameras. The first only has one, while the next set
has two, the next with three, and so on. There are two ways to get past here;
just shoot out the cameras or pull the pin of some Chaff Grenades. Both work
fine, so go with whatever you want. When you reach the top, grab all the items
(Stinger ammo, a ration, Chaff Grenades, etc) before climbing up the ladder in
front of the stairs.
--/ COMMUNICATION TOWER ROOF /-------------------
There isn't anything in this small first room, so head outside to meet up with
Liquid again.
- HIND ----------------------------------------
Throughout this battle, you'll need to use the room that you just came out
of and the large metal structure across from it as a shelter from the
Hind's various attacks. Stand in there and you should be safe for the most
part. As for attacking, the only way to hit the Hind is with the Stinger
Missile Launcher you got not too long ago. Pull it out and look for
Liquid; your Stinger will begin to beep wildly once you get a bead on him.
If you happen to lose him, follow the orange dot on your radar or search
for the three squares that will be circling around you - that's your lock
on Liquid's precious Hind.
Whenever you get the chance, send a Stinger his way, but keep in mind that
he will often fly away, forcing you to search for his location again.
After nailing him with a missile, it's usually a good idea to hide on the
other side of the metal structure, so that Liquid's retaliatory gunfire
can't hit you. If you do happen to take on some unexpected damage, grab
the ration just south of where you entered the roofs, then quickly return
to your "shelter."
About midway through the battle, Liquid will yell "Eat this!" and drop a
load of missiles onto the roof. Luckily, they only hit the platform to the
southeast, so it isn't anything to worry about. Just keep following the
Hind's trail and pump a Stinger at it whenever the opportunity arises. Just
before he bites the dust, Liquid will try to go out in a final blaze of
glory; be sure to have a ration equipped so he doesn't take you down with
him. "See you in hell... Liquid."
After the fight, Otacon will beep in and tell you the elevator is back online.
Nice. Head back inside.
--/ COMMUNICATION TOWER B /----------------------
Run downstairs toward the elevator, using some Chaff Grenades to divert the gun
cameras if you didn't shoot them out before. When you arrive, go pick up the
ammo boxes laying around, then call up the elevator. Step inside, ignoring
the warning beep, and ride down to the first floor. Otacon will call up in a
moment, and finally come to the revelation that four soldiers wearing the
prototype stealth suits must be in there with you! Crap!
This battle actually isn't too tough, as long as you know what you're doing.
If you're having trouble seeing the guards, then equip your Thermal Goggles.
Otherwise, rations are the best choice for your item. As for your gun, the
FA-MAS is obviously most useful in this case. Just pick a soldier and tear
through him, then move onto the next sucker. Remember that if you're wearing
the Thermal Goggles you'll have to use rations manually, so keep an eye on
your life gauge.
As the elevator reaches the ground floor, check both to the east and to the
west to find some ammunition, as well as a ration. After that, head south
through the door near the elevator. Pick up the ammo and whatnot, then enter
the L6 door at the end of this small corridor. Just be careful of the gun
camera placed to the side of the door - sneak by when it's looking in the
opposite direction. Another three gun cameras await you in the following
hallway, so take them out from afar before proceeding. Run through the door at
the end to enter the snow fields.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
f. Wolf and Raven
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
"Pull the trigger and the nightmare stops." - Coheed and Cambria
--/ SNOW FIELD /---------------------------------
A cutscene will introduce this area to you, as well as it's central threat.
Another boss already? That's right!
- SNIPER WOLF, ROUND TWO ----------------------
Like the first time you fought this firing female, it's important to find a
good place to take refuge, first of all. The tree that you begin near will
provide perfect cover, so pull out your PSG1, zoom in, and start looking
for Wolf. Once you find her, use some Pentazemin and make sure you don't
lose her location, as there are plenty of places for her to hide in this
battlefield. Pump a round into her whenever you get the chance - the fight
is fundamentally the same thing as last time.
If you want to try a more fun way to defeat Wolf, pull out your Nikita
Launcher. In order to make sure Wolf doesn't hit you while you've got an
RC missile coming her way, you'll need to hide behind the snowbank on the
far eastern side of the area. Simply fire a missile, guide it up the
sloped portions of snow ahead and bump into Wolf. This way tends to take
longer than the sniper way, but it's much more fun. Go with whichever
method you prefer.
When the fight ends, run forward to where Wolf was waiting to initiate a
lengthy cutscene. Once it's over, ignore the doors right in front of you and
check out the other rooms accessible from the snow field. You can find some
ammo, rations, bandages, and even another cardboard box, just be sure to use a
Mine Detector or your Thermals, since there are mines everywhere. Also be on
the lookout for gun cameras, which you should know how to handle by now. When
you've looked through all the other rooms, head north and open up the L6 door.
The moment you enter this chamber, a gun camera will spot you, so quickly duck
behind the crates to the right. From here, you can either peak around the
corner and shoot out the camera or crawl underneath the crates. The former is
recommended, as the latter will drop you out right in the field of vision of
both cameras. Either way, get past the two cameras and head downstairs.
--/ BLAST FURNACE /------------------------------
Run downstairs through the doorway, then hide behind the metal crate and wait
for the patrolling soldier to turn his back. Knock on the crate to alert the
guard, then sneak around behind him and snap his neck. After that, grab some
Stun Grenades from the northern catwalk, then head across the southern catwalk.
Although it may seem like a dead end, you can actually flatten yourself against
the wall and sidle northward. Just be sure to keep your back pressed upon the
wall, otherwise you'll fall to a most untimely demise. Another thing to be
aware of is the device moving across the wall. Just press X to duck under it
and keep moving across.
On the other side, there will be a single soldier patrolling the area, so wait
for him to show his face, then pop a bullet into it. Once you've done that,
head downstairs and have a look around to locate a couple of rations in
addition to some ammunition. Nice. There is also another useful item for us
to grab, so head all the way downstairs and run southward into a room filled
with broken pipes that are leaking red-hot steam. Wait for the jets of steam
to stop, then quickly run by, making your way to the west. When there doesn't
appear to be anywhere left to go, crouch down and crawl underneath some pipes
to access a little side area, where two gun cameras are waiting to draw some
blood. Neutralize them with a Chaff Grenade, then run over and snatch the
Body Armor. Dandy!
* NEW ITEM ACQUIRED: Body Armor. When you wear this bulletproof vest, all
damage received will be reduced by one half. Good deal!
Head back through the steam room and run north through the large doorway.
--/ CARGO ELEVATOR /-----------------------------
There is quite a bit of ammo stashed around this chamber, so I suggest stocking
up if needed. When you're ready, step onto the cargo elevator and activate it
by messing with the panel. But, things never go that smoothly for ol' Snakey
boy, so a team of elite soldiers show up at the last minute. There's no where
to hide, so you've got to fight! This battle plays out a lot like the other
elevator battle, the one in the Communications Tower. Have either some rations
or the Body Armor you just found equipped, and go to town on your foes with
the FA-MAS. No problem!
When the elevator stops moving, move ahead, taking out the gun camera stationed
between the two elevators. With that done, simply run ahead and take the next
elevator down to the bottom floor. On the ride down, Master Miller will give
you a ring on the Codec with some interesting information about Naomi. Soon
enough, the elevator will hit the ground, so run ahead through the door.
--/ WAREHOUSE /----------------------------------
A lengthy scene here will introduce you to our next adversary...
- VULCAN RAVEN --------------------------------
There are a plethora of different techniques that work well in this battle.
First of all, Raven is extremely alert, so sneaking up on him and pumping
some rounds into him isn't going to work. Instead, some more long-range
tactics are recommended. The Nikita Launcher is a great way to cause some
damage from afar, as is the Stinger. Just wait for Raven to walk by, then
send a missile flying towards him.
Another good way, if a bit random, to cause damage is to set Claymore mines
all around the battlefield. Just be careful to use a Mine Detector so you
don't hit your own mines. Additionally, you can always toss a Grenade in
the direction you know Raven is coming to score some quick and easy damage.
All of these strategies work quite well, so go with a combination of each
if you like.
.-------------.
| READER TIPS! \____________________________________________________________
| ============ |
| themoderated sez: "When you start the battle with Raven, wait for him to |
| walk to one side of the room, [then] you run to the other side. Get in |
| the prone position (crouch and move forward, but you knew that) and take |
| our your sniper rifle and shoot him at your leisure. He can't hit you |
| from that distance with his gun. You can beat him really quickly and |
| easily this way, and take no damage." |
|___________________________________________________________________________|
When the fight ends, Raven will hand over the L7 card key. Thanks much, Tubby!
Head through the door on the northern end of this warehouse.
--/ WAREHOUSE NORTH /----------------------------
Two guards are on patrol here, so don't just run ahead like in idiot. Instead,
slowly walk forward a bit and knock on the wall to get the first soldier's
attention. When he comes to check it out, hide behind the small part of the
wall that juts inward and knock again. The lone soldier will come over to
investigate, so throw him and, when he gets up, snap his neck. It's important
to throw him first, because he'll duck your neck-break grab if that's what you
go for first.
Now then, carefully proceed down the hall (watch out for the floor traps!) and
stop right when you get to the end, as a guard above will spot you should you
move any further. I suggest peaking around the corner and picking him off with
a few shots from a weapon of your choice. Once he's been neutralized, run
forward, but stop just after the set of stairs. The door to the underground
base is just ahead and to the left, but a pair of gun cameras are in prime
position to dole out some major damage if you get any closer. You'll be back
through this room a bit later, so I highly suggest taking them out for good
with a few well-placed gunshots.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
g. The Underground Base
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
--/ UNDERGROUND BASE /---------------------------
* NOTE: If you missed the SOCOM Suppressor early on, you can locate it in
the drainage ditch, right underneath the gun camera to the northwest.
Props to Crazyreyn for pointing this out to me.
Jog down the narrow corridor and take a look upward - it's Metal Gear! Head
around it to the right and start up the first staircase to receive a Codec call
from Otacon. When he's done yammering, continue up the stairs, but be wary of
the guard up here. Alert him by knocking against something, then lure him
downstairs, where you should proceed to snap his neck with the greatest of
ease.
Head back upstairs and ascend the second staircase, prompting Otacon to call
again. Just a brief update, really. Once the conversation ends, quickly run
to the right and follow the catwalk around to a dead end. Whip out your SOCOM,
M9, or whatever you like to use nowadays and look for the patrolling soldier to
the west. Pump him full of lead, then run back to the stairs and head left
around them this time. Continue along the catwalk until you reach the small
room on the other side, which will initiate a LONG cutscene.
When the scene ends, you'll have to head all the way downstairs to retrieve
the card key. If you followed my earlier advice and took out all the guards,
then heading down shouldn't be tricky. When you reach the bottom, equip your
Mine Detector and hop into the drainage ditch. Run as fast as possible toward
the small white dot that shows up on your radar, as just standing in this
sewage will drain your life. I guess that's why they call this a DRAINage
ditch. ^_^ You just need to watch out for one thing: there is also a time
bomb hidden in this area, so if you pick it up, be sure to quickly oust it from
your inventory.
* NOTE: If you absolutely *can't* find the key, Master will give you a call;
it seems he's come to the conclusion that a rat must have eaten it! To get
it back, you'll need to track its route and set up a trap with some C4.
There are several small vents that are too small for Snake to fit into, but
are just right for a rat, strewn around the area. Find one and camp out
there until the rat pops out, at which point you should detonate some C4,
popping the rat like a balloon and making the PAL key appear. Nice!
Now that we've got the key back in our hands, return to the control room
upstairs (it's now unlocked). Before heading in, shoot out the two cameras,
as getting seen by one would not be good at all. After that, head for the
first laptop terminal, equip the PAL key, and press Y. Our next goal is to
cool the key, so head back downstairs and into the warehouse.
* NOTE: There's actually a much faster way to heat up/cool the PAL keycard.
In the Underground Base, head all the way upstairs and take a right. Run
along the catwalk, toward the screen and, near the end, flip over the
railing. Below you should spot a hidden platform. Press X to drop from
the rail, and Y to grab hold of the platform as you fall. Climb up and
take note of the two pipes: shoot the blue one to freeze the key and the
red one to heat it up. Makes sense, ya? Anyway, this is way faster than
doing all the backtracking and such.
--/ WAREHOUSE NORTH /----------------------------
Even though we took down the two soldiers in here earlier, they've been somehow
reanimated. Just shoot them down and make your way southward into the
warehouse where we fought Raven not too long ago.
--/ WAREHOUSE /----------------------------------
A trio of soldiers have now infested this place, as well, so you'll either have
to take them out or stay on the move whilst waiting for the key to freeze. If
you want to kill them all, start off by facing to the left as soon as you
enter to pick off one guard. After that, head right around the pile of crates
directly south of the door and shoot down another soldier. The final guard
shouldn't be too tricky to dispose of; just sneak up behind him and do whatever
you want to him. Now that all the guards are gone, just chill out for a few
minutes (I apologize for the horribly cliche pun, but I'm too stupid to come up
with anything decent) and wait for the key to cool. You'll know the time is
right when the card key turns blue on your item sub-menu. Head north again.
--/ WAREHOUSE NORTH /----------------------------
The guards will still be dead, so ignore their rancid corpses and head
northward.
--/ UNDERGROUND BASE /---------------------------
No guards are around to piss you off, so your path upward is unfettered. Run
right after the narrow corridor and ascend the two staircases, then head to
the west until you reach the control room. Equip your frost-bitten card key
and examine the middle laptop. After a short scene, it will be time to go
heat up the key. Where should we do that? How 'bout in the Blast Furnace?
Again, head all the way downstairs.
--/ WAREHOUSE NORTH /----------------------------
Nothing to worry about here. Run south into the main warehouse.
--/ WAREHOUSE /----------------------------------
All three guards have risen from the dead like Phoenixes of some sort. Don't
worry, though. Turn left from the get-go and pump a few rounds into the first
guard, then head to the right around the set of crates just south of you.
Defeat a second soldier here before running due south to finish off the final
foe. I told you it wasn't anything to worry about!
--/ CARGO ELEVATOR /-----------------------------
Try to shoot down some ravens on the way up the first elevator, and listen to
Miller when he calls. Once the lift reaches the top, run west (watch out for
the gun camera if you didn't take it out earlier) and ride the second elevator
to the top.
--/ BLAST FURNACE /------------------------------
Quickly silence the soldier right in front of you, then walk southward into
the steam room. Sit on your butt in here until the card key turns red, which
would be your cue to return to the Cargo Elevator.
--/ CARGO ELEVATOR /-----------------------------
Ride down to the halfway point. Switch to the eastern lift. Twiddle your
thumbs whilst riding down, or wait for one of the ravens to take a crap on the
floor and watch it drop. Head north into the Warehouse.
--/ WAREHOUSE /----------------------------------
The three guards have been revived again, but you don't even need to kill them
this time. Just run right around the crates stacked in front of you and head
north to the other side, entering the door once you get there.
--/ WAREHOUSE NORTH /----------------------------
Both of the soldiers here have returned again, as well. You can take them out
the same way as last time if you want, otherwise just peak around the corner
and fire a few shots into each. No biggie.
--/ UNDERGROUND BASE /---------------------------
Now would be a good time to save your game. As you can probably guess, more
guards have appeared here, also. First of all, head north through the narrow
corridor that you begin in. From there, run to the right and ascend the
stairs. Chances are, there will be a soldier within shooting range, so quickly
take him out before proceeding up the second set of stairs. Turn left at the
top and start heading for the control room to receive a Codec call from...
someone I won't name.
When the conversation is over, proceed towards the control room, taking out a
second guard on the catwalk along the way. When you reach the place, whip
put that shiny PAL card of yours and use it in conjunction with the third and
final laptop, the one with the red screen. Doing so will activate a series of
extremely lengthy cutscenes, where all sorts of surprising stuff is revealed.
Enjoy!
Soon enough, you'll be put back into control, as the control room is filled
with poison gas and the door locks. Quickly call Otacon and he'll get to work
on opening the door. In the meantime, you may as well throw on your Gas Mask.
When the door slides open in a few seconds, head out and some more cutscenes
will begin. Whee!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
h. The Twin Snakes
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Once the cutscenes finally come to an end, it's time to take down that huge
metal behemoth.
- METAL GEAR REX ------------------------------
As the battle begins, call up Otacon to learn Metal Gear's weakpoint -- the
circular doohickey positioned to the left of it's head. Apparently, if we
hit it with enough Stinger missiles, Liquid will have to open up the
cockpit, allowing us to cause some major damage to Rex's interior. Since
that circular device, called the radome, will be temporarily impregnable
after being hit, be sure to only fire one missile at a time. Additionally,
there are myriad other targets on Rex's bod