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A Walkthrough for Metal Gear Solid: The Twin Snakes
Written by: Robert "Mystic Reaver" Davis
Version .9
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See the contact info for my E-mail and AIM information
A quick note about versions: If I add a tenth (.1) to the version, it was a
large update. A hundredth (.01) is a smaller update. Though you probably don't
care too much about those, anyway.
Also, *'s indicate section dividers and separators, while dashes (-) will box
or mark important details (Spoiler warnings or additional info)
*********************************************
Table of Contents:
1. Updates and versions
2. Legal BS
3. Introduction
4. Frequently Asked Questions
6. Walkthrough
6.1 Controls
6.2 Basic moves and techniques
6.3 The Docks
6.4 The Heliport
6.5 The Tank Hangar
6.6 The Armory
6.7 BOSS FIGHT: REVOLVER OCELOT
6.8 The Canyon
6.9 BOSS FIGHT: M1 TANK
6.10 Nuke Storage Building
6.11 BOSS FIGHT: NINJA
6.12 BOSS FIGHT: PSYCHO MANTIS
6.13 Cave
6.14 Underground Passage
6.15 BOSS FIGHT: SNIPER WOLF
6.16 Torture Chamber
6.17 Communications Towers
6.18 BOSS FIGHT: HIND
6.19 BOSS FIGHT: SNIPER WOLF
6.20 Blast Furnace
6.21 Cargo Elevator
6.22 BOSS FIGHT: VULCAN RAVEN
6.23 Underground Base
6.24 BOSS FIGHT: METAL GEAR REX
6.25 BOSS FIGHT: LIQUID SNAKE
6.26 Jeep Escape
7. Weapons and Items
8. Additional Strategies
9. Tips and Tricks
10. Contact Info
11. Contributors and Credits
12. Closing
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1. Updates and Versions
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March 6, 2004: Started the guide, formed the "frame," and am completely unable
to get anything done due to worry about missing the release of the game.
March 10, 2004: Got the game, began typing the Story and the Walkthrough.
March 13, 2004: Finished the walkthrough EXCEPT the Docks, Heliport, and Tank
Hangar.
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2. Legal BS (Disclaimer)
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This guide is the sole written property of the author, Robert Davis, and may
not be reproduced in any form without the express written consent of the
author. This guide may be found only on GameFAQs (http://www.gamefaqs.com). If
you
wish to host the guide, contact Robert Davis via his info in the Contact
section.
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3. Introduction
****************
One day I was browsing GameFAQs, thinking to myself, "Damn, I sure wish I had
a walkthrough to go under my contribution page." I had started several guides
for games, like Super Mario RPG, and Phantasy Star Online, but when I got
started, did I really have anything new or interesting to add to the existing
guide? No. So, when Twin Snakes came along, and I had $40 conveniently lying
around, I figured "What the hell," bought the game, and started writing.
In case you're wondering, I'm a 15 year-old male residing in Fraser, Michigan.
I spend most of my time going to school and gaming, with the occasional
venture outside. I started on the SNES and the NES, and have stuck with games
ever since I was about 3. I continue to enjoy PC gaming along with my PS2 and
GCN. I've always been an avid Metal Gear Solid fan.
The sole purpose of this guide is to help you, the reader, on your first time
through. I will be typing the guide as I play through the game, so bear with
me. I intend to keep the guide fairly spoiler-free, since I wont know anything
you wouldn't know on your first time through.
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4. Frequently Asked Questions
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Question: What _exactly_ is Twin Snakes?
Answer: Twin Snakes is a remake of the game "Metal Gear Solid" on the original
Playstation. TS is essentially the exact same game as Metal Gear Solid, EXCEPT
that the graphics and gameplay are based off of the Metal Gear
Solid 2: Son's of Liberty sequel on the Playstation 2. This combines the
excellent story of MGS with the superb gameplay and graphics of MGS2.
Q: How do I lower my gun without firing a shot?
A: While holding down the A button, press the Y button, so that you're holding
both at once. While keeping the Y button pressed, release the A button. Once
your gun is down, release the Y button as well.
Q: How do I pause the game?
A: Hold the START button and press B
Q: How do I use the Codec?
A: Hold the START Button and press the A button
Q: How do I *Insert problem here?*
A: Check the guide. If it's not answered there, E-mail me via the info in the
contact section.
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5.Story and Characters
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Here's the basic story, at the beginning of the game.
You are Solid Snake, a former member of FOXHOUND, an elite special forces group.
You have been called in from retirement to infiltrate a top-secret nuclear
weapons disposal facility in Alaska's Fox Archipelago which has been taken over
by terrorist members of the current. You must infiltrate the site and rescue two
important hostages: The president of ArmsTech, Kenneth Baker, and the DARPA
Chief, Donald Anderson. You must also assess whether or not the terrorists have
the ability to perform a nuclear strike. You will go in alone, remotely aided by
specialists and scientists via CODEC.
Characters:
Solid Snake: The main character, and arguably the most badass video game
character ever. A former member of FOXHOUND, he has since retired to Alaska.
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6. Walkthrough
***************
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6.1 The Controls:
********************
A button: Use it to drop from hanging, grab guards, flip guards, and draw your
weapon.
B Button: Used to zoom in with scopes. Also used to punch and kick.
Y Button: Used to limb up and down ladders, and flip up/over ledges and rails.
Also opens doors/elevators.
X Button: Used to zoom out with scopes. Also used to crouch, and causes Snake to
Roll if pressed while running.
R Button: Used to move to the right when Snake is pressed against the wall. When
lightly pressed, Snake will sidle over. While completely depressed, Snake will
lean out over the edge of the wall if Snake is at the edge of the wall.
When not pressed against a wall, fully depressing R will open the WEAPON
SELECTION MENU. You then use the analog stick to select the weapon. If you
depress R lightly, and then release, Snake will holster/draw his weapon.
L Button: Used to move to the left when Snake is pressed against the wall. When
lightly pressed, Snake will sidle over. While completely depressed, Snake will
lean out over the edge of the wall if Snake is at the edge of the wall.
When not against a wall, and the button is fully pressed, the ITEM SELECTION
MENU is opened. This displays your current items (Thermal Goggles, rations,
Boxes, etc.). Lightly depressing the L button causes the current item to be
unequipped.
Z Button: Engages first person view when held. Use the analog stick to move your
view or your gun around in this view.
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6.2 Basic moves and techniques
********************************
Sneaking: When using the analog stick to move, tilting it gently in the
direction you want to go causes Snake to walk, as opposed to the run that you
get when the stick is completely tilted.
Rolling: Tap X while running to roll. Roll to evade gunfire, or roll into
enemies to knock them down or stun them.
Running with your weapon drawn: This trick only applies to the FAMAS, M9, and
SOCOM. Basically, you start by drawing your gun, and leaving it drawn. Now, you
can't move like this, right? Wrong. Hold down B or X while your gun is drawn,
and you can run and fire at the same time.
Hold-up: A hold-up is when you sneak up on a guard, and draw your gun. Snake
will say "Freeze!" and the guard will put his hands up. Hold-ups can only be
performed while the guard has not spotted you, meaning his cone of vision is
green or yellow.
Once held up, you want to move to the front of the guard. Refer to the above tip
on how to move with your gun drawn. It is very important that you DO NOT HOLSTER
YOUR GUN while holding a guard up. Now, you're right in front of the guard, with
your gun pointed at him. Hold Z to go into first person view, and aim the gun
first the head, then at the crotch. The guard should start shaking, and then
drop an item. After you get the item from the guard, tranq them or shoot them so
they don't turn around and set off an alarm.
If the guard starts talking to you, challenging you to shoot him, you have two
choices: Either shoot a SOCOM or FAMAS round into and arm or leg to show him
who's boss, and proceed to rob him, or if all you have is an M9, tranq him in
the head. If you do nothing, the guard WILL knock you on your ass, run, and
raise the alarm, leaving you pretty much boned.
----------------------
-- 6.6 THE ARMORY --
----------------------
Ok, you have two rows of little square rooms. Run into the middle on the top
row, and get the C4. Keep dashing, there are no enemies, but there are some
trapdoors. Nothing you can't handle. Proceed to the lower-middle and lower left
box rooms, and grab the ammo in those two rooms. Now Go back up to the elevator,
avoiding the trapdoors. Look to the walls on the left and right of the elevator.
There should be one discolored patch on each side, a big gray blotch. Place on
C4 on each, and use B to blow them up. Go through both rooms and grab the ammo.
Now go to the very lower left corner of the room, and look at the south wall.
See that familiar gray blotch? Use one C4 on it.
This will open a passageway to Armory South. Go through your improvised doorway,
and head down the little hallway you've just accessed. On the right-hand wall,
just before the alcove, there's another gray blotch. C4 it. Head east down the
next passageway. Ignore the blotch on the right hand wall, and put some C4 on
the northern wall. Blow it up, and enter the opening.
You're treated to a cutscene in which you find Kenneth Baker. As Snake looks
for a way to rescue the trapped President, a man emerges and fires a revolver at
Snake. Snake dodges the bullet, and prepares to square off against his new foe,
Revolver Ocelot.
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-- 6.7 BOSS FIGHT: REVOLVER OCELOT --
---------------------------------------
All right, first boss fight. Ready?
Ocelot shouldn't prove to be anything you can't handle if you made it this far.
When the fight starts, you'll notice Ocelot's health bar at the top, underneath
snake's and Kenneth's. Kenneth Bake is not really a part of the fight, just make
sure you don't hit him.
Now, Ocelot will fire six rounds at you, and then reload. You can see how many
bullets he has left by looking at the figure next to his health bar. When Ocelot
has ammo in his gun, run around in a slightly circular motion around the area
that you start the fight in. Basically, just get a feel for how much you have to
move to get his shots to miss.
Now, when Ocelot reloads, quickly switch to first person mode and shoot him. Try
to aim for the head. An important thing to remember is DO NOT try to stand still
behind the pillars. Ocelot will ricochet his bullets off the wall and still hit
you. Simply stay in motion and shoot when Ocelot reloads, and the fight will be
over in no time.
Be careful near the end of the fight, the bullets start to ricochet a lot more
often. Again, just keep moving, and you'll be fine.
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-- END BOSS FIGHT --
--------------------
You get another cutscene, enjoy it. You learn a lot about what's going on, see
some ninja action, and you learn what you need to do. Kenneth also tells you how
to find Meryl's CODEC frequency, on the back of the game package. Long story
short, you need to find a scientist named Hal Emmerich, who can help you destroy
Metal Gear.
All right, back to the game!
Exit through the upper right door after the cutscene, and dash into that middle
lower box room in the armory. There are some guards out there, but for now,
press yourself into one of those lockers and use the CODEC to contact the
frequency: 140.15. this is Meryl's frequency, and is found on the back of the
game box. Listen to the CODEC conversation, and learn a few things about what's
going on. Seems like Snake knows a few things we don't.
Now, you're in the lower-middle box room, right? Wait until the guard to the
east of the room walks al the way to the south, and then when he turns to the
east, follow him out. Wait until he gets to the lower right corner of the
Armory, then hold him up or tranq him. Now, go into the lower-right box room,
and CRAWL around and get the boxes. There is a trap in the middle of the room
and if you WALK through it, it sets of an alarm. Now, exit the room, and make
your way back up to the elevator. Watch out for the other guard patrolling the
armory, but he's easy enough to avoid. Hold him up for a dogtag if you want.
Once you've called the elevator, take it up tot he first floor Tank Hangar.
There is a guard up on the walkway to the east, and a guard on the same level as
you to the south. You can't do anything to the guard to the south, but you can
tranq the guard up on top when he's out of site of the cameras. The guard on the
same floor as you reports in regularly, and knocking him out causes
reinforcements to come, so just stay clear of him. You can go upstairs if you
want, but there's nothing you need now, just some chaff grenades.
Our goal now is the upper right room on the ground floor, beneath the catwalk.
The problem is, there's a guard facing the door. Wait for the patrolling sentry
to walk west around the tank, then open the upper-right door and try to tranq
the guard inside the room immediately. If he pulls out his radio, tranq him
anyway, then hide in a cardboard box in the very upper-right alcove of the room.
After the guard team that comes to wake him up leaves, take the box off (Don't
worry, he never turns around) and hold him up. Tranq him or take his dogtags,
then grab the SOCOM SUPPRESSOR in the lower left corner of the room. Equip the
suppressor and SOCOM at the same time to permanently attach the suppressor. Now,
proceed into the cargo elevator, slowly. Look the left side. See those little
boxes with the green light? Shoot them each with the SOCOM once, but stay back.
Going straight out from the little pillars by the boxes are lasers, which
release poison gas. Once all the boxes are destroyed, proceed through the far
door.
--------------------
-- 6.8 THE CANYON --
--------------------
Equip your Thermal Goggles as soon as you enter the area. Look at the ground.
See those little red blocks? Those are mines. CRAWL towards them from any
direction and you will pick them up. Walking towards them will set them off.
Just as you reach the mines, you get a CODEC call. I suggest you take it, as it
tells you not only about the times, but about a tank ahead of you waiting in
ambush. Great. Also, grab the ammo box to the right if you need it, along with
the ration to the left. Watch out for mines on the sides, too.
Now, proceed forward slightly, and watch the cutscene.
-----------------------------
-- 6.9 BOSS FIGHT: M1 TANK --
-----------------------------
This can be tough the first few times. To start off, run to one of the small
snow banks, and duck behind it. Toss a chaff grenade, and when it goes off,
quickly run up to the tank and equip your regular grenades. When the gunner pops
out, toss a nade up towards the gunner hole. Stick close to the tank, so it
can't use it's main gun, but don't get close enough to get run over. Keep your
rations equipped, you never know when the tank might suddenly turn and run you
over. After the first guard is dead, a second gunner will pop out. Repeat for
him. Just keep persevering, and you'll be fine. Remember not to get too far away
from the tank. If you have to run off to the sides to get more grenades, throw a
chaff to cover you, but be careful to dodge the fire from the machine gunner.
After the fight, you see a cutscene in which snake once again demonstrates how
badass he is. Supposedly we were "given" the card. Thoughtful bastards.
After the cutscene you wind up in the Nuke Storage building. Go ahead and save
or call Meryl or something.
--------------------------------
-- 6.10 Nuke Storage Facility --
--------------------------------
An important thing to note here: you cannot use your weapons. This leaves you
unarmed against a few enemies. Nothing you can't handle.
There will be two paths you can take: One to the left, and one leading down to
the right. Take the left on first and grab a ration along with a view of the
area.
Backtrack and go down the ramp. There's a gap between the floor and the door
large enough for you to crawl through. There are two guards that you will be
able to see. Wait for one guard to pass directly on the other side of the door,
then quickly crawl under the gap, and quietly follow the guard up, and you can
hide underneath the camera with the FAMAS ammo. When the guard starts walking
far to the west, and the guard patrolling around the truck turns away, throw a
chaff grenade, but throw it down the stairs so the guard doesn't come up to
investigate. Run past the camera to the left, then south, and hide on the north
side of the boxes. You will be out of camera range. Wait for a guard to walk
close to the boxes, and when he starts to walk away, follow him quietly. Hit the
elevator button, hop in, and go to the floor B1.
NUKE BUILDING B1:
All right, walk out of the elevator, and all the way to the left. Hide behind
the pillar. A guard should come out of the restroom, but wait. He'll come back
soon. When he comes back, follow him into the restroom, and hold him up while
he's standing at the urinal. If you want his dogtag, WALK WITH YOUR GUN DRAWN
through his back. You'll bump into him, and wind up in front of him. Proceed to
rob him, then tranq/kill him. Get the items in the stalls, then toss the guard
in one. Walk back into the hall, and wait by the door. A guard is in the room to
the south. Wait for him to walk east towards the door, and when he starts
walking south, run out and hold him up. Tranq/kill/rob him, then get the NIKITA,
the Nikita ammo, and the stuff in the lockers. Toss the guard into one of the
lockers. Feel free to grab the ammo around the floor. Proceed back to the
elevator, and take it to the second floor basement.
NUKE BUILDING B2: Walk out of the elevator, and through the double doors. You
get a call from Deepthroat. As it turns out, the basement not only has poisonous
gas, but the floor is electrified. Remember that Nikita we picked up? Take it
out. Follow the path that was just shown to you in the cutscene, and hit the
power supply. Be careful in the long laboratory room; you need to go as fast as
you can with the Nikita, which means line up for the far side as soon as you
turn the corner. Drone guns will try to shoot it down, but just fly straight and
they wont hit you. Once the power supply is knocked out, go through the double
doors. The gas is still here, so work fast. Run straight down the hallway, and
turn east. Run past the drone and through the door.
Now, the sounds might make you hesitate, but just continue through the door
again, and then walk into the small room. You are treated to the most violent
and, arguably the coolest, cutscene in the game. Once the cutscene is finished,
follow the ninja through the door.
Watch the brief cutscene, and get ready to fight.
----------------------------
-- 6.11 BOSS FIGHT: NINJA --
----------------------------
This is a three part battle. Keep your rations equipped.
When the fight starts you square off against the ninja. If you try to shoot him,
he deflects your bullets, forcing you to fight hand to hand. If you have a hard
time keeping up with the Ninja, shoot him a few times to make him stop and
deflect the bullets, and then punch him. You will only be able to land a punch
or two before he leaps away. Continue this, trying not to get hurt too badly.
It's long, but there's no quick way to do it. Just play carefully.
The second part gets a bit harder. Ninja will turn his camouflage on, and hide
somewhere in the room, forcing you to find him. You can see , and then run up to
him and punch him.
OR: You can toss a Chaff grenade. This makes him very easy to find, and you can
land a punch-punch-kick combo on him. Keep this up as well, it shouldn't be too
hard.
The last part is relatively easy. The ninja will teleport near you and try to
punch you. However, there's a good second delay between him appearing and him
throwing the punch. As soon as he appears near you, run to the side so you
aren't directly in front of him. Run up close to his side or back, and throw a
punch-punch-kick combo. This part is over in no time.
In the ensuing cutscene, something seems to be controlling the Ninja, or making
him mentally unstable. The following Codec call reveals the Ninja to be Gray
Fox, a FOXHOUND member thought to be dead after the fall of Zanzibar Land. Looks
like you need to go find Meryl now.
After the cutscene, proceed back out into the bloody hallway, then back to the
gassed hallway. Don't worry, there aren't really any enemies, except a drone gun
when you first enter the gas area. Just run straight to the elevator, and take
it to the first floor basement.
--------------------
-- END BOSS FIGHT --
--------------------
NUKE BUILDING B1: Do what you did before, dash to the left and hide behind the
pillar. Wait for the guard to go back into the restroom, then hold him up. Go
wait behind the right hand pillar, near the woman's restroom. When a guard walks
in, follow it.
In the following cutscene, you learn a bit about Meryl. It seems like Snake and
Meryl are going to stick together, and go through the Commander's office to get
to Metal Gear. Meryl takes point, and Snake follows her out.... wait, what the
hell was that?
Back to the game. Shake it off, buddy.
Ok, notice that Meryl's health bar is visible. Which means she can't die.'
You can go to the southern room to grab some ammo, if it makes you feel more
comfortable. Proceed to the Level 5 door to the right of the Men's restroom.
Watch the small cutscene. Odd. Maybe people act differently in Alaska.
Move into the room.
Ah, Psycho Mantis. Wonderful. Watch the cutscene, it's got some neat stuff.
Anyway, watch the cutscene, and now it's time to kill this creepy bastard.
---------------------------------
-- 6.12 BOSS FIGHT: PSYCHO MANTIS
---------------------------------
I hope you brought your FAMAS. As soon as the fight begins, change the port your
controller is plugged into. If you're using a Wavebird, move the receptor over a
spot. This allows you to actually hit Psycho Mantis. Equip your FAMAS and start
shooting him.
When he has Meryl stand back up, to a punch-punch-kick combo on her. When He has
her stand up, and tell her to shoot herself, quickly draw your M9 and put a dart
in her head.
Simply keep your rations equipped, dodge his objects, and continue to shoot him.
It shouldn't take too long.
Watch the following cutscene and Codec conversation. God, Psycho Mantis is an
ugly SOB.
After the cutscene, head out the door behind the bookcase. Don't miss the ammo
by the stairs.
--------------------
-- END BOSS FIGHT --
--------------------
---------------
-- 6.13 CAVE --
---------------
Ok, new area. Go all the way to the right and grab the items. Then go back to
the left and up through the little alcove. Crawl when you get to the dead end.
Continue along, shooting the dogs. When you get to the next dead end, crouch and
look for an opening towards the east. Go through this. You can't kill the dog on
the other side of the crawlspace, but he wont attack you, anyway. Grab the
ration if you want, and then punch Meryl once. After you punch her, hide under a
cardboard box. She'll have the dog, er, go to the bathroom on you. You know have
the dog scent, and will not be attacked. Go through the door.
------------------------------
-- 6.14 UNDERGROUND PASSAGE --
------------------------------
Meryl will show you how to get past the mines, but, we're a bit more resourceful
than relying on an ugly psychic, aren't we?
Follow her footsteps if you want, or equip your Thermal Goggles. Walk past the
mines and to Meryl.
All right, that didn't work out very well. Looks like we have some backtracking
to do.
Go back to the Cave.
CAVE: Go back to the Nuke Building. Wear the box as often as you can.
NUKE BUILDING B1: Take out the guard in the bathroom. Just run in there and hold
him up at the urinal. Then go into the southern room (Where you got the Nikita),
and get the guard in there. Go west as far as you can, and check the north and
south rooms there for a PSG-1 and a Cardboard Box.
Now go ALL the way back to the UNDERGROUND PASSAGE. Boss time!
----------------------------------
-- 6.15 BOSS FIGHT: SNIPER WOLF --
----------------------------------
Ok, you should have a PSG-1 of some sorts. Now, here's where it gets fun. Don't
bother crouching or proning. Grab the ammo and Pentazemin, and equip your
thermal goggles. Now look down that long passage. There should be a person down
there, Sniper Wolf. All you have to do is hit her with your PSG-1. There's not
much to this fight. Just use the Pentazemin, and hit her every chance you get.
If the green laser starts to flash over your screen, unequip the rifle and run
to on of the pillars on either side. Pop back out a few seconds later, throw in
a few rolls, and start sniping again.
Enjoy the cutscene. Nice delayed reaction, by the way, Snake.
--------------------
-- END BOSS FIGHT --
--------------------
--------------------------
-- 6.16 TORTURE CHAMBER --
--------------------------
Now, you get filled in on A LOT of things. You also get to be electrocuted.
When Ocelot begins to torture you after the cutscene, make a note of the
spinning box, which holds your gear.
During the torture, press A as fast as you can. There are a number of ways to do
this, as it gets harder on higher difficulties. You can try rubbing objects back
and forth over the button, or using your fingers in different positions. If you
feel that you're going to die from the torture, quickly press STAR + A to
surrender. This is what decides your game ending, but you do not die from
surrendering.
After the torture, you're thrown into a cell with the dead DARPA Chief. You also
get a Codec call from Campbell.
After the call, talk to some people on the Codec, namely Otacon. Eventually,
you'll have to go back for another Torture session.
The second torture session is pretty much the same. Don't sweat it.
Back in the cell, go hang out under the bed for a bit or something. You'll
eventually get a Codec call, and you can have a little chat with Naomi. How
nice. Eventually your guard will go the restroom. At this point, Otacon will
come up to your door, and a cutscene will begin. You'll get a ration, a
handkerchief, and a bottle of ketchup.
Now, there are a few ways you can get out of this. You can hide under the bed
while the guard is in the restroom, and then crawl out when he comes into the
cell to look for you. He'll sound an alarm, but no one else will come, and he'll
only be able to hit you once or twice before you reach him and knock him out.
Alternatively, you can use the ketchup to fake your death. Lay down prone on the
floor, equip the ketchup, and press A. Wait for the guard to see you, and when
he comes in, jump him and knock him out. Again, he'll raise an alarm, but he
wont receive reinforcements.
Of note when knocking the guard out is that even if you attempt to snap his
neck, it will only knock him out, not kill him. Proceed into the torture room
and grab your stuff, but don't be seen by the camera.
Got your stuff? Good. Knock the camera out with a SOCOM shot, a FAMAS round, or
a chaff, whatever you wish.
Proceed out the door to the right.
You're back in the holding cells. See that camera? Shoot it. Walk up and right a
bit, then turn south. See that drone gun? Shoot it.
Go ahead and get in the elevator. Take it down the Second Basement, the Armory.
ARMORY: There are three guards patrolling the floor. I'll leave it up to you to
take them out. If they pose a problem, you shouldn't have gotten this far. Just
remember the trap doors.
Once the guards are disposed of, look through the rooms you weren't able to
access before, but BE CAREFUL OF ALARM LASERS. Equip your thermal goggles and
you'll be fine.
During this time, you'll receive a call from "Deepthroat." He tells you there's
a bomb in your items. Open your ITEMS menu, find it, and follow the
instructions, no problem.
Now take the elevator back up to the tank hangar.
In the Tank Hangar, dash quickly to the Cargo Elevator, and into the Canyon.
In the Canyon, equip the thermal goggles, and the M9, or the SOCOM.
Headshot the two guards you can see, then take out the PSG-1. Down a Pentazemin,
reequip the thermal goggles, and take out the two cameras you can see in the
distance with the goggles.
Continue to the tank, and go up the right side of it. Look up over the top and
headshot the guard in the distance. Make your way towards the Nuke Building
door, but remember to shoot the cameras above and to the side of the main door.
Back to the Nuke Building, First floor. I love this place.
Same policy applies as your first trip through here:
There will be two paths you can take: One to the left, and one leading down to
the right. Take the left on first and grab a ration along with a view of the
area.
Backtrack and go down the ramp. There's a gap between the floor and the door
large enough for you to crawl through. There are two guards that you will be
able to see. Wait for one guard to pass directly on the other side of the door,
then quickly crawl under the gap, and quietly follow the guard up, and you can
hide underneath the camera with the FAMAS ammo. When the guard starts walking
far to the west, and the guard patrolling around the truck turns away, throw a
chaff grenade, but throw it down the stairs so the guard doesn't come up to
investigate. Run past the camera to the left, then south, and hide on the north
side of the boxes. You will be out of camera range. Wait for a guard to walk
close to the boxes, and when he starts to walk away, follow him quietly. Hit the
elevator button.
Get in the elevator and go directly to floor B2.
Go straight to the Commander's Room from floor B2.
Before going through the caves, equip the Handkerchief Otacon gave you. This
will keep the dogs from attacking you as you move through the caves.
Go straight to the Underground Passage.
In the Underground Passage, continue to move straight towards the tower at the
end of the passage. Watch the brief flashback and Codec call, and then proceed
down the passage. Once you get near the tower, check around for some ammo and
goodie, then proceed through the door to the right.
----------------------------------
-- 6.17 COMMUNICATIONS TOWER A --
----------------------------------
Just grab all the two boxes, then go through the door to the west. An alarm will
trip, so whip out your FAMAS and start running like hell. Make sure to grab ALL
the boxes though, as you'll need the rope in one of them when you get to the
top.
Once the alarm is triggered, run like hell up all the stairs, spraying bullets
at the guys above you, but KEEP MOVING. If you KEEP RUNNING, the guards behind
you wont hit you. Once you get to the top, maneuver the walkways and get up the
ladder.
Once on the roof, you'll be suddenly attacked by missiles. NICE! Soon enough,
Liquid floats up in his Hind, and starts shooting at you. Equip that rope you
picked up in your items menu, and approach the ledge Snake was looking at a
second ago.
Now begins the Rappel portion. Basically, you don't need to move to the side
that much at all. Just press A and then down on the analog stick. Rinse and
Repeat until you make it to the bottom.
COMMUNICATIONS TOWER CORRIDOR: Start off by popping a Pentazemin, equipping your
Thermal goggles, and pulling out a PSG-1 (Or a PSG-1T). Look across the bridge,
and you'll see three goons standing out in the open. Shoot one in the head. The
alarm will be set off, and the two others will dash away, but DON'T PANIC! No
one will come towards you. After a second, the two remaining guards will come
back out. Shoot the second one. The last one will run back. Wait. Shoot. Go
ahead and run across the walkway. There are no more enemies. Oh, except for the
Hind that pops up as you get about halfway across. But don't worry. Turn to the
west as you get to the corner, and dash all the way into the building. Grab the
Stinger, and go through the door to the south to....
COMMUNICATION TOWER B: Ok, you can go two ways, to the east or south. Go south
and hit the elevator button. Nothing happens? Then go back to that level 6 door
where you entered, only this time, go east and down the stairs. Only, what? The
stairs are out? Hmmm. Interesting. Guess we need to go back to the Roof of Tower
A. So, go back to tower A, then up the ladder. Looks like that doors blown. ALL
RIGHT! Go back to Tower B, AGAIN. Start to go to the elevator, and you'll get
into the cutscene. After the cutscene, climb the stairs to the top of the tower.
Be careful on the way up. Every few staircases, there will be a drone gun or
three on the wall above the staircase. Take them out with the SOCOM. At the top
of the stairs, take the ladder to the roof. Take a deep breath and steady
yourself. Let's go.
---------------------------
-- 6.18 BOSS FIGHT: HIND --
---------------------------
Ok, Liquid has a Hind.... but you have Anti-air missiles. This fight isn't very
hard. Just stay on the opposite side of the center tanks from him, but track his
movements by the stinger. When he starts to circle around to you, fire a locked
on missile. Liquid does not use too many attacks for the first portion of the
fight, just keep hitting him with missiles. When Liquid's health is just about
gone, it will show him fire a missile. If you're very low on health with no
rations, run like hell away from the center of those two big tanks. This is just
about the end of the fight, though, so don't worry. After Liquid takes out those
two tanks you used for cover, you're tread to a cutscene with two great one-
liners from Snake.
--------------------
-- END BOSS FIGHT --
--------------------
After the Codec call from Otacon, go back down the ladder in
Tower B. Head all the way back to the elevator, and take the elevator down.
You get a Codec call from Otacon. Interestingly enough, there are four stealthed
guards in the elevator with you. Equip your infrared goggles, your FAMAS, and
kick some ass. Shouldn't take more than 10 seconds. Continue the ride down to
the ground.
On the ground, head to the right and through the door. Watch out for the drone
sentries in these hallways. Take them out from outside their range with your
FAMAS or SOCOM. Grab the Pentazemin... wait, why do we need that? Unless we'll
be.... sniping.... ah. Head out through the door.
----------------------------------
-- 6.19 BOSS FIGHT: SNIPER WOLF --
----------------------------------
Ok, down a Pentazemin, equip the thermal scope, and your sniper rifle of choice.
This wont be too hard, you just have to have a good eye.
Use your First person view (without the rifle up) to spot Sniper Wolf moving.
Mark the position well. When you use the scope, the ground will be the same
color as Wolf. Simply shoot her as she walks from spot to spot. When you have to
reload, get behind a tree, roll out a few times to throw her off, and then use
first person again to find her. Repeat. A very easy fight.
After the fight, continue north through the Snow field. Watch the cutscene. Deep
stuff. Now time to kick some gigantic robot ass.
After the cutscene, go to the middle east and west sides of the arena. There are
two rooms with ammo in them. Take them. You can grab a ration in the upper right
room, but watch out for claymores. Now go towards the upper-left door. Open the
door when the camera on your radar is facing away from you. Look up and shoot
it. Move to the upper left corner of the room, turn to face the east, and shoot
the drone gun. Got your ammo? Head down the stairs.
--------------------
-- END BOSS FIGHT --
--------------------
------------------------
-- 6.20 BLAST FURNACE --
------------------------
Head down the stairs, then turn and face north-west. See that guy? Headshot. Now
head to the north, and look over the railing at the guy below you. Headshot.
Now go to the southernmost catwalk that should stretch to the west wall. Go flat
against the west wall, and CROUCH. Then, while crouched, slide over to the
catwalk towards the north. Go down both flights of stairs, and into the Cargo
Elevator.
-------------------------
-- 6.21 CARGO ELEVATOR --
-------------------------
All right, get on the elevator, and start the decent.
Oh, four guys and an elevator. Look familiar? Rations and FAMAS. Get the guy
right behind you first.
When the elevator stops, dash to the upper-left corner. Take you that drone
sentry, then proceed in the only direction you can. Take the second elevator
down. Hmm, ravens. Interesting. Hmmm, lies about the FBI. Slightly less
interesting.
Get off the elevator, collect ammo and rations around the boxes if needed, then
go through the door.
-----------------------------------
-- 6.22 BOSS FIGHT: VULCAN RAVEN --
-----------------------------------
Great, this goon. Ear pull? What the hell.
Anyway, when the fight starts, equip your rations. You'll mostly be using the
Nikita in this fight. For the first portion, you want to get behind Raven, but
out of his site.
| |
| |
| OO |
| OO |
---------| 1 |---------
1
> XX 111
> XX
---------| |---------
| |
| |
| |
| |
Line = boxes
X's = Raven
O's = Snake
>'s = Direction Raven is facing
1's = Path of missile
After you take Raven's health down a bit, he'll start moving a lot more, and a
good deal faster.
Ok, to be honest, at this point, I had some trouble, it was late, I didn't want
to work out a good way to beat him. What I did was this: I waited for him to
come around a corner, and when he did, I grabbed my FAMAS and punched him. A
punch does a good amount of damage. So, I just equipped my rations, and traded
blows. It actually worked out well enough. I wound up with 2 out of 5 rations
left. I'll add a better way to beat him at a later date.
--------------------
-- END BOSS FIGHT --
--------------------
After the fight, you get a Codec call from "Master." Interesting developments.
Anyway, save and head to the southern end of the room. Grab Vulcan's dogtags.
THEN proceed north through the door.
WAREHOUSE NORTH: Grab the ammo to the sides. If you time it right, you can run
out, grab the ration, and the guard will sort of spot you, turning his cone of
vision yellow. When this happens, quickly run back behind one of the pillars
where you got the ammo. When the guard comes to investigate, wait. When he turns
away, Pop out and shoot him in the back. Now, move to the upper left corner of
the tan floor. Crouch, and look up and to the east. There should be a guard up
on a ledge. Knock him out or kill him. Use your SOCOM to disable the cameras
above the Level 7 door. If you feel the need, you can go up the stairs to grab
some stinger missiles. Proceed through the level 7 door.
---------------------------
-- 6.23 UNDERGROUND BASE --
---------------------------
Proceed down the hallway, and you'll emerge into a room with REX inside. Hmm. Oh
well. Proceed to the right side and up the staircase. Watch out for a guard
around here. Work your way over to the left side of the top floor, then go south
along the west wall, watching out for the guard patrolling the walkways. Make
your way to the stairs up to the control room, and go in.
Nice cutscene. Lot's of information. Little Codec call from Otacon, too, then
another cutscene.
Smooth, Snake. Go down to the ground floor, and then get into the drainage ditch
via the southern most little access plank. Run west and then north through the
life-draining drainage ditch, and see if you pick up a PAL card. If you do, you
got lucky. If not, you'll pick up a time bomb. Dispose of it the same way you
did with Ocelot's.
Now, if you got the time bomb, get out of the drainage ditch. Hug the western
railing, and go up to the northern wall. See that little hole? Put some C4 in
front of it, and equip your thermal goggles. Stand off to the right of the hole.
When a mouse comes out, blow p the C4. You should get the PAL key.
Now, go back to the command room. But don't go in. ON the wall directly opposite
the doorway there's a camera. Shoot it. There's a second camera above and to the
right of the door. Shoot it. Use the PAL card on the left most terminal. Now,
exit and go back to the first floor.
You now need to backtrack all the way back to the warehouse. Go through
Warehouse North into the place where you fought Raven. Equip the PAL card and
just wait for a few minutes until it changes shape. Then go all the way back to
the control room and enter the key into the blue terminal.
Now go all the way back to the Blast Furnace. Go back through both warehouses,
up the elevator, and into the blast furnace. You have to wait twice as long here
, because first the key changes to "F" (room temperature) THEN The heated temper
ature.
Now, jet on back to the control room, but watch out for guards. You should
receive a Codec call somewhere around this part. Interesting.
Input the third and last PAL card, and watch the cutscene.
ALTERNATE METHOD TO ACTIVATING PAL CARDS: Instead of backtracking ALL the way
to the warehouse/blast furnace, go up by the control room stairs. Instead of
going left and going down, go all the way to the right and the dead end.
Hang off the edge, drop, and catch the next platform. There will be some pipes.
Steam gives you heat, while the other (Liquid Nitrogen) turns the card cold.
Gas, damn. Call Otacon, he'll hook you up.
More cutscenes.
-----------------------------
-- 6.24 BOSS FIGHT: MG REX --
-----------------------------
Ok, not too hard. Begin dodging the missiles. After all the missiles miss you,
equip the stinger and hit MG REX in the upper right most target. Continue to
dodge and fire in between machine gun bursts and missiles. He'll go down in no
time.
DO NOT try to hide behind the big tanks around the room. They explode. A lot.
Another cutscene, enjoy. Oh my. Thanks anyway, Fox.
The fight resumes. Aim for the middle top target with the Stinger, where the
cockpit is. REX will fall soon.
Another cutscene.
-----------------------------------
-- 6.25 BOSS FIGHT: LIQUID SNAKE --
-----------------------------------
Fist fight time. No rations, or items or weapons.
Liquid will run away from you for most of the fight. Run towards him, then
turn and cut him off as he runs. Throw a punch or three, and work quickly.
If you get the chance, knock Liquid off the edge of REX. He'll grab the edge
and climb back up, but you get his dogtags.
Just continue to dash in and punch him once or twice, then step back to dodge
his punch. Don't stay too close to him for too long, because he'll kick you,
and you can't hit him.
It can be a tough, close fight, but keep at it, you'll get the hang of it soon.
Another cool cutscene, enjoy.
Depending on whether or not you gave into the torture, you'll either be in the
jeep with Meryl or Otacon. It wont really affect the strategy.
Grab the ration, head up the stairs, then into the parking garage. Dash to the
lower left corner for a ration, then hop in the jeep when Meryl starts it.
Shoot the oil drums near the metal door ASAP.
----------------------
-- 6.26 Jeep Escape --
----------------------
Watch the road until you hit the first checkpoint. Shoot the oil drums.
Repeat for the second checkpoint.
When Liquid comes, shootout the headlights on his jeep first, then try to
hit him as best you can. Just track him and don't let up. Keep at it and
you'll get it.
When Liquid moves to the side of you, the fight is almost over.
Enjoy the ending!
*********************
7. Weapons and Items
*********************
Firearms:
M9: A silenced tranquilizer gun. Has a laser site. Depending on where you hit a
guard, the amount of time required for the guard to fall asleep varies. For an
immediate knockout, hit the guard in the head or heart. Shots to the leg or arm
will take noticeably longer.
SOCOM: A live ammo handgun. Loud, but it kills well enough. Shots to the head
and heart are instant kills, while shots to the arms, legs, or body will require
several shots.
FAMAS: The game's assault rifle, used by guards. The best tactic with this is
not to hold A to shoot, but to release Y. Basically, Holding A down fires full
auto, and Y is the safety. If you have to use it to take guards on, Hold A AND
Y, and then release Y to fire in bursts, and press Y again to stop firing.
Nikita: A remote controlled missile. Has a decent fuse before it self-detonates.
Also, it travels faster if you don't turn. If you need to meet a time limit,
line it up and let it fly straight. Control with the analog stick. You can only
change direction, not altitude.
Grenade: Standard Frag grenade. Used to kill guards and tanks. Very loud, and
should be used carefully.
Stun Grenades: Non-lethal grenades. When hit with the blast, a guard will be
knocked unconscious (with the stars above his head). Attracts attention of other
guards.
Chaff Grenades: Useless against guards, but knocks electronic equipment offline,
including cameras AND YOUR RADAR. Be careful when using these while enemies are
around, as your radar is unusable. Best way to make use of these is to
kill/knock out all guards in the area. These grenades DO NOT attract the
attention of guards.
Magazine: An emptied gun clip. Throw it to make a noise and distract a guard.
You probably wont use these often.
Stinger: A lock-on missle. Used mostly for the Hind fight, but can also be used
to kill guards. You probably wont use it much.
Items:
Scope: Equip and use B/X to zoom in/out. Not overly useful, but may help in the
earlier parts of the game.
Ration: Your standard healing item. Good tip: Keep rations equipped when
walking around. If you get killed, and the ration is EQUIPPED, it will
automaticallybe used, healing you where you normally would have died.
Bandage: Used when your health bar turns orange. Use the bandage to make it
green, and stop further loss of health and bleeding. Does not recover any
health.
Thermal Goggles: A very useful tool. Shows you things by their heat level, not
color.
People, animals, light, and cameras will be red. Walls will be blue or green.
Pentazimen: Used to steady yourself when sniping. Take one like a ration, and
your
scope will move MUCH less.
*************************
8. Additional Strategies
*************************
******************
9. Tips and Trick
******************
*****************
10. Contact Info
*****************
I can be reached via E-mail at ginsucricket AT comcast DOT net
Please put some identifying line in the Subject. For example, If you have a
question NOT ANSWERED IN THE GUIDE, put "FAQ Question" or something similar in
the subject line.
I will also allow contact via AOL Instant Messenger at the following screen
name: Ginsu Cricket
I'm usually on AIM from 3-11 EST Monday through Friday, so if you want a
question answered quickly, try that. Submissions and the like should be
handled via the above E-mail address.
*****************************
11. Contributors and Credits
*****************************
Konami--------Let's face it, we owe them everything
Silicon Knights--------Took a great game, and didn't screw it up!
Led Zeppelin--------gave us Tangerines, and gave me good FAQ writing music.
Rammstein--------See above
The Cars--------See above
CjayC--------Come on, best site owner ever ring a bell?
You--------It's submissions and criticism from you guys that makes this work.
************
12. Closing
************
Well, this is the end. Most likely, I'll continue to update this guide. I hope
you guys enjoyed reading this as much as I enjoyed writing it and if this
went over well enough, watch out for other FAQs by me.
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