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    FAQ/Walkthrough by Minesweeper

    Version: 1.0 | Updated: 07/18/04 | Printable Version | Search Guide | Bookmark Guide

    "This document Copyright 2004 Nathan Norris"
    Metal Gear Solid: The Twin Snakes - Nintendo Gamecube version
    FAQ/Walkthrough - VERSION 1.0
    Last Updated    - July 18, 2004
    Written By      - Minesweeper (Nathan Norris)
    Email           - minesweeper2 [at] hotmail [dot] com
    differences between the difficulty levels.
    - SUBMISSIONS ARE WELCOME NOW.  Send in what you'd like.
    EMAIL.  We'll get along a lot better if you do.
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                         T H E    T W I N    S N A K E S
    -Table of Contents-
    1:  Introduction
    2:  Revision History
    3:  Game Basics
    4:  Weapons
    5:  Items
    6:  Walkthrough
    7:  Secrets
    8:  Contributing Readers
    9:  Thanks
    10:  E-mail Policy
    11:  Copyright
    College is great and I don't miss high school at all...but I haven't had any
    time to write for a good long while.  I must say, this game came out at the
    perfect time for me to write about it.  I got it right before Spring Break in
    my second semester at college.  I thought I would never want to write again
    if I ever got the chance, since I was so absorbed in college, but I was
    wrong.  I'm back in the full swing of writing this guide.  After a period of
    semi-retirement, I am back again to write, at least for a little while.
    Let's hope that I'll be able to find time to write more often in the future.
    And what better game for me to write about at this time?  I would eagerly
    jump at the chance to write about the original Metal Gear Solid since it's
    one of my favorite PS1 games if one was needed, but it's most certainly not
    needed now.  You see, there's already too many guides on it and the game is
    old, so another guide for it at this time would be silly.  But with this
    remake of the original, I can use all of my old knowledge of the original
    Metal Gear Solid and put it to use in the guide for this game.  Twin Snakes
    does stick quite close to the original MGS1 at some points, which is a big
    benefit for me having lots of previous experience with the older game.  I
    really hope you enjoy the first guide I've made for a popular game in a good
    long while, and that it helps you to defeat this game.
    VERSION BETA 1.0 - March 20, 2004
    First Edition.  Walkthrough, Game Basics, and all other standard FAQ sections
    added on, and most are basically completed.
    VERSION 1.0  July 18, 2004
    I declare the walkthrough out of the beta phase.  If you like, you may send in
    contributions now.
    Normal Mode: movement
    First Person View Mode: move view
    Normal Mode/Wall Mode: movement
    First Person View Mode: move view
    Corner View: move view
    Normal Mode: hold for item inventory, release to select item
    Corner View/First Person View Mode: peek left
    Normal Mode: hold for weapon inventory, release to select weapon
    Corner View/First Person View Mode: peek right
    With Weapon Equipped: use weapon
    With No Weapon Equipped: throw or choke enemy
    In Item Inventory: Use item (if it can be used)
    Normal Mode: hand-to-hand combat
    Wall Mode: knock on wall
    Normal Mode: switch between standing and crouching/lying prone
    Hanging Mode: drop down from where you're hanging
    Normal Mode: interact with environment (open lockers, climb ladders,
    etc.)/use items/jump over and hang from ledges
    Hanging Mode: climb back up while hanging
    While Aiming Weapon: safety trigger
    Normal Mode: switch to First Person View mode
    Normal Mode: press with B Button for map screen/press with A button for Codec
    SPEED: The harder you press down on your control stick, the faster Snake will
    run.  Be warned about this though: running faster will cause more noise when
    you walk on noisy floors.
    CROUCHING/CRAWLING: Press the X Button while standing still to crouch, and
    press it again while down on the ground to stand up.  If you move while
    crouching, you'll lie down on the ground and start crawling.  Crawling is
    useful for going under low objects like tables or for entering air ducts.
    Crouching and crawling will also reduce how much your scope shakes when you
    are using a sniper rifle.
    ROLLING: If you press the X Button while you're running, you'll do a roll on
    the ground.  If you roll into an enemy guard when performing this move,
    you'll knock him down.  This makes this move handy for when you need to get
    past a guard that's in your way.  You can also use it to cross over noisy
    floors without making any sound, and for when you need to dodge an attack.
    If you hold down the X Button through the entire roll, you'll end the roll in
    a prone position.
    CLIMBING: Press the Y Button next to an object that's about waist-height to
    climb on top of it, if the game lets you do it.  This is also how you climb
    HANGING: Sometimes, you can jump over railings and hang from ledges with the
    Y button.  Be careful though, because you have a grip meter and it will
    dwindle down the longer you hang from a ledge.  If it runs out, you'll fall
    to the ground.  If you fall too far, you'll take damage, and there are some
    places where falls are always fatal as well.
    You can also use the L and R buttons to move left and right, respectively,
    along the ledge you're hanging on.  The Control Stick can also be used for
    left and right movement.  If you press L and R together, you'll do a pull-up.
    If you do enough pull-ups, your grip level will increase and you'll be able
    to hang onto ledges for longer periods of time.  To climb back over a
    railing, press the Y Button.  To drop down, press the X button.  After
    dropping down from a ledge, you can catch a ledge you're dropping past by
    pressing the Y button as you pass it.
    WALL MODE: If you run up next to a wall and press against it with the Control
    Stick, Snake will flatten himself against the wall.  You can move up and down
    the wall by pressing left and right on the control stick.  If you press the B
    Button, you'll knock on the wall and make a sound.  You can use this sound to
    lure guards to certain locations for whatever reason, be it getting around
    his patrol route without being seen, luring him into a trap, or just to laugh
    at how stupid the guards are.
    If you flatten yourself against the wall in certain areas, you'll also go
    into Corner View.  This will allow you to survey your surroundings better by
    letting you see around corners.  When you're in Corner View, you can also use
    the C-stick to move the camera's view around, and you can peek left and right
    with the L and R Buttons.  Be warned though, there's a higher chance a guard
    will see you if you peek around a corner to get a better look.
    LOCKERS AND TOILET STALLS: When you stand next to a locker or a bathroom
    stall, press the Y button to open the door.  You might find items inside
    lockers, so check them when you get the chance.  If you want to, you can also
    punch doors until they fall down.  Get out of the way once a door starts to
    fall though, because it'll knock you down if you get in its way.  Be warned
    that some of these doors are locked, and if you try to punch them open the
    locker door will simply fall inwards so that you can't get at the contents of
    the locker/stall.
    If the door is still intact, you can also hide in lockers/stalls by pressing
    yourself against the back wall of the locker/stall.  Snake will automatically
    close the door when you do this, and you'll go into First Person View mode.
    To exit out of a locker/stall, press the Y button again.  The closer enemies
    are to you when you're inside a locker, the faster your heart will beat.  Use
    this to judge when it's safe to step out of your hiding place.
    Note that bodies can also be hidden inside lockers.  If the guard you're
    stuffing in the locker is unconscious, then they won't wake up as long as
    they're in the locker.
    ELEVATORS: To call an elevator, face the button on the right side of the
    elevator door and press the Y Button.  This will call the elevator, but it
    will take a random amount of time for the elevator to arrive.  Sometimes it
    will come immediately, other times it might not come for a good while.  So,
    make sure you have somewhere to hide while you wait for an elevator to
    Once you're in the elevator, move to the buttons on the left side of the
    elevator car (from the top down view).  You'll get a list of buttons to
    press.  Press Y on the button of the floor that you want to go to.  You can't
    use elevators to travel to other floors while in Alert Mode, so be careful
    not to be seen before you plan to board one.
    DRAGGING/CHECKING BODIES: To perform this move, you must not have a weapon
    equipped.  Stand near an unconscious or dead enemy on the floor, and hold
    down the A Button to pick up his body.  You can then use the Control Stick to
    drag the body around.  Use this to hide bodies so that enemies will not find
    them.  To let go of a body, release the A button.  Sometimes, enemies will
    drop items if you let them go.  To do a quick check of a body for items,
    press and release the A Button next to a body and Snake will pick up and drop
    the body.
    HAND-TO-HAND COMBAT: Press the B button to punch, and press it a few times in
    rapid succession to do a punch-punch-kick combo.  If you equip a weapon while
    you use hand-to-hand combat, your attacks will do more damage because Snake
    will use the weapon in his hand as a melee weapon.  The amount of extra
    damage caused depends on what weapon you have equipped.  For example, hitting
    an enemy with the heavy Nikita missile launcher will do more damage than
    hitting the enemy with the lighter Famas assault rifle.  However, equipping a
    weapon will slow down your attacks.  Weapons that cause more damage as melee
    weapons tend to slow down your attacks more than lighter weapons.
    CHOKING AND THROWING: To perform either of these moves, you must not have a
    weapon equipped.  If you run towards an enemy while pressing the A button,
    you'll throw them to the floor.  This can get an enemy out of your way
    quickly.  If you stand next to an enemy and don't move the control stick at
    all, you can press the A button to choke them.  If you press A enough times,
    you will kill the enemy with a neck snap.  If you stop pressing A before
    that, you'll either simply drop them while they're still conscious or knock
    them unconscious, depending on how many times you pressed A.
    USING WEAPONS: First, you need to equip your weapon by holding down the R
    button to cycle through your weapons inventory.  When you find the weapon you
    want, release the R button to equip that weapon.  Once the weapon is
    equipped, you press A to use it.  You can also hold down the Y Button to
    activate the safety.  You won't fire as long as you have that button held
    down.  To reload your weapon without waiting for the magazine to empty, tap
    the R button twice in rapid succession.  Weapons will also be reloaded if you
    deequip them and then equip them again later.  A lot of the weapons operate
    differently from one another, so be sure to read the instructions for a
    weapon before you use it.
    USING A WEAPON IN FIRST PERSON VIEW: Hold down the Z Button to activate First
    Person View, and then press the A Button to use your weapon.  The Y button
    activates the safety so you won't fire.  Use the Control Stick to aim the
    weapon you have equipped.  This allows you to do precision shots that you
    normally couldn't do.  For example, you can shoot guards in the head to take
    them out with one hit, or you can shoot their radios to keep them from
    calling in backup.  You can also shoot out those pesky surveillance cameras
    and gun cameras.  Aiming in First Person View is an extremely useful ability
    in this game, so be sure to master it.  You can also use hand-to-hand combat
    in first person view to punch at specific body parts.
    FIRING WHILE MOVING: When you have a handgun or the Famas assault rifle
    equipped, you can fire on the run by holding down the B Button.
    JUMP-OUT SHOTS: To do a jump-out shot, you must have a handgun or the Famas
    assault rifle equipped, and you must be flattened against a wall while in
    Corner View.  Hold down the A Button, and you'll jump out from behind the
    corner with your weapon at the ready.  Release the A Button to hide behind
    the wall again.  If a guard is in range, you'll also do an automatic holdup
    on him if he's close enough.  Read below on more details for holdups.
    HOLDUPS: To hold up an enemy, sneak up behind or to the side of him without
    being seen, and aim your weapon at him.  If you did it correctly, Snake will
    say, "Freeze!" and the guard will put his hands up in the air.  Once you've
    done that, you have several options.  You can walk away and just let him
    stand there like an idiot with his hands up, even though you're not there.
    However, don't walk away in front of him, or he will take the chance to fight
    back.  You can punch him, and he won't do anything back either, just as long
    as you don't walk in front of him.
    Or, you can try to steal his items.  To do that, stand in front of him and
    point your gun at his head or his groin.  He'll say something like "Don't
    kill me!" and he'll drop an item.  Be careful not to lower your weapon while
    in view of your hostage, or his hands will start to drop towards his rifle.
    If he manages to reach his rifle, he'll start shooting at you and then he'll
    call for backup.  To stop him from doing that, aim your gun at him again or
    punch him.  Don't put away your gun in view of your hostage either, or he'll
    fight back then too.
    Note that you can also do a holdup even if your weapon is out of ammo.
    However, if you pull the trigger and your hostage hears the gun click, he'll
    fight back and call for backup.
    You'll be seeing a lot of meters in this game that measure a lot of different
    things, so I should tell you about all of them.
    LIFE: This measures your health, and it is the most important meter of all.
    As you take damage, the meter empties.  When it empties completely, you die.
    There are many things that can cause damage to you, so be careful as you
    proceed through the game.  Note that the Life Meter will turn orange when it
    starts to get almost empty.  This means that you're bleeding, and you'll
    gradually lose health until you only have a bare sliver left.  To stop the
    bleeding, crouch or lie down without moving and your health will fill up
    again.  If you stay like this long enough, the wound will heal and your
    health will fill up to about one fifth of its length.  You can also instantly
    bind the wound with a Bandage.
    The only items in this game that can restore your health are the Rations, so
    try to pick up all the Rations you can find.  If you plan to stay in a cold
    area for a long time, equip the rations so they will not freeze.  Frozen
    rations cannot be used if they are frozen, and the only way to unfreeze
    Rations is to equip them and let your body heat warm them.  Also, Rations
    will be used automatically when you run out of health, so it's good to have
    them equipped when you're in a combat situation.  Equipping Body Armor will
    reduce how much damage you take by half as well, so it is also a good item to
    have equipped when you are in a fight.
    O2: This measures how much breath you have left in areas where you can't
    breathe, either due to poisonous gas or the area being filled with water.
    The longer you stay in an area where you can't breathe, the more this meter
    will deplete.  When it runs out, your Life Meter will start running down, and
    you'll die when your Life Meter drains empty.  If you notice that you're in
    an area where you can't breathe, get out of it as soon as you can before you
    run out of breath.  Equipping the Gas Mask will reduce how fast you lose your
    oxygen, so put it on so you can explore oxygen-lacking areas longer.
    GRIP: When you hang from a ledge, this meter will appear.  When it runs out,
    you'll lose your grip and fall.  So, don't spend too much time hanging out,
    or you could suddenly fall at a pretty crappy time.  You can increase your
    grip level by doing pull-ups.  You do pull-ups by pressing L and R buttons at
    the same time when you're hanging off of a ledge.
    BOSS LIFE: Bosses have two different meters.  One is a life meter, and the
    other is a smaller stun meter beneath the health meter.  You can deplete the
    health meter by using lethal weapons like explosives and weapons that fire
    regular bullets.  You can deplete the stun meter by using nonlethal weapons
    like the M9 and the PSG1-T, and with hand-to-hand combat.  If either meter is
    fully emptied, you'll win the boss fight.
    If you picked to have your radar on, this will be switched on in the top-
    right corner of your screen.  This will be one of your best friends
    throughout the game, so you ought to get acquainted with it.  There are three
    different radar modes.
    TYPE 1 - The radar will be displayed at all times, even when hiding in
    lockers and crawling through low areas.  This is better suited for newer
    TYPE 2 - The radar deactivates when hiding in lockers and crawling through
    low areas.  This is for players with more experience.
    OFF - The radar is not displayed at all, which is more for expert players.
    KEY: The white dot in the middle of the radar is you, and the red dots
    represent enemies.  These enemies could be guards, surveillance cameras, gun
    cameras, etc.  The cone shape next to enemy dots shows their field of vision.
    A blue cone means the enemy suspects nothing, and will simply go about his
    business and not worry about anything.  A yellow cone means that the enemy is
    more alert than usual.  Perhaps you made a noise and the enemy heard it, and
    he's coming to investigate.  Or, you're holding him hostage.  A red cone
    means that the enemy has seen you, he's been attacked, or he's going to
    investigate a report of a cut radio transmission.
    When you are looking around in the First Person View, the green cone next to
    the dot is your field of vision.  If you have a Mine Detector equipped,
    Claymore mines will show up on your radar as yellow dots, and they will have
    yellow cones that point out what their detonation range is.
    OTHER NOTES: As long as you stay out of an enemy's cone of vision, you will
    not be seen.  Be careful though, because enemy guards can catch glimpses of
    you if you're just outside of their visual range, and they'll walk forward a
    little to see if you're an enemy.  Also, when you enter an area with jamming,
    or when you are in Alert Mode or Evasion Mode, you cannot use the radar.
    This is what you will use to keep in contact with all of the other people
    helping you out on this mission (and occasionally an enemy or two).  You use
    this by pressing Start and the A Button at the same time.  Left and right
    adjusts the frequency of the CODEC, pressing up will call whatever frequency
    the CODEC is currently tuned to, and pressing down will call up a list of
    everybody that you've called before.  Note that there are some points in the
    game where people won't be available for talking, and you'll simply get "NO
    RESPONSE" when you call their frequency.
    Sometimes, people will call you, and you'll hear the CODEC ring.  There are
    two types of calls you will get: optional calls and required calls.  When you
    get a required call, the word "CALL" will flash across the screen in a red
    box, and Snake will automatically answer it no matter what you do.  Optional
    calls are just that, optional.  You don't have to answer them if you don't
    want to, but you might get helpful information.  When you get an optional
    call, the word "CALL" will flash across the screen in a green box.  To answer
    the call, press the Start Button and the A Button at the same time.
    Here's a list of every frequency in the game you can collect, who is on each
    frequency, and what they can do for you if you talk to them:
    COLONEL RAY CAMPBELL - 140.85: He's the commander of this operation you're
    on, and he'll give out most of your orders.  He will also restate what your
    objective at the time is, so call him if you forgot what you were supposed to
    do from an earlier conversation.  He also might give you tips for getting
    past certain situations, and he will tell you about control features.
    NAOMI HUNTER - 140.85: She's the expert on FOXHOUND and she also knows lots
    of tips about how to beat their members when you face off against them in
    combat.  She is also a doctor, and has knowledge in medicine.  She shares her
    frequency with Colonel Campbell.
    MEI LING - 140.96: Mei Ling is one of the more important characters that you
    can call, since she's the only one who can save your mission data.  Call her
    whenever you're about to enter a dangerous area so that you can save your
    game.  She also likes to share lots of proverbs and quotes with you whenever
    you call her.
    NASTASHA ROMANENKO - 141.52: She is an expert on nuclear weapons and various
    other kinds of weapons.  While talking to her is purely optional, she will
    tell you some interesting things about weapons.  If you talk to her with
    certain weapons equipped, she will also describe the weapons and how to use
    them properly.
    MASTER MILLER - 141.80: He knows a lot about Alaska, so you should talk to
    him if you have questions about what this area is like.  He also gives you
    tips on combat.
    MERYL SILVERBURGH - 140.15: She knows a lot about this base, so you should
    call her if you need help getting around.
    HAL "OTACON" EMMERICH - 141.12: Hal Emmerich, or Otacon (which is what he
    prefers to be called), knows a lot about Metal Gear Rex, since he is one of
    the chief developers of it.  He also knows a lot about this base.  Call him
    if you need to know about Metal Gear Rex or if you need help getting around
    the base.
    DEEPTHROAT - 140.48: You do not call this guy; he calls you.  He also never
    shows his face when he's talking to you via CODEC, so you won't know what he
    looks like.  He only calls you to warn you when you're about to stumble into
    a trap.
    SOLDIERS: These are your most common foes, and they can be divided into two
    categories: guard teams and assault teams.  Guard teams are the soldiers that
    regularly patrol areas, looking for anything suspicious.  If they see you,
    they must call for backup on their radio, but you can stop them before they
    finish talking.  Assault teams are the soldiers that come when you allow a
    guard to call for help. An assault team usually consists of two guys wearing
    heavy body armor and one guy with body armor and a bulletproof shield
    (however, the shield can be destroyed if you shoot it enough).  They can also
    immediately call in an Alert Mode the second they see you.
    SURVEILLANCE CAMERAS: Basically, these cameras survey an area.  If you enter
    their field of vision, Alert Mode will be triggered.  There are several ways
    to deal with a camera.  You can simply walk underneath the camera, since
    there is a blind spot directly beneath each camera.  Also, you can throw down
    a chaff grenade to jam the camera, or you can shoot the camera in first
    person view and destroy the camera altogether.
    GUN CAMERAS: These are similar to surveillance cameras, but instead of
    calling in an Alert Mode, they will shoot at you.  You can pretty much deal
    with them in the same way you deal with surveillance cameras.
    DOGS: There's only one room you'll encounter enemy dogs in, but they can be
    pesky things.  If they see you they will howl and let all the other dogs in
    the area know you are around.  Until you leave the room, they'll keep
    respawning as you kill them.  Even if you kill them before they know you're
    there, they'll still respawn as you kill them.  Once the alarm has been
    howled, they'll run up to you and attempt to stop you.  They can do this
    flying leap that will knock you to the ground, and they can bite you on the
    ground.  Plus, they're extremely hard to hit with how agile they are.
    The easiest way to deal with dogs would be to put them to sleep with a
    nonlethal weapon before they see you.  Dogs won't respawn if you simply put
    the dogs already there to sleep.  After that, you can breeze through the
    caves without having to worry about the dogs.  Alternatively, you can use the
    Handkerchief with a special scent on it to keep them from attacking.
    There are several different types of modes the guards will be operating in
    while you play this game.  I'll list them out below:
    NORMAL MODE: The enemy hasn't seen you yet, and he doesn't know you're there.
    The guards will patrol their regular routes, looking for anything out of the
    ordinary.  You can get their attention by making a noise, by letting them
    catch a glimpse of you by walking just out of their line of sight, or by
    letting them see a dead body.  Explosions and loud gunshots can and will
    cause guards to call in and trigger an Alert Mode right away.
    If a guard sees you, he will attempt to call for backup on his radio.  If he
    manages to finish talking, you will enter Alert Mode.  If you manage to stop
    him somehow before he can finish talking, an assault team will be sent to
    find out why his message was interrupted.  They'll go straight for wherever
    the guard called in at, so be sure to move his body if you killed him or
    knocked him out before he could call in.  If they find a dead body, the
    guards will relay this and you will enter Caution mode.  A replacement guard
    will be sent as well to replace the dead guard.  If you let them find an
    unconscious guard, they'll wake him up and an "all clear" signal will be
    If you attack (but do not kill) a guard, he'll look towards where he was
    attacked from over a much longer distance than normal.  But, if the guard
    still can't find you, then he will call in that he was attacked and the game
    will enter Caution Mode.
    ALERT MODE: The enemy knows that you're in the area, and they also know
    precisely where you are.  Your radar will be jammed as well.  When the
    enemies get to you, they'll start shooting at you.  If you manage to stay out
    of enemy's sight long enough, you'll go into Evasion Mode.
    You should try as hard as you can to get out of this status by running away
    until Evasion Mode is achieved.  Fighting with the enemies is probably the
    least effective way to end Alert Mode (due to respawning guards), so it's
    advised that you run away.  If you're near an exit out of an area, run to the
    next area and the Alert Mode will be called off.  Don't try to hide while in
    Alert Mode, because it's highly likely the enemy will find you, and they'll
    try to flush you out of your hiding spot again.  If you crawl under
    something, they'll fire under it.  If you hide somewhere they can't go (like
    in the back of a truck), they'll throw a grenade in the truck.
    EVASION MODE: The enemy knows you're around, but they don't know exactly
    where.  Your radar is still jammed.  If they think you're hiding in a certain
    area, they will do a thorough sweep of the area to find you.  If they manage
    to find you, Alert Mode will be triggered again.  If you manage to stay
    hidden long enough, you'll enter Caution Mode.
    Like with Alert Mode, this mode can be cancelled altogether by running to the
    next area.  However, if you can't do that, then it's critical you find a good
    hiding spot while you wait for this mode to end.  Make sure you run to hide
    somewhere that the enemy wasn't following you towards, or they'll probably do
    a sweep of the area.  That means they'll probably open up lockers and look
    behind boxes that you could be using to hide.
    If you're going to use a cardboard box to hide under, make sure to hide under
    it near other boxes.  You'll blend in better.  However, a guard will probably
    fire at your cardboard box if he's doing a sweep of the area you're hiding
    in.  If you stay still though and don't move, he'll stop shooting and you
    won't be detected.
    CAUTION MODE: The enemy isn't sure if you're around, but just in case they're
    being more cautious than usual.  Your radar has finally come back online.
    The enemies might stick together so that if you'll have to fight them all at
    once if you decide to attack them.  The assault team is still around as well.
    Other than that though, this mode is just about the same as Normal Mode.  If
    you are discovered during this time, Alert Mode will be triggered again.  If
    you remain hidden long enough, you will revert to Normal Mode again and the
    assault team will leave.
    If you attack (but do not kill) a guard, he'll look towards where he was
    attacked from over a much longer distance than normal.  But, if the guard
    still can't find you, then he will call in that he was attacked and Caution
    Mode will restart.
    4:  WEAPONS
    - CARGO DOCKS/In one of the lockers to the north, to the right of the
    - HELIPORT/Underneath the transport truck to the north of the helipad.
    - ARMORY/Behind the destroyable wall to the north, to the right of the
    A Button - Hold down to aim, release to fire
    B Button - Hold down to run while aiming
    Y Button - Safety, to prevent gun from firing
    This weapon fires anesthetic bullets, which are designed to subdue rather
    than kill enemies.  How long it takes your shot to knock your enemy
    unconscious depends upon the range and where you hit the enemy.  Headshots
    will put the enemy to sleep faster than body shots, and shots at closer range
    cause the victim to go unconscious faster.
    It also comes with a silencer and a laser sight, so it is very quiet and easy
    to aim as well.  Because of these features, this gun is well suited for when
    you're being stealthy.  However, the slide must be manually pulled back after
    every shot, so it has a low fire rate.  As long as you use it only when you
    haven't been discovered, this gun's fire rate will be just fine.
    Put it away as soon as you get in a firefight though, or you're going to get
    shot about seven times for every one time you fire this gun.  Also, don't use
    it for sniping surveillance cameras and gun cameras, because it doesn't have
    the punch to knock them out of commission.
    - HELIPORT/Behind a box in the transport truck to the north of the helipad.
    - TANK HANGAR/In the west room on the second floor that's locked by a Level 4
    door.  However, this door will be open the first time you pass through the
    area, and you won't need a Level 4 Card Key.  If you already have a Socom,
    the Thermal Goggles will be here instead.
    A Button - Hold down to aim, release to fire
    B Button - Hold down to run while aiming
    Y Button - Safety, to prevent gun from firing
    This will be your primary weapon for the most of the game, because it can be
    upgraded with a suppressor that makes its gunshots impossible to hear.  That
    makes this weapon very handy for when you need to be stealthy but have some
    punch behind your shots.  It's perfect for shooting out surveillance cameras
    and gun cameras without being noticed by the guards.
    Even if you are discovered, it is a nice firearm to have at your side in a
    firefight.  It can fire very quickly if you hammer down on the fire button
    fast enough, and it only takes a few shots to kill a guard.  Plus, it has a
    laser sight for easy aiming.  Make sure you position the laser sight a little
    lower than what you intend to hit though, because the gun barrel is above the
    laser sight.
    - ARMORY/Inside the room locked by the Level 2 door.
    A Button - Tap for single shot, hold down for full automatic fire
    B Button - Hold down to run while aiming
    Y Button - Safety, to prevent gun from firing
    Yes, I know it's really called the FA-MAS, and I don't care.  Shoot me with
    your FA-MAS if you don't like it.  I'm used to calling it the Famas from
    playing Counterstrike a lot, and it's going to stay that way in this guide.
    Anyway, while this is a very nice assault weapon with its great stopping
    power and high rate of fire, you should only break it out when you've been
    discovered or if you're in a boss fight.  It's very noisy when fired on full
    auto, and so every guard in the room is going to know where you are when you
    fire it.  If you're going to go for a precision shot, make sure to hold down
    the Y Button to activate the safety while you press down the A Button to
    shoot.  That way, you'll know where your bullets are going to go before you
    start firing.
    Note that the last three bullets in your clip are marked red.  These are
    special tracer bullets, and the only way to fire them is to fire the last
    three bullets in your clip.  However, if you empty the magazine until only
    the tracer bullets are left and equip the Bandana for infinite ammo (you'll
    have to beat the game with Meryl's ending to get it), you can fire infinite
    tracer bullets.
    ARMORY/Inside the room locked by the Level 5 door.
    A Button - Press to fire
    B Button - Zoom in
    X Button - Zoom out
    This is the weapon to have for when you are doing some assault sniping.  The
    gratuitous 20-round magazine is a very nice upgrade over the original MGS1's
    PSG1, which only had a 5-round magazine.  Plus, you don't have to lie down to
    use this rifle anymore.  It can be fired from a standing and a crouching
    position now as well.  This gives you much greater mobility when you're
    trying to take out Sniper Wolf, and you also don't have to be as picky about
    your shots anymore due to the larger magazine.  Just avoid using it in close
    range fights, because the scope can severely limit your vision.
    If there are some downfalls to this gun, its that it's quite noisy, and that
    the design of many rooms in the game doesn't give you many good places to
    shoot from with it.  In most places, the rooms will be too cramped, and the
    loud gunshots will give your position away.
    I'm sure you notice that the scope shakes a lot whenever you use this gun.
    There are a few ways to reduce the shaking.  First, you can crouch or lie
    down to reduce the shaking.  Lying down gives you the greatest stability, but
    it takes a while to get up and move when you need to change position.
    Crouching gives you a little less shaking than standing, but at least you can
    move faster.  Also, you can take Pentazimen to calm your nerves, and that
    will get rid of the shaking completely for a short time.
    NUKE BUILDING B1/Inside the room locked by the Level 5 door in the southern
    office.  However, it won't be there until after Sniper Wolf shoots Meryl in
    the Underground Passageway.
    A Button - Press to fire
    B Button - Zoom in
    X Button - Zoom out
    This weapon is basically the same as the normal PSG1, except that it fires
    nonlethal anesthetic bullets, it has a 5-round magazine, and the gunshots are
    much quieter compared to its lethal brother.  You can pretty much use this
    PSG1-T in the exact same way as the PSG1, only you'll need to be more picky
    about your shots since you have a smaller magazine.  You can also use it more
    often in other rooms for when you need to be stealth, since it makes little
    noise when fired.  Also, using this gun is a good way to revive the challenge
    of the original MGS1 Sniper Wolf fights, when the PSG1 only had five rounds
    in its magazine.
    Various places
    A Button - Hold to pull out pin, release to throw.  The longer it is held,
    the farther you will throw it.
    This is a standard grenade.  Pull out the pin and there will be a big
    explosion a few seconds later.  Make sure you throw it away before that
    happens, or you'll take severe damage.  In my opinion, these grenades aren't
    very useful.  They're difficult to throw properly to damage somebody, and
    they make a lot of noise that will get you a lot of unwanted attention.  They
    do come in handy during one certain boss battle, but that's about it.
    Various places
    A Button - Hold to pull out pin, release to throw.  The longer it is held,
    the farther you will throw it.
    This grenade sends little metallic strips flying into the air.  These little
    strips can confuse many kinds of electronics.  This includes surveillance
    cameras, gun cameras, your radar, enemy radios, and lots of other things.
    So, if you think you're about to be discovered by a guard, try throwing a
    chaff grenade down and the guard won't be able to call for help.
    These grenades used to be essential tools in the original MGS1 when you
    needed to get past surveillance cameras and gun cameras.  However, their need
    has diminished quite a bit now that you can shoot out both surveillance
    cameras and gun cameras with regular firearms like the Socom and the Famas.
    They're still quite handy in boss fights though, when you're fighting a boss
    that relies on electronics to fight you (like the M1 Tank, or the Ninja).
    Don't hold onto this grenade for too long after you pull the pin, or you'll
    be damaged when it explodes.
    Various places
    A Button - Hold to pull out pin, release to throw.  The longer it is held,
    the farther you will throw it.
    This grenade emits a very loud noise and a bright flash when it explodes.
    It's used for temporarily disabling opponents so that they cannot attack.
    How badly disabled your opponent will be depends on how close they were to
    the middle of the blast.  You should drop one of these if you're being
    pursued and you need to get rid of the enemies quickly.  You might knock them
    out of commission long enough with one of these to slip away.  However, don't
    use these unless you're in Alert Mode, because they often trigger an instant
    Alert Mode anyway when they go off.  Don't hold onto this grenade for too
    long after you pull the pin, or you'll be damaged when it explodes.
    One is automatically produced every time you fully empty a gun magazine.
    A Button - Hold down to ready to throw, release to throw.  The longer the A
    Button is held, the farther the magazine will be thrown.
    You can throw these to make noise to distract guards, and that's about all
    you can do with them.  Even if you hit a guard dead on with one of these
    things, it won't do any damage.
    - NUKE BUILDING B1/In the northeast corner of the southern office, near the
    A Button - Hold to ready missile, release to fire.
    Y Button - Safety, to prevent gun from firing
    Control Stick - Aim crosshairs before firing, and control missile while it is
    in flight.
    This fires remote-controlled missiles that you can steer into targets.  It's
    useful for when you want to blow up something, but you can't get to it.  Be
    sure there aren't any closed doors between you and whatever you're trying to
    hit, because this missile can't open doors.  You probably won't need to use
    this gun much, but it is useful in a few boss battles.
    - COMMUNICATION TOWER CORRIDOR/Right before the 9th floor entrance to Tower
    A Button - Fire missile.
    Control Stick - Aim crosshairs.
    This is a portable SAM that can fire guides missiles towards targets.  You
    aim the crosshairs at a target that's surrounded by a green box, and you will
    lock onto that target when the box turns red and you hear a fast beeping.
    Fire, and the missile will chase after the target until it hits it or runs
    into something else.  Note that once you're locked on, it doesn't matter if
    the crosshairs are on the target or not.  You can fire the Stinger away from
    the locked-on target, and it will still curve towards it.  This will be a
    useful weapon in the boss battles towards the end of the game, so make sure
    you get acquainted with it.
    Various places
    A Button - Put down on floor
    These magazines are full of adult literature, or so the description says.  It
    seems like every one of them has nothing in it but a picture of Alex Roivas
    from Eternal Darkness, and it's pretty hard to get excited about her.  The
    guards in this game seem plenty interested in her though, because when a
    guard sees this magazine that you set down he'll stare at her picture for
    hours on end.  While this is pretty silly, these magazines make an excellent
    distraction for bored guards.
    Various places
    A Button - Place charge
    B Button - Detonate charge
    This explosive is more fun to play around with rather than seriously use,
    however these bombs are handy in a couple of boss battles.  You can plant
    these things just about anywhere, even on guards!  To plant C4 on a guard,
    get right behind him and press the A Button.  If you were successful, it will
    look like Snake is trying to plant the C4 in midair when he places it.  These
    can also be placed on walls by flattening yourself against them and then
    pressing the A Button.  When you're ready for the fireworks, press the B
    Button to detonate them.  They will detonate in the order that you placed
    them, so be sure to plant the first charge where you want the first explosion
    to be.
    Various places
    A Button - Hold to plant, release to set down.
    Control Stick - Change direction Claymore faces while planting.
    These are aboveground mines that are set to detonate if someone or something
    enters the detonation range in front of the mine.  The explosion only blasts
    in the direction the mine is facing, so if you're standing behind the
    Claymore you don't have to worry about getting hurt.  These mines do their
    job well in killing enemy soldiers...but they make a lot of noise and cause
    an Alert Mode.  And that means that a replacement guard will simply arrive
    later after the assault team.  However, you have to admit it is pretty funny
    to place this in a guard's path and watch him get blown up by your trap.
    Also, they're quite useful in a couple of boss battles.
    5:  ITEMS
    This section lists every item in the game, more or less.  Read this section
    with caution though, because you might accidentally stumble across a spoiler.
    I will try my best to keep the spoilers out of the item descriptions though.
    However, I'll put "*SPOILER*" next to each item where revealing something
    critical about the plot is pretty much unavoidable.
    - Various places
    You use this to restore your health.  The amount of health that is restored
    by this item depends upon your difficulty level.  Not only that, it will also
    cure bleeding.  However, if you stay around in cold areas too long, the
    rations will freeze and you won't be able to use them.  That's easily solved
    though by equipping them for a while.  The rations will heat up again in a
    short time, due to your body heat.  If you equip this item, you will
    automatically use it when you run out of health.  Because of this, you should
    try to have this item equipped in a combat situation, at least until you find
    Body Armor.
    - You start with it
    You can use this to survey your surroundings.  It also has a zoom feature.
    However, a lot of the areas in this game are fairly compact, so this item is
    largely useless.  Snake will use it a lot in cut-scenes for one reason or
    another though...
    - SOUTH ARMORY/Behind the Level 6 door in the secret corridor.  The secret
    corridor is behind the extra destroyable wall in the hallway before you run
    into Revolver Ocelot.  Also, you'll have to crawl through a hole in the
    bottom of the fence that the camera is behind.
    - After you collect it, you will always start with this item for every new
    game you use on the file where you have the Digital Camera collected.
    You use it to take pictures, obviously.  No other real purpose for it.  You
    can use it to find ghost images of the game's staff though, if you take
    pictures of certain objects.
    NUKE BUILDING B2/In the office in the east lab that's locked by a Level 4
    You can see in the dark when you have this equipped, but that's about all it
    does.  Plus, you can only see everything in green when these goggles are on,
    which makes it hard to distinguish what you're looking at some times.  In my
    opinion, this item is largely useless, since you can easily get around having
    to use it by turning up the brightness on your monitor.  I do the same thing
    in Counterstrike all the time to get around having to buy night vision
    - TANK HANGAR/Behind the level 4 doors on the east side of the second floor.
    However, when you pass through this room for the first time, the doors will
    be unlocked and you can pick them up without the proper Card Key.  Also, if
    you didn't collect the Socom outside, the Socom will be in the Thermal
    Goggles' place instead, and you'll have to wait until later when you get the
    Level 4 Card Key to pick up the goggles.
    When you have these goggles equipped, you'll see the world through heat
    signatures.  Colder objects are colored blue and green, and warmer objects
    are colored yellow and red.  Because of this, you'll be able to easily see
    persons or vehicles, even when its dark or when they have stealth camouflage
    NUKE BUILDING B2/In the office in the electric hallway that's locked by a
    Level 3 door.
    USE: This cuts your oxygen consumption by half in places where you can't
    breathe the air.  Apart from that though, it doesn't have any other use.
    Plus, it's hard to see in first person when you have this mask equipped.
    TANK HANGAR/In the northeast room on the second floor, locked by a Level 2
    When you have this item equipped, you can see hidden Claymore mines on your
    radar, and you can also see their detonation zones show up as yellow cones.
    However, this item is useless without your radar.
    - CARGO DOCK/In the eastern side of the water.
    When this item is equipped, you can sense when enemy soldiers are close.  The
    closer an enemy is to you, the stronger the controller's vibration will be.
    It's quite useful when traveling through an area full of enemies and when you
    don't have any radar.  If you do have radar though, it's quite unnecessary to
    equip it.
    - BOX 1: ARMORY/In the room locked by the Level 2 door.
             TANK HANGAR/In the western second floor room with the Level 1 door.
    - BOX 2: NUKE BUILDING B1/In the room locked by the Level 4 door in the
    southern office.
    - BOX 3: SNOW FIELD/In a western shed locked by a Level 6 door.
    As silly as you may think it is to carry around cardboard boxes, these things
    can be lifesavers if you know how to use them.  Whenever you have this item
    equipped, Snake will put the box over himself and he will hide under it.  If
    you stop moving, Snake will settle the box down on the floor and he will stop
    moving.  When you're not moving like this, the guards will probably just
    think you're an ordinary box and they'll pass you by.  Make sure you hide in
    your box next to other boxes, so you will fit in better.  Also, don't lie
    down in your box in guards' paths, or they'll move the box and you'll be
    Another feature of the boxes is that they allow you to travel to other areas
    in the game in the back of the trucks (or snowcats, if you want to get
    technical, since they have treads).  Anyway, if you sit still in the back of
    a truck with a box equipped long enough, a guard will come by and drive you
    to the location written on your box.  Box 1 has "Heliport" written on it, Box
    2 has "Nuke Building" written on it, and Box 3 has "Snow Field" written on
    it.  Make sure that you collect the box from a new area before using an older
    box in a truck, so that you'll be able to travel back in the truck with the
    new box.
    NUKE BUILDING B2/In the office in the east lab that's locked by a Level 6
    When this item is equipped, you sustain only half the damage you would
    normally take when you take damage.  This item is extremely useful in boss
    fights, when you need to conserve your rations.  It's not bad for regular
    encounters with normal enemies either.  Once you get this item, you should
    always have it equipped until you need to use something in your left
    - HOLDING CELLS/Level 1 Card Key received after speaking with the DARPA
    - SOUTH ARMORY/Level 2 Card Key received after defeating the boss in the
    - CANYON/Level 3 Card Key received after defeating the boss in the area.
    - NUKE BUILDING B2/Level 4 Card Key received after defeating the boss in the
    - NUKE BUILDING B1/Level 5 Card Key received after meeting Meryl in the
    women's restroom.
    - MEDICAL ROOM/Level 6 Card Key received from Otacon after he appears.
    - WAREHOUSE/Level 7 Card Key received after defeating the boss in the area.
    Card keys are used to unlock doors around the base, and each card key you
    find has a certain level for it.  The higher level your card key is, the more
    doors you can open with it.  The highest level you can get is Level 7, and it
    can unlock all doors.  To see if you can open a door, look at what number is
    written on the door and compare it with your card's number.  The number on
    the door must be the same or less than the number on your card for it to open
    up to your card.
    As you can see from the locations list, you get new higher-level cards after
    defeating bosses, and from meeting with certain characters at certain times.
    You'll automatically get these cards as you proceed through the game, so
    don't worry about having to do silly side quests or stuff like that to get
    more cards.  Also, don't worry about equipping cards to unlock doors, because
    the doors will automatically read the card in your inventory without you
    doing that.
    - NUKE BUILDING B1/received from Meryl after meeting her in the women's
    There's three of these things (well, sort of), and you need to use them to
    try and disable Metal Gear Rex.  Read up on the walkthrough for more specific
    details on how to use these cards.
    - You start with it
    Snake likes to smoke, and so he smuggled his cigarettes with him on this
    mission.  When you have these equipped, you'll gradually lose health, since
    smoking is hazardous to your health.  However, the smoke that Snake blows out
    while smoking will allow you to see normally invisible laser grids.
    - Various places
    When you start bleeding, use this item to stop the bleeding.  However,
    crouching or lying down without moving for a short time will also cure
    bleeding, so this item should only be used in emergencies when there's no
    time to rest.
    - Various places
    This will calm your nerves when you take it, and it's used to stop your scope
    from shaking while you're sniping with a PSG1 or a PSG1-T.  The effect will
    wear off after a while though, so make the most of your shake-free time.
    NUKE BUILDING B1/In the small office locked by the Level 6 Door in the large
    office to the south.
    If you caught Johnny's cold while you were locked up in the Medical Room,
    take this medicine to make the cold go away.
    - SOUTH ARMORY/received after defeating the boss in the area.
    This item has absolutely no use, at least to you as the player.  It is a
    critical item in the overall plot though, because it's got Metal Gear Rex's
    test data in it.
    - MEDICAL ROOM/received from Otacon after he appears.
    WHAT?!  What IS this?!  What is IT?!  BLOOD!!!  No, not really.  You just
    need to use this when you need something that looks like blood.  Read up to
    the Medical Room part in the walkthrough for more details.
    - MEDICAL ROOM/received from Otacon after he appears.
    This is Sniper Wolf's handkerchief, and it has her scent.  If you equip this
    while you go through the Caves, then the dogs will not attack you since they
    like Sniper Wolf.
    - MEDICAL ROOM/received after collecting your items again.
    - UNDERGROUND BASE/hidden underneath the bridge leading into the room, in the
    drainage ditch.
    This is a little surprise you might find hidden in your items.  If you
    discover you've got one of these things, throw it away by pressing A on it in
    the inventory.  That is, unless you like being blown up.
    - TANK HANGAR/Behind the Level 1 doors in the northeast corner of the first
    Equip this item when you have your Socom pistol equipped, and you'll
    automatically fit the suppressor on the Socom.  When you do that, your Socom
    will make a lot less noise when you fire it.  This makes the Socom a whole
    lot easier to use without drawing attention.
    COMMUNICATION TOWER A/It's just past the door that's rigged by the laser
    You need this to climb down from Communication Tower A's roof.  Run up to the
    north edge of the tower's railing with this item equipped, and Snake will use
    it automatically.
    - You always start with it in a new game when using a file with Otacon's
    ending completed.
    With this, you can turn invisible like everybody else who uses stealth
    camouflage throughout the game.  It's loads of fun to toy around with the
    guards while you use with this thing, because they can't see you!
    Unfortunately though, it doesn't work against bosses, and in some other
    - You always start with it in a new game when using a file with Meryl's
    ending completed.
    When you have this equipped, you will have infinite ammo and you'll never
    have to reload either.  Go!  Have fun! =)
    Before we get started with the walkthrough, I'd like to issue some
    - This walkthrough is geared towards Normal Mode.  There could be differences
    between the difficulty levels.  Be aware of that if you're using this
    walkthrough with another difficulty level.
    - Concerning items, this walkthrough is going to primarily focus on the more
    important ones like weapons and key items that you need to get through the
    game.  There's too many items lying around in this game to write about
    without this walkthrough getting really long and tedious, which is why I'm
    doing this.  So, don't expect me to write about where all the Socom Bullets
    are in some room, for example.
    - I'm also trying out a new format in this guide that I've never tried before
    in all of my previous guides.  I'm not going to be taking you by the hand all
    the way through every room (like I normally do in my other guides).  Instead,
    I'm going to list "points of interest" about each room that you should know
    about, and I'll only tell you to do what's really important.  You can make up
    your mind about what else you want to do based on the information I give you.
    NEW OBJECTIVE: Board the elevator in this room.
    - After the introduction cut-scenes are over, you'll be in control.
    - Don't be in a big hurry to get to the elevator on the north end of the
    room, because it won't come back down for about a minute and a half or so.
    You oughta get some practice with the controls while you're waiting, and look
    for some items while you're at it.
    - Before you run off onto the land when you get in control, jump back in the
    water.  To the west side of the underwater stairs, you'll find a Ration.  If
    you search the underwater area to the east, you'll also find the RP Sensor.
    After you have collected those items, you can start running around on the
    dock.  You'll need to crawl under the machine that you're standing next to if
    you want to proceed.
    - There will be two guards patrolling around the dock area at first, and a
    third guard will be in the elevator when it arrives.  While running around
    here, take care not to step in any of the puddles around the dock, because it
    makes noise for the guards to hear in addition to leaving behind wet
    footprints for the guards to follow around.  However, you can easily get over
    the puddles without making noise or getting wet feet by doing a roll over
    them.  If you're discovered, you can jump in the water to get away.  The
    enemy won't follow you into the water, but they will shoot in the water if
    they see you jump in there.  Get into the southern part of the water so that
    they can't fire at you anymore.  Alternatively, you can flatten yourself
    against the dock wall underwater.
    - If you get to the elevator early, then there are two places close by where
    you can hide while you wait.  You can go behind the forklift to the right of
    the elevator doors, or you can jump into the lockers on the left.  When the
    elevator comes down, be sure not to stand right in front of it.  A guard will
    be coming out of the elevator, and he'll see you through the bars if you're
    standing in front of them.  Rather, wait to the side of the elevator, and
    slip in after the guard walks away from the elevator car.  Be careful not to
    get spotted, because you can't take the elevator up if you're in Alert Mode.
    - You can find an M9 in the lockers next to the elevator.  The gun will be in
    the locker on the far left.
    - If you want more Rations, there's one behind the machine on the southeast
    corner of the dock, and another behind the forklift in the northeast corner
    of the room.
    After about a lot of cut-scenes, you'll be in control once again.  You have a
    new objective now.
    NEW OBJECTIVE: Enter the disposal facility to the north through an air duct.
    - Before you try to get into the disposal facility, you should hunt around
    this area for items.  The Heliport contains two very useful weapons that
    you'll probably use throughout the game, in addition to various other
    See that truck on the north side of the helipad?  That's where the weapons
    are hidden.  You'll find the Socom pistol behind the box in the back of the
    truck, and you'll find the M9 tranquilizer gun hidden underneath the truck if
    you didn't get it in the Cargo Docks.  Get over to that truck as soon as you
    You may notice the item in the middle of the helipad.  That's a box of Chaff
    Grenades.  Don't boldly charge onto the helipad to get them though, because
    the lights moving back and forth across the pad will trigger Alert Mode.  In
    my opinion, the grenades are not worth the risk.  To get them, you'll either
    have to shoot out the searchlights on the upper balcony (which will make a
    whole lot of noise with your currently unsuppressed Socom), or you'll have to
    charge across the helipad and time it just right so that you don't get
    spotted in the light.
    One of the less risky items to get would be the Stun Grenades hidden in a
    locker in the storage shed to the west.  Watch out for the surveillance
    camera in the room though.  Also, there's another Ration in the snowy area to
    the east.
    - Beware of moving around on certain metal floors and in the snow.  Running
    on metal floors makes noise that alerts nearby guards, and you'll leave
    behind footprints when you walk in the snow.  Guards can follow these
    footprints to find you.
    - If you've got a body on your hands, you can dispose of it by carrying it
    towards the gate on the fence to the south.  You'll drop the guard through
    the gate when you get close enough to it.
    - There are two air vents you can enter through to get into the disposal
    facility.  One is on the west side of the upper balcony, and the second one
    in the northwest corner of the lower area.  I prefer the upstairs vent,
    because it lets you out closer to some items that you'll find useful later.
    To get to the upstairs vent, you'll have to use the stairs to the east.  A
    guard patrols up here, but his patrol route will have him move away from the
    ventilation cover to the east if you wait long enough.
    The one on the ground is easier to reach, but there's a guard standing in
    front of it and a surveillance camera right above it.  The guard's easily
    taken care of though with a shot from the M9, and the surveillance camera is
    looking away enough so that you can barely slip into the vent without being
    NEW OBJECTIVE: Reach the elevator on the north wall, and take it down to the
    B1 level.
    - If you entered through the upper ventilation duct, Master Miller will call
    you on the CODEC and he'll give you his frequency.  You'll also have a cut-
    scene on the way through, with some guards talking about an intruder.  The
    ventilation duct will let you out on the second floor catwalk at the end.
    - If you entered through the lower ventilation duct, you'll encounter some
    rats in the vent.  Master Miller will call you and he'll give you his
    frequency.  Do as he says and follow the rats to the exit out of the vent.
    You'll come to a part of the vent that's full of water, but don't worry about
    it too much.  If you move through quickly, you won't run out of oxygen.
    You'll come out of a hole on the east wall of the first floor.
    - There are Thermal Goggles in the room on the west end of the second floor.
    If you don't take them now, you'll need a Level 4 Card Key to get them later,
    so it's a good idea to go after them at this time.   Watch out for the camera
    watching over the room.  However, if you didn't collect the Socom pistol
    before, they will be in the Thermal Goggles' place instead, and you'll have
    to wait until later when you get the Level 4 Card Key to get the goggles.
    - When you press the button next to the elevator to call it, you might have
    to wait for a while for it to come.  This increases the chance that you'll be
    spotted before you can get in the elevator and get out, so watch out.  You
    can't take the elevator down if you're in Alert Mode.
    NEW OBJECTIVE: Get to the DARPA Chief in his cell.
    - You've reached the Holding Cells, where the DARPA Chief Donald Anderson is
    being held.  You can see him on your radar as a green dot.  You can also get
    a look at him if you flatten yourself against the wall of the room that his
    cell is next to.  Anyway, the door to the cell area is locked, so run to the
    end of the hall where you'll see a ladder going into a ventilation duct.
    - Before you climb up the ladder though, search the ventilation duct on the
    floor to the right of the ladder.  You'll find a Ration in there.  If you're
    willing to crawl all the way to the end, you'll get a look through a grate at
    a room you won't be visiting for a while.
    - Anyway, once that is done, go up the ladder into the upper vent.  You may
    notice the vent branches off to the left shortly after you start going down
    it.  If you go this way, you'll get a bonus cut-scene where you'll look down
    into the guard's bathroom through its vent cover.  A guard called Johnny
    Sasaki will be in there, talking to himself about random stuff.  If you keep
    going down this vent, you'll eventually reach a dead end with M9 bullets.
    Turn around and go back to the junction you were at before, and head right.
    - While going down this vent, you'll see a woman exercising in her cell
    through the vent cover in her room.  At the next vent cover, you'll come to
    the DARPA Chief's room, and a long cut-scene will begin.  He'll talk with
    Snake for a while about Metal Gear, and he'll hand you a Level 1 Card Key.
    Then, he mysteriously dies of a sudden heart attack.  Gee...I wonder why that
    - After the DARPA Chief dies, you'll hear a struggle outside of your cell.
    Then, the cell door will mysteriously open.  As you step outside, the woman
    in the last cell will be wearing the guard's clothes, and she'll be holding
    you at gunpoint.  Then, after some talking, guards will storm the room.
    This shootout will take place in three phases.  In the first phase, you'll be
    the only one shooting at the guards while the woman stands in the background
    and doesn't do anything.  After you kill all of the guards, Snake will yell
    at the woman to shoot.  She'll kill the entire next wave of guards, and
    that'll be the second phase.  In the third phase, you and the woman will
    fight together.  Watch out in this part, because part of the way through the
    fight the guards will throw grenades into the room.  You can easily escape
    the explosion by running into a cell, or into the area behind the desk.
    Anyway, throughout this whole fight, you should spray everywhere with the
    Socom and let the autoaim do most of the work.  It'll make this battle go by
    much faster.  You should also use the women as a distraction, since she has
    infinite ammo and health.  If you're a coward, try hiding inside one of the
    cells and shooting from there or behind the desk at the back of the room.
    - Once the battle is over, the woman will run away towards the elevator, and
    you'll get an odd flashback cut-scene involving the DARPA Chief and Psycho
    Mantis.  The woman will then wildly fire at you before going up in the
    NEW OBJECTIVE: Go down to the B2 level in the elevator and rescue the
    ArmsTech President Kenneth Baker.
    - Head for the elevator and take it down to B2, where the Armory is.
    - While you're running around down here, watch your step.  While the Armory
    is currently empty of guards, there are trapdoors to watch out for.  If you
    step on one of these, the floor will open up to reveal a hole.  Fall down the
    hole and you die.
    - Unfortunately, all of the ammunition and guns down here is in rooms in this
    area, and a lot of the rooms won't open up to the Level 1 Card Key you have
    right now.  However, there are a couple rooms you can get into.  In the upper
    center room, you can get C4 explosives, and in the lower center room (which
    is already open), you'll find ammo for your Socom.  You can also get Grenades
    in the lower east room.
    - When you're done looking around, you need to search the walls in this place
    for the area that's not painted, like the DARPA Chief recommended you do.
    There are two walls in this area that you can blow up:
    1. One is on the northern wall, just to the west of the elevator.  If you
    blow it up, you'll find a secret room.  In here, you can find the M9 if you
    didn't get it earlier at the Heliport.  You'll also find some other goodies.
    2. The wall you need to blow up to proceed to the next area is in the
    southwest corner of the room, near the Grenade room.  Plant a C4 charge on
    the wall or next to it, and detonate the bomb.  Go through the new hole in
    the wall.
    - Like in the last room, look for the wall that's a different color from the
    other walls.  The one you're looking for is the white wall that's near the
    south end of this hallway.  Detonate some C4 next to the wall and blow it
    - In this next hallway, you'll find another odd-colored wall on the northeast
    wall.  However, don't be so quick to blow it open and go in there yet.  Note
    that the east wall at the end of the hall is also discolored.  Blowing open
    this wall will reveal a secret corridor with some drone guns, a Level 4 door,
    and a Level 6 door.  Remember this location for later, when you get a higher
    level Card Key.
    - Anyway, you might wanna save before you go through the hole in the wall on
    the northeast wall, because your first boss fight is coming up.
    - As you step through the hole, you'll see the ArmsTech president surrounded
    by wires.  The wires are rigged up to C4, so you can't untie the president.
    After that discovery, Revolver Ocelot decides to make his entrance,
    triggering the first boss battle.
    The first thing I must say about this fight is DO NOT touch the wires in the
    middle of the room.  If you do, the C4 will detonate and the explosion will
    kill Baker.  Also, avoid using any explosives during this fight, or they'll
    probably blow up the C4 and/or kill Baker.  Be careful not to accidentally
    shoot any of the C4 either, or again Baker will die and you'll get a game
    Near the start of the battle, pay attention to when Ocelot talks about how
    the caliber and muzzle velocity of a gun doesn't dictate its power.  He'll
    stand still when he says that line if you let him get far away enough.  You
    can take the opportunity to pop a cap in his head with your Socom for some
    easy damage.
    Anyway, Ocelot's only real attack is to fire at you with his revolver.  Watch
    out though, because he's a good shot with it, and his bullets sting a lot.
    Also, he can even recoil his bullets off of walls to hit you, should you
    decide to hide like a coward behind a pillar.  However, if you hide near the
    hole you blew in the wall, he won't be able to do a recoil shot on you there
    because the bullets leave through the hole.  He also runs very fast, so
    you're not going to be able to catch him if you try to run after him.
    His one major weakness would be that it takes him a long time to reload,
    since he uses a revolver.  Also, if you don't get too close to him, he won't
    even move while he's reloading.  So, a good strategy would be to wait to
    shoot him until he's out of ammo.
    There are a couple of different ways to defeat Ocelot that work rather well:
    1. This is the Slap Match strategy.  Basically, you and Ocelot stand still
    and shoot at each other until only one of you is left.  Allow Ocelot to get
    far way so that he'll start shooting, and then step out so that the two of
    you can clearly see each other.  Shoot at him until he's dead or moves away,
    and he'll pretty much do the same thing to you.  This strategy works rather
    well, actually, if you can consistently pull off headshots and shoot fast.
    It's a great way to end the battle quickly and conserve your rations and
    2. This is the Cheap Ass strategy, where you will only shoot Ocelot when he
    reloads.  Let Ocelot get far away so that he'll start shooting.  Listen for
    when you stop hearing his footsteps, because that means he's about to shoot.
    When you hear his footsteps stop, take off running to dodge his first shot.
    When the first shot hits the wall, run in the opposite direction to dodge the
    second shot, and keep changing directions like this every shot until Ocelot's
    out of ammo.  While you're dodging bullets, note where the shots are coming
    from so that you'll know where to fire when it's your turn to shoot.
    When you see Ocelot's bullet indicator on the top of the screen run out, he's
    out of bullets.  When that happens, run towards where the bullets were coming
    from, and aim in that direction.  If you don't get too close Ocelot should
    just be standing still there, putting bullets in his gun.  In the meantime,
    you can pop him in the head with your Socom for severe damage, or you can go
    for a body shot for less damage if your aim is crappy.  Repeat this pattern
    over and over until Ocelot's defeated.
    Note that you can shoot the steam pipes in this room to cause steam to pour
    out.  If Ocelot runs into the steam, he'll be temporarily blinded and you can
    get easy hits on him.
    - Once you have defeated Ocelot, the Ninja will appear and slice off his
    right arm.  Ocelot will then run away, while the Ninja attacks you.  Anyway,
    after a bit, the Ninja will cease with the cheesy Matrix tricks and he'll run
    off as well.  Then, you'll have a talk with Baker.  He'll tell you to get in
    contact with Meryl, the woman from the cell, as well as Hal Emmerich, one of
    the scientists who worked on Metal Gear.  He'll also give you an optical disk
    with Metal Gear's test data and a Level 2 Card Key.  Unfortunately...he also
    dies of a heart attack...  Man...what a coincidence...
    NEW OBJECTIVE: Get in contact with Meryl.
    - Baker said that he can't remember what Meryl's frequency was, but he did
    say it was on the back of the package.  Do you know what package he's talking
    about, though?  Believe it or not, he's actually talking about the package
    that your game came in.  I mean the physical game case that you can actually
    touch with your hand.  You'll get the frequency from the screenshot that
    shows Snake having a CODEC conversation with Meryl.  However, if you rented
    the game or something and don't have the game case, don't worry.  I'll tell
    you the frequency right now.  It's 140.15.
    - When you call Meryl, she'll tell you that Hal Emmerich is in the Nuclear
    Warhead Storage Building to the north, and that they need to talk to him to
    find a way to destroy Metal Gear.  She says that she'll open up the Level 5
    door in the Tank Hanger that's blocking the way for you, and that she'll call
    you back once it's open.
    - For now, take the door on the north wall in this room.
    - Watch out, because guards are patrolling this area now.  If you kill one of
    them or knock them out and need to get rid of the body, drop them in one of
    the trap door holes.
    - Now that you've got a Level 2 Card Key, you can open up the Famas room,
    which is the southeast room in this place.  Watch out when you go to get your
    shiny new Famas Assault Rifle though, because there's a laser grid set up in
    this room.  You can't see the lasers with your naked eye, but you can see
    them if you equip your Cigarettes or your Thermal Goggles.  If you crawl
    underneath the laser grid, you can make it through without being detected.
    - When you're done in this area, take the elevator up to Level 1.
    - When you're in this room, Meryl should contact you.  She'll say that she's
    opened the door, and that she's going on ahead of you.
    NEW OBJECTIVE: Head through the opened security door on the northeast side of
    the first floor.
    - Before you go there though, try searching this area again with your new
    card key.  You can open some doors now that you couldn't get through before.
    - The most important new item to get here would be the Socom Suppressor.
    It's in the room in the northeast corner on the first floor, next to the
    security door that Meryl opened.  With that item, you can suppress your Socom
    pistol and get rid of all the racket that it makes when you fire it.  This
    makes the Socom pistol a whole lot simpler to use, since you don't have to
    worry about the noise attracting guards.
    - There are more rooms that you can now open upstairs as well.  One important
    item you should get upstairs would be the Mine Detector.  It's in the
    northeast room on the second floor.  You'll need it in a minute when you
    first encounter the Claymore mines.
    - When you're done exploring around, head for the opened security door.
    Remember what Meryl said about the security beyond that door.  There are
    invisible lasers coming out of the walls.  To see them, use your Cigarettes,
    your Thermal Goggles, or shoot the fire extinguisher in the back of the gas
    room.  All of these will expose the lasers to your sight.  Time your
    movements to move past each of the lasers as they go up and down.  If you get
    caught in a laser's beam, then you're basically screwed.  The area will fill
    with poison gas, and there's nothing you can do to get out (which means
    certain death).
    NEW OBJECTIVE: Enter the Nuclear Warhead Storage Building up ahead.
    - As you proceed into this area, a mysterious guy who calls himself
    Deepthroat will warn you that Claymore mines are hidden in the snow in front
    of you.  To locate the Claymores, either pull out your Mine Detector or your
    Thermal Goggles.  The Mine Detector will show the mine's detonation field on
    your radar, and the mines will be glowing orange rectangles when you use the
    Thermal Goggles.  If you crawl over them, you can collect them without
    detonating them.
    - You might want to save your game here.  Once you cross an invisible line
    about midway through the canyon, you will trigger the appearance of an M1
    tank.  Raven, the guy commanding the tank, will fire some "warning shots" at
    you, and then the battle will start.
    At the start of the fight, the tank will be on the north end of the canyon,
    waiting for you to come running over.  Don't do that.  If you do the tank
    will blow you up with its main cannon.  First, throw a chaff grenade to
    confuse the tank's radar, so that you can safely approach.  Once that is
    done, charge across the field towards the tank before the jamming wears off.
    From here on, I'll list the tank's attacks.  Obviously, there's the tank's
    main cannon, but the tank can only fire it at you if you're far away.  So, as
    long as you stay relatively close to the tank, you'll never have to worry
    about its main gun.  If you do get caught far away from the tank though,
    throw chaff grenades to confuse its radar so that you can safely get out of
    its firing range.
    Another attack the tank has is that it can run you over if you get in its
    way.  Getting run over by the tank causes severe damage.  However, this is
    easily countered by detonating explosives next to the tank's treads.  If you
    successfully blow up something next to the treads, you'll get a little cut-
    scene showing you the point of the explosion.  You will keep getting these
    cut-scenes until you can't damage the treads anymore.  By that point, the
    tank will be moving at a snail's pace, and it will be much easier to stay out
    of its way.
    The easiest way to blow up the treads would be to equip claymores, and then
    set them down directly next to the tank when it stops.  They'll detonate
    immediately and do the job once you plant them, but they won't harm you.  You
    also can detonate all of the explosives on one side to do the job, and you
    don't have to blow up both treads to get the most slowdown.
    The tank's third method of attack is the machine-gunner on the roof.  He'll
    periodically fire at you when you get in his sights, and when he runs out of
    ammo he'll have to go back inside the tank to get more bullets.  He'll also
    retreat back into the tank if you hit him with an attack.  If you keep
    running around the tank though, he won't be able to keep you in his sights,
    and so he'll have to spend time turning around.
    While we're on the subject of the machine-gunner, I'd like to mention that he
    is the tank's weak point.  By attacking him you'll destroy the tank.  Be
    careful though, because you'll have to go through two gunners to win this
    fight.  There are two ways to damage the gunner.  You can either use your
    first person view to shoot him with your guns, or you can throw a grenade on
    top of the tank.  If the grenade lands perfectly in the hatch where the
    gunner is, you'll get a special cut-scene pointing this out.  If the gunner
    is out when that grenade blows, it'll do severe damage.  You can also get
    higher damage than normal by pulling off headshots with your guns.  Don't be
    afraid to shoot at the machine gun the soldier is behind, because your
    bullets will pass through it and hit him.
    While going after the machine-gunner, keep moving around the tank while you
    attack him.  See, the tank's cannon will keep rotating around to aim at you.
    While this can't cause you any damage unless you're far away from the tank,
    the main cannon will block your view of trying to hit the gunner.  This makes
    the gunner much harder to hit.  Also, since the machine gun on the roof is
    typically pointed in the same direction as the cannon, it will be easier for
    the gunner to shoot you first if you attack from the front of the cannon.
    This is another good reason to continually stay away from the front of the
    tank's cannon.
    Try to stand on top of elevated areas when aiming at the tank's gunner.  This
    gives you a better view of him, and the main gun won't interfere as much with
    your aim.  Also, you can get a better view around the cannon by getting
    farther away from the tank.  Don't get too far away though, or the cannon
    will shoot at you.
    Try knocking the gunner out instead of killing him by using the Stun Grenades
    and the M9.  The Stun Grenades can wear down the gunner's stun meter if the
    grenade lands right on the hatch, even if the gunner isn't outside the tank.
    That's a big edge over using lethal force to take down the gunners.
    If the tank is getting you down, you can run and hide behind the rocks or the
    machines on the perimeter of the battlefield for cover.  You can also lie
    down in the trench crossing over the middle of the battlefield.
    - After you defeat the tank, a guard will be blown out of the tank through
    the hatch during the ensuing cut-scene, and you'll collect a Level 3 Card Key
    from him.  You will then automatically move onto the next area while Raven
    speaks to his superiors from the destroyed tank.
    NEW OBJECTIVE:  Reach the elevator on the second floor catwalk in this area.
    - Before you go down the ramp in front of you, go down the catwalk to the
    left.  You can find a ration at the end of that walkway, and you can see into
    the next room through the window there.
    - After that is done, head down the ramp next to the catwalk.  When you start
    to crawl under the door, you'll be told via CODEC that you can't use any
    weapons in this area due to the nuclear weapons stored here.  The Colonel and
    Naomi don't mention this, but it's important that I do tell you about it.  If
    you're seen in this area by a guard, the area will immediately be filled with
    plutonium gas and it'll stay that way until Caution Mode is achieved.  In the
    meantime, there's a pretty strong possibility that you'll die, since you run
    out of oxygen quickly once the gas pours into the area.  So...try very very
    hard not to be seen in this area!
    - To proceed to the next area, you need to reach the elevator on the second
    floor catwalk.  Remember though, like the last elevator, you'll have to wait
    a random amount of time before the elevator comes.  It might come
    immediately, or it might come only after a good long while.  Anyway, there's
    one guard patrolling the catwalk, but his patrol route takes him far away
    enough from the elevator for you to call it down (assuming the elevator
    cooperates by arriving fairly quickly).  While waiting for the guard to
    leave, you can wait behind the crates to the right of the elevator.
    - Take the elevator down to the B1 level when you get to it.  Hal Emmerich is
    being held on the B2 level of this building, but you won't be able to get to
    him unless you have a certain item that you get on the B1 level.
    NEW OBJECTIVE:  Collect the Nikita Missile Launcher on this floor, and go
    down to the B2 Level afterwards.
    - The guards on this floor regularly visit the restroom to go wee wee.  You
    can use that to your advantage.  While one guard is held up in the bathroom,
    there will be only one guard in the office on the south side of this area.
    That will make it easier to move around in this office.  That's good, because
    the office is a virtual treasure trove of items.  While most of them are
    locked up in offices needing higher-level keycards than the one you have now,
    you can still get quite a bit of stuff here.
    - The most important item to collect here would be the Nikita Missile
    Launcher.  It's in the northeast corner of the office, near the lockers.  You
    can find a lot more stuff if you hunt around here.
    - When you're done searching around, take the elevator down to the B2 level.
    NEW OBJECTIVE:  Blow up the electric floor's switchboard so that you can
    reach Hal Emmerich's lab down the hallway.
    - You can lean against the east wall in the room just outside the elevator to
    see Hal Emmerich pacing around in his lab.  You don't get anything out of
    doing it, but I'm just pointing it out so you'll know you can do it.
    - When you go through the airlock to the south, you'll see the electric floor
    I mentioned in your new objective above.  You will now get a quick cut-scene
    pointing out how to get to the electric floor's switchboard.  After that
    scene is over, Deepthroat will warn you via CODEC about the obvious, and
    he'll tell you to blow up the switchboard with a remote-controlled missile.
    - You should already have your Nikita launcher right now, assuming you're
    following this walkthrough correctly.  Anyway, to reach the switchboard, fire
    the missile and let it fly down the hallway to the south, over the electric
    floor.  Make a right turn at the T-junction, and then turn right again when
    you get to the lab at the end of this hall.
    Watch out, because this lab is full of drone guns that can shoot down your
    missiles.  To make things easier here, try steering a few Nikita missiles at
    the drone guns to blow them up.  If you hit the wall underneath a drone gun,
    then that should take it out.
    At the north end of this lab, you should see a glass door on the left.  Fly
    between the two colored parts on the glass to keep the missile going through.
    Make a right turn in this room, and through the next doorway you'll be in the
    switchboard room.  Crash the missile into the switchboard, and you'll
    deactivate the electric floor.
    - After you have turned off the electric floor, you should start searching
    the rooms on the east wall of this hallway.  Specifically, check the room
    that requires a Level 3 Card Key to enter.  You'll find a Book in there, but
    more importantly you'll also get the Gas Mask.  If you wear the Gas Mask,
    you'll be able to move around in gas-filled areas (like this one) without
    losing oxygen as rapidly.  It'll make it easier to search this area for
    - When you're ready to move onto the next area, go through the doorway at the
    southeast end of the electric floor hallway.  As you enter the airlock to the
    second part of this area, you'll start hearing...weird noises...  When you
    leave the airlock, you'll see a firefight in the next hallway.  Hey!  It's
    the ninja, kicking ass and taking names!  Once the cut-scene is over, you
    might want to save your game.  Follow the Ninja through the Level 4 door at
    the end of the lab.  Don't worry about the fact that your cardkey is only
    Level 3, because the Ninja was a nice guy and shorted out the door lock for
    - In the next room, you'll see the Ninja making Hal Emmerich piss his pants.
    When the Ninja sees you, Hal will take the chance to hide in a locker.  The
    Ninja then says that he wants to fight you to "feel alive again".  I dunno,
    ninjas always say weird stuff like that.  Ninjas also are always right, they
    have cool swords, and they can fly.  I wish I could fly.
    First, I must say is don't use a firearm against the Ninja.  If you don't jam
    his systems with a chaff grenade first, he'll simply dodge your shots or
    deflect them with his sword.  Also, even if you do use a chaff grenade on the
    Ninja, you can only shoot him once per grenade.  So, if you decide to use
    such a cheap strategy, it'll take you a while to beat him.  Explosives like
    grenades, C4, and claymores can also hurt the Ninja without having to use a
    chaff grenade, but these do little damage.
    The Ninja is a frustrating opponent, since he is so agile and your punches do
    little damage.  He can punch you, kick you, and even do these spin kicks that
    make him fly across the room and knock you down.  He also has this stomp
    move.  If he uses it, get out of the way of the shockwave, or you'll be
    knocked down.  Not to mention, he's got that sword which dramatically
    increases his attack range and lets him block your bullets.
    However, if you use hand-to-hand combat, he can't block those attacks and you
    can hit him.  The easiest time to hit the Ninja with a punch is after he has
    executed an attack.  He stands still for a short time after using one of his
    flying kicks, for example.  If you're lucky, you can also stop his attacks in
    mid-stride by punching at him, but more often than not you'll be the one who
    gets hit.  Diving rolls work well for attacking the Ninja, since you move
    quickly and you can execute the attack fast.
    If you fight the Ninja for long enough in hand-to-hand combat, the Ninja will
    say that he'll fight you in hand-to-hand combat with no weapons.  Don't try
    to be cheap and pull out a gun though, because he'll still block the bullets
    if you decide to be lame and shoot at him.  Plus, he'll use his sword again
    if you have a weapon in your hands, and the only way to make him put it away
    is to put away your own weapon.
    There is a way to increase the damage your punches do to the Ninja when you
    fight him.  You do it by equipping a weapon (like the Famas or the Nikita),
    and then punching while you have it out.  However, you will punch slower and
    the Ninja will use his sword when he sees what you're holding.  Oddly...the
    Ninja attacks you with his sword even if you have the Book in your hand...
    Gee...does he really think a porno magazine is a lethal weapon? =)  The ninja
    does hesitate a little when he goes "!" after seeing your weapon out, so you
    can take advantage of that time to hit him.  If you keep equipping and
    unequipping your weapons, you can keep punching him every time he goes "!".
    After you have attacked the Ninja for long enough, he'll decide to use a new
    tactic.  He'll turn on his stealth camouflage, and he will only turn it off
    right before he's about to strike.  Also, right after he attacks, he will
    warp to a location in the room and prepare for his next surprise attack.
    However, the Ninja will warp to only predetermined spots in the room, so you
    can catch him if you know the places he'll go.  The Ninja stands still for a
    moment at the place that he warps to, so you can get in free hits if you
    attack him quickly enough.  Here are some places he likes to warp to:
    - Behind the supercomputers in the northwest corner of the room.
    - Next to Otacon's locker.
    - North side of the central cubicle.
    - On the east wall of the room, next to the computer that has the Mario and
    Yoshi dolls on it.
    - Southeast corner of the room.
    - Southwest corner of the room.
    After you damage him enough while he's using this strategy, the Ninja will
    try out another plan.  He'll slowly yet intimidatingly walk towards you, but
    when he gets to you he'll warp to some other place next to you and deliver a
    surprise attack.  The easiest way to deal with this would be to do a roll
    into him to make him warp.  If you don't hit him, he'll warp and punch, but
    most likely miss since the roll took you far away from him.  You can then
    easily get behind him and hit him while he's punching in the wrong direction.
    Also, he never uses his sword to attack in this part of the fight, so feel
    free to equip a gun for extra punching damage.
    I'd like to make one final note on this room.  If you shoot the Mario doll on
    top of the computer in the northeast corner of the room, "1UP" will pop out
    of Mario's head and you'll hear the distinctive Mario 1UP noise.  This
    doesn't give you any free lives...but it does restore your health. =)  If you
    shoot Yoshi, he'll say "YOSHI!" but nothing else will happen.
    - After you defeat the Ninja, he'll go psycho and destroy everything in the
    room, and then he'll run away.  Hal Emmerich will come out of his locker and
    he'll talk with you a while.  He'll tell you how to stop Rex, and that you
    need to find somewhere to contact Meryl while she's alone.  He will also hand
    you a Level 4 Cardkey, and tell you to call him Otacon from now on.
    NEW OBJECTIVE: Find Meryl.
    - If you want more health, then keep shooting the Mario doll to get more.
    Leave the room afterwards and go towards the gas-filled electric hallway.
    - You can get into a handful of new offices in here with your new Level 4
    Cardkey if you want.  The middle office in the electric hallway has some Stun
    Grenades if you want them, and the northernmost office in the small lab to
    the west has Night Vision Goggles (although it's easy enough to beat the game
    without them by simply turning up the brightness level on your TV).
    - When you're done looking around, go up to Level B1.
    - Cool...this area's got some new creepy music.  I'd recommend saving your
    game now though.  Anyway, this is the area that Meryl is hiding in, but she's
    disguised as an enemy.  To find her, look for the guard that walks slightly
    differently from the others.  She sort of...umm...wiggles her behind...and
    she's normally patrolling around on the west side of the office to the south.
    You'll know if you've seen her, because when she sees you she'll run straight
    for the women's restroom instead of calling for backup.
    Follow her in there to meet up with her, but be warned.  Once you meet up
    with her, you'll be trapped in this area until you defeat the next boss
    coming up.  Anyway, cone you talk to Meryl, she'll give you her PAL Key for
    disabling Metal Gear, but she's only got one...  Where are the other two?  In
    addition, she will give you the Level 5 Cardkey, and the two of you will
    agree to work together.  She says that to proceed closer to where Metal Gear
    is, you'll have to go through the Commander's Room on this floor.
    NEW OBJECTIVE: Pass through the Commander's Room to get around the blocked
    overland route that leads to Metal Gear.
    - Once the cut-scene is over, use your new Level 5 Cardkey to raid the nearby
    office for items.  There aren't any guards around at this time, so don't
    worry about looking out for them.  You'll find Box 2 there, in addition to
    some other miscellaneous things.  When you're ready to move on, head towards
    the Commander's Room to the north.
    - As you enter this area, Meryl will start acting...strange...  In a creepy
    voice that doesn't seem to be her own, she'll tell you to head into the next
    room.  When you get into the commander's office, the door will lock behind
    - Meryl acts even stranger once you're in the office.  After a moment or so,
    it becomes apparent that Psycho Mantis has taken control over Meryl's mind.
    The Colonel tells you to knock her out instead of killing her.  If you do
    kill her, it's game over.
    There are a few different ways to knock Meryl unconscious without killing
    her.  You can shoot her with your M9 tranquilizer gun, or you can throw a
    stun grenade.  Just be sure to stay away from her, so that she doesn't start
    shooting at you.  You can also use hand-to-hand combat to knock her out, but
    that will damage her so I wouldn't recommend doing it that way.
    - After you knock out Meryl, Psycho Mantis will reveal himself, and he'll
    read your mind.  First, he'll evaluate your progress on how you're doing in
    the game.  Then, he'll tell you what games you like.  Actually, he's just
    looking at all of the game saves on your memory card, and telling you what
    games you've played. =) Then, he'll ask you to put your controller on the
    floor, so he can move it with his mind, when all he's really doing is turning
    on your vibration function, hee hee hee.  Anyway, after all of these cute
    little tricks, the battle will start.
    Unless you know the trick for beating this battle, this will be the hardest
    fight in the game.  Psycho Mantis can read all of your controller's
    movements, and he can easily react to dodge your attacks.  He'll also taunt
    you all throughout the battle that he can read your mind.  The reason that
    HIDEO screen comes up when he says "Blackout!" is because he's trying to tune
    in to your controller.
    Anyway, the trick I spoke about up ahead is a way to stop him from predicting
    your movements.  Mantis' primary advantage is gone once he can't predict your
    movements anymore.  To do that, plug your controller into Controller Port 4
    on your Gamecube.  You'll then notice Mantis complaining about how he can't
    read your mind anymore.  Once you've done that, this battle is about a
    hundred times easier.  A little disclaimer: this boss walkthrough is going to
    assume you did this at the start of the fight.
    Most of Mantis' attacks consist of psychically manipulating objects in the
    room to hit you.  These are all of the attacks he can do with the objects in
    the room.  Note that later in the battle Mantis will start using more than
    one of these attacks at a time:
    - Three chairs in the southeast corner of the room move to circle around
    Mantis as he moves around the room.
    - Two vases from the table in the northeast corner of the room fly around the
    room and chase after you.
    - The suit of armor in the southwest corner of the room flies around in
    circles in the middle of the room, with its arms spread out for greater reach
    to hit you.
    - The red books and paintings from the north wall of the room fly across the
    room and back to where they were.
    While these attacks are dangerous, you can disable a lot of them.  You can
    shoot the vases, the paintings, and the red books so that Mantis can't use
    them at all, and you can shoot the chairs and the suit of armor so that
    they'll fly back to where they belong.  However, the chairs and the suit of
    armor cannot be permanently destroyed like the books, vases, and paintings.
    Mantis' last main attack is to use his stealth camouflage to go invisible,
    and then fly to some point in the room to throw a strange ball of energy or
    something at you.  However, you can use your Thermal Goggles to see him
    perfectly, even with his stealth camouflage on.
    The easiest way to kill Mantis would be stand in the corners of this room,
    and snipe him with your firearms through the first person view mode.  A lot
    of the attacks that Mantis does with the objects can't hit you at all if you
    hide in the corners of the room, so those are the perfect places to shoot
    from.  Mantis will try to counter this by using his psychic powers to mess up
    your view, but you can keep going in and out of first person view mode to
    prevent this from happening.  Make sure you shoot fast in first person,
    before Mantis can control your vision again.  Try for headshots on Mantis,
    because they do a lot of damage.
    Once you've damaged Mantis enough, he'll decide to be cheap by forcing Meryl
    to do his dirty work for him.  He'll make her walk slowly around the room to
    shoot at you.  However, if you stay far away enough from Meryl, she can't
    shoot you.  To stop Meryl from attacking you without killing her, shoot her
    with your M9 tranquilizer gun, or shoot at Mantis himself.  Be careful,
    because Mantis will try to hide behind Meryl so he won't get shot.  You can
    also punch Meryl, but it's not advised since that will cause her harm in the
    After you knock out Meryl again, Mantis will once again make her get up and
    pull out her gun...only this time he'll make Meryl aim the gun at herself!
    You have to stop Meryl before she can shoot herself in the head!  You can do
    this in the exact same way as before when she was attacking you.  You can
    shoot her with your M9, you can shoot Mantis, or you can punch Meryl until
    she's unconscious.
    After you stop Mantis from using Meryl, he'll start getting desperate.  He
    will start using multiple object attacks at once on you, and he'll also use
    his stealth camouflage to sneak attack you with energy balls.  Keep on
    sniping him with your guns, and using the Thermal Goggles to locate him when
    he vanishes.  You'll get him eventually.
    - Once you've defeated Mantis, he'll release Meryl from his mind control, and
    he'll open the secret door behind one of the bookcases that leads to the next
    area for you.  He'll then die shortly thereafter.  Head through the secret
    passageway once the cut-scene is over.  Before heading through the next door,
    search in the little place next to the stairs to find some items.
    NEW OBJECTIVE: Reach the exit at the other end of these caves.
    - You'll hear dogs in the distance when you enter this room.  Meryl will say
    that she'll run on ahead of you in this area.  First, examine the area to the
    east in this little area.  You'll find a Ration and Socom Bullets there.
    - Once that is done, head through the snowy passage heading north, the one
    that's near the entrance into this area.  You'll have to crawl under a rock
    to get into the next part of the cave.  You should see dogs as you're moving
    under the rock.
    These dogs are the enemies for this area.  If they see you, they'll keep
    jumping on you and knocking you down, and they'll also bite you up.  The
    easiest way to deal with these dogs would be to shoot them with the M9.
    It'll put them to sleep for a while, and plus it won't kill them.  I just
    can't stand seeing the dogs die...those doggie woggies are so
    cuuuuuuuuuuuuuuuute and they're so cuddly wuddly!  In addition to being
    humane, this keeps the dogs from respawning.  See, if you kill them, the dead
    dogs will vanish and live dogs will come in to replace them.  However,
    sleeping dogs won't vanish and no new dogs will come to replace them.
    - When you reach the other end of the dog caves, there isn't an obvious path
    to follow.  Turn on your first person view, and you'll see holes you can
    crawl through on the south and east walls of this area.  The south hole leads
    to a cave with some items, while the east hole will take you farther into the
    - As you exit the east hole, you will run into Meryl waiting for you at the
    exit out of here.  She'll say that she thought you were good with dogs, while
    all the dogs stand around her with hearts over their heads.  Head for the
    door to next area when you're ready to move on.
    - As you enter this area, Meryl will say that this area is mined.  She'll
    then walk through the minefield without getting blown up, and she'll leave a
    trail for you to follow.  She says she could do it because some of Mantis'
    psychic power rubbed off onto her or something.  You COULD follow Meryl's
    trail if you want to, but myself I just prefer to crawl through the mined
    area and collect all of the Claymores, using the Thermal Goggles to help.
    - When you reach the other side of the little minefield, a sniper will pick
    off Meryl.  The Colonel says it's Sniper Wolf!  However, you can't return
    fire with any of your weapons and save Meryl, because you don't have a sniper
    rifle.  You also can't save Meryl, because there's an invisible line in front
    of her.  If you cross the line, then you automatically get shot and knocked
    back by Sniper Wolf.
    NEW OBJECTIVE: Find a sniper rifle to return fire to Sniper Wolf with.
    - Leave through the door, since you can't do anything to help right now.
    - There are two sniper rifles that you can find and use to shoot back at
    Wolf: the PSG1 Sniper Rifle and the PSG1-T Tranquilizer Sniper Rifle.  The
    PSG1-T is nearer to your location in the Nuke Building B1 level, but the PGS1
    has a much larger clip size, making it the better sniper rifle.  However,
    you'll have to go all the way back to the Armory near the start of the game
    to get it.
    It's up to you which guns you want to pick up.  Personally, I'd just get the
    PSG1-T right now and use that to fight Sniper Wolf with, because you'll be
    required to go back near the Armory later anyway.  You can pick up the PSG1
    when that time comes.  If you're a crappy sniper though, do yourself a favor,
    and go ahead and get the PSG1 right now.  Just be prepared for a long run to
    the Armory and back though.  I'll give directions on how to get to both
    rifles below.  This part involves a lot of running and not much else, so
    don't expect anything exciting to happen.
    - Head back towards the door leading back into the Commander's Room.
    - Head through the room to the door to the south.
    - The PSG1-T is in the main office to the south.  It's hidden in the small
    southwest office that requires a Level 5 Card Key to enter.  If you're
    satisfied with using this rifle, then retrace your steps back to the
    Underground Passageway right now to save Meryl.  Skip down to the boss
    walkthrough for Sniper Wolf from here.
    - If you're going to go get the PSG1, take the elevator up to Nuke Building
    - Run for the exit door.  It's through the airlock door over to the
    southeast, remember?  The fastest way there would be to hop over the second
    floor catwalk rail and make a run for it.
    - Before you sprint through the canyon to the southern exit, you ought to
    snipe the new drone guns to the left and right of the entrance door.  Don't
    forget about the new cameras on pillars about midway through the canyon
    - Hop in the elevator and take it down to the B2 level.
    - The PSG1 is waiting for you in the northwest room down here.  Watch out for
    the laser grid that crosses through the middle of the room though.  You can
    shoot the bag of flour in the back of the room to expose the lasers, or you
    can use your Cigarettes or the Thermal Goggles to see the lasers.  While
    you're down here, you might want to replenish your supply of Nikita rockets
    in the Nikita room to the northeast.
    - Once you've got the PSG1, retrace your steps back to the Underground
    Passageway where Sniper Wolf is waiting for you.  I'll meet you there.
    This is one of the simpler boss fights in the game.  The only thing Sniper
    Wolf can do to attack you is snipe you, of course.  You can also take cover
    from her shots by hiding behind the walls on the left or right of the area
    you're shooting from.  The only word of warning I should give you is that if
    you try to walk down the hallway towards Sniper Wolf, you'll be automatically
    shot back by her.  You cannot be lame by running up to kill her at close
    range.  You must snipe at her from where you are right now.
    Anyway, the key to this battle is finding where Sniper Wolf is hiding, and
    then shooting her before she can shoot you.  Fortunately, there aren't all
    that many places for Wolf to hide at her sniper's nest down the hall on the
    second floor balcony.  She will hide behind the wall on the left side, the
    pillar in the middle, and the wall on the right.  Sometimes, she'll try to
    shoot you in the open though, but more often than not she'll try to hit you
    from a hiding spot.
    An easy way to locate Sniper Wolf is to go into first person view while
    facing her balcony.  You'll hear a click when she's about to fire, and then
    you'll see her laser sight.  That laser sight is a dead giveaway to her
    location, so fire towards the origin of the laser sight as quickly as you can
    to hit her.  Use your Thermal Goggles to help you if you can't see her that
    well.  After you hit her, she tends to try to run for another hiding spot, so
    feel free to shoot her up some more while she's moving to find new cover.
    Aim a little bit ahead, because the bullet takes a second to reach where Wolf
    is.  When Sniper Wolf is hiding, watch for her cloud of breath or the red of
    her laser sight to find where she is.  Repeat the process of spotting and
    shooting Sniper Wolf over and over until she's finished.
    If you're having trouble controlling the shaking of your scope, there are a
    few things you can do to fix that.  You can crouch or lie down on the ground,
    but it'll take longer to get out of the line of fire if you do that.  You
    also take Pentazimen to calm your nerves.  Be sure to make the most of your
    time when you use Pentazimen, because the effects will wear off after a short
    - Once you nail Wolf, head down the hallway towards where she was shooting.
    If you search the first alcove on the left on your way down the hall, you'll
    find PSG1 Bullets.  Watch out for the gun camera in the last alcove on the
    right though.  The area around Sniper Wolf's sniper nest has a lot of
    ammunition, so be sure to look around and collect the bullets there.
    - Make sure you save before you try to go through the door at the north end
    of this area.  When you try to exit through the door in the to the right of
    the second floor balcony, you'll automatically be captured by some guards and
    Sniper Wolf.  I'm sorry, but this is a scripted event.  There's no way around
    - You'll wake up on a bed in Ocelot's torture room, in the company of Sniper
    Wolf, Liquid Snake, and Revolver Ocelot.  There will be some talking between
    the bad guys, before you're left alone with only Ocelot, for a little torture
    NEW OBJECTIVE: Survive Ocelot's torture.
    Revolver Ocelot will lay out the rules for this little mini-game.  Ocelot
    will send a high energy electrical current through your body for a limited
    amount of time, causing your health to go down.  To regain your health,
    rapidly press the A button.  Don't use auto-fire, or the game will act like
    it's not even on.  However, semi-auto will work just fine. =)  The goal is to
    maintain your health until time is up.  If you can't take the torture
    anymore, press the submit button to give up.  If you do that though, you'll
    get the bad ending.  If you successfully resist every torture session you're
    in, then you'll get the good ending.
    If you die during the torture, then it's game over, no continues.  So, you'll
    have to start over from a previous save if you die here.  Hopefully, you
    saved right before you got captured, like I advised you to.  On the other
    hand though, you need both endings to get all the secret items, so it's no
    biggie which ending you get if this is your first time through the game.
    - After you survive the torture, you'll be tossed into a cell near the
    torture room.  Oddly, the DARPA Chief's corpse is in this cell with you.  He
    appears to have died several days ago though...rather than the few hours or
    so that passed between the last time you saw him.
    NEW OBJECTIVE: Find a way to break out of your cell, while surviving Ocelot's
    periodic torture sessions.
    - Now that you've gotten through Ocelot's first torture session, it would be
    a good idea to save.
    - Your jail cell guard is good ol' Johnny Sasaki, the guard who's pants got
    stolen by Meryl.  If you wanna piss him off, knock on the wall a lot.  He'll
    also react if you crawl under the bed in your room.
    - Periodically throughout this part, you'll be subjected to a torture
    session.  The rules are exactly the same as in the first torture session.
    - After the second torture session, you'll get a call from the Colonel and
    Naomi.  Do what Naomi says and put the controller up to your shoulder.
    She'll give you a massage by using the controller's vibrator feature.  =)
    - Shortly after that, Johnny will get a nasty stomachache, and he'll run off
    to the crapper.  While he's gone, Otacon will visit your cell and he will
    give you a Ration, a bottle of Ketchup, a Level 6 Card Key, and Sniper Wolf's
    Handkerchief.  He then has to run away though, because the guard's coming
    The goal of this part of the game is to find a way to get out of your jail
    cell.  Every time you're locked up in this cell (except for the first time),
    Johnny will run to the toilet once due to his nasty illness.  He will also
    fall asleep once while he's guarding you (due to his cold medicine that
    doesn't even work).  These are the two times when you can launch your escape
    attempt when you're in your jail cell.  There are three ways to break out of
    your cell:
    1. Hide under the bed when Johnny's not watching.  When Johnny notices he
    can't see you in the cell, he'll get scared and think you escaped.  When he
    comes into the cell to search for you, crawl out from under the bed and get
    out of the cell before he can slam the door on you.
    2. Lie down on the floor when Johnny's not watching, and press the A button
    in your left inventory to use the Ketchup.  Snake will break the bottle,
    creating the illusion that he's dead.  When Johnny sees you lying on the
    floor in a pool of "blood", he'll open up the cell door.  Bust out of the
    cell before he can close the door on you.
    3. The Ninja will automatically bust you out if you stay in the cell through
    five torture sessions.
    After you've escaped, don't bother attacking Johnny.  Simply run for it
    instead.  When you reach the torture room, Johnny's stomach virus will hit
    him again, and he'll have to run for the crapper.  And that makes for an easy
    getaway for you.
    - Once Johnny's illness has taken care of him, collect your items in the box
    next to the electric bed.  Snake will suit up behind the bed.  However...look
    in your inventory, and you'll find a little surprise.  Throw away the Time
    Bomb in your inventory by pressing A when you have it selected in your
    inventory.  If you don't throw it away, Deepthroat will call you and warn you
    about it.
    - You can leave this area once you've taken care of the bomb and gotten your
    stuff.  Shoot the drone gun over the exit door while you're on your way out.
    SPECIAL NOTE: If you submitted to Ocelot's torture, you'll catch Johnny's
    cold.  While you have a cold, you'll sneeze every so often, and that will
    alert nearby enemies to your location.  You will be able to find something to
    get rid of the cold later though.
    NEW OBJECTIVE: Return to the Communication Towers.
    - As you can see, you're back at the Holding Cells, near the start of the
    game.  Your goal is to get all the way back to where Sniper Wolf captured
    you, and proceed to the next area, which is the Communication Towers area.
    For now though, we'll make a slight detour to the Armory.  To start off,
    shoot the two new drone guns here.  Take the elevator down to the B2 level
    - Collect the PSG1 if you didn't get it earlier for the Sniper Wolf battle.
    Also, take this opportunity to restock the ammunition for all of your
    - Head for the South Armory area.
    - Remember a long time ago, before the Revolver Ocelot fight, how I had you
    blow up an extra wall?  And how there was a secret corridor behind that wall
    with two doors you couldn't open yet thanks to your crappy Level 1 Card Key?
    Well, now with your Level 6 Card Key of pwnage, you can open both doors
    there!  The Level 4 door hides nothing but three drone guns on Normal mode,
    but the Level 6 door conceals a cache of Stinger bullets.  Unfortunately, the
    Stinger is all the way at the Communication Towers.  However, you can collect
    the Digital Camera behind the fence by crawling through a hole in the bottom
    of the fence, and you can get Stun Grenades and Chaff Grenades here.
    - You're basically through with this area of the base for the rest of the
    game (unless you want to search for more supplies).  It's now time to run all
    the way back to the Communication Towers.  I'm sure you already know how to
    get there, since you've already been through the areas between them a few
    times.  I'll let you make your own way there for now, but do join me when you
    get to the Nuke Building B1, okay?
    - There's one last room you can unlock in this area with your new Level 6
    Card Key.  It's the middle office on the west wall, and it contains Medicine.
    If you submitted to Ocelot's torture, you will have caught Johnny's cold.
    Take the Medicine to stop your cold.
    - Once that's done, take the elevator down to B2.  There's a useful item you
    can get down there with your new card key.
    - Search the office in the small lab to the west that's locked with a Level 6
    door.  Inside, you'll find Body Armor.  This item is EXTREMELY useful, since
    it cuts down a lot on damage inflicted on you when you get hit.  You should
    keep it equipped whenever you don't have any other items to use, since it
    will save you rations by reducing your damage.
    - That's the end of this special detour in the Nuke Building.  I'll join you
    again when you make it to the Caves.
    - Equip Wolf's Handkerchief while you run through the dog caves.  The dogs
    won't attack you when you have it equipped, since the dogs like Wolf and her
    Handkerchief has her scent.  You'll have no problems at all passing through
    this area with that item out.
    - When you get to the leftover bloodspots from when Meryl was lying there,
    you'll get a flashback cutscene.  Basically everybody on CODEC will encourage
    you to stop Liquid, and Naomi will lay out her past for you.  Once that's
    over, enter the door to the right of where Sniper Wolf was sniping at you
    when you were fighting her.
    - Time to change discs.  Take out Disc 1 and put in Disc 2 at this time.
    NEW OBJECTIVE:  Escape the guards.
    - Save your game before you walk through the next doorway in this hall.
    After you step through the door, you'll set off the alarm via a laser grid.
    This is a scripted Alert Mode, and there's nothing you can do to get around
    - It's REALLY IMPORTANT that you grab the Rope immediately after you set off
    the alarm.  It'll be in one of the spinning boxes right after the laser grid.
    You can see it in the same camera angle as the laser grid.  It wouldn't be a
    bad idea to get the Stun Grenades either.
    - When you reach the interior of the tower, start running up the stairs.  You
    can find some items if you search around the bottom floor, but it's not a
    good idea to do that with all of the guards after you right now.
    - In this part, you need to run up the stairs while the guards are all
    chasing you.  The easiest way to get through here would be to spam Stun
    Grenades as you run up.  The grenades will keep the guards from shooting
    while you get away.  Throw one grenade, then throw another one about the time
    when the last one blows.  Keep doing this as you run up the tower.
    - When you reach the ninth floor of the tower, you'll pass by a door that you
    can't open, even though you've got the correct level card key.  That's
    because the door is frozen on the other side, and you can't open it from
    here.  Collect the items here, and keep running up the stairs to get away
    from the guards.
    - The last floor of the tower is the 27th floor.  To escape from the guards,
    climb up the ladder on the west wall at the end of the catwalk.
    - You'll get a brief cut-scene pointing out the next door you need to go to.
    It's across the platform the satellite dish is on top of, and over to the
    next roof.  However, when you try to go over there, some missiles blow up the
    dish and send it crashing to the ground.  Then Liquid shows up in the Hind D
    you saw in the opening.  Unfortunately...you don't have anything you can use
    to fight back against him now, so you'll have to run away.
    NEW OBJECTIVE: Defeat Liquid in his Hind D.
    - To escape Liquid, equip the Rope (which you hopefully grabbed at the bottom
    of the tower) and run towards the north end of the railing circling the roof.
    Snake will automatically use the rope to start rappelling down the side of
    the tower.
    The goal of this mini-game is to get to the bottom of the tower, while
    avoiding the Hind D's shots.  Here are the controls:
    A button      - kick away from the wall
    B button      - walk along the wall
    Control Stick - movement
    If you hold onto the rope too long without standing on a ledge, you'll fall
    when your grip meter runs out.  So, it's important that you don't spend too
    much time swinging out in the air.  In this part, it is easiest to stay along
    one side of the tower, rather than go down the middle.  If you go down one
    side, you can walk along the bars on the side of the tower that lean down,
    which will conserve your grip.   If you get on the center of the tower while
    going down, you can nab two rations.
    - Ah, feels good to be back on solid ground, doesn't it?  Anyway, you're
    standing next to the frozen up door you saw while you were running for your
    life on the inside of Communication Tower A.  You can blow it up with C4 to
    open it if you want to.  Also, collect the nearby Ration if you want it.
    - Before you boldly stroll across the tower bridge to tower B, pull out your
    PSG1 and aim it down the bridge.  They're hard to see, but there are three
    guards waiting at the other end of the bridge for you to walk into their line
    of fire.  Pull out your Thermal Goggles so you can see them easier, and start
    shooting them up with your PSG1.  They'll fire back, but you have the
    advantage in having a scope.
    - Once they're defeated, go across the bridge.  Uh oh...Liquid's back...
    Hurry down the remainder of the bridge and get inside the tower to escape his
    machine gun fire.  You can collect a Ration around the corner, if you want one.
    - After you escape to safety, pick up the Stinger Missile Launcher and the
    ammo for it.  Don't bother trying to run outside and shoot Liquid with your
    new gun, because he'll just fly away like a chicken if you do.  Instead, head
    for the door inside to the next area.
    - You can't head upstairs right now (because of a crate barricade), and the
    elevator doesn't work.  The only way to go is downstairs...so...go that way.
    After a bit, you'll see that the stairwell's been destroyed.  You've got no
    choice but to head back up.  When you get back up there, Otacon will arrive
    on the elevator...  He says it was working when he used it...but it wasn't
    working before...  You then agree to go up on the roof and destroy the
    helicopter while Otacon fixes the elevator.
    - Otacon must have moved around the crates, because they're all stacked up
    now.  Anyway, head upstairs to the top floor past the crate stack.  Watch
    out, because you'll encounter drone guns at the tops of the staircases on
    these floors: 11, 15, 19, and 23.  Make sure you pause before going up the
    flight of stairs before these stories, and look up so that you can snipe the
    drone guns before they get you.
    - Gather up the supplies on the top floor of the tower, and then head up the
    ladder to the roof.
    - You might want to save before running outside.  As you walk out onto the
    roof, Liquid will pop up in his Hind D.  Now that you've got your Stinger
    though, you can finally get rid of that dumb old helicopter and send Liquid
    crashing down!
    Like some other bosses, this battle will take place in phases, and the boss
    will use a different strategy in each phase as you fight with him and wear
    down his life meter.  While Liquid continually changes strategies, this is
    one strategy you should use constantly throughout the battle: hide between
    the small building with the ladder in it and the air conditioning unit in the
    middle of the roof.  From that position, Liquid can only hit you when you're
    standing there if he is on the north or south side of the tower, so you'll
    have a lot of cover.  Even if he does attack from one of those directions,
    you can easily move to the other side of one of these two objects.
    Also, if you have problems trying to see the Hind D in the storm, use your
    Thermal Goggles to spot him.
    Anyway, in the first phase, Liquid will resort to the following strategy:  He
    will fly straight towards the tower, trying to hit you with his machine gun,
    and then he'll fly over the tower.  He will then turn the helicopter around
    again for another rush.  He continually repeats this pattern all throughout
    the first phase.
    The easiest way to counter this pattern would be to hide while Liquid does
    his attack run over the tower, and then pop out and shoot him with a Stinger
    while he's flying away and getting ready for his next attack run.  His
    helicopter will be facing the wrong way during this time, and so he won't be
    able to fire back at you for a short time.  After you shoot him, hide again.
    Repeat the pattern over and over until this phase of the battle is over.
    When Liquid gets fed up at you hitting him several times, the second phase
    will begin.  He'll decide to fire a missile at the tower.  However, this
    missile ALWAYS hits the south side of the tower, so as long as you move away
    from that area you'll be fine.  In the meantime, you can shoot at the Hind D
    and get some free hits.  Liquid won't fire back at you, because he's too busy
    watching the fireworks.  After the missile blows up the south part of the
    tower, the third phase will start.
    In the third phase, Liquid's going to try to hover just underneath the
    tower's roof.  In this way, you won't be able to lock onto him and shoot him.
    Every so often, he'll suddenly pop up from underneath the tower to fire at
    you, and then he'll retreat beneath the roof again.  While you can't shoot at
    Liquid during this time, you can tell where he is just fine by looking around
    through your Stinger scope.  You can still see the boxes marking his
    helicopter through the floor of the roof.  When Liquid pops up, you'll
    already be aiming in his general direction, and you should be able to hit him
    before he can shoot you.
    After you've worn out the Hind D's life meter, watch out.  Liquid will try a
    last-ditch attack by firing another missile at the roof of the tower.  This
    one will hit the box in the middle of the roof, so get away from the center
    of the roof until after the explosion.
    I've heard from the MGSTTS Gamefaqs.com message board that during this battle
    that you can damage and even destroy the Hind D with other weapons like the
    Socom, Famas, and PSG1.  However, their shots do very little damage, so it's
    not really worth killing the Hind D with these guns unless you're after
    bragging rights.
    - After Liquid has made his last attack, you'll automatically fire the final
    shot, and the Hind D will crash into the ground below.  I don't know about
    you, but I just love the way Snake says "See you in hell...Liquid," and walks
    away right before the Hind explodes when it crashes on the ground.  He looks
    so badass in that part, heh heh.
    - Anyway, Otacon will call you and say the elevator is working again.  Head
    back inside and climb down the ladder.
    NEW OBJECTIVE: Take the elevator down to the first floor of Tower B.
    - Head downstairs towards the elevator.  I advise you to save before you get
    on it.  You'll find out why in a minute.  Anyway, collect the Famas Bullets
    nearby and get on the elevator.  Before you press the button, equip your
    Famas and your Body Armor.  As the elevator goes down, Otacon will warn you
    that there are four guys in the elevator with you and they're all using
    stealth camouflage!
    Don't worry though, because this part is easy.  Equip your Famas, hold down
    the fire button, and let the auto-aim and auto-reload do the rest.
    Preferably, try to get in one corner of the elevator before you start firing.
    You could try to do it some other way, but this is by far the simplest and
    fastest way to do it.
    - After the shootout is over, you'll arrive on the first floor of Tower B.
    Search around for items here if you want them, and then go through the door
    to the southeast.  Get to the end of the hallway to proceed to the next area.
    Be careful, because this hallway here is littered with drone guns.  You can't
    see them on the radar though because it's jammed right now.  So, make sure to
    carefully search up high for those gun cameras.
    NEW OBJECTIVE: Enter the underground base.
    - As you enter this area, a sniper will take a potshot at you, and then
    you'll hear wolves in the distance.  Pretty good bet Sniper Wolf's nearby...
    Otacon will then call you on the CODEC and then ask you not to kill Wolf.
    Wolf will then contact you over the CODEC herself and she'll taunt you.
    Then, the battle will start.
    This battle is pretty much exactly the same as the last fight you had with
    her.  The only major difference is that she now has more places to hide and
    you have a wider area to shoot from.  For cover, you have the snow banks on
    the left and right sides of your part of the field, as well as a little tree
    next to the door leading into this area.  Sniper Wolf has a whole lot of
    trees to hide behind on the north end of the field, as well as a big snow
    The only thing Sniper Wolf can do to attack you is snipe you, of course.  The
    only word of warning I should give you is that if you try to walk towards
    Sniper Wolf's half of the field, you'll be automatically shot back by her.
    You cannot be lame by running up to kill her at close range.  You must snipe
    at her from where you are right now.
    Anyway, the key to this battle is finding where Sniper Wolf is hiding.  An
    easy way to locate Sniper Wolf is to go into first person view while facing
    her part of the field.  You'll hear a click when she's about to fire, and
    then you'll see her laser sight.  That laser sight is a dead giveaway to her
    location, so fire towards the origin of the laser sight as quickly as you can
    to hit her.  Also, when you're dodging Sniper Wolf's shots, note the angle of
    the laser sight so that you can trace it back to her location on the field
    and fire back.
    After you hit her, she tends to try to run for another hiding spot, so feel
    free to shoot her up some more while she's moving to find new cover.  Aim a
    little bit ahead, because the bullet takes a second to reach where Wolf is.
    When Sniper Wolf is hiding, watch for her cloud of breath or the red of her
    laser sight to find where she is.  Repeat the process of spotting and
    shooting Sniper Wolf over and over until she's finished.
    If you're having trouble controlling the shaking of your scope, there are a
    few things you can do to fix that.  You can crouch or lie down on the ground,
    but it'll take longer to get out of the line of fire if you do that.  You
    also take Pentazimen to calm your nerves.  Be sure to make the most of your
    time when you use Pentazimen, because the effects will wear off after a short
    Thanks to the design of this sniping battleground, there's another way to
    beat Sniper Wolf here besides using one of your PSG1s.  If you hide behind a
    snow bank, you can equip your Nikita and send it flying after Wolf.  The
    distance between you two is closer this time, so the rocket should be able to
    reach her before it runs out of fuel.  However, if you do decide to resort to
    such a cheap strategy, expect to be doing this for a while.  Even if you do
    hit Wolf before you run out of fuel, the rockets don't do a lot of damage.
    - Once Wolf has been defeated, run over to where she was shooting.  Prepare
    for an overly long death sequence courtesy of Wolf.  However, I actually like
    this death conversation myself, since everything in it was done right to
    provide the proper mood.
    - Anyway, once Wolf finally dies, you can now explore the area.  The sheds in
    this area are virtual treasure houses of items.  You can also open all of
    them right now, except for one shed that's got Level 7 doors.  That shed has
    Stinger ammunition in it.  Be careful when entering these sheds, because gun
    cameras guard some of them while others are guarded by invisible Claymore
    mines.  Check each room carefully before you walk into a potential trap.
    - When you're ready to move on, go into one of the northern sheds near Sniper
    Wolf's corpse and take the stairs down.
    - Watch out for the pits of molten steel down here.  If you fall in one,
    you'll die immediately.
    - The exit out of here is in the northeastern corner of the first floor, but
    there are no stairs you can use to get down there.  There are two ways to get
    down there from here:
    1. Cross over the narrow ledge on the western wall by flattening yourself
    against the wall on the catwalk and sidestepping down the ledge to the next
    catwalk.  A crane will move back and forth over this little ledge, but you
    can get around it by ducking down as you sidestep down the wall.  You can
    also blow the crane out of the way with the Nikita and get out of crouching,
    but you'll trigger an Alert Mode if you do that.
    2. Jump over the railing on the southern catwalk and land on the platform
    below the catwalk, to the east and south of the pits of molten steel.  You'll
    take damage if you go down this way though.  From there, you can crawl
    underneath the pipes blocking the door on the eastern wall here, and pass
    through the steam room to the exit.
    - If you didn't get the Body Armor at Nuke Building B2 before, you can find
    it on the platform I mention in Method 2 of getting to the exit.
    - You can find some goodies if you search around behind the crates up here.
    When you're ready to go down, press the Y Button next to the console on the
    big cargo elevator to the north.  As you go down though, four guards will
    ambush you.  Time for a quick shootout...
    Remember the elevator firefight with the stealth camouflage soldiers?  This
    fight can be taken on in pretty much the same way.  Equip your Famas, hold
    down the fire button, and let the auto-aim and auto-reload do the rest.
    Preferably, try to get in one corner of the elevator before you start firing.
    You could try to do it some other way, but this is by far the simplest and
    fastest way to do it.
    - When the elevator stops, head to the east for the next cargo elevator.
    Watch out for the drone gun between the two elevators.  Like last time, press
    the Y Button next to the console on the elevator to go down.
    - You'll notice ravens circling around you as the elevator goes down.
    Consider that foreshadowing.  If you wanna have some fun, shoot the ravens
    and you'll get an angry call from the Colonel and Naomi.  For even more fun,
    drop a Stun Grenade and watch all the birds collapse to the floor in a flurry
    of feathers.
    - Head through the door at the north end of the hallway when you hit bottom
    of the second elevator.
    - Raven will confront you in here, and he's ready for a fight to the death in
    this freezing cold room.  If you killed the ravens before, he'll say an extra
    line about that before fighting.  Anyway, let's get onto the fight.
    This fight is pretty fun, since Raven is kind of slow and wanders around
    aimlessly, but you're very fast.  This battle will take place in two phases.  In
    the first phase, Raven will trundle around the room, shooting at everything with
    his minigun, including you if you're unlucky enough to get caught in front of
    him.  If he shoots a pile of boxes enough, the boxes will fall down to block the
    aisles in this warehouse.  Sometimes, items will drop down with these boxes.
    The second phase is basically the same as the first phase, only Raven will start
    running around the room and he'll be harder to keep up with.
    Raven's only attack is his minigun, but it is a very fearsome weapon.  He can
    fire it infinitely without having to reload, meaning it would be very bad if
    you got caught in front of him, and couldn't find somewhere to dive to safety.
    Whenever Raven sees you, I'd strongly encourage you to find over, since it's not
    advisable to take him head on.
    Also, if you try to shoot him in the back, you may notice that his large ammo
    canister blocks his body.  However, you can still hit his legs beneath the
    canister for damage, or you can shoot him in the exposed part of the back of his
    head.  He also shows a lot of his body from the back while he's firing.  When
    you successfully hit Raven in the back, get behind cover.  Raven will turn
    around and he'll hit you with his minigun if you're slow.
    Anyway, there's a lot of different ways to approach this battle, since you
    can use just about every one of your weapons to defeat him.  I'll list out a
    separate strategy you should follow for each weapon down below:
    M9, Socom, and Famas: Get behind him and aim for his legs or his upper head.
    His ammo canister will block shots to other areas unless he starts firing.
    If you want to attack from the front, lean against a wall around the corner
    from the direction he's coming, and do a quick jump-out shot on him.  Dive
    back behind cover after making your shot, and repeat the maneuver to hit him
    PSG1 and PSG1-T: Approach Raven from behind, preferably from far away.  Use
    your scope and try to aim for the exposed part of Raven's head behind his
    ammo cylinder while he's walking away from you.  If you can't hit that, then
    aim for his legs.  Anyway, once you make a successful shot, duck back behind
    cover before you get shot into Swiss cheese.
    Nikita: Hide in some obscure corner of the warehouse, and fire the missile.
    Steer it towards Raven, but be careful to approach from the back.  He'll
    shoot down the missile before you can hit him with it if he sees it in front
    of him.
    Stinger: Like with the PSG1 and PSG1-T, you need to get behind him and shoot
    once with your Stinger before hiding behind cover again.  Don't try to attack
    from the front, or he'll just shoot down your missile before it can reach
    C4: Plant the C4 somewhere you think Raven will walk, and then detonate it
    when he walks over it.  This is a good weapon to use against Raven later in
    the fight, because you can detonate it precisely when he runs over it.
    Claymore: Like the C4, plant this somewhere you think Raven will walk.  When
    Raven walks into the Claymore mine, it'll blow up on him and you'll get some
    easy damage.  Just be careful not to walk into your own Claymore traps, and
    be careful not to trap yourself so that you can't run away from Raven without
    going over your Claymores.  This is the best weapon to use later in the
    fight, since Raven will start running around in unpredictable directions and
    these things will always detonate automatically whenever he randomly decides
    to run into their path.
    An alternate way of defeating Raven that I've seen on the GameFAQs Metal Gear
    Solid: The Twin Snakes messageboard is taking Raven from the front.  Then, you
    simply shoot at him (preferably with a Famas) until he dies.  Make sure you
    equip Body Armor while you do this, to reduce damage.  Also, use Rations as
    needed.  This will wear out your Rations supply some, but it will end the battle
    - After Raven has been defeated, he'll hand over his Level 7 Card Key and he
    will let his ravens eat him.  Yeah...it's weird ain't it?  Anyway, go through
    the north door in this area.
    - In the original game, this room had two trap doors and about two bajillion
    drone guns in it.  Not so anymore.  This time, the two trap doors are still
    there, but only two guards and a handful of drone guns join them.  Speaking
    of the trap doors, you should be careful where you step so that you don't
    fall into them.  Both of them are right next to each other in the first
    hallway in this area.
    - After you've gotten past the miniscule forces in this area, head through
    the door to the north to reach the next area.
    - As you exit out of this long hallway and into the big room at the end,
    you'll finally see Metal Gear Rex with your own two eyes.  Impressive, isn't
    it?  Anyway, what you need to do here is get up to the top floor of this
    place to the control room.  To do that, you should take the stairs on the
    east side of Rex and climb up them.  You'll reach the top soon.  Head down
    the walkway to the west to get to the control room, but watch out for guards.
    - You'll see Ocelot and Liquid discussing things in the control room, and
    you'll learn from Otacon that the laptop terminals you see in the control
    room are the ones you need to use with the PAL keys to deactivate Metal Gear
    Rex.  Unfortunately, you only have one key...until Otacon tells you the trick
    about the PAL keys.
    See, the one PAL Key you have is actually three keys in one.  The key changes
    into a different key depending upon the temperature.  You need to use the key
    at all three different temperatures that it changes at to deactivate Metal
    Gear Rex.  First, you need to use the key at room temperature, then you need
    to use the key when it's cold, and finally you need to use it when it's hot.
    Unfortunately, before you can get to work, Ocelot spoils the moment of
    triumph by shooting at you and causing you to drop the key in the drainage
    ditch by mistake.
    NEW OBJECTIVE: Get the PAL Key back and use it to deactivate Metal Gear Rex.
    - Run downstairs very quickly to get the PAL Key again.  Use the Mine
    Detector and it will show up on your radar as a white dot.  The key is
    usually found in the northwestern part of the drainage ditch, but if you're
    slow a rat will eat the key.  When the rat sees you, he'll run to hide in his
    mouse hole near the west side of the drainage ditch.  What you have to do is
    back off enough so that the rat will come out of his hole so that you can
    kill him and get the key back.  Try laying C4 outside of the hole, or
    possibly sniping the rat with the PSG1 as it exits the hole.
    - Beware, because there's another white dot in the drainage ditch that's not
    the PAL Key.  Instead, it's a Time Bomb, and this bomb is hidden under the
    bridge you walked over while entering this room from the south.  If you do
    collect the bomb, select it in your inventory and press A to throw it away.
    - When you get the PAL Key back, run upstairs to the control room and use the
    key at room temperature on the yellow laptop on the left.  After that's done,
    run back downstairs and exit this room.  You now need to cool the key.  The
    closest cold place is the Warehouse, so run there now.
    - Guards have entered the area, so hide from them until you see the PAL Key
    turn blue in your inventory due to the cold.  Equip the PAL Key so that
    you'll know right when it turns blue.  Leave once that has happened.
    - Place the PAL Key in the central laptop that's colored blue, then leave
    this place again.  You now have to go somewhere hot to heat the key up.  The
    Blast Furnace seems like a nice, hot place, doesn't it?  Take the cargo
    elevators back up there right now.  I'll meet you there.
    - Wait here until you see the PAL Key turn red, and then leave.  A good place
    to wait for the key to heat up would be the steam room to the southeast,
    because no guards ever patrol in there on their regular routes.  Leave once
    the key turns red, and be quick about it so the key doesn't cool down too
    much.  Head back towards the Underground Base as fast as you can.  I'll meet
    you there.
    - Use the warmed PAL Key in the right laptop that's colored red.  You'll now
    be told that Metal Gear has been activated...  You've been tricked!  Master
    Miller will reveal himself to actually be Liquid, and he says that you were
    being manipulated to use the keys to activate Metal Gear Rex since they never
    really did have the two passwords to activate it before.  Man, this sucks!
    - Aftewards, you'll be locked in the control room and poisonous gas will
    flood the area.  Call Otacon to make the doors open, and he will do it if you
    give him a little while.  Equip your Gas Mask to slow the gas loss while you
    - As you exit, you'll see Liquid walking towards Metal Gear.  You know, I
    really want to shoot Snake in this part for being so freaking stupid here.
    He could have easily shot Liquid at least a hundred different times during
    this whole conversation, but he's stupid enough to let Liquid ever so slowly
    get closer to Metal Gear throughout the talking until he's actually inside
    the thing.  Thanks to his stupidity, you're gonna have to fight Metal Gear
    Rex now.
    NEW OBJECTIVE: Stop Metal Gear Rex.
    This fight will take place in two phases.  In the first phase, Liquid will
    use the radome (the thing that looks like a shield on the upper left side of
    Metal Gear Rex) to track you.  Once you destroy it with Stinger missiles,
    he'll be forced to open up the cockpit and use his own two eyes to track you.
    You must then fire Stinger missiles into the cockpit until it's destroyed to
    win the fight.
    Anyway, Metal Gear's attacks consist of missiles, a laser cannon, and two
    machine guns.  All three are easy enough to dodge as long as you stay on the
    move while he's using them.  However, the machine guns are especially easy to
    dodge.  Rex will also be vulnerable for a while if he misses you with those
    since he only fires in a straight line for a while, even after he's missed
    you. Be careful to stay away from the explosive canisters littering this
    room, because Rex might hit them and you could get caught in the resulting
    When you're fighting Rex in the first phase when the radome is still intact,
    you can use chaff grenades to confuse the radome.  That will cause Rex to be
    unable to attack for a while, giving you free hits on the radome.  You can fire
    at the other parts of Metal Gear Rex if you want, since this will destroy his
    machine guns and other weapons.  However, I don't think it's worth it, and
    usually fully concentrate on the radome.  After you've damaged the radome
    enough, the Ninja will step in and he will reveal himself to be Gray Fox.  He
    will then blow up the radome for you with his cool beam cannon, but
    unfortunately he dies in the process.
    Once that is done, Liquid will have his cockpit open.  You must now fire
    inside the central cockpit to damage Rex.  This part isn't all that different
    from fighting with Rex while the radome was still intact.  It's just that now
    you can't use chaff grenades to stop Rex from moving, and you must fire at
    the middle of the robot.  It shouldn't be too hard though, since you've got
    an opening for an attack after you dodge one of Rex's attacks.
    - Amazingly, after Metal Gear Rex is blown to smithereens, Liquid actually
    manages to climb out of the wreckage and capture you.  You'll wake up a little
    later on top of Metal Gear, and you'll discover that Liquid has Meryl nearby.
    However, he triggers a bomb for three minutes to be the time limit for a final
    battle between the two of you.  You must now fight to the death with Liquid to
    save Meryl.
    NEW OBJECTIVE: Defeat Liquid within the time limit.
    Liquid took away pretty much all of your items, so you've got no choice but
    to take him on with nothing more than hand-to-hand combat.  However, he's
    limited to hand-to-hand combat as well, so this will be a fair fight.  Liquid
    has only two attack moves in this fight: a simple punch move, and a rush
    where he puts his head down and charges you head on.  The punch does little
    damage, but the rushing move does a lot more.  Liquid will start to rush more
    later in the fight, so watch out for that.
    Also, you're fighting on top of Metal Gear, and a fall from up here will be
    fatal.  So, if you fall off the edge of Metal Gear, be sure to climb back up
    and not fall, or you'll lose the fight.  Liquid can also fall off of Metal
    Gear, but he'll always grab onto the edge and pull himself up.  Not only
    that, it does no extra damage.  So, only knock him off of this platform for
    Liquid moves very quickly, so don't try a full punch-punch-kick combo on him.
    If you miss him with the first punch, the rest of the combo will probably
    miss him and you'll look pretty stupid.  That will also give Liquid an
    opening to punch you.  Rather, in this fight, throw only one punch at a time.
    If you miss, it's no biggie since you can immediately punch in a new
    direction.  Also, try the rolling move with the X Button if Liquid is far
    away.  You'll go right up to him in an instant, and you'll potentially cause
    some damage.
    Watch out for Liquid's crazy rushing attacks later in the fight, because they
    cause a lot of damage.  The easiest way to counter his rushing attacks would
    be to get up close to him and attack him before he can execute a rushing
    move.  If he does manage to get off on a rush though, roll aside and
    hopefully he'll miss you.  Keep attacking him while avoiding the rushing
    attacks, and you'll defeat Liquid in the end.
    - After you defeat Liquid, you'll run over to check on Meryl.  Whether or not
    she's alive depends upon what you did when you were having torture sessions
    with Ocelot. If you didn't submit to the torture, she will be alive.  If you
    did though, she will be dead.  If Meryl is alive, she will accompany you for
    this last bit of the game as you escape the base.  If she's dead, then Otacon
    will do the same thing in her place.  Anyway, you'll run for a nearby parking
    garage with whoever is your partner during this part.
    NEW OBJECTIVE: Escape the base.
    - You have no items, so be sure to pick up the Ration next to the small
    stairs you go down.  As you get into the garage, your partner will set off
    the alarm by walking in front of a surveillance camera.  You know...I really
    wonder why the guards are still worried about catching you when this base is
    about to be bombed to death...  Anyway, your partner will jump in the eastern
    jeep in this garage.  While you wait for them to get the jeep started, grab
    the Ration on the south end of the garage.  Climb into the car after them
    after they start up the jeep.
    - Once you're in the jeep, use the machine gun to blow up the oil drums next
    to the gate blocking the exit.  Use the first person view here, because it
    helps a lot with your aiming.  The explosions from the drums will blow a hole
    in the gate for you to escape through.  Not only that, it will automatically
    get rid of the guards once you do that.
    - You'll drive down the tunnel a little, but then you'll arrive at a security
    checkpoint blocked by guards.  You can either shoot the guards to proceed
    onward, or you can shoot the oil drums to blow them out of the way.  I'd
    prefer shooting the oil drums, since the explosion will blow the guards away
    anyway.  A second security checkpoint will be further up.  Treat it exactly
    like the first checkpoint.
    - Soon though, Liquid will appear again in his own jeep and he'll be chasing
    after you.
    Basically, in this part you need to keep shooting Liquid so that he can't
    shoot back.  As long as you keep shooting Liquid, you've got nothing at all
    to worry about in this fight.  Try very hard to keep the gun sights on him as
    he swerves crazily all over the place.  He will also pull up on the right
    side of your jeep at one point, so be ready to aim in that direction.  Also,
    try to shoot out the headlights in Liquid's jeep, so they won't blind you
    while you're firing at him.
    - If you manage to stay alive long enough during this fight, you will reach
    the end of the tunnel and both jeeps will crash.  Liquid will make one final
    attempt at killing you before he succumbs to FoxDie.  Afterwards, you and
    whoever your partner is will escape in the base in a nearby snowmobile, and
    the game will end.  If Otacon is with you, he will give you the stealth
    camouflage he had throughout the game.  If Meryl is with you, she'll give you
    the bandana, which gives you infinite ammo.  Both of these items will be
    available for your next playthrough if you use this save to start your next
    - Congratulations on beating the game!
    7:  SECRETS
    Credit for most of this information goes to the Metal Gear Solid: The Twin
    Snakes Codes and Secrets page.
    MERYL'S ENDING: Endure Ocelot's torture without submitting, and Meryl will
    turn out to be alive when you rejoin with her at the end of the game.  She
    will be your partner in the ending parts of the game.  She will drive the
    jeep while you two are escaping, and she will join you on the snowmobile in
    the end.
    OTACON'S ENDING: Submit to Ocelot's torture, and Meryl will be dead when you
    rejoin her at the end of the game.  Otacon will basically do everything Meryl
    would do in her ending.
    BOSS SURVIVAL MODE: Beat the game once.
    START WITH DIGITAL CAMERA: Beat the game while finding the Digital Camera in
    the South Armory.
    BANDANA (INFINITE AMMO): Beat the game with Meryl's ending.
    MERYL DEMO: Beat the game with Meryl's ending.
    STEALTH: Beat the game with Otacon's ending.
    OTACON DEMO: Beat the game with Otacon's ending.
    SPECIAL COSTUMES: Beat the game on the same file with both endings.  You will
    now have Tuxedo Snake, Crimson Ninja, and Sneaking Suit Meryl.
    MERYL DEMO (WITH SPECIAL COSTUMES): Beat the game with Meryl's ending with
    the special costumes.
    OTACON DEMO (WITH SPECIAL COSTUMES): Beat the game with Otacon's ending with
    the special costumes.
    Whenever you're watching a cut-scene, you can press the L and R Buttons to
    zoom in, and you can use the C-stick while zoomed in to make the camera move
    In the locker in the C4 room in the Armory, you can see an Eternal Darkness
    poster.  It's got a picture of Pious Augustus and some red zombies on it.
    Also, whenever you lay down a Book, look at what is on the book's pages.
    You'll see that it is Alex Roivas, another character from Eternal Darkness.
    Also, one of the magazines on the magazine rack in Otacon's lab in Nuke
    Building B2 has a magazine with "Eternal Darkness" written on it.
    Psycho Mantis will ask you if you enjoyed Eternal Darkness if you have an
    Eternal Darkness save on your memory card when you meet him.  The screen will
    also tilt to the side when Psycho Mantis controls Meryl while you fight with
    her.  This is the most common sanity effect in Eternal Darkness.
    In Otacon's lab in Nuke Building B2, he has a Mario and a Yoshi doll on top
    of the computers in the northeastern corner of the lab.  If you shoot Yoshi,
    he will say "YOSHI!" and if you shoot Mario "1UP" will pop up out of his head
    while making the Mario 1UP noise.  Shooting Mario will also increase your
    health slightly.  Otacon also has a Gamecube and a Wavebird controller on a
    table in the center of his lab, and the TV next to the Gamecube and the
    controller is displaying the Gamecube startup screen.
    When you meet Psycho Mantis, he will say that you enjoy Nintendo games if you
    have saves from certain Nintendo games on your memory card.  He will also
    mention if you have played the following titles if you have saves for them on
    your card: Legend of Zelda: The Wind Waker, Super Mario Sunshine, and Super
    Smash Bros. Melee.
    A poster in Otacon's lab in B2 has a poster from Zone of Enders 2: The Second
    There are three trucks in the game, and they can be found at the Heliport,
    the Nuke Building 1F, and the Snowfield.  Anyway, if you wait long enough in
    a truck with a Box equipped, a guard will come by and drive you to the
    location that's written on your Box.  It's pretty handy if you want to make a
    trip to an earlier area in the game for some reason.
    After you make it to the Snowfield where the second Sniper Wolf battle takes
    place, lean against the southeast wall in this area.  It's next to a snow
    bank you can hide behind during that fight.  You'll see a parachute caught in
    a tree outside the fence, which is the parachute Liquid used to escape the
    crashing Hind D.
    If you watch Meryl exercising in her cell in the Holding Cells, go down the
    ladder and then come back up again, Meryl will be exercising in her
    underwear.  If you chase Meryl to the women's bathroom quickly enough in Nuke
    Building B1, she won't have time to change out of the guard's clothes and
    she'll be in her underwear when you find her.
    When Meryl is with you, stare at her in first person view for a while, and
    you'll notice that her face is starting to get redder.
    Repeatedly call Mei Ling at 140.96 while clicking on "DO NOT SAVE" every time
    you call her, and she'll start to get annoyed at you.  First, she'll tell you
    to stop calling her for no reason, then she'll stop talking completely, and
    finally, she'll stick her tongue out at you.
    Call Naomi at 140.85 with your Cigarettes equipped, and she'll lecture you on
    how cigarettes cause cancer.
    If you shoot lots of ravens in the cargo elevator area before the second
    fight with Raven, the Colonel and Naomi will call you on the CODEC and
    they'll be angry at you for killing the birds.  You'll also get an extra line
    from Raven when you meet him in the Warehouse, with him yelling at you for
    killing his friends.
    This is where I will make a list of everyone who has contributed something to
    this guide.  As long as whatever you sent in isn't fake, your name will be
    posted here.  I don't have any contributing readers yet, but that will probably
    change soon enough.
    Please DO:
    - put the name of the game in the subject of your email.  It's VERY IMPORTANT
    the name of the game is in the subject, so I'll know what game you're talking
    about.  Also, this will reduce my response time and it will reduce the chance
    that I'll mistake your message for junk email.
    - read the guide BEFORE you send an email.  At least read the sections that
    could probably answer your question.  Use Ctrl + F to help you seek out
    specific items.
    - use proper spelling and grammar in your emails.  This will reduce response
    time, since I won't have to waste time deciphering a badly written message.
    - send your email in English.  If you send your message in any other
    language, it will be deleted because I won't be able to understand it.
    Please DO NOT:
    - send an attachment with your email.  Almost every attachment email I get is
    a virus email, and so I will probably delete your attachment email along with
    the virus emails without even glancing at it.
    - ask me to send you a copy of my guide.  If you want a copy of my guide, go
    to an address where it's being displayed, click "File" on top of your screen,
    and then click "Save As."
    - send three or more emails at once.  I'd rather you put everything that you
    want to talk about in one email, because it cuts down on my inbox space and
    the amount of messages I for me to look at.
    10:  THANKS...
    - To Konami for continuing to produce the Metal Gear series.  I absolutely
    love this series' imaginative plots.
    - To Silicon Knights for helping to make this remake of Metal Gear Solid a
    possibility, and for producing Eternal Darkness.
    - To all the sites who host my guides, especially www.gamefaqs.com.
    - To you, for reading my guide.
    11:  COPYRIGHT
    This document is the intellectual property of Nathan Norris.  This document
    is only for private use.  You may save it to your hard drive, and print it
    out without permission.  What you may NOT do without permission is post it on
    a website (for profitable or non-profitable reasons).  This document may not
    be sold or bought for any reason.  It must be accessible free of charge on
    any website it is displayed on.  Only these sites have permission to use my
    If you find this guide on some other site, and it is incomplete, go to
    www.gamefaqs.com before requesting help from me.  Gamefaqs.com is the first
    place I send every piece of my work, so they are sure to have the most up-to-
    date version of my guides.