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    FAQ/Walkthrough by DarkLink715

    Version: 1.0 | Updated: 03/23/04 | Search Guide | Bookmark Guide

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    (ASCII art by: Marth ue)	
                          | METAL GEAR SOLID: THE TWIN SNAKES |
          		      | 	  WALKTHROUGH/ FAQ        |
                          |                                   |
                          |   FOR NINTENDO GAMECUBE           |
                          |                                   |
                          |Written by:  DarkLink715           |
                          |Email:       acchapello@yahoo.com  |
                          |Version:     1.0                   |
                          |Date:        3/23/04               |
    |                                                                            |
    |VIEWED IN THIS FORMAT, OR IN YOUR WEB BROWSER.                              |
    1.  Table of Contents                                                       001
    1.	Table of contents                                               001
    2.	Introduction                                                    002
    3.	Version History                                                 003
    4.	Game Basics                                                     004
    5.    Items                                                           005
    6.	**WALKTHROUGH**                                                 006
                6A.  Revolver Ocelot             006A
                6B.  Vulcan Raven                006B
                6C.  Cyborg Ninja                006C
                6D.  Psycho Mantis               006D
                6E.  Sniper Wolf                 006E
                6F.  Liquid Snake                006F
                6G.  Vulcan Raven AGAIN          006G
                6H.  Liquid and Rex              006H
    7.	About the Author                                                007
    8.	Frequently Asked Questions (FAQ)                                008
    9.	Credits                                                         009
    10.	Author's Conclusion                                             010
    11.	Legal Information Etc.                                          011
    2.  Introduction                                                            002
    Hello, if you are reading this document that must mean that you have picked
    up a copy of this game, are planning to pick one up, or hate the game and want
    to get rid of all that despise it.  I don't blame you for any of these reasons,
    and I think that they are all good reasons to be here.  I thank you for coming
    to and reading this guide.
    This game is a stealth action game, the series introduced the genre to the
    delighted videogame world.  You must stay hidden from the view of the enemy
    soldiers at all times or you will be risking your own life.  Stay out of view
    and use your radar whenever possible, and don't hesitate to shoot if an enemy
    fires at you.
    I urge you to read the entire guide, there are bits of information in the
    outlying sections that I refer to in the Walkthrough, and some of it is
    imperative to your survival (like the controls for the game).  Make sure you
    read every sentence from here until the beginning of the walkthrough, the fate
    of the world may depend on it.
    3.  Version History                                                         003
    Version .9, this guide is almost finished.  The entire walkthrough is done, all
    I need to do to make it a complete guide is to put in the game basics and the
    characters sections, and it will be done.
    KB: 69.3 KB
    Characters: 52, 909
    Words: 11,321
    Version 1.0, all of the information that you see here is complete and done.  I
    will be playing the game for a while, going for Big Boss, so don't expect a big
    update for a while.
    KB: 78.9 KB
    Characters: 60,660
    Words: 12,950
    4.  Game Basics                                                             004
    These are just the basic controls that you need to know before starting the
    game, get used to them.
    X:		Crawl/Crouch
    Y:		Open locker/Climb ladder/Hang/Confirm
    L:		Select Item
    R:		Select Item
    A:		Fire/Throw or choke
    B:		Punch/Kick
    C-stick:	Move camera angle when in corner view
    Start:	WITH A: codec WITH B: map
    Control:	Move around/Move view
    STAY HIDDEN! Guards can't shoot at you if they can't see or hear you, so stay
    out of sight   When you are moving on a loud floor near their patrol area, drop
    to a crawl so that they cannot hear you moving by.  This seems simple, but is
    the most important thing in the game.
    DON'T KILL THEM ALL  There's no point in killing all of the guards in the game,
    unless you are trying to get the game's lowest rank, as I did.  Sneak past all
    the guards and use the M9 whenever its possible.
    SPEED THROUGH MOVIES ETC.  If you're playing for time, the movies and codec
    conversations count on your total time, so skip through them.
    HIDE THE DEAD If you kill or knock out a guard in plain eyesight, put him in a
    locker or a stall in the bathroom so that his friends won't call and have others
    come look for you.
    Solid Snake
    Formerly a member of FOXHOUND, Snake has taken some time off to retire from that
    industry and settle in Alaska to find himself.  He has been called in to this
    mission to find out if the terrorists have the potential to threaten the world
    with the nuclear weapons that they have stolen.  He is the main character of the
    game, and is quite cool.  He has many sneaking capabilities that make him easy
    to miss among the scenery of the game.
    Colonel Campbell   140.85
    The eyes and ears of Solid Snake during his mission, Campbell will call you with
    helpful advice and will tell you what to do in crucial points of the game.  He
    will instruct you on how to play the game, and you should listen well to his
    instructions.  He is in control of the mission, and Snake is bound to do what he
    says, so Campbell is an important character.
    Naomi Hunter    140.85
    She is the medic for FOXHOUND and is the medical support for Snake during his
    mission in Alaska.  She will give you important advice about when to use certain
    items and is actually part of a very cool plot twist that revolves around the
    later portion of the game.
    Master Miller   141.80
    He has a background in survival training, and gives Snake good advice about what
    he should do in certain situations.  Listen to his advice carefully and it just
    might come in handy during the game.  Make sure to answer your Codec calls, he
    will call when you acquire a Time Bomb and help you dispose of it.
    Mei Ling       140.96
    This spunky teenager genius plays a very important role in the game, she saves
    your progress.  She also gives you interesting quotes to think about, which is
    pretty interesting.
    Donald Anderson
    He is the chief of DARPA, which is a large corporation in developing weapons for
    the military.  He is a figure of high importance in the game, and in the
    military structure of the country.  Rescue him early in the game to learn his
    story and why it presents a problem to you.
    Meryl            140.15
    She is the main female character in the game, and will guide Snake through many
    of his toughest times while they try to escape from the facility.  She is tough,
    she was a soldier before the revolution, and survived a little time in jail fro
    being rebellious.  She has an interesting part in many sections of the game, so
    watch her carefully.
    Revolver Ocelot
    His name might give you a clue to what his strong point is, and that is his Colt
    Single Action Army, his prized handgun that he carries everywhere.  He handles
    it very well.  He is also one of the worst torture artists of all time, and this
    doesn't make the game prettier.
    Kenneth Baker
    The president of the large ArmsTech corporation, he was hard at work at getting
    Metal Gear fully functional, and Snake will meet him and have a long talk with
    the elderly man about the project.
    Vulcan Raven
    He is just large, there is no other way to put it.  This large man is looking to
    take on Snake any way that he can, and that includes fighting a virtually
    unarmed man with an M1 Tank.  Watch out for this guy, he's all trouble.
    She will give you weapons advice during the game.  I admit that it is not very
    helpful and you probably won't use it, but all characters are here.
    Cyborg Ninja
    You will meet this mysterious masked figure on more than one occasion during the
    game, and he has an interesting subplot attached to him, so follow that
    carefully.  He also has the coolest moves in the game, he can cut a bullet in
    half with his sword.
    Hal Emmerich (Otacon)  141.12
    He likes Japanimation, what more do you need?  He was the main developer of
    Metal Gear, and will be able to give you some awesome advice about the massive
    weapon and how it works.  Listen to his important codec calls and call him
    whenever you are in dire need of a quick fix.
    Psycho Matis
    The psychic of FOXHOUND, this guy just can't seem to be normal in any way   He
    wears a freaky gas mask and he knows what games you like to play on your
    Gamecube, and he can move himself around with his mind.
    Sniper Wolf
    She's beautiful and deadly, and those really aren't a good combination.  She
    loves to use her sniper rifle to make Snake dead, and that isn't good for you
    either.  She's got a soft spot for wolves, but who doesn't?
    Liquid Snake
    The twin of Solid Snake, he is bent on twisted revenge on his brother for little
    apparent reason.  He has many different skills, he can shoot down planes with a
    helicopter, and he is about to aim his guns toward Snake.  Hold your breath,
    this one's a thriller.
    Decoy Octopus
    He can change shapes and become any person that he pleases, he is a master of
    disguise.  Always be sure who you're talking to is the real deal, because it
    just might be this con artist.
    5.  Items                                                                   005
    Firing Weapons:
    A tranquilizer, the M9 is very useful for knocking out enemies before and after
    they see you so that you can sneak by unnoticed.  It is very useful in the early
    parts of the game when you have very little ammunition for your weapons and need
    a way to get past all of the guards without getting seen easily and exposing
    yourself to attack.  Once you have shot an enemy, it will take some time for
    that enemy to be knocked out.  Once he is, he will be on the ground for a
    limited amount of time (that amount of time varies), this is the same type of
    thing that happens when you knock a guard out with your fists.  You can hide
    guards that have been knocked out in the shadows or in lockers so that their
    friends won't be able to find them and report you to their chain of command.
    Mastering this weapon will be a good idea in the missions ahead.
    This is a lifesaver when you first find it in the heliport because it lets you
    have a different weapon than the M9, which is quite frustrating to use when
    there are guards all around you that are shooting at you to kill.  With this
    bullet weapon, you can actually kill enemies and take whatever items that they
    had on them when they were killed.  You will get more powerful guns in the game,
    but this is one of the important guns that you need.  A good tactic is to switch
    into first-person mode and fire at the heads or the groin of unsuspecting guards
    and continue to rapid-fire until they are killed and you can take their items.
    This handy little assault rifle is available in the armory in the level 2
    security room. You have to crawl under laser beams to get it, and it is truly a
    gun of great power.  It can hold over 200 bullets, and you get 25 every time you
    pick up a new clip.  It also has a handy laser pointer for easy enemy targeting.
    Don't miss this great gun.
    This is a great weapon, it is a sniper rifle that fires solid ammo.  Find it
    behind the level 5 security door in the armory, and it is also protected by
    alarm-triggering laser beams.  It is great for hitting long-away enemies, but
    most useful for the Sniper Wolf fights
    It is the same thing as the other sniper rifle in the game, only it holds
    tranquilizer darts instead of bullets.  Find it behind the level 5 door in the
    B1 level of the Nuke Building.
    This is a very handy item to have on hand.  It fires remote-controlled missiles
    that handle fuel over short distances.  It can be found in the office on the B1
    level of the nuke building, and can be used during the Vulcan Raven boss fight
    and to knock out the power box before the fight with the Cyborg Ninja.
    This hand-held tank fires lock-on missiles at moving targets.  It is quite fun
    to use on normal guards, but the only practical uses are during the two bouts
    with Liquid.
    Health Items Etc.
    It will stop bleeding, which happens when your health becomes critical (the life
    meter turns orange and you start leaving bloody footprints).  Bleeding occurs
    until you die, but I have not used this item yet, which means that it is not
    really critical for your survival.
    This is one of the most important items in the game, it gives you more health.
    This is a lifesaver at all levels of play, even if you are a hardened MGS
    veteran who rarely takes a bullet.  It will fill up about half of Snake's health
    meter, and is critical when you are in a dire situation in which you may have to
    fight for your life.  You can carry 5, and use them whenever your health gets
    below half of its total capacity.
    A great item, it cures Snake when he gets cold, which can be recognized when he
    sneezes periodically.  It helps your health not fall any farther, and it keeps
    you hidden from the genetically enhanced ears of your foes, so this is an
    important tool to keep close to your heart.
    It stops you from shaking for a short time so that you can fire your weapon
    easily.  Used with the PSG-1 and the PSG-1-T.
    These seemingly useless cigarettes will actually come in handy in the game.  You
    can use them to see secret trip beams that will trigger an alarm if you step
    through them.  They also sap Snake's health, so use them wisely when on your
    Gas Mask
    It lets you breathe a little easier while in areas that are filled with poison
    gas, like the area in B2F of the Nuke Building.
    Body Armor
    It cuts the damage that you take in half, so it is quite useful for th alter
    boss fights of the game.
    The classic weapon that made Vietnam so much fun is back with a vengeance, and I
    love it.  When you use the item, Snake simply pulls out the pin and lets the
    destruction fly onto the cohorts of evil.  It is a very effective killing device
    and can be used to kill many enemies when you are in a jam and need a quick fix
    to get out of it.  It takes 5 seconds to explode once it has been released, so
    keep that in mind before you let one of these bad boys loose.
    Chaff Grenade
    This is a nifty little device, and it looks just like the grenade.  It has a
    simple purpose, to jam any electronic devices that are within the blast radius
    of the grenade, and it is very effective at accomplishing that purpose.  It will
    knock out all surveillance cameras, so you can sneak around easily for the time
    of the diffusion, usually around 10 seconds.  A drawback to using this item is
    that your own radar will go offline for the duration of the jamming, but it is a
    small price to pay for the cool effect of the grenade.
    This is a cool device that has been used in many movies to rob banks and to blow
    up buildings.  Snake will use it to blow holes through walls to advance from
    area to area, and also to kill enemies.  It has a long-range detonator and can
    be detonated from a far distance with just a push of the A button.  It will be
    endlessly helpful to you as your adventure progresses.
    Stun Grenade
    This is a very cool device, and it is what you think it is.  It will stun all
    enemies within the blast radius, which is a very good thing for Snake, for he
    will be able to shoot them or sneak past unnoticed while his enemies are left in
    a stupor.  It only lasts for a short while, but it is a good tactic for getting
    away from pursuers.
    Claymore Mines
    These are like the mines in Bond that you put on walls or the floor and they
    will go off whenever somebody walks by or steps onto them.  This will kill the
    enemy and leave you with some more bullets in your SOCOM.  It is useful, but a
    little hazardous, because you can kill yourself if you detonate one when you
    walk by it, so be very careful.
    Time Bomb
    You do not want to pick up one of these.  They appear in your inventory and
    explode when the timer reaches zero, so throw them away quickly if you discover
    that you have been given one as a Christmas present.
    If you put this down in a guard's patrol area, he will pause for a few seconds
    to leaf through the pages, giving you ample time to walk past him to safety.  On
    a more amusing note, the pages are filled with Alex from Eternal Darkness, a
    Silicon Knights game.
    This simple item helps you escape from Liquid Snake and rappel down the side of
    the Communications Tower.
    You can pick up the empty magazines that soldiers drop.  Throw them to make a
    clatter of noise that will attract guards, so that you can go the other way.
    Cardboard Boxes
    You can hide under these boxes, but they don't provide much cover.  They're more
    amusing than useful, a walking cardboard box is funny.
    This seemingly useful item is given to you by Otacon for use in an important
    sequence of events during the game.
    PAL Keys
    These is the infamous keys that Snake needs to use to override the detonation
    sequence for the nuclear weapon on Rex.  They play a very important role late in
    the game.
    This is a simple camera, you can take pictures with it.  There is also a funny
    thing that you can accomplish.  If you take pictures of certain things and save
    them to your memory card and view them later, you will see "ghost" images
    printed on the photograph.
    Stealth Unit
    This is a very cool item that Snake gets if he escapes with Otacon.  In a replay
    of the game, he can use it to be invisible to all enemies except bosses and
    events where he HAS to set off an alarm to continue playing the game.
    You also get this item in the end of the game, except it comes to you if you end
    up escaping with Meeryl.  The infinity symbol is stitched in, and it will give
    you unlimited ammunition for all weapons when you have it equipped.
    6.  WALKTHROUGH                                                             006
    6A.  REVOLVER OCELOT                                                        006A
    You won't actually get to Revolver for a while, but I will guide you to him, and
    this section is named after him because he is the first major boss of the game.
    After watching the long beginning cinematics, you will be inserted into the
    rather large cargo dock, where the walkthrough and your long adventure through
    the world of Metal Gear begins.
    Cargo Dock
    Watch all of the beginning cinematics to figure out what's going on with your
    mission, and then focus on the task ahead.  The goal here is to get to the large
    cargo elevator in the Northern part of the room.  Before you get there, there
    are a couple of items in the room that will help you as you go along.
    Go back down the stairs and into the water, and find the Rations by the dock.
    Then go over to the right side of the room and find the AP Sensor, which will
    cause your controller to rumble when an enemy draws near (unless you have the
    rumble function turned off or if you have a Wavebird).  Your O2 Meter should
    probably be getting low right now, so go back to the stairs and climb up and get
    ready to face your first real challenge.
    You get a call from the Colonel when you get to the pipe, and he tells you to
    crawl under it.  Do so, but take a look at your radar before you do it.  Wait
    for the guard (the dot on the map with the blue cone in front of it) to pass
    you.  You want to stay hidden from view, so creep quietly past the three guards
    in the room, watching your radar and being careful not to get trapped.  If you
    get seen, go and jump over one of the railings by pressing Y and Y again to drop
    down and wait until the alert mode has passed to go onto dry land and make
    another attempt.  Stay pressed against walls and look around the corner (this is
    a good time to practice the technique) to stay hidden from view.  Your goal is
    to get to the northeast corner with the forklift; no one can see you when you
    are squatted in front of it.
    If you haven't seen the elevator arrive, wait for a while to see the cinema in
    which it does, and then wait for the guard closest to you to move away so that
    you can climb inside the elevator and climb to the next area.
    After a series of cut scenes (get used to watching them, the game is peppered
    with them) and a Com Link conversation, you find yourself in a sticky situation.
    Fortunately, you are going to get weapons here, and you will get out of the
    bitter cold.
    You absolutely need to stay quiet here, so save with Mei Ling before you venture
    into the area.  Go up on the right side with the boxes and hide behind them, if
    you go into the middle of the Helipad the lights there will see you, so that
    path is out.  Instead, you are aiming for the truck to the north of the helipad.
    Watch the positions of the guards by looking around corners and employing the
    use of your scope.  When it looks like you have a clear shot to run at the truck
    (check your radar and look at the blue cones of vision of the guards) run to the
    back and press Y to hop in.  You will find a SOCOM pistol inside.  Crawl beneath
    the truck with X and moving the control stick, and you will find an M9
    tranquilizer pistol, which will be immensely helpful to you later.
    Crawl out of the south end of the truck and run to the southeast, and go through
    the door that is opposite the helipad there.  When Snake sees the camera, he
    knows that he must avoid it.  Stick to the wall that the camera is on, walk up
    to the lockers and open them with Y and grab the Stun Grenades.  Wait until the
    camera passes and run out of the room, again groping the wall that the camera is
    on so that it can't see you.  Then return to the boxes that you were at before.
    Avoiding the guard, you need to make a dash to the north, and the stairs there.
    Look at your radar as you are doing this, you need to avoid the security camera
    too.  Once on the stairs, don't go all the way up, there is a guard up there.
    Wait until he turns around, and then go to the middle alcove on the north wall
    and crawl through the ventilation shaft that is there to enter the Tank Hangar.
    Tank Hangar
    Stay with the vent all the way past the conversation with the two guards, and
    then drop down after a short codec transmission.  Go to the left and grab the
    chaff grenades, and then start to go to the right and stop.  Watch the camera in
    the corner on your radar.  When it turns away from you, run up to it.  When it
    turns the other way, sprint to the south and duck inside the room that opens up.
    There is a camera and a key item in here.  When the camera looks away from you,
    run up and press against the wall under it.  When it swings the opposite way,
    run to the corner and nab the thermal goggles.  Now the fun will begin.
    Save your game here, you get to practice some important techniques.  Exit the
    room and stand on the side of the balcony that has the wall, and arm yourself
    with the M9.  Switch to first person view with Z and then hold down A to use
    your laser sight.  Hit both of the guards in the head or rear with darts and
    they will go to sleep.  Make sure that you don't shoot them while they are
    talking to their base or troops will come for you.  If you do get caught, allow
    the guards to kill you and then restart from the ventilation shaft.  When all of
    the guards are dead, run around the catwalk and watch the security camera.  When
    it starts to swing away from you, run down the stairs and get the SOCOM ammo
    that is under them.  Then walk over to the elevator control panel and press Y.
    When the elevator arrives, ride it down to B1.
    Holding Cells
    The DARPA chief is here, it is only a matter of time before you find him.  Run
    down to the end of the passage to the ladder, listen to the instructions, and
    ignore it for now.  Crawl into the ventilation shaft and get the ration, then
    exit the way that you came.  Go up the ladder and into the higher ventilation
    shaft.  Scour the ventilation shaft, at the first turn there is a cinema and M9
    bullets.  Turn back and keep going the way that you were, toward the green dot
    on your radar.  Pass the woman, and watch the many cinemas with Donald Anderson.
    After the cinemas end, there is a struggle outside the locked door.  Crawl under
    the bed top get the rations and then wait for the door to open and then exit.
    After the cinema, equip your rations by holding L and then selecting them, and
    get ready for waves of soldiers.
    This is an easy fight with the weapons that you have.  Switch to first person
    view and knock out the first wave, and then let the girl kill the second.  As
    you progress through the waves, stand in the back of the room and pick off the
    guys as they come in, grabbing the ammo and rations that they drop as you need
    them.  With the rations equipped, Snake automatically uses them as soon as he
    needs them, so it is a very handy thing to do.  Once all of the soldiers are
    dead, watch the cinemas and pick up the remaining items.
    Go back into the room where you fought the soldiers and go into the connecting
    room.  Get the SOCOM ammo from the drawer, and go to the bathroom to find a book
    and some M9 ammo.  Then go back to the elevator and travel to B2.
    Go through all of the buildings that you can open with your level 1 Card, and
    also go through the open door.  When you are done, you should have a full SOCOM,
    C4, and grenades.  Return to the north wall of the room.  Remember when you were
    told that new walls were put in, but were not painted?  Look at the middle line
    on the wall in first person mode, and look for where it stops.  There should be
    2 locations.  At these locations, place C4 with A and then detonate it with A.
    Get all of the ammo that you can and leave what you don't need, and then go to
    the southwest corner of the room.  There is another place to put the C4, and
    detonate it to travel to the realm of Ocelot.
    Armory South
    Save your game, there is a boss fight coming up.  Run south in the room and blow
    up the white part of the wall, then go through it.  At the end of this hallway,
    place C4 at the two white spots and detonate them.  Don't go through the one
    that is aligned with the hallway, it contains a drone gun.  Instead, go through
    the adjacent door to meet Kenneth Baker and Revolver Ocelot.
    After the cinemas, equip your SOCOM and rations, run to the left, switch to
    first person and fire at Ocelot to make him move to his corner.  Stay by the
    column and position yourself to fire back at him.  Stay in first person mode and
    plug away at the boss.  You will get hit, but your rations should cover the
    damage easily.  Keep firing until the boss is dead, and then have a long
    conversation with Kenneth Baker.
    6B.  VULCAN RAVEN                                                         006B
    After the slough of cinemas, you will know a lot more about what is going on
    here.  A mysterious ninja appears, you will have to deal with him later.
    Pick up the ammo that is here, and then use your codec.  You need to talk to
    Meryl, the woman that helped you kill the soldiers.  Her frequency is 140.15,
    which is on the back of your Twin Snakes game box.  Talk to her and she will
    agree to open the cargo door up in the Tank Hangar.  Then head through the door
    to the north and go back to the Armory.
    This place is much more dangerous now, there are 2 guards patrolling the
    hallways.  Wait until they pass, and then enter the southeast room.  Immediately
    equip your thermal goggles and crawl under the beams to get the FA-MAS and the
    ammo.  Then exit the room, avoid the guards and travel to the two rooms in the
    north that you opened before.  Grab some ammo for your new toy, and then use the
    elevator and get out of there.  Go back to 1F and the Tank Hangar.
    Tank Hangar
    Save right here.  From the elevator, watch the guards on your radar and then run
    to the right when you have the chance.  There is a door there with a camera over
    it.  Avoid its sight and duck into the room.  There is a guard in here that
    periodically falls asleep.  When he does, grab the SOCOM suppressor.  Equip that
    and the SOCOM to attach the silencer to the gun, and then go back into the
    hangar.  If you are seen, die and restart from the elevator.  Now all you need
    to do is shoot the guard on the main floor with a tranquilizer dart if he is
    still conscious.  Once he is down, take out your SOCOM and shoot him until he
    dies.  Then aim your M9 upwards and take down the guard that is there.
    Run up the stairs, avoiding the security camera, and duck into the room to the
    left, grab the box and the grenades in the lockers, and then go to the other
    side of the catwalk, avoiding the camera, and enter the door below it.  Grab the
    mine detector, the rations under the desk, and the stun grenades in the locker.
    If you haven't received the call from Meryl telling you that she has unlocked
    the cargo door yet, sit tight in the locker and call her again, and wait for her
    call.  When she opens it, run down there and go through.
    Once inside the room, stop immediately.  As Meryl mentioned, there are beams in
    here that will release poisonous gas if you step into them.  Equip the thermal
    goggles, there are beams going up and down at each crack in the floor.  Wait
    until a beam is almost at the ceiling before going under it, take your time
    while going through here.  If you trip a wire, wait to die and you will restart
    right here to try again.  Enter the door at the end of the hallway to go into
    the canyon and get ready to meet Vulcan Raven.
    Equip the mine detector here after listening to the transmission.  You can crawl
    under the range of the Claymore mines and pick them up, and you need to do this.
    After collecting all of the items here, save your game and venture to the north
    to meet the boss.
    This is a difficult fight if you don't know what to do, thanks to
    severedmorals325@hotmail.com for a great tip on how to defeat him.  After the
    tank fires, run in quickly and get close so that it can't fire on you with its
    main gun.  Equip the Claymores and lay them so that the tank will run over them
    and its treads will be damaged.  Use all of your mines doing this and the tank
    should be almost immobile.
    After the tank can't move, stay in close and equip grenades.  Face the tank,
    hold A, then release it, and the grenade will fly in and hit the machine gunner
    there.  He will go into the tank for a little while, and then when he comes back
    out, repeat the grenade throw to kill the guy.  Another will take his place, use
    the same technique to kill him.  When he goes down, this fight with Vulcan Raven
    is over.
    If you ever need grenades, there are some at the north part of the area.  You
    can also hide and get items in the trench in the middle of the area.  If you
    die, just restart and take it slow, and you will be able to formulate a good
    strategy or understand this one enough to beat the boss at his own game and go
    on to the Nuke Building.
    6C.  CYBORG NINJA                                                         006C
    Nuke Building 1F
    Run up the little ramp and grab the rations at the top.  Look through the window
    and survey the next room.  The threat is formidable, you can't use your weapons
    and if you are seen the room fills with poison gas (BAD).  You need to get up
    the stairs to the elevator, so survey the scene carefully and crawl under the
    door, heeding the warnings of your comrades.
    Wait for a guard to pass you and move to the right, and then dash to the left,
    hugging the wall.  When you get to lockers, take the M9 ammo and grenades and
    then hide in them.  When the guard passes, exit and run up the stairs, run over
    to the elevator and call it twice with Y.  If you are seen, equip your rations,
    beat up all of the guards until they are unconscious, and go to the elevator,
    telling it to go to B1F.
    Nuke Building B1F
    This is a fun floor.  Save your game as you enter, and then go through the doors
    across from the elevator.  Run into the middle of the room and you shouldn't be
    detected by the guards.  Speaking of the guards, hit them with M9 darts and then
    shoot their dead bodies with the SOCOM.  Once they are dead, explore the
    treasure trove that is the middle office.  Go to the right and pick up the
    Nikita Launcher, ammo, and go through the lockers to find the rest of the ammo.
    Down in the middle you will also find even more ammo to sink your teeth into.
    Then go into the bathroom and take the rations and the book out of the stalls.
    Return to the elevator and cruise downward.
    Nuke Building B2F
    This is the floor that the boss is on, so don't get hurt anytime soon.  Go over
    to the right wall to see Dr. Emmerich in his office.  Then go through the door
    to the south and then through the next door to see the situation.  Poison gas
    floods the floor, and the floor is electrified.  You need to blow up the power
    box with your Nikita Launcher.
    Stay in the airlock and the poison gas will flood out.  When your O2 is full,
    run out, switch to first person view and fire a Nikita Missile.  Always hold up.
    Guide it to the first turn and turn right.  In this room there are a variety of
    drone guns.  To take them out, run into the area just below them with a Nikita
    missile.  Take your time, return to the airlock whenever Snake needs air.
    When a majority of the of the drone guns are gone, go back into the gas-filled
    area, walk up to the edge of the electrified floor and let a Nikita fly.  Be
    sure to hold up the entire time.  Guide it right at the turn, right again, and
    through the straightaway.  Guide it between the two panes of glass (they are
    translucent) of the door at the end of the office, make it take a hard right and
    let it fly into the power box.  The chances are good that some of your attempts
    will run out of fuel, but keep trying until you hit the box and make the floor
    Once the floor is fine, go back into the airlock to replenish your O2.  Run to
    the end of the hallway, and duck into the third door on the right.  Avoid the
    drone gun and grab the book and the Gas Mask off the floor.  Exit the room and
    equip the gas mask, which will slow the rate at which you lose O2, giving you
    more time to explore this area.
    Go into the office area and clean out all of the rooms on the right side that
    you can enter.  When you are done with that, go back to the airlock and
    replenish the O2, then run down the hall and take a left.  Run past the drone
    and through the door to another airlock.
    The boss fight is coming up, so get mentally and physically prepared by saving
    your game and equipping some rations.
    This guy is the real deal, and he is really cool too.  Too bad that you have to
    fight him.  Guns are useless here, as the beginning cinematic has taught you.
    The key is to use Chaff Grenades to your advantage during the fight, keep them
    equipped at all times, along with rations.  Get ready for the hardest fight yet.
    Like I said, no guns.  When you start the fight, toss a Chaff to jam the ninja,
    and then run over and tap B three times to execute a combo, then back off and
    wait for him to get up again.  Do this one more time and he will discard his
    sword, and you will have to fight hand to hand, which he seems very excited
    about, but you won't like.
    Use the same technique of using the Chaff in the next phase, but now you can
    actually hit him while he's mobile.  It's tough, but if you're quick enough, you
    can hit him as he's preparing to attack.  Keep pumping him with blows, you will
    inevitably have to use some rations.  When you get down into the orange health
    meter, use a ration, because this is the bleeding condition that seeps health.
    After you get his health to a little below half full, something else happens.
    The ninja turns of his stealth camouflage, and this is surprisingly the easiest
    part of the fight.  Whip on your thermal goggles and find him, beat him down.
    After you do this twice, this phase will be over.
    The last part of the fight involves a fake clone of the ninja, and this is not
    very hard.  The clone will punch at you and the real ninja will start to attack
    as you attack the fake.  When you see the real ninja appear, hit him instead.
    Repeat this patter to bring the ninja down.
    During the fight, be sure to grab the rations in the glassed-off portion of the
    room.  Also note that if you shoot Mario (the little doll on top of the
    computer) you will gain health (but if you shoot Yoshi, nothing happens).
    After the fight, you find out who this guy really is and discover a lot more
    about the operation from Otacon, who will be important later in the game.  Save
    your game here, and take a deep breath.
    6D.  PSYCHO MANTIS                                                        006D
    Scour through the office for any further supplies, then whip on your gas mask
    and run through the offices again, opening the level 4 doors.  Nab the Night
    Vision Goggles and Stun Grenades in the rooms, and then go back to the elevator
    and take it upstairs.
    Nuke Building B1F
    There are new guards on this level, so go into the men's bathroom and kill the
    one that's there with a chokehold.  Grab the items and go into the central
    office.  Hide under the table.  You will see a guard leave the room once you are
    in hiding, don't follow him just yet.  Take down the two guards and grab the
    items in the adjacent rooms (a box, rations, and ammo).  Also make sure to grab
    the PSG1-T sniper rifle here, it will save you a long trip back to the armory.
    Now follow him (actually a her) into the women's room, and have a conversation
    with Meryl.
    Save your game and follow her into the Commander's room, where Psycho Mantis
    will make his presence known.
    Commander's Room
    There will be a very interesting cut-scene involving Meryl, and Snake will
    discover that she is under the influence of the master psychic, Psycho Mantis,
    you will remarkably move your controller.
    After the charades are done, Meryl will begin to shoot at you with her gun.
    Toss a stun grenade at her and she will be downed for a while.
    Psycho will begin to levitate items with his mind.  When he does this, you
    should crawl on the floor and shoot him with your FA-MAS assault rifle to deal
    him major damage.  Keep your rations equipped because he will hit you with an
    occasional ball of energy.  As he moves around the room, get up and follow him,
    and then crawl again when you see that he is moving objects.  When half of his
    health is gone, prepare for another plot twist with Meryl.
    Toss a stun grenade at Meryl for shooting at you again, and Psycho will order
    her to kill herself.  QUICK! Toss another stun grenade so that she doesn't meet
    that fate and go on fighting Mantis.
    Use the same tactics as before and you will eventually put Psycho on the ground
    for good, and will watch a cool cut-scene too.
    6E.  SNIPER WOLF                                                          006E
    Walk past Psycho and out into the hallway behind the bookcase, grab the ammo
    behind the stairs and head into the Caves.
    You can't use your radar here, and Meryl has run off ahead.  Grab all of the
    ammo in the vicinity and start to crawl through the tunnel to the north.  Pull
    out your M9 while you are in intrusion view and shoot the wolf with a
    tranquilizer dart.  Be sure to do this to the rest of the dogs here, too,
    because they attack Snake if he doesn't put them to sleep.  Run right and find
    the area with 2 crawlspaces, and go into the one that is further south, clearing
    it of all of the important ammo.  Make sure that you have all of the PSG1-T ammo
    in the cavern, and go through the upper crawlspace to meet Meryl and to go into
    the next area.
    Follow Meryl's footprints across the Claymore mine field, and you will finally
    come to a confrontation with the stunning Sniper Wolf.
    There just seems to be one boss fight after another these days.  Watch all of
    the cut-scenes to figure out what you must do.  If you want, you can go open the
    level 5 door in the armory that holds the PSG-1, or you followed my strategy and
    have the tranquilizing equivalent that is just as good here.
    Practice using your new toy, using B to zoom in and X to zoom out.  Wolf is on
    the second floor of the Communications Tower to the north.  To steady your aim,
    you need to use Pentazmin, the wonder drug for snipers.  It calms Snake's nerves
    and lets him get a steady shot at the broad sniper.
    When you feel ready to fire, jump out into the danger zone, aim toward the
    tower, find Wolf, and then hold down L.  Use the cursor to find the Pentazmin,
    and then shift back to equipping rations for safety purposes.  Press A to fire
    on Wolf.  It is easy to hit her again when she is on her way to the next hiding
    place, this is the key to a quick fight.  Eventually, she will be brought down,
    6F.  LIQUID SNAKE                                                         006F
    Here is the most crucial saving point in the game.  You will be taken to the
    torture room, where a series of irreversible events will happen.  If the outcome
    is not to your liking, then quit and reload your saved game.
    Torture Room
    You get to hear a very interesting conversation, and then Ocelot's fun begins.
    He tells you how to resist the torture.
    You should try to resist the torture to get the best ending to the game.  Just
    mash on the A button as fast as you possibly can, and you will be thrown into a
    cell to await the next torture session.  You see the body of the DARPA chief in
    the cell, which is very strange, considering he only died a few hours ago and is
    already starting to decompose.
    Wait for a few minutes in the cell and eventually the guard will tell you that
    Ocelot wants to see you again.  This time the shocks last longer, so you need to
    punch on the A button even faster than you did last time.  Resist, and you will
    be thrown back into jail and will get your chance to escape.
    Your guard moves off to the bathroom to cleanse himself and you are left alone
    in the room, so Otacon appears.  He gives you a bottle of ketchup, which looks
    useless, but will prove useful.  You also get a level 6 card key, which will get
    you into many unopened doors around this place.
    After Otacon leaves, get on the ground quickly.  Equip the ketchup with R, and
    then press A to use it.  It makes it look like Snake is dead on the floor and
    the guard comes rushing in and unlocks the cell door, very convenient.  Rise and
    beat him to a pulp, and then run into the torture room to grab your stuff.
    Snake gets dressed, but there is a problem.  Press L to bring up that menu, and
    scan your inventory for a time bomb.  Equip it and Snake will throw it away, ad
    then get away from it so that it can explode without taking a piece of you with
    it.  When that is done, toss a Chaff Grenade by the gun turret and head out the
    level 6 door to a familiar area.
    | IMPORTANT SPOILER:                                                        |
    | READ THIS AT YOUR OWN RISK:                                               |
    | If you resist the torture twice or more, you will escape with Meryl in the|
    |end.  If not, she will die and you will escape with Otacon.                |
    Holding Cells
    A familiar setting at last.  Watch out for the two cameras that patrol the area
    by the elevator door, toss a Chaff Grenade to ensure a safe route for a little
    while.  Scan under the beds in the cells for rations, then tear apart the office
    for M9 and SOCOM ammunition. Then get into the elevator and ride it down to B2F,
    the armory.
    There are a couple of things that you can do here.  If you didn't like the PSG-
    1T, go inside the top left building, drop to a crawl and grab the PSG-1 from the
    back of the room.  This one uses bullets, but its location was very inconvenient
    when you needed a rifle a while ago.  Crawl back out of the room and maneuver
    your way to the Armory South, the place where you fought Revolver Ocelot.  Watch
    out for the guards, take them down with the M9 if you want to.
    Armory South
    Get into the passage opposite of where you fought Revolver (it is the one with
    the drone gun).  Quickly duck into the level 6 door.  NEVER GO INTO THE LEVEL 4
    DOOR, THERE ARE NO ITEMS AND THREE GUN TURRETS.  In this room, quickly shoot the
    drone gun in the upper-left hand corner.  Pick up all of the grenades, then find
    the opening in the cage that will allow you to crawl through and nab the digital
    Back to where You Were Captured
    From here, head through the armory and back up to the Tank Hangar.  Head through
    the Cargo Door (the laser beams are no longer here) to get into the Canyon.
    Cross this treacherous canyon quickly, shooting all people that happen to get in
    your way. There is a good chance that you will be spotted here, and if you are,
    run past the drones and into the level 3 door to get back into the Nuke Building
    and to safety.  Run through the first floor like last time, and hop into the
    elevator and ride it down to B2F.  Whip on your gas mask and go into the level 6
    room here to get an item that will become pretty important to you, the Body
    Armor.  Then head back up to B1F, through the commander's room, and into the
    Caves.  Equip the handkerchief and all of the dogs will love you.  Head through
    these passages to get back to where you fought Sniper Wolf.  Try to go through
    the level 6 door at the end of the passage, and the game will let you.
    Communications Tower A
    I encourage you to save you game right here, because you WILL be seen by guards
    no matter how hard you try.  Grab the rope and the SOCOM ammo, and go through
    the level 6 door to trigger the alarm of the century.
    You need to run up the 27-floor tower with guards chasing you and guards that
    will randomly appear in front of you, so this is not an easy fight.  Equip your
    body armor and kill the first two guards behind you with the FA-MAS, and then
    run up the stairs.  The guys in front and behind you will spawn endlessly, so
    the best bet is to just keep running.  When you are about to die, use a ration,
    and then just keep on going.  On level 9 you will see a door that is frozen
    shut, just pass it.  When you finally reach level 27, keep running past the guys
    and run around the balcony until you reach a ladder, and climb up to escape from
    the madmen.
    Once on top, the guards disappear and it is safe to go back down and pick up the
    reloads for all of your weapons.  When you are locked and loaded, go back up to
    the ladder and meet Liquid face-to-helicopter.
    After the cut-scene, equip the rope and Snake will start to rappel down the side
    of the building.  He doesn't go all the way on his own, and you regain control.
    Listen carefully to the codec from the Colonel, and then start to rappel.  Make
    sure your grip meter doesn't fall to zero, Snake will fall to his death if it
    does.  When you get to dry ground, you lose the helicopter for a short time.
    You can unfreeze the door behind you with C4, and then go back into Tower A to
    gather all the items.  Make sure that you have all 5 rations that you can hold,
    you'll need them soon.  Go back onto the bridge and stop.  Equip either of your
    sniper rifles and pick off the three guys at the end of the bridge.  Then run
    down there, run past the Hind D, and go through the door to the left.  BE SURE
    Then take the entrance to Communications Tower B.
    Communications Tower B
    Try to use the elevator and the stairs, and then try and go down via the passage
    by the entrance.  When you return to the first floor, Otacon will move the
    blocks on the stairs for you so that you can continue going up, and he will
    promise to get the elevator working.
    Starting your journey up the tower, keep this in mind.  There are four floors in
    this place that contain drone guns that will fire on Snake if they see him.  On
    floors 11, 15, 19, and 23, throw a Chaff Grenade to confuse them, and then keep
    going up.  At the top, make sure you have the full amount of Stinger Ammo, and
    then take the ladder to the roof and prepare for a boss fight here.
    It seems that Liquid can't stand for a fair fight, because he tries to kill the
    little Snake with his Hind D.  Show him how powerful you really are with your
    Stingers; this will be your toughest fight that you have engaged in yet.
    Stay between the door and the fuel drums for the entire fight, it confines
    Liquid and will give you a better chance.  Equip your rations and Stinger
    Launcher and follow his movements on the radar.  When he flies across the center
    of your screen, the missile launcher will lock on.  Fire!  Be patient, wait for
    open shots, and only fire one missile at a time.
    Several times in the fight, Liquid will fire some missiles.  If you stay in the
    same location, you shouldn't have to worry about them damaging you.  After
    enough hits, you see an amazing scene of Snake taking down the helicopter for
    good.  Take a deep breath and watch the cool cinema, you just won this fight.
    6G.  VULCAN RAVEN AGAIN                                                   006G
    Snake gets a call from Otacon, telling him that the elevator is working again.
    Run back down the stairs of the tower, throwing grenades to stop the drones at
    floors 23, 19, 15, and 11.  When you get back down to the 9th floor, take the
    elevator down and prepare for a weird sequence of events.
    It turns out that there are three people on board the elevator with you, wearing
    stealth camoflouge.  They will appear, and you should toss a grenade of stun
    grenade to take some of them out, and finish the rest off with your FA-MAS.
    Then continue to ride down, grabbing the plentiful ammo at the bottom of the
    elevator shaft, and run past the drone turrets and into the Snowfield for yet
    another Sniper battle.
    This fight isn't very difficult, and it is much like the last time that you
    fought Wolf, except that this will be your final confrontation.  Stay out of
    your Sniper Rifle's scope until you see where her laser pointer on hers is
    coming from, then aim over that way and start the battle.
    Use the same tactics as before, use Pentazemin to steady your nerves so that you
    can get a good shot.  After every shot, the opposing sniper moves to another
    spot of cover, and the easiest time to shoot her is while she is moving, because
    she will not be able to shoot you back.
    If she does settle in, shoot her quick to get her back on the run so that she
    never has a clean shot at you.  When her health reaches zero, sit back and watch
    a very cool cinema, in which Wolf is reunited with her family and is put to rest
    for good, and also see what Otacon really thinks about her, along with his
    theories about life and war.
    Scour the buildings around the snowfield for any items.  Keep your mine detector
    on; one of the buildings holds Claymore Mines.  You should crawl under their
    field of vision and pick them up, they will come in handy soon.  Some of the
    other buildings contain ammo.  Once you have filled up, go through the left side
    door on the north side of the area and run past the turrets, down into the Blast
    Blast Furnace
    Run down the long set of stairs and check your radar before you go into the room
    at the bottom of them.  Take out the guard that is there, and then go onto the
    catwalk in the southwest part of the room, grab the SOCOM ammo and start to
    slide across the wall.  You will see a crane, press X to duck under it and
    continue moving until you reach the other side.  Watch for the other guard, take
    him down and the room is yours.
    Take all the items from the nooks and crannies in this place, and then enter the
    small room opposite the large door to the north.  You will see steam coming from
    jets in the walls, and wait for them to calm down and you will be able to grab
    all of the ammo that is in there, if you need it.  Then exit and go out of the
    large door to the north.
    Cargo Elevator
    Pick up the various types of ammo here, and then walk over to the controls and
    press Y to use them.  On your way down, fight and kill the guards with grenades
    or your FA-MAS.  When you get to the next stop, avoid the gun turret, run over
    to the second elevator, and be sure to collect the box of Claymore Mines in the
    corner.  Then take the second elevator to the bottom.  On the way down, don't
    shoot the foreshadowing ravens, they will hurt you if you do.  Get off at the
    bottom, grab the ammo by the crates, and proceed into the Warehouse.
    This is a pretty tough boss fight, do you see the size of Vulcan Raven's
    gattling gun?
    At least your fights with Sniper Wolf and Revolver Ocelot were fair, what's with
    some of these bosses and severely over arming you?  Don't get in the way of
    Raven's gattling gun, it will have deadly consequences.
    There is one key to winning this fight, and that is the Claymore mines.  Lay
    them in the passages between crates so that Raven will be damaged when he walks
    over them.  Lure him into your traps by letting him see you, and then running
    past one of your mines and waiting for him to hit against it.  There are more
    mines in this room, and there should be plenty to bring the big brute down hard.
    Also, keep your mine detector out so that you can see all of the mines that you
    have dropped and all of the passages around them, if you step on your own mines
    then you will take some major damage.
    After the fight, Raven returns to his friends and gives you a level 7 card key,
    which you can use to get into the door to the north in this room.  Do so and
    continue your quest, because you appear near the room where Metal Gear Rex is
    6H.  LIQUID AND REX                                                       006H
    Warehouse North
    There are two trapdoors in the middle of this passage, equip your thermal
    goggles to see them.  Grab the ration and shoot the two guards in the corridor,
    and run past the two drone guns that are next (also be sure to collect the
    Stinger Ammo here) and proceed into the massive Underground Base.
    Underground Base
    The first floor is devoid of guards, but you need to get up to the third floor.
    Avoid jumping in the harmful drainage ditch, you will have plenty of time for
    that later.  Proceed up the steps, killing or tranquilizing the guards there.
    Now would be a good time to save.  Once you have both of the guards down and
    have word from Otacon about some files, proceed up to the third floor and go by
    the room where Ocelot and Liquid are talking.
    You hear some very interesting things here, and your PAL card gets thrown into
    the ditch at the end.  Now you have to go find it.  Go back down to the ground
    floor, which should be easy provided the guards are still out.  Grab all of the
    amok on the way down, and then hop into the ditch.  Equip your rations and go
    along the ditch in a regular pattern until you find the card. It may take a
    while and use some rations, but you will be preventing the destruction of the
    world, so isn't that worth it?  You may pick up a time bomb, dispose of it in
    the same fashion as before.  Then return to the box where Liquid and Ocelot
    Throw a Chaff Grenade into the room, then equip the key and insert it into the
    first panel with Y.  After it is confirmed, throw another Chaff to throw off the
    cameras once again, and head down into the base again.
    Go along the catwalk to the opposite side that you are on.  Stand on the north
    side of the massive pillar, and jump over and hang onto the railing.  Let go by
    pressing X, and then grab onto the next platform by pressing Y quickly.  If you
    miss the platform, grab onto the cables with Y.  If you miss those, you die.
    When you are on the second platform, press Y to haul yourself back up.  Equip
    your SOCOM and the PAL key and look at the two pipes in the wall.  Get close to
    them and shoot the one that says LIQUID NITROGEN.  This changes your key to the
    blue state, and head up the stairs back into the key room, using the same
    tactics before to put the key into the second computer and then to leave.
    Now, return to the same platform where you made your key cold, and shoot the
    STEAM pipe to make it warm.  Then input it in the third computer to unveil a
    super-long cinema and open the way to an AWESOME plot twist and the final real
    boss fight.
    This is the fight that you have been waiting for during the entire time that you
    have been playing the game.  Save your game here, this will be one of your last
    chances, and this fight is a little tricky to play, so read the following
    strategy carefully.
    Metal Gear has many attacks that can harm you.  The machine gun will fire at
    close distance and will put in a great deal of damage, but you can run to avoid
    it.  The same goes for the laser.  If you get in really close, Metal Gear will
    stomp your carcass into the ground and you will die immediately.  If you go far
    away, missiles will target you, so stay away from them.
    When the fight commences, run to the right and equip your Stinger missile
    launcher.  Aim up at the right side (your right, the robot's left) of Metal Gear
    and fire when the launcher targets the circular object on the shoulder.  Then
    quickly exit this viewing mode and dodge any attacks that he gives out.  Repeat
    this process to watch the stand of Gray Fox, who eliminates the Radome for you,
    so that Liquid has to control the machine manually.
    Now your goal is to target the cockpit of Rex.  It really isn't difficult, get
    in pretty close but far enough away to avoid the stomp of the machine.  Aim up
    and shoot a missile at the protruding gray thing coming from the top.  After
    about 7 missiles, Metal Gear will fall.  But the fight isn't over yet.
    Liquid sets a time bomb and your fight with him also starts.  You can't use any
    rations here, just your fists.  You should be used to hardened combat by now, so
    this fight shouldn't be mush of a problem.  Just hit him with combos and then
    back off when he tries to attack.  You should be able to bring him down without
    Escape Tunnel
    Meryl (or Otacon, depending on what you chose in the torture room) runs on
    ahead.  Go back into the Rex room and grab the rations there.  Then run back in
    to follow whoever you are with.  Run into the room, watch the character get into
    a Jeep and try to start it.  Shoot the guards that come into the room until the
    Jeep starts up.  When it does, hop in and shoot the barrel by the big door, and
    the vehicle soars out.
    There will be two checkpoints that you will have to pass in your escape, shoot
    the barrels or the soldiers here to keep on going.  After you pass these two
    points, you will see that Liquid is not really dead, and is very much alive in
    the Jeep behind you.
    This part isn't very hard; use the Jeep's gun to shoot Liquid continuously to
    keep him from firing upon you.  Just keep shooting, and you will drive all the
    way into the game's ending cinematic.
    7.  About the Author                                                        007
    I'm just a guy that likes writing, and I really have nothing better to do in my
    spare time than to write FAQs.  I figure that I help people by doing this, and
    I also find myself playing very good games and getting to know them a lot better
    than I normally would in a casual setting.  It has been a good experience for
    me, and I plan to keep on writing, until the public throws down my guide career
    in the anger of 1000 ages.
    As I said, I plan to go on writing, and it is a tough job to write some big
    FAQs like this one, and I think I may need some help if I'm ever going to write
    another.  That being said, if you think that this is a good guide and you think
    that guide writing is something that you like (meaning you have DONE IT
    BEFORE), and you can spell the word yes, then send me an email telling me that
    you may want to work on a game guide, I'm up for a wide variety of games.
    If you need to contact me for any reason about this guide, then drop an email to
    acchapello (at) yahoo (dot) com.  If you decide to send me an email, don't get
    mad if I don't respond, I have a lot to do right now and will probably be
    working on a better version of this guide or fixing mistakes inside it.
    Unless you find a very serious mistake in the guide, chances are that I will not
    respond to your email.
    I'm very serious about this one, DON'T SEND ME AN EMAIL IF YOU'RE STUPID.
    I had a guy drop me an email while I was in the process of perfecting my
    Zero Mission Guide that asked how to do a certain event that was very clearly
    outlined in the guide and was explained and I gave a good strategy to get past
    that event.  I can't even begin to tell you how many emails I get from stupid
    people for every guide that I make.
    You can send me email if you like the guide, but if you don't like it, tell me
    how I can make it better. Hate mail does nothing for me, and I'll probably just
    delete it if I get any.  Also, don't tell me about a little grammar mistake that
    I made or a spelling error.  You can understand what
    I'm trying to say, and that's all that counts.
    That's all about me and my pathetic life, I hope that you had fun here.
    If you want to check out some more of my work, feel free to go to this URL:
    8.  FAQ                                                                     008
    Q: I have found a blatant error in your guide; you are the worst and most putrid
    person that I have ever met how could you make such a gigantic mistake?
    A: Whoa, just send me an email about it and I will clear it all up, I make
    mistakes just like everyone else.
    Q: If you use special items (like the bandana and the stealth unit that you get
    at the end of the game), will your ranking go down?
    A: Yes, it will.  It makes the game SO much easier to have the bandana and the
    stealth at your fingertips, having unlimited ammunition and being invisible is
    fun, but you can't get the highest ranks in the game if you do.
    Q: How do you get the Big Boss rank in the game?
    A: It is the hardest rank to get and is the ultimate challenge in the game.
    Basically, you have to play the game on extreme in less than two hours without
    killing anyone or using any rations.  And you can't be seen.  For the rest of
    the information, look in the GameFAQs message boards for this game.
    Q: Is it possible to NEVER be seen in the game? No matter how hard I try I
    always get 8 alerts.  Am I doing something wrong?
    A: No, you MUST get 8 alerts in the game, it is not possible.  If anyone has,
    they are cheating in some way.
    9.  Credits                                                                 009
    On behalf of myself and the entire staff that helped me to publish this guide
    (myself), I would like to thank the following people:
    - Jeff "CJayC" Veasy for this great site
    - Konami for making the original game and planning this one
    - Silicon Knights for making the game much better than it was
    - Severedmorals325@hotmail.com for a great tip
    - Everyone on the GameFAQs message boards for helping me through the guide
    - Peter Jackson for making three great films
    - You for coming and reading this guide, unless you send me a stupid email
    I would also like to note a number of people that don't deserve to be thanked:
    - The people at Best Buy that lied to me about the release date of the game
    - Dennis Dyack, president of Silicon Knights, for lying about all of the extras
    that the game had and removing the VR missions
    - EB Games for not having it in stock on the release date
    - Orlando Bloom, for no apparent reason, I don't like him
    - The entire cast of "Le Divorce"
    10.  Author's Conclusion                                                    010
    I had a lot of fun playing the game and writing this guide.  I learned a lot
    more about the story and the gameplay while in the preparation of the guide, and
    I am glad that I had the chance to write about this amazing game.
    I'm going for the Big Boss rank in the game, and, thanks to Karma Hunter and his
    amazing FAQ topic on the message boards, I've been able to formulate good
    strategies about what to do on all of the bosses and everything in between
    There may be a Big Boss FAQ up here sometime soon, but don't count on it.
    Thanks for reading this guide, I hope you liked it.  I try and put in all of the
    accurate information that I can before I publish my guides, and this one was no
    exception.  I appreciate those of you that email me and tell me how much you
    like my guides, because it lets me know that someone else knows about it.
    11.  Legal Information
    This guide may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    website or as a part of any public display is strictly prohibited, and a
    violation of copyright.  Thank you.
    (c) 2004 DarkLink715
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