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    Extreme Difficulty Walkthrough by El Greco / Dark Angel

    Version: 1.10 | Updated: 06/23/05 | Search Guide | Bookmark Guide

          ---  Metal Gear Solid: The Twin Snakes - Extreme Mode Guide  ---
            Written by Dark Angel and El Greco for the Nintendo GameCube
                            Released April 6, 2004
                        Written by : El Greco
                           Created : April 6, 2004
                           Version : 1.10
                           Updated : October 22, 2004
                            E-mail : REMOVED
    Metal Gear Solid: The Twin Snakes is rated "M" for "Mature".  This game
    contains mature sexual themes, graphic violence, and highly choreographed
    cinemtaics.  Do not play this game if you are offended by blood, suggestive
    language, or acrobatics of any kind.
    * This walkthrough is intended for the US version of MGS: TTS.  There may be
      some small discrepancies between this guide and the PAL version of the game
      but for the most part it can be used for both versions.  Check out the
      PAL/US differences section between contacing me about an error.
    * For now, all suggestions will be taken into consideration and all
      submissions will be inserted into the guide.  If you have something to share
      with me or the readers do not hesitate to send me an e-mail.  E-mail me at
      the address provided above.
    * It is very much appreciated if you view the guide prior to asking me a
      question.  Most of your questions will be answered by this guide.  Any
      e-mails that ask about questions that are obviously answered in the guide
      will be promptly deleted.  No exceptions.  The e-mail provided should only
      be used to clarify information or ask about information not mentioned hereon
    ---  WHAT'S NEW? (Version History  ---
    Version  1.10
    Date     October 22, 2004
    KB       275
    I got a big correction to my translation of "The Best is Yet to Come". Thanks
    to Dan Craggs for that.
    |                           CONTACT INFORMATION                              |
                                    EL GRECO
    If you have any questions, comments, suggestions, or contributions to
    make then you can e-mail me at the address provided below.  I will only
    accept questions, comments, suggestions, and contributions if they
    abide by the guidelines outlined below.  I do not think that I am
    asking much by doing that, but if you do have a problem with that then
    I ask you just not send me anything at all.
    SUBJECT LINE : Metal Gear Solid: The Twin Snakes
                                   DARK ANGEL
    E-MAIL : dark_angel13uk(at)hotmail.com
    SUBJECT LINE : Metal Gear Solid: The Twin Snakes
                           00)  CONTENTS
      00)  Contents                                                      [0CNT]
      01)  Version History                                               [1VHT]
      02)  Introduction                                                  [2INT]
      03)  Game Overview                                                 [3GOV]
              3.1  Metal Gear Series                                     [3MGS]
              3.2  Controls                                              [3CRL]
              3.3  Basics                                                [3BSC]
              3.4  Character Profiles                                    [3CHR]
      04)  Extreme Difficulty Walkthrough                                [4WLK]
              4.1  Dock                                                  [4DOC]
              4.2  Heliport                                             [4HELI]
              4.3  Vent Shaft Entrance 1                                [4VSE1]
              4.4  Vent Shaft Entrance 2                                [4VSE2]
              4.5  Tank Hangar                                            [4TH]
              4.6  Cell                                                 [4CELL]
              4.7  Armoury                                               [4ARM]
              4.8  Armoury South                                        [4ARMS]
              4.9  Canyon                                                [4CAN]
              4.10  Nuclear Warhead Storage Building                    [4NUKE]
              4.11  Wolf Cave                                             [4WC]
              4.12  Underground Passage                                   [4UP]
              4.13  Torture Room                                         [4TOR]
              4.14  Communication Tower A                              [4COMM1]
              4.15  Communication Tower B                              [4COMM2]
              4.16  Snowfield                                           [4SNOW]
              4.17  Blast Furnace                                         [4BF]
              4.18  Cargo Elevator                                        [4CE]
              4.19  Warehouse                                            [4WAR]
              4.20  Rex's Lair                                           [4REX]
              4.21  Escape Route                                         [4ESC]
      05)  Appendices                                                    [5APN]
              5.1  Weapons                                               [5WPN]
              5.2  Items                                                 [5ITM]
              5.3  Ghosts                                                [5GHS]
              5.4  Dog Tags                                              [5DOT]
              5.5  Secrets                                               [5SCR]
              5.6  Rankings                                              [5RNK]
              5.7  Song Lyrics                                           [5SLY]
              5.8  PSX/GCN Changes                                       [5CHN]
              5.9  Frequently Asked Questions                            [5FAQ]
      07)  Conclusion                                                    [6CNC]
              7.1  Legal Disclaimer                                      [6LGD]
              7.2  Credits                                               [6CRD]
              7.3  Conclusion                                            [6CNL]
                            - Navigating the Guide -
    The entire guide is broken up into sections, sub-sections and so on.  There
    is one general idea or section and then the section within it are more and
    more specific to that particular subject.
    You can easily access any of the parts in the guide; all you have to do is
    highlight the search code for the section copy it, open the Find function in
    your browser and enter it in.  Or you could just highight, press CTRL+C,
    CTRL+F, CTRL+V, ENTER.  That should immediately take you to the desired
    The main walkthrough is divided into separate parts to help you find your
    place more easily.  Just refer to the listing above and find the place that
    you are at in the game.  Then copy the code next to it and paste it into the
    search function (CTRL+F).  After you press ENTER or click on "Find Next" you
    will be taken to the appropriate section of the walkthrough.
                              01)  Version History
    Version  1.10
    Date     October 22, 2004
    KB       275
    I got a big correction to my translation of "The Best is Yet to Come". Thanks
    to Dan Craggs for that.
    Version  1.00
    Date     April 12, 2004
    KB       269
    One day later than I had hoped the walkthrough is done.  Now I will probably
    get to work getting the other things in the guide done.  I'll add some things
    into the appendices mainly.
    Version  0.75
    Date     April 10, 2004
    KB       235
    Walkthrough completed up to the Snowfield.  A few formatting changes but
    not much else. I'm gonna try and get this walkthrough done by tomorrow.  Then
    I'm gonna work on the appendices.  The same thing has happened as before with
    the boss fights.  I am still developing good strategies for them so I just
    took the ones from the previous guide.
    Version  0.60
    Date     April 9, 2004
    KB       219
    I completed the walkthrough up to the Torture bit.  I should be finished or
    just finishing up the walkthrough come Sunday.  I coudn't update the guide
    yesterday because I went to the Yankees game (home opener!  w00t!) and I
    didn't feel like FAQing afterwards.  I'll have more tomorrow.  I had stuff
    going on today too so I didn't get as much as I had hoped for.
    Version  0.50
    Date     April 7, 2004
    KB       213
    Finished the walkthrough up until the Underground Passage. I added in a few
    small things here and ther but nothing notable.  Please take note of the fact
    that I am still developing good boss strategies so I pretty much just copied
    and pasted the ones from the old guide (with a few of the more obvious
    changes).  So if you have any good strategies send them in!
    Version  0.30
    Date     April 6, 2004
    KB       151
    Just about everything except for the walkthrough and a few appendices is done
    in this version.
                               02)  Introduction
    Firt off let me say this.  This was a collaboration between me (El Greco) and
    Dark Angel based off of her Extreme Mode guide for the original Metal Gear
    Solid game.  She co-authored that guide with another author, Liquid316.  This
    is by no means my complete and original work.  I must offer lots of credit to
    both of those authors.
    Putting that aside... Welcome to our Extreme Mode guide for Metal Gear Solid:
    The Twin Snakes! This is a complete and total walkthrough for the Extreme
    difficulty in the game.  But_be_warned, this is NOT a walkthrough for the Big
    Boss ranking, although it will help you along the way to it.
    This guide will take you through the basics of the game, the game itself (on
    Extreme mode... DUH!), and a few other things that you will find interesting
    or useful while playing the game.
    I would just like to make a small comment about this difficulty.  I must say
    that Extreme in Twin Snakes is much easier than in the original game.  All of
    the new moves and weapons from Sons of Liberty allow you to do things that you
    couldn't in the original such as diving somersaults, jump-out-shots, and FPV
    shooting.  There has been a lot of change to the way the game can be played
    but the game itself hasn't been taylored around this.  So I am wondering a
    little bit whether or not this guide is necessary.  But alas... I am way too
    far into it to back out so I guess that I am stuck here.
    I'm sure that there are some people who completely suck at this game so this
    guide will help those poor souls.
                               03)  Game Overview                           [3GOV]
    3.1  History of the Metal Gear Series                                   [3MGS]
                       ==  EPISODE ONE: METAL GEAR  ==
    Where it all started, this little game back in 1987 spawned the Metal
    Gear series, and introduced the legendary character of Solid Snake to
    the world.  Developed by Hideo Kojima (this being his first game) and
    released firstly on the MSX in Japan, a home computer system well
    established in the country and Europe, but relatively unknown in
    America.  It was later put on the NES for the US market, on Konami's
    Ultra Games label in 1988 (see below).
    In Metal Gear (set in 1995), you took control of Solid Snake, the
    newest recruit of the Special Forces unit FOXHOUND, then led by Big
    Boss.  He is sent to Outer Heaven, to find out what happened to
    fellow FOXHOUND member, and their best member at that, Grey Fox.  Fox
    was sent to investigate and gain further information on a new weapon
    of mass destruction that a mercenary group who took over Outer Heaven
    have apparently got their hands on..........enter Metal Gear, that
    big ass nuclear tank that Snake just can't stop getting messed up
    with from now on.  So Snake goes in to rescue Fox and discover more
    about this Metal Gear.  He enlists the help of Metal Gear's creator,
    Dr Petrovich Madnar (what a name....) to find out the machine's
    weakness as a way of defeating it.  Down in the 100th basement floor
    of Outer Heaven, Snake succeeded in defeating Metal Gear and finds
    out the mercenaries who took over Outer Heaven were being led by no
    other than Big Boss himself, and that he was manipulating Snake all
    along, via his commandment of FOXHOUND.  Snake then fights Big Boss
    and emerges victorious (was there any doubt?!).  He disappears into
    the Canadian mountains and retires from FOXHOUND.
    Looking back, it almost sounds like a standard Metal Gear game
    storyline, but the game introduced a whole new genre of gaming, that
    of stealth fighting and espionage, a nice change from the Zelda games
    or guns blazing fighters of the time.  It focused on killing
    discreetly, moving silently and avoiding guards, for if you were seen
    a flood of guards would come after you, with the only was to escape
    them to hide and wait it out.  This would become the core of the
    later games in the series.  Much like later games in the series,
    Metal Gear introduced the Codec communication system and on site
    acquisition of weapons and items.
    The game was ported from the Japanese version to the American NES in
    1988, and was handled by Konami's NES label, Ultra Games.  The
    conversion itself and translation wasn't handled by Kojima so some
    elements were lost in the conversion to the smaller NES cartridge,
    such as different maps and backgrounds and in the US version the
    eventual "villain", Big Boss isn't revealed until right at the end,
    before hand having players believe a terrorist called Vernon CaTaffy
    (another great name) is the group's leader, and gave us some classic
    quotes from the lousy translation such as "Uh Oh, the truck have
    started to move"" and "I feel asleep...".  The original Japanese MSX
    version is generally thought of as the real version of the game due
    to poor conversion to accommodate an American audience, shame you
    have to be able to read Japanese to experience it.....
    The game became one of the biggest titles released in the late 80's
    in Japan, as well as the exposure to the American market led to the
    release of the sub standard Snake's Revenge (see later episodes).
               ==  EPISODE 2: METAL GEAR 2: SOLID SNAKE  ==
    Following the success of Metal Gear, it's sequel Metal Gear 2, was
    released in 1990 on the MSX2.  It had evolved from it's predecessor
    in many ways, better graphics and sound, more depth in the game
    concept, as well as the inclusion of the radar system and Codec (a
    continuing essential part in the games in the series afterwards).
    The story of Metal Gear 2 was set in 1999, and had Snake setting off
    to Zanzibar where a military group had kidnapped Doctor Kio Marv, a
    researcher who had created a substance called Oilix, used to process
    crude oil, effectively solving the problem of diminishing oil
    supplies.  Zanizbar then declared itself as controller of the world's
    energy and nuclear weapons, prompting the new commander of FOXHOUND,
    Colonel Campbell to call Snake back into service.  Snake infiltrates
    Zanzibar Land, and meets up again with Dr. Pettrovich, the chief
    engineer of Metal Gear at Outer Heaven. He too was abducted to
    Zanzibar Land and was apparently forced to develop another Metal
    Gear. Snake also finds out that his former partner, friend and
    FOXHOUND companion from the previous game, Grey Fox is in charge of
    the Zanzibar mercenaries.  Snake also discovers Pettrovich had
    ordered the abduction of Marv himself.  Snake easily disposes of
    Pettrovich and recovers the OILIX formula.  While escaping, he faces
    another Metal Gear, having been developed from the data in the
    remains of the one Snake defeated at Outer Heaven, four years
    previously.  It is handled by Grey Fox, and even after Snake defeats
    Metal Gear, he and Fox fight in a hand to hand duel (sound familiar
    to anyone who has completed Metal Gear Solid on the Playstation??).
    Having finished off Fox, he also discovers that Big Boss had survived
    his defeat at Snake's hand before, and is back as the general
    commander of the military force at Zanzibar.  The final battle
    commences, and even after discovering Big Boss is his father, Snake
    wins and flees Zanzibar in the midst of it's destruction, again
    retiring to the remote lands of Alaska.
    The second game in the series was another huge success in Japan, but
    a NES or other console conversion never happened, leaving the United
    States and Europe without an official release.  The sequel continued
    the gameplay elements of stealth and espionage so prominent in the
    first game, as well as an engaging, suitably complicated and rich
    storyline that would also be a huge part of the later official
                   ==  EPISODE 3: METAL GEAR SOLID  ==
    The big one, the game that bought the series to the mass markets, of
    the United States and Europe.  It was hyped for ages, with many-an-
    enticing trailer at E3, having been announced at the 1997 show, and
    released on the Playstation in 1998 in Japan and 1999 in Europe/USA.
    The technical developments of the Playstation over the MSX and NES,
    allowed Kojima to pursue movie like quality and the game went even
    further to being described as an interactive movie.
    Metal Gear Solid is set six years after Metal Gear 2: Solid Snake, in
    2005, where on the island of Shadow Moses, in Alaska's Fox
    Archipelago, a terrorist group made up of members from no other than
    Snake's old unit FOXHOUND, and demands the remains of Big Boss or
    they'll fire a nuclear weapon from a newly built Metal Gear that was
    being developed at the base.  Snake is called back again by Campbell
    (no longer leader of FOXHOUND) to infiltrate the base, and neutralise
    the terrorist threat.  He rescues the two hostages taken at the base,
    Kenneth Baker, president of ArmsTech (the company developing the new
    Metal Gear REX) and the DARPA Chief who was collaborating with Baker.
    Both die of what looks like a heart attack, but what is later
    revealed to be FOXDie, a virus carried (unbeknown) by Snake, to be
    used to take out the terrorists and retrieve Metal Gear intact.
    Working with Hal "Otacon" Emmerich, the chief engineer for Metal Gear
    REX, Campbell's daughter, Meryl Silverburgh, and a mysterious ninja
    who turns out to be Grey Fox, who was resurrected and kept alive by
    his cyborg suit, Snake succeeds in taking out the FOXHOUND members
    (except Revolver Ocelot who escapes - see Metal Gear Solid 2) and
    then takes on Metal Gear, piloted by Liquid Snake, who is revealed to
    be Snake's brother, both cloned from Big Boss's DNA.  After
    destroying Metal Gear, Snake and Liquid fight atop the machine's
    remains, brother to brother.  Snake emerges victorious and escapes
    with either Meryl or Otacon (there is a choice of two endings), but
    not before finishing off Liquid with FOXDie.  Also, right at the end
    of the credits, it is revealed that Ocelot was a double agent, who
    talks with the President of the United States, but more is revealed
    in Metal Gear Solid 2.
    The game was (another!) huge success in all markets, and a PC version
    was released in 2000.  It became a conversion of Metal Gear Solid:
    Intergral (released only in Japan - see The Others!!) an enhanced
    version of Metal Gear Solid that included extra VR missions.
    While it didn't do much to change the formula of stealth instead of
    straight out action in the game, the gameplay was greatly improved,
    using the technology to full extent.  The 3D graphics allowed the
    feel of the game to be more intimate, with greatly enhanced guard
    interaction that the previous games all adding to the sense of
    tactical espionage that was essential to the game formula.
                ==  EPISODE 4: METAL GEAR SOLID 2  ==
    Another very hyped sequel, especially after the success of the
    previous game.  First seen at E3 in 2000 and a move to the
    Playstation 2, Metal Gear Solid 2: Sons Of Liberty was released in
    2001 in America and 2002 in Europe on the PS2 and released on the
    XBox as Metal Gear Solid 2: Substance (see below) in 2002 in America.
    The storyline of the sequel has even more twists than the previous,
    so describing the story is going to take some time.  Firstly, the
    game is split into two episodes, Tanker and Plant.  Most of what
    happens in the Tanker episode, as well as links to what happened at
    Shadow Moses is explained at the end of Plant episode to give one of
    the most confusing, open ended yet philosophically endings of any of
    the Metal Gear games.
    After Revolver Ocelot stole the Metal Gear data at Shadow Moses, it
    was sold on the black market leading to a almost every organisation
    having their own version of Metal Gear.  The story is set first in
    2007 sees Snake return to investigate a new prototype of Metal Gear
    being transported aboard a tanker.  Snake locates the tankers
    destination, and fights Olga Gurlukovich (Sergei's daughter), then
    proceeds ton the tanker holds to get photographic evidence of the new
    Metal Gear.  The US Marines have developed the new prototype (Metal
    Gear RAY) as a way to combat the increasing number of other Metal
    Gears, but Ocelot and Sergei Gurlukovich (whose mercenary forces were
    guarding the tanker) hijack the ship and steal Metal Gear RAY.
    Snake's presence to Ocelot causes Liquid Snake to appear using his
    body, via his arm that was surgically implanted on Ocelot's arm grey
    Fox cut it off at Shadow Moses.  ocelot also kills Sergei and the
    Marine Commander, Scott Dolph before blowing up the tanker and
    escaping on RAY.  Later, photos taken show Snake on the tanker and he
    is branded a terrorist, blamed for sinking the tanker and for killing
    Dolph and Gurlukovich.
    Two years later, set in 2009, the second part of the game is played
    by Raiden, a new FOXHOUND recruit sent into the Big Shell plant that
    was set up over where the oil tanker sunk two years before, as a
    decontamination facility.  Terrorists led by members of Dead Cell,
    Olga Gurlucovich and her mercenary forces (she took over after her
    father) had taken over the Big Shell, kidnapped 30 or so hostages,
    including the President, James Johnson, and demanding $30 billion or
    they'll blow up the Big Shell.  SEAL team 10 is also sent in,
    allowing Raiden to make an unnoticed infiltration.  The SEALS are
    wiped out by members of Dead Cell, Vamp and Fortune.  Raiden also
    meets Lieutenant Junior Grade, Iroquois Pliskin, the only apparent
    SEAL survivor, and Peter Stillman, a demolitions experts.  Together
    they set to disarm the C4's set on the Shell to blow it up, but after
    Raiden and Pliskin disarm them all, it sets off a bomb at the bottom
    of one of the shells, killing Stillman and flooding some of the
    shells struts.  Raiden progresses to fight Fortune and then Dead
    Cell's demolitions expert, Fatman, as well as meeting a mysterious
    Ninja calling themselves Mr X and bearing a close resemblance to the
    ninja on Shadow Moses.  Raiden moves on to the President's location,
    after fighting the leader of Dead Cell, calling himself Solid Snake.
    It is now revealed that Pliskin is actually the Solid Snake
    supposedly killed in the tanker explosion two years ago, and that the
    leader of Dead Cell is Solidus Snake, Snake and Liquid's brother and
    the third clone of Big Boss.  Raiden gets to where the President's
    location, where he is killed by Ocelot, essentially stopping the
    terrorists being able to launch a nuke as they needed the President's
    vital signs to launch.  Before being killed, Johnson reveals the
    existence of an organisation called The Patriots, the real rulers of
    the country, and how the Big Shell is really just a cover up for the
    development of the new Metal Gear, Arsenal Gear.  Raiden heads to
    find Emma Emmerich, Otacon's sister, who has a virus that can take
    out Arsenal Gear's control system, GW.  On the way he fights Vamp and
    leads Emma to the outer fence to get to the computer room to use the
    virus.  But before Emma gets there, she is stabbed by Vamp, and
    eventually dies before the virus can have full effect on Arsenal.
    Snake and Raiden then board Arsenal, with the help of the Ninja,
    revealed to be Olga, where Raiden is tortured by Solidus.  Raiden's
    real past is then revealed, being a child soldier for Solidus's army,
    who had killed Raiden's parents.  Raiden meets up with Snake later,
    and then faces a fight with a large number of mass-produced Metal
    Gear RAY's that protect Arsenal Gear.  The virus kicks in, disabling
    the RAY's and GW, Arsenal's control system, as well as revealing that
    the Colonel Campbell Raiden has been taking orders from is really
    just an A.I, an apparition produced by Raiden's brain.  Snake goes
    after Ocelot, taken over my Liquid who is after the Patriots real
    names and locations, on a disc that Snake has, unbeknown to Liquid.
    Raiden and Solidus then fight on Federal Hall and the AI Colonel
    reveals the reality of the Patriots and the S3 Plan to control human
    will and consciousness, to save the human race from itself, to stop
    it drowning in the junk data now available to the individual due to
    technological advances in communication and information availability
    "unnecessary information and memory must be filtered out to stimulate
    the evolution of the species".  They tell Raiden to kill Solidus, who
    intents to liberate the country from The Patriots rule.  He does so,
    and eventually meets the "real" Rose (his girlfriend, and analyst
    throughout the game) who was also manipulated by the Patriots to
    collect information on Raiden, and replaced by an AI after GW takes
    effect.  Snake also appears again, after Ocelot/Liquid got away and
    Vamp survives too (can be seen in the background in the ending
    sequences).  From the list of the Patriots names, Snake has it is
    also revealed that the 12 top Patriots have all been dead for 100
    years.  The ending is left very open ended and lets the player draw
    their own conclusions from what has been seen.
    The game itself was received with huge sales, but there was great
    reservation about the inclusion of Raiden as a main character for the
    majority of the game, especially to those who had waited for so long
    to play Snake again after Metal Gear Solid.  This lead to the
    development of Metal Gear Solid 2: Substance (see below).
    Graphically, the game was excellent, pushing the Playstation to it's
    limits, and a familiar return of many voice actors in the previous
    game.  As usual the gameplay was essentially the same, but with the
    inclusion of a first person shooting mode, like the ability in
    Intergral to play Metal Gear Solid  from a first person perspective.
    The PAL version of the game also had extra features than the American
    version, with a Casting Theatre (changing characters in selected
    FMV's), Boss Survival, extra dog tags to collect and the inclusion of
    a "making of" DVD.
              ==  EPISODE 5: Metal Gear Solid 3: Snake Eater  ==
    Here's a lengthy "summary" of the events in Metal GEar Solid 3: Snake Eater.
    --- /  VIRTUOUS MISSION  / -----------
           **                    Precarious Situation                   **
    The beginning of the game is a statement of world affairs at the time of 
    Operation Snake Eater.  After World War two the world split into two main 
    parties, East and West, the Soviet allies and the American allies.  This fact 
    will be playing an integral role in the early parts of the story and the 
    overall setting of the game.
    The game then progresses into the beginning scene of the game, a lone American 
    aircraft is flying high over Pakistan to drop a single operative into the 
    Tselinoyarsk region of the Soviet union.  That soldier is Naked Snake, his 
    mission is to locate and rescue a Soviet scientist who is requesting asylum 
    from the west.
    Two years ago Nikolai Stepanovich Sokolov asked for asylum through an American 
    mole.  His family was smuggled out of the Soviet Union first and then Sokolov 
    followed a few weeks later.  Major Zero, the man in charge of the operation 
    was able to get him over the Berlin Wall undetected and into friendly 
    territory.  Sokolov took a few weeks to recover from the ordeal of escaping 
    from the Soviet Union.
    Shortly after Sokolov recovered from his ordeal the Cuban Missile Crisis was 
    in full swing.  The Soviets had deployed Intermediate Range Ballistic Missiles 
    in Cuba, where they could strike at any city in the US.  After the discovery 
    of the missiles the American government demanded that the Soviets remove their 
    missiles.  Since, tactically, the Cuban missiles were of great value to the 
    Soviets they refused.  Standing on the brink of an all-out nuclear war the 
    Soviets made their demand, return Sokolov.  Weighing their options the US 
    government acquiesced to the Soviets demands and handed Sokolov over to the 
    Soviets a few days later.  Sokolov hadn’t been heard from since.
    But just a few weeks before the Virtuous Mission Sokolov asked for asylum once 
    again.  This time the Americans had to go into Soviet territory themselves to 
    extract Sokolov.
    And thus we get to the lone American operative Naked Snake, he has just landed 
    in Soviet territory undetected via a HALO (High Altitude, Low Opening) drop.  
    Snake has already been briefed of the situation but his commander, Major Zero, 
    introduces him to two more people who will provide him with advice and support 
    throughout the mission.  The second contact is a familiar one to Snake.  It’s 
    his former mentor, The Boss.  We get the first glimpse of his complex 
    relationship with her in this conversation.
    We find out that Snake hasn’t spoken to her in years, he’s surprised to find 
    out she is helping him in this mission.  He begins to ask, with some 
    frustration, why she left him in the middle of his training.  She responds 
    simply, she was on a mission.  She then tells him what it means to be a 
    soldier, the political motivations behind war, and a philosophical statement 
    that warns him "Today’s ally could be tomorrow’s opposition.  Politics 
    determine who you face on the battlefield."  As we will see at the very end of 
    the game, this statement plays a huge role in the story.
    Signing off his radio Snake makes his way to the abandoned factory where 
    Sokolov is being held before the test of his newest weapon.  Sokolov informs 
    Snake that his newest weapon is nearing completion, and it is about to undergo 
    a critical test.  But Sokolov is panicked.  He has been informed that the GRU 
    is coming to capture him and gain control of his new weapon.  After asking 
    into this Snake finds out that there’s a man in the Soviet Union by the name 
    of Yevgheny Borisovitch Volgin is one of the main forces in the opposition to 
    Premier Khrushchev regime and he is vying for a weapon that he can use to gain 
    control of the Soviet Union.
    Snake makes his way out of the factory with Sokolov but he is stopped dead by 
    a contingent of KGB troops.  They have him surrounded.  Suddenly an unknown 
    man enters.  He is self-introduced as the Ocelot Unit commander, Major Ocelot, 
    as he prefers to be called.  He then quickly dispatches the KGB soldiers with 
    his automatic pistol and summons his unit with a feline call.  Ocelot moves to 
    kill Snake as well but his gun jams on him.  Snake takes advantage of this and 
    makes quick work of Ocelot and his unit using his tranquilizer gun and the 
    close quarters combat techniques he learned from The Boss.  During the fray 
    Sokolov runs off into the woods.
    Leaving Ocelot and his unit unconscious Snake finds Sokolov a short distance 
    away, by a rope bridge spanning a wide chasm.  At this point Snake is shocked 
    to hear the sound of a projectile being fired.  He whirls just as Sokolov 
    points out the source.  It’s Sokolov’s new weapon, known as The Shagohod.  
    Sokolov informs Snake of the consequences of it’s completion and if Volgin 
    gets his hands on it.  Volgin would use it to seize control of the Soviet 
    Union and threaten the western nations, starting World War III.
    At Sokolov’s suggestion they begin to cross the bridge to get to the 
    designated recovery point.  Snake slowly makes his way across the bridge with 
    his gun at the ready and with Sokolov right behind him.  Through a layer of 
    mist Snake can see a lone figure coming across the bridge towards them.  As 
    the figure comes closer Snake can identify it as The Boss.
           **                    The Boss's Betrayal                    **
    The Boss doesn’t speak to him, instead she drops two heavy cases onto the 
    bridge and throw it off balance.  Sokolov falls down and Snake loses his 
    balance for a moment.  He then cautiously asks The Boss what’s going on.  She 
    replies, "I’m defecting to the Soviet Union."  She also informs Snake that 
    Sokolov is going to be going with her.  At this point a cloud of hornets 
    surround Snake and Sokolov.  While Snake is fending off the hornets a 
    camouflaged man comes down from above and grabs Sokolov.  Sokolov is lifted 
    off the bridge and into a helicopter.
    Inside the helicopter is the entire Cobra Unit, The Boss’s old unit.  One of 
    the members is leaning out of the cargo door and proclaims the Unit’s loyalty 
    to her.  Two more of them follow up with similar statements.
    Suddenly it begins to rain.  Snake sees a ghostly figure appear beside The 
    Boss, looking over her shoulder.  The Boss senses him there and whirls around 
    but he’s gone.  Through the rain comes Colonel Volgin.  He’s radiating 
    electrical charges.  He walks up to the cases The Boss was carrying and picks 
    them up to examine them.  Recoilless nuclear warheads, the Davy Crockett 
    portable nuclear launch system the United States had developed a few years ago.
    Volgin turns to leave and asks what’s going on with Snake, whether or not he’s 
    going to be joining them.  She informs him that he isn’t and Volgin slowly 
    sets down his cases.  He makes to kill Snake but The Boss stops him.  She 
    deals with him herself.  She disarms Snake, dismantles his gun, and snaps his 
    elbow joint an a few short seconds.  She then tosses Snake headlong over the 
    bridge and into the water below.  Snake’s last-ditch effort before he was 
    tossed off was to grab The Boss’s bandana.  A short time later Snake washes up 
    on shore and patches himself up, biting through the pain.
    Meanwhile in a helicopter above Tselinoyarsk Colonel Volgin is inspecting his 
    warheads.  "I think it’s time I gave this marvelous new toy a try", he 
    declares.  He readies the weapon, aiming it at Sokolov’s research facility.  
    Ocelot, who was sitting on a seat nearby jumps in to stop him but he’s pushed 
    away.  Volgin fires the nuke and it wipes out the research facility.  Snake is 
    caught in the resulting shock-wave just as the recovery balloon is dropped.
    --- /  OPERATION SNAKE EATER  / -----------
           **                       A New Mission                       **
    Shortly after the failed Virtuous Mission the President received a call from 
    the Soviet Premier Khrushchev.  The Premier explains to the President that one 
    of their weapons design bureaus was destroyed by a nuclear explosion.  He also 
    informs the President that an American aircraft was detected leaving Soviet 
    Airspace shortly afterwards.  Khrushchev demands an explanation.  President 
    Johnson gravely informs the Soviet Premier that America was not involved in 
    the explosion.  He tells Khrushchev that one week ago an American soldier had 
    defected to the Soviet Union.  When asked who this soldier was Johnson replies 
    that it was The Boss, known in the USSR as Voyevoda.
    Khrushchev is shocked.  He asks if it’s the person he thinks it is and Johnson 
    confirms it.  Johnson then tells Khrushchev that The Boss took two miniature 
    nuclear shells along with her when she defected and used one of them to 
    destroy the design bureau.
    Khrushchev seems to be accepting the explanation but he still demands proof.  
    He tells Johnson that the United States must kill The Boss themselves to prove 
    their innocence.  The US has one week to pull it off.  If the US cannot prove 
    its innocence in the matter within one week Khrushchev confesses that he would 
    be unable to restrain his military’s retaliation due to his weakened power in 
    the Soviet Union.
    Major Zero is telling all of this to Snake, who is recovering in a military 
    hospital.  Zero informs Snake that he must head into the Tselinoyarsk area 
    again to stop the Shagohod and kill The Boss.  Snake has no choice but to 
    accept the mission since his military commanders are resting the blame on his 
    shoulders, telling him that he is a traitor and a accomplice to The Boss’s 
    defection.  One of the reasons why they insist on Snake’s involvement in the 
    new mission is because he was The Boss’s last apprentice and he knows her 
    well.  They also know that he is a soldier with immense skills and loyalty so 
    he will be able to carry out his mission effectively without questioning it.
    So Snake is inserted into the Soviet Union once again this time with a new 
    mission.  He lands undetected and he is briefed on his first objectives by 
    Zero.  Snake is to head back to the old abandoned factory where Sokolov was 
    being held and meet one of the two NSA code breakers that defected to the 
    Soviet Union in 1960.  They go by the codenames ADAM and EVA.  Snake is to 
    meet ADAM at the abandoned factory.  Snake is also introduced to his technical 
    advisor, Mr. Sigint.  Major Zero also tells Snake that the password the agent 
    knows is "Who are The Patriots?" and the answer is "La-Li-Lu-Le-Lo".  Snake 
    repeats the password to confirm it and then begins his mission.
    Snake makes it about halfway to the factory before he encounters a problem.  
    The Boss is standing in his path.  She disarms him quickly and informs him 
    that if she sees him again that she would kill him.  With that she leaves on a 
    horse but not before alerting the nearby guards to his presence.  Snake 
    quickly confers with Major Zero and he tells him to continue with his mission 
    and to make it to the factory undetected.
           **                        Where's Adam?                      **
    Upon reaching the factory Snake finds it empty.  Confused he heads out the 
    back and he gets caught in the headlights of a motorcycle.  It’s a woman.  She 
    asks if Snake is the CIA agent sent by the US.  Snake demands the password 
    Major Zero told him before he began the mission, "Who are The Patriots!?"  The 
    woman on the motorcycle doesn’t respond but appears flustered.  Snake asks 
    again.  This time a group of enemies appears from inside the building and 
    Snake is trapped in-between the woman on the motorcycle and the soldiers.  The 
    woman on the motorcycle pulls out a pistol and shouts for Snake to get 
    down.  "There is your answer", she calmly informs him.  She quickly eliminates 
    all the enemies and shuts the light and the engine of the motorcycle.
    She approaches Snake and unzips her jumpsuit down to the waist to reveal some 
    especially nice cleavage.  Snake stares at her chest while she introduces 
    herself as the other American agent, EVA, the second NSA code breaker.  They 
    head inside to sit down and talk.
    Snake asks EVA why ADAM couldn’t come to the factory.  She informs Snake that 
    ADAM couldn’t come because Colonel Volgin was suspicious of him and EVA came 
    instead.  Eva then provides Snake with a .45 pistol, a tranquilizer gun, and a 
    scientist uniform to infiltrate the labs where Snake is going to find 
    Sokolov.  She then tells Snake to rest up.  He’s reluctant to but he obliges 
    when Para-Medic butts in and orders him to get some sleep.
    During the night we see Eva making a call with her radio.  She looks all 
    around for enemies before speaking.  This is an important scene; take note of 
    this for the ending.
    At dawn the Ocelot Unit surrounds Snake and Eva.  Eva slips underneath the 
    factory floor and lets Snake dispatch all the guards.  When Snake makes a move 
    for the exit to the area he hears the sound of a revolver going off.  Snake 
    finds the source of the gunfire.  It’s Major Ocelot and he has Eva hostage.  
    He grabs Eva’s chest and smells her perfume and realizes that the spy that 
    infiltrated Volgin’s ranks is a woman.  He tells Snake to stay back or else 
    he’ll shoot.  Snake doesn’t seem too frightened about this; he provokes Ocelot 
    into firing at him…only Ocelot doesn’t have any bullets left in his revolver.  
    Once Eva realizes this she knocks him to the ground and dashes for her 
    motorcycle.  She gets on and starts it up with a single kick.
    Ocelot stands up and faces her with a knife drawn.  Eva thumbs the throttle 
    and the flips the motorcycle’s front wheel up and smacks Ocelot square in the 
    face.  Ocelot has now lost his knife and gun so he races off into the woods 
    for safety.  Eva pulls out her gun to shoot him but Snake restrains her.  She 
    then races off on her motorcycle to get back to the base before Ocelot does.  
    On her way there she knocks open an iron gate and gives Snake free-passage to 
    the forest ahead.
           **                    Journey to the Labs                    **
    After passing through a swamp Snake is contacted by Eva over the radio.  She 
    tells him that she reached the base safely and she’s close to Volgin once 
    again.  Snake asks if The Boss is around and Eva tells Snake that she is and 
    that they even get along well.  She makes a remark about how the two traitors 
    have a good relationship.  This provokes Snake to ask a question, why would 
    anyone want to betray their country, like The Boss or Eva did?  Eva tells 
    Snake how she was able to.  Some time while she was working with the NSA she 
    discovered that there were other ways of thinking, different cultures and 
    ideologies to embrace and she realized something, that "half of what I'd been 
    told was a complete and utter lie… the other half was a conveniently 
    constructed lie."
    Pressing on Snake encounters Ocelot once again.  Ocelot forces Snake into a 
    gun duel.  Ocelot is wielding two SAA revolvers and shows off his skills by 
    twirling and tossing them about.  They fight but before either can prevail 
    they are surrounded by a swarm of hornets, The Pain has found them.  Ocelot 
    swats away the hornets by twirling his revolvers and Snake swats them away 
    with his arms.  Ocelot dashes off and the hornets begin to swarm around 
    Snake.  Panicked, Snake rolls into a crevice in the ground and falls into a 
    dark cave to safety.
    Snake gropes through the cave and he comes out into an open area where there’s 
    light filtering through the ceiling.  Hornets swarm him again.  This time he 
    dives into a pool of water and swims up to the surface where The Pain is 
    waiting for him.  Snake battles The Pain and easily defeats him.  Snake makes 
    his way out of the cave and reaches a dock outside a storage facility.
    Using his scope he can see what is going on outside the warehouse.  A KGB 
    soldier is pushing Sokolov around.  Sokolov is putting up a fight and giving 
    the soldier a hard time.  Then Colonel Volgin comes out of the warehouse with 
    Tatyana Sokolov’s lover.  He sends an electrical current through Tatyana and 
    Volgin warns Sokolov that each time he resists he will torture Tatyana.  Now 
    Ocelot comes out of the warehouse and beings to "test" Sokolov by loading a 
    single bullet into one of his revolvers.  He then pulls out two more and 
    begins to juggle them, pulling the trigger six times in a row.  Frightened, 
    Sokolov crouches back and puts his hands over his head.  Just as Ocelot is 
    about to pull the trigger once again The Boss grabs his revolver and pulls the 
    trigger, firing the single bullet.  The Boss dismantles Ocelot’s revolver and 
    hands it back to him, telling him to "stay in-line from now on."  Ocelot 
    stalks off into the warehouse.
    Volgin inquires to The Boss about Snake and The Boss tells him that The Pain 
    is dead, defeated by Snake.  Volgin is aggravated by this and punches a nearby 
    wall, neatly shattering the concrete.  He then tells her that Snake has to be 
    eliminated before The Shagohod goes for its final test.  She agrees.  The 
    cargo door on the front wall of the warehouse opens up and The End comes out 
    in a wheelchair.  She says "I’m leaving him to you, The Fear." The Fear 
    uncloaks himself and begins leaping over the harbor and into the jungle to 
    wait for Snake, unaware that he is sitting just a few hundred feet away.
    Volgin notices that The End is sleeping soundly.  When he asks The Boss about 
    this she replies that he’s very old and is saving what little life he has in 
    him for battle.  Suddenly it begins to rain.  Volgin walks over to Tatyana and 
    tells her that she can entertain him until the rain stops.  They both walk 
    The Boss wonders aloud if The Sorrow is around, if the rainstorm is because of 
    him.  The rain stops and The Boss slowly walks inside, leaving Snake alone 
    outside in the docks.  Snake passes through the docks and a few more areas and 
    arrives on one of the lower floors of the Graniny Gorki Labs.  Snake 
    approaches a man sitting behind a desk; he identifies himself as Aleksander 
    Granin, the head of the design bureau.
           **                      Drunk But Useful                     **
    Granin proceeds to tell Snake that Sokolov isn’t at the lab anymore; he was 
    moved to the place where the Shagohod is being stored, the fortress of Groznyj 
    Grad.  Granin confesses that he doesn’t like Sokolov at all because his 
    Shagohod is taking all the weapons funding in the Soviet Union and his project 
    is being by and large ignored.  Granin proclaims that his project will be the 
    missing link between infantry and artillery.  He calls it a kind of "Metal 
    Gear".  Snake repeats the phrase...curiously.
    Granin’s Metal Gear is a revolutionary mobile weapons system.  It can traverse 
    any terrain due to its bipedal nature.  Granin insults The Shagohod and 
    Sokolov by claiming that it pales in comparison to his design.  He says that a 
    tank does not need a rocket; it needs legs.  The Shagohod is "pathetic" as 
    Granin says.
    Granin then mutters that the Philosopher’s Legacy has been handed over to 
    Sokolov so that he can continue work on The Shagohod.  Snake is confused; he 
    asks Granin to clarify what he means.  Granin explains that the Legacy is an 
    enormous sum of money that was collected after the last Great War by the three 
    superpowers of the world: China, Russia, and the United States.  This money 
    was to be used to fund wars and the general operations of the Philosophers.
    Colonel Volgin’s father was the person in charge of the money in the years 
    following the war but due to some of the confusion that followed it he was 
    able to take the entirety of the Legacy and launder it in bank accounts all 
    over the world.  When Volgin’s father died he was able to find out about the 
    Legacy and get his hands on it.  Granin explains that the Shagohod project is 
    being funded by the Legacy that Volgin illegally inherited and all of his 
    staff has been assigned to work on The Shagohod.  Because of this Granin wants 
    The Shagohod to be destroyed, to punish the people who ignored his design and 
    so that he can become a hero of the Soviet Union.
    Granin also points to his shoes, Snake comments on them.  Granin says that 
    Tatyana gave them to him.  Take a mental note of this, it will come in handy 
    later on.  Before Snake leaves for Groznyj Grad, Granin hands Snake the key 
    that he will need to get through a door that leads up into the mountains where 
    Snake can access a tunnel that leads to Groznyj Grad.
    Snake leaves and in the forest just south of the lab he is accosted by The 
    Fear.  Snake defeats him and moves up into the mountains using Granin’s key.  
    Eva contacts Snake during his trek and she informs him that he needs to hurry 
    up because the final preparations for the final test of the Shagohod are 
    almost complete.  Eva also tells Snake that Volgin wouldn’t hesitate to kill 
    Sokolov once the Shagohod is completed.  Before signing off Eva tells Snake 
    that he’s going to need another key to access the tunnel that leads to Groznyj 
    Grad and that he should meet her at the top of the mountains, in the ruins.  
    With this in mind Snake continues up into the mountains to meet Eva.
           **                Journey Into the Mountains                 **
    Along the way Snake is accosted by The End.  Snake tracks the Cobra sniper 
    down and kills him.  Snake then makes his way up the mountains and comes to 
    the ruins.  When he enters he sees Eva getting dressed.  Snake alerts her by 
    clearing his throat.  She turns around and kicks a pair of dirty boots (take 
    note) under the table.  Snake spots some scars on Eva’s back and asks her 
    where they came from.  Eva tells Snake that Volgin is a sadist; he enjoys 
    making people suffer.  Perceptive players may realize what this is alluding to 
    that Snake is going to be tortured by Volgin later on.
    She then informs Snake again that the final phases of the Shagohod’s testing 
    are almost complete and that he must hurry.  Snake also finds out that 
    Khrushchev is sending in his own troops to the area and that Volgin is 
    preparing his own troops to go out and meet them when they arrive.  The she 
    gives him a key to the Groznyj Grad Tunnel.  Eva also tells him all the 
    necessary details about the layout of Groznyj Grad and the method in which he 
    must infiltrate it to rescue Sokolov.
    Snake then inquires as to how they are going to escape.  Eva tells Snake that 
    she has hidden a WiG ground effect vehicle in a lake 30 miles north of the 
    weapons lab.  Eva asks Snake to explain his relationship between The Boss and 
    himself, what exactly is going on between them.  Snake tells her simply "For 
    10 years we lived and died together, you couldn’t possibly understand."
    Hearing a noise outside they rush to the area behind the ruins to see what is 
    going on.  Eva prepares to make her way to the fortress.  Snake asks if she is 
    going to be all right inside there with Volgin.  Eva tells Snake that she 
    isn’t sure.  The enemy knows there’s a spy in their ranks and there’s no way 
    Snake could have gotten as far as he did all by himself.  Eva takes off on her 
    motorcycle shortly afterwards.
    Snake takes a look at Groznyj Grad through his binoculars.  He spots Volgin 
    punching a barrel.  Volgin keeps punching it and shortly Snake sees Granin fly 
    out of the top, dead and quite battered.  At this point Ocelot walks up and 
    asks if Granin talked.  "Unfortunately, he died before I could get it out of 
    him", Volgin remarks with an amused voice.  This leads Ocelot to realize that 
    Granin wasn’t the spy.  Volgin grunts and rips off the sole of Granin’s boot.  
    He pulls out a transmitter and shows it to Ocelot.  Apparently someone was 
    tracking Granin.  Wait a minute, who gave him the boots?  It was Tatyana.  
    Now let’s connect some things.  First, Eva is the American spy in Granin’s 
    ranks.  Second, Tatyana was tracking Sokolov using the transmitter.  Third, 
    Tatyana gave Granin the boots with the transmitter.  Fourth, Eva says that her 
    other role is usually right next to Volgin.  It’s highly doubtful that there 
    are two spies in the enemies ranks and or another woman at Volgin’s side and 
    given the first three statements we can conclude that Tatyana is Eva’s other 
    Ocelot becomes angry with Volgin, saying that it couldn’t have been one of 
    their comrades.  Volgin retorts by saying that the C3 explosives have been 
    stolen.  It would be impossible for that to be Snake’s doing because he 
    couldn’t have reached the fortress yet.  At this point The Boss comes in with 
    her horse and Tatyana (Eva) and warns Volgin against suspecting his own 
    comrades.  Volgin wonders aloud what Snake is after besides Sokolov.  The Boss 
    informs him that the United States is after the Philosopher’s Legacy and 
    they’re also out for her head.
    The Boss and Volgin leave.  Ocelot begins to circle around Tatyana and sniff 
    at her.  He smells something familiar.  He also notices her boots, that they 
    are worn on the toe of the left boot.  Ocelot is dawning on something, the 
    worn left toe and the smell have something to do with each other but he can’t 
    quite put his finger on it.  This will become important later on.  Ocelot 
    leaves Tatyana standing there.
           **                      Into the Fortress                    **
    Snake heads into the Groznyj Grad tunnel and is stopped by The Fury.  Snake 
    defeats the flamethrower-wielding Cobra member and makes his way up a ladder 
    into Groznyj Grad and then into the Weapons Lab to meet Sokolov. He 
    infiltrates the weapons lab by stealing the clothes of Major Ivan Raidenovich 
    Raikov and using that to gain access to the room where Sokolov is.  Inside the 
    room where Sokolov is being held Snake can hear Sokolov talking to someone.  
    It’s Tatyana.
    Sokolov hands her a spool of magnetic tape with the Shagohod test data on it.  
    She asks him about the Philosopher’s Legacy but he denies knowing anything 
    about it.  Tatyana then pulls out a lipstick container and moves towards 
    Sokolov.  He thinks it’s some kind of camouflaged weapon and he shrinks back 
    and holds his arms over his head.  She reaches his and flicks a knob on the 
    container, it’s just lipstick.  She puts some on and leaves.  As she is 
    leaving the room Snake hides behind some boxes and when she’s gone he enters 
    Sokolov’s room.
    Sokolov immediately recognizes Snake from the failed extraction during the 
    Virtuous Mission.  Snake tells Sokolov that he needs to get out.  Sokolov 
    responds by telling Snake that the Phase 2 tests of the Shagohod have been 
    completed. Sokolov explains that the Phase 2 tests were needed to ensure the 
    stability of the Shagohod during the launch of IRBMs.  He explains that the 
    IRBMs were too large and too heavy for the Shagohod to launch unsupported and 
    the only way to compensate for that weakness is to accelerate the Shagohod 
    itself to speeds of over 300 miles per hour using nothing less than rocket 
    Elaborating on this, Sokolov explains that the increased speed of the Shagohod 
    when it launches the missiles increases the range of the missiles from a mere 
    2500 miles to over 6000 miles.  That’s far enough to hit any target in the 
    United States from any location in the Soviet Union.  He also informs Snake 
    that the Shagohod makes missile silos obsolete since it takes their place, it 
    improves upon their purpose.  A mobile, nuclear missile platform.  Volgin is 
    planning to mass-produce them and deploy them across the Soviet Union and to 
    the states of the Eastern Bloc. 
    Volgin would then use the power of the Shagohod to encourage an armed uprising 
    of third world leaders against the United States and wipe them out.  This 
    uprising and the power of the Shagohod would render the long-standing concept 
    of "deterrence" meaningless since America would be at the mercy of the 
    Soviets, the Shagohod would make their weapons systems obsolete.  The Cold War 
    would end and the entire planet could ultimately become consumed in warfare.
    Obviously frightened by this news Snake tells Sokolov that the Shagohod must 
    be destroyed.  Sokolov informs Snake that there are four tanks around the 
    Shagohod used to store the liquid nitrogen used for its rockets.  If Snake can 
    blow them up the Shagohod would be blown up along with them.  If only Snake 
    could acquire some C3…Snake tells Sokolov that Eva stole the explosives.  
    Sokolov breaks it to Snake that Tatyana might be the spy.  Snake tells Sokolov 
    that he thought Tatyana was Sokolov’s lover but he reminds Snake that his wife 
    and child are back in the United States.  Apparently Tatyana came to Groznyj 
    Grad just days before the Virtuous Mission.  Sokolov thinks that she is a spy 
    for Khrushchev.
           **                    Volgin, The Torturer                   **
    Soon they hear footsteps outside the room, Volgin is coming.  Snake quickly 
    dons his Raikov mask and salutes Volgin as he enters the room.  Sokolov turns 
    away nervously.  Volgin senses the tension in the room and quickly catches 
    on.  He bends at the waist slightly and quickly grabs Snake’s "package".  
    Snake is shocked and he pushes Volgin away but he grabs him again and squeezes 
    harder this time.  Finally he pushes Snake backwards and asks 
    suspiciously, "Who are you?  If you think you can fool me you’re sorely 
    mistaken.  I know the Major better than anyone else."
    Volgin slowly takes out his gun and pauses, thinking.  He spins and quickly 
    fires two shots into Sokolov’s kneecaps. Then he places the gun under Snake’s 
    chin.  Snake pushes Volgin over and disarms him.  While he has his gun trained 
    on him The Boss enters the room.  They fight briefly and The Boss removes 
    Snake’s disguise and disarms him.  Volgin, having retrieved his gun, raises it 
    to Snake’s forehead.  The Boss disarms him and knocks him over.
    Volgin rises, brushes himself off and calmly takes control of the situation.  
    The Boss hands over Snake.  "Are you going to kill him?" The Boss asks.  "Of 
    course, but first I’m going to make him pay for hurting Ivan", Volgin 
    replies.  The Boss walks out of the door past Ocelot who I leaning against the 
    wall spinning a revolver.  She pauses as if to say something but continues 
    past him.  Ocelot looks into the room, through the closed door, with an 
    indeterminate expression on his face. Volgin continues to beat Snake.  
    Finally, he punches Snake one last time and Snake passes out from the 
    relentless violence.
    When Snake reawakens he finds himself blinded by a sack cinched tightly around 
    his head.  Nearby he can hear Volgin brutally beating Sokolov.  He’s asking 
    him who he’s working for and who he’s reporting to.  Sokolov finally gives one 
    last cry and falls dead.  Volgin chuckles and then turns his attention to 
    Volgin begins to punch Snake in the stomach.  He begins to ask him what his 
    target is; is it the Shagohod?  Is it the Legacy?  Or is it Sokolov?  Snake 
    refuses to talk no matter what he does.  Volgin walks away from Snake, picks 
    up a bucket of water and splashes it over him.  Volgin raises his arms and 
    informs Snake that "My body carries an electric charge of 10 million volts.  
    Let’s see how you like this!"  Volgin electrocutes Snake repeatedly, going 
    harder each time he refuses to talk.  Finally The Boss walks in (with Tatyana 
    right behind her) and informs Volgin that Snake has been trained by her not to 
    break under torture.
    Volgin is furious, "Admit it!  You’re after the Legacy!  The secret fund 
    established by the three great powers after the Second World War!  One hundred 
    billion dollars divided up and hidden all over the world!"  Volgin then 
    informs him that he won’t be able to get his hands on it because it is safe in 
    the underground vault of Groznyj Grad.  His mentioning this attracts the 
    attention of Tatyana, who gives The Boss a startled look.
    After abusing Snake further Volgin finds a transmitter on Snake.  He demands 
    an explanation.  Ocelot raises his arms, Tatyana simply looks bewildered, but 
    The Boss steps forward and tells Volgin that she planted it on him to keep 
    track of his movements.  Volgin retorts that if they had known where he was 
    they wouldn’t have been so easy killed by Snake.
    Suspicious Volgin asks The Boss to provide "proof that you and he were not in 
    collusion."  The Boss is unsure how to do this.  "Let’s see," Volgin is 
    thinking but does not take long to come up with something.  "Cut out his 
    eyes."  The Boss seems close to disgusted by this as does Tatyana who gives 
    her a frightened look.  The Boss slowly walks towards Snake and draws a knife 
    out of her uniform. She pulls the bag off of Snake’s head and brings the knife 
    up to his eye.  Suddenly Tatyana rushes over, "Stop it!  He’s suffered enough!"
    Ocelot walks over to her and asks why she’s defending him.  Suddenly he 
    realizes it, "Tatyana, you’re the spy!"  He grabs her and decides that he 
    wants to "test" her as he did Sokolov.  He draws his revolvers and loads one 
    bullet into one of them and then proceeds to pull the trigger six times in a 
    row.  Snake, though still bound, lunges out and kicks Ocelot.  This kick 
    pushes Ocelot’s arm with the gun over to Snake’s face just as the trigger is 
    pulled and the bullet takes out Snake’s eye.  Blood pours out and Snake howls 
    in pain.  Volgin leaves the room, satisfied.
    Ocelot begins to taunt Snake, "So you survived the Colonel’s torture, eh?  
    Watching this has made me realize something, it really isn’t that bad."  With 
    that he jams the transmitter that Volgin found into Snake’s back.  He and The 
    Boss exit the room, leaving Snake with Tatyana.  She reveals her disguise to 
    Snake and tells him to break out of his prison cell as soon as possible and to 
    head for the sewers in the northwest section of Groznyj Grad.  She also tells 
    him that she will give him all his equipment back once they meet up at the end 
    of the sewers.
           **                      Hallucinations                       **
    Snake is brought to his cell, breaks out, and reaches the sewers.  As he nears 
    the end he realizes that he is being followed a breaks into a sprint to the 
    end, daylight is shining through.  Ocelot’s guard units and a few attack dogs 
    are chasing him.  As Snake nears the end of the sewers he slows up, the end of 
    the sewers is a tall waterfall.  Snake turns around to face his pursuers.
    Suddenly Ocelot appears out of the crowd and pulls out his revolver.  He once 
    again loads a single bullet into it but keeps the one revolver.  He pulls the 
    trigger, nothing happens.  Snake falls backwards off of the waterfall as 
    Ocelot pulls the trigger a second time, once again to no effect.  Snake 
    plummets into the water and makes a smooth diving entry.  Ocelot rushes to the 
    edge of the falls and watches Snake drift away.  Losing sight of him in a few 
    moments, Ocelot walks back into the sewers with his unit following.
    We catch up with Snake a few moments later.  He is wading through a shallow 
    river with his revolver and the forest is burning around him.  Shortly, rain 
    begins to fall and the fires get extinguished.  Snake proceeds further but up 
    ahead he can see the shadow of someone in the water.  The figure rises up and 
    turns around to face Snake.  “Sad, so sad”, the figure takes off his hood.  “A 
    host of sorrows, and you,” the figure points an accusing finger at Snake, “one 
    of them.  This world is one of sadness.  Battle brings death.  Death brings 
    sorrow... Now you will know the sorrow of those whose lives you have ended.”  
    The figure begins to float around the river and Snake tries to catch up with 
    him but he cannot.  Soon he reaches what appears to be the end of the river.  
    The figure reaches out and touches Snake, killing...just a moment...Snake was 
    just hallucinating.
           **                    Back to the Fortress                   **
    Snake finds himself floating underneath the water.  He’s out of breath.  He 
    scrambles for the surface and when he breaks to the surface he gulps in air.  
    Snake crawls up onto the bank and after resting a moment he calls Major Zero.  
    The major tells Snake that he almost drowned in the river.  Snake contemplates 
    what has just happened and he concludes that it was an unconscious encounter 
    with The Sorrow, a former member of the cobras who died in a combat mission a 
    couple years back.  Zero informs Snake that The Sorrow had ESP and could 
    communicate with the dead.  Sigint informs the two of them that The Sorrow was 
    killed by The Boss two years ago by the rope bridge that Snake was tossed off 
    of during the Virtuous Mission.  After the end of World War II The Cobras 
    split up and The Sorrow went over to the Soviet Union.  The US then sent The 
    Boss in to kill him.
    Eva then calls up and asks Snake how he’s doing.  He explains what just 
    happened and Eva informs him that they can meet at a waterfall just north of 
    where Snake is.  Snake signs off and heads north to meet Eva.  Upon entering 
    the cave beneath the waterfall he hears the sound of a motorcycle 
    approaching.  He readies his gun but surely Eva was producing enough the sound 
    of the motorcycle.  He lowers his weapon.
    Shortly we find Snake freshened up: clean, sporting an eye patch, and munching 
    on some snakes that he roasted over a fire. The conversation between the two 
    of them brings Snake to mention the C3 explosives that were stolen a short 
    time ago.  Eva tells Snake that she did indeed steal it.  She pulls out a 
    block of it and hands it tot Snake.  She tells him that he needs to plant the 
    explosives on the four liquid nitrogen tanks in the main hanger where the 
    Shagohod is.  Eva takes half of it for herself so that she can plant it on the 
    rail bridge to prevent the enemy from following them while they are escaping.
    Snake asks Eva about the Shagohod test data that she took from Sokolov and she 
    tells him that part of her mission was to retrieve the data for Khrushchev.  
    Eva tells Snake how to get back into Groznyj Grad from the cave and quickly 
    snaps a picture of Snake before he can react.  Asking why she did that she 
    informs him it is so that he can’t change sides, an insurance policy.
    Snake makes his way to Groznyj Grad and sneaks back into the main hangar where 
    The Shagohod is.  Before he can enter Zero calls Snake and asks for an 
    update.  Snake informs the major that Eva has the data from the Shagohod 
    tests.  Thinking, Zero tells Snake that it isn’t too big of a deal because 
    Khrushchev wouldn’t use it even if he did have it.
    Snake proceeds to plant all the charges.  After he plants the second one he 
    receives a call from Eva telling him that she planted the C3 on the rail 
    bridge and that she will be waiting for him there.  Snake plants the final 
    charge and begins to make his way out of the hangar.  Suddenly Snake hears a 
    voice call out “Snake!”  He turns, it’s Volgin and Ocelot.  Snake turns but 
    out of nowhere The Boss comes and disarms him.
           **                  The Philosopher's Legacy                 **
    Now Ocelot has Snake at gunpoint and Snake can see that Volgin is holding Eva 
    captive.  Ocelot explains to Snake that it was the smell that gave her away.  
    Not the perfume, the gasoline from the motorcycle.  She reeked of it.  Volgin 
    then claims that he found her sneaking around in his underground vault.  He 
    holds up a small microfilm disc.  “We found this on her.  The Philosopher’s 
    Legacy.”  This attracts the attention of all the people in the room: Ocelot, 
    The Boss and Snake.  They all peer at it.
    Volgin explains that the disc contains a record of where all the money 
    composing The Legacy is stored, all the accounts that were used to launder it 
    through the world’s banks.  Volgin kneels down in front of Eva and begins to 
    reach out.  Slowly, Eva takes out her lipstick tube and raises it to attack 
    Volgin.  Volgin sees it coming and grabs her arm and forces her to drop it.
    Snake asks Volgin to explain what the Philosopher’s Legacy is and surprisingly 
    Volgin acquiesces.  He explains, “"During the last Great War, the most 
    powerful men in America, China, and the Soviet Union had a secret pact.  The 
    pact was a blueprint for defeating the Axis Powers and creating a new world 
    order.  To secure victory in the war, the three countries pooled their 
    resources to conduct the most covert types of operations and research. They 
    amassed an enormous sum of money to fund these projects. That wealth is the 
    Philosophers' Legacy.  After the war was won, the three countries were to 
    divide the Philosophers' Legacy amongst themselves. The money was divided up 
    and laundered through banks all over the world. This microfilm contains a 
    record of all of those transactions.“ He then goes on to say that using the 
    money, resources, and the network formed by the Philosophers he was able to 
    contact The Boss and suggest that she defect to the Soviet Union.
    Volgin asks The Boss to take the microfilm and keep it safe.  She takes it and 
    then tells Volgin that Snake wouldn’t have come back to the fortress unless he 
    had a motive to do so.  “The C3 has been stolen.  Maybe he’s planning some 
    sort of sabotage.”  She tells Volgin that she’ll check out the facility to se 
    if there are any surprises waiting.  She also tells Volgin that she’ll dispose 
    of Eva.  She walks over to Eva and picks her up, whispering, “Leave everything 
    to me.”  Eva looks at The Boss and she nods silently.  The two of them walk 
           **                  Escape From the Fortress                 **
    Ocelot now tries to get in a duel with Snake but Volgin forces him aside and 
    tells him to watch the fight.  Snake and Volgin fight.  About midway through 
    Volgin looks up towards Ocelot and motions in Snake’s direction, “Shoot him.”  
    Ocelot doesn’t move.  After Volgin prods him further Ocelot tells Volgin, “I 
    can’t.  I made a promise ot The Boss.”  Volgin tries to electrocute but Ocelot 
    quickly fires his revolver at the incoming charge and deflects it to the 
    side.  An announcement comes over the speaker, “C3 explosives have been 
    detected.  All none EOD personnel are to evacuate immediately.”  Volgin tells 
    Ocelot to find the bombs and Ocelot walks off.  Snake and Volgin continue 
    Snake defeats Volgin and rushes out of the hangar to avoid the bomb blast.  
    Outside the hangar Eva pulls up on her motorcycle and orders Snake to get in.  
    Snake complies and the two of them hurtle away from the hangar before the 
    explosives go off. When they are a safe distance away the bomb explodes and 
    the two of them stop the motorcycle and turn around to watch.  “We did it!” 
    Eva proclaims.
    Eva turns to Snake and tells him “The Boss let me go.”  Snake is confused.  
    Eva tries to explain to Snake.  She tells Snake that The Boss is waiting for 
    Snake at the lake where she hid the WiG.  She also tells him something that 
    The Boss wanted her to say, “I’ve never seen someone with such clear eyes.”  
    When they prepare to leave again they hear an earth-shattering roar from 
    inside the hangar.  It’s the Shagohod; they didn’t destroy it.  Surely enough 
    the Shagohod busts down a wall and starts chasing after them.
    Snake and Eva escape through Groznyj Grad and make it out to the runway where 
    they are pursued by the Shagohod and enemy attackers on motorcycles.  They 
    turn and make a dash for the rail bridge and force the Shagohod and all the 
    attackers onto it.  At the precise moment when the Shagohod is in the middle 
    of the bridge, Snake shoots the explosives planted on the bridge with his 
    sniper rifle and the bridge collapses taking The Shagohod down into the river 
    Just as soon as they start to rejoice the Shagohod begins to climb up the 
    ruins of the bridge and makes it’s way up to the dirt area beyond the bridge.  
    Volgin spins it around to face them and snarls at them.  Snake and Eva prepare 
    for battle.  Eva rides the motorcycle and Snake mans the RPG-7.  Shortly, 
    Snake immobilizes the Shagohod and forces Volgin out of it.  Volgin doesn’t 
    seem too impressed.  He kneels down and punches his fists into the roof of the 
    cabin and wraps his hands around the wires there.  Be stands up and 
    astonishingly, he can control it from there.  Snake and Eva battle the 
    Shagohod once again and it begins to rain.  Volgin seems indifferent, “Who’s 
    afraid of a little thunder.”  As if by the hand of God a bolt of lightning 
    comes down from the sky and strikes Volgin.  The combination of the high-
    voltage wires wrapped around Volgin’s forearms, the rain soaking the wires, 
    and the lightning sets something off and sparks begin to fly from the wires as 
    they electrocute Volgin.  Soon he collapses dead.  “Struck down by a bolt of 
    lightning; a fitting end,” Snake says as he hugs Eva and watches Volgin’s body 
    simmer atop the Shagohod.
    Their celebration is halted once more by the arrival of enemy attackers.  
    Snake and Eva hop onto their motorcycle and escape through the woods.  After 
    either shooting all of them or losing them in the woods Eva guns the 
    motorcycle down the path leading to the lake.  As she rounds a turn they both 
    look back to check for enemies.  In this brief moment a log that was fallen on 
    the path comes into view and they can’t slow before they strike it.  Both of 
    them are thrown off the motorcycle and it goes flying off into the woods and 
    Snake gathers himself up and finds Eva; her belly is pierced by a branch on a 
    log she fell against.  Snake urges her to remove the branch so that they can 
    get going.  She tells him that it’s useless.  Snake gets angry and tells her 
    that he never thought he would see her acting so weak.  “I need you, Eva.”  
    This urges Eva on and she frees herself from the log.  After patching herself 
    and Snake up they set off into the woods and escape a horde of enemies that 
    come to investigate the explosion in the woods.  They have reached the lake.  
    Eva sets off into a happy jog but Snake turns and looks towards a field beyond 
    a hill.  Eva turns and tells Snake to come back alive; she knows that he has 
    to fight The Boss.
           **                   Conflict of Ideologies                  **
    Snake heads to the field while Eva readies the WiG.  As he enters the field he 
    can hear the sound of one of the Davy Crockett missile launchers being fired 
    followed by an explosion and an immense shock wave.  “Life’s end, it’s 
    beautiful isn’t it?”  Snake turns to see The Boss standing behind him with an 
    empty launcher.  “  Snake asks her why she’s doing this and she begins to 
    explain why.
    At the end of the Second World War the conflict amongst the Philosophers had 
    torn the world in two.  She was going to try and heal the rift, to make the 
    world one again.  She then begins to explain how it is not a personal conflict 
    that makes people enemies; it is simply politics, who the government says your 
    enemy is.  That is the person you will be fighting.  She then asks Snake if 
    the Soviet Union and the United States would still be enemies in the 21st 
    century.  She doubts it because enemies are like time… they change.  She 
    claims that if the Philosophers can stop the fighting amongst the nations then 
    the world can be reunited.
    Recalling the Cobras she considered them her family since she couldn’t have a 
    family of her own.  She had been exposed to large radiation doses as a result 
    of some nuclear tests in the Nevada desert in the 1950s.  Snake was also an 
    atomic test subject on the Bikini atoll some time earlier.  She says that this 
    is the reason she was originally drawn to him.
    A few years later the Soviets and Americans were caught up in the heat of the 
    Space Race.  The United States was itching to send someone into space even 
    though they couldn’t shield that person from the radiation in orbit.  They 
    chose The Boss as their human to send up since she had already been exposed to 
    radiation in the Nevada atomic tests.  When she came back she began to realize 
    that there was no point to this competition, where did it lead?
    She then talks about a mission she led in Cuba.  She says that she had to 
    stand by and watch the government slaughter a group of Cuban exiles because 
    the US had refused to send in air support.  After missions like this she 
    realized that her dream would never come true, that the world couldn’t be made 
    whole unless she took action.
    She explains the history of the Philosophers to Snake.  "Early in the 
    twentieth century, the true holders of power in the United States, the 
    Republic of China, and the newly-formed Soviet Union gathered together in a 
    secret meeting that would later be known as the Wisemen's Committee.  The 
    secret pact they formed there marked the beginning of the Philosophers."  When 
    all of the original members had passed away turmoil engulfed the 
    Philosophers.  They had control over almost all the major wars on Earth and 
    could tip them one way or another but they had no sense of good or evil.  
    There was a domino effect caused by these ill-fought wars.  One war would 
    influence the next and so on.
    The Boss’s father was one of the Philosophers, she tells Snake.  This makes 
    her the last surviving child of the Philosophers.  She tells Snake that the 
    Philosophers took her father and her baby away from her, one that she had 
    during the Second World War.  The Sorrow was the father of the baby.  She 
    opens up the front of her suit to reveal a huge scar that stretches from 
    breast to waist.  She runs her finger along it, “This is the proof that I was 
    once a mother.  Sometimes I can feel the ghosts creeping up inside me, like a 
    She thanks Snake for listening and turns around with a radio in her 
    hand.  “Commence the operation.”  She turns back to Snake and tells him that 
    they have 10 minutes before MiGs come and bomb the place.  She readies her gun 
    and tells Snake to complete his mission.  In a tough battle Snake overcomes 
    his master and uses the technique that they developed together to defeat her.  
    She finally collapses in the field and Snake approaches her.  She slowly 
    reaches up towards Snake with the microfilm containing the Legacy, “Take 
    this.  It’s our only hope.”  Snake takes it and then The Boss hands him the 
    gun she was using, a special handgun called a “Patriot”.  “A Patriot?  Why are 
    you giving me this?”  The Boss replies, “Snake, you’re a wonderful man.  Shoot 
    me.”  Snake obviously doesn’t want to but he knows that me has no choice.  He 
    slowly raises the gun and fires.
           **                      Over the Border                      **
    Snake returns to the plane and they take off.  They think that they are in the 
    clear but out of nowhere one of their engines goes out of commission.  Looking 
    out the window of the cockpit they can see Ocelot flying net to them on a 
    hovercraft.  Ocelot forces his way into the aircraft and the two of them 
    fight.  Ocelot pulls out his revolver and aims it at Snake’s head.  Panicked 
    he asks for his gun from Evan and she tosses it to him.  They both point their 
    guns at each other and pull the triggers.  Both the guns are empty.
    Ocelot has a solution.  He pulls a bullet from a necklace he was wearing and 
    loads one of the guns with it.  He then spins the chamber and begins to juggle 
    them both.  He lays them down on the floor of the plane and they both choose 
    one.  They walk away from each other, turn and pull the triggers.  Snake’s gun 
    fires, Ocelot flinches, as if shot but then stands up and grins at Snake.  “It 
    was a blank.”  He walks up to Snake and says “Until we meet again.”  Then 
    Ocelot jumps out of the plane and falls into the water below.
    As they are about to escape MiGs come into view and lock their missiles onto 
    the plane.  Snake and Eva know that it is the end, they clasp hands and wait 
    for the end…but it never comes.  The planes turn away on orders from Premier 
    Khrushchev.  They then fly their plane on a course for Galena Air Force Base 
    in Alaska.  They’re going to meet the President and the CIA director at 
    Langley afterwards.
           **                     Eva's Reminiscence                    **
    Snake and Eva spend that night together kissing and hugging until they fall 
    asleep.  In the morning Snake wakes up to find that Eva is gone.  All that he 
    can find is a picture, the picture she took with her button cam in the cave.  
    He turns it over and there’s two words written on the back, “Good Bye”.  Snake 
    notices a tape roll on the table and winds it through the player on another 
    table.  Eva’s voice comes on: 
    “Hello, Snake.  I hoe you slept well.  First of all I have to apologize.  I 
    wasn’t sent by Khrushchev.  I'm not a KGB spy and I never worked for the NSA.  
    I'm an agent of the People's Republic of China...For the General HQ Second 
    Department of the People's Liberation Army...It was all a lie...I tricked 
    you...and I'm sorry.
    “The Philosophers still exist in China too.  You see, my mission was to find 
    out where Volgin was hiding the Philosopher's Legacy and steal it...So I 
    infiltrated his base as a KGB spy.  The two NSA code-breakers that defected in 
    1960 were actually both men.  The real Adam never showed up at the meeting 
    place, saving me the trouble of having to eliminate him.  I sneaked in by 
    pretending that I was Ea.  And you and Sokolov and Volgin...you all believed 
    “The Philosopher's Legacy was originally held in common between the US, Soviet 
    Union and China.  We couldn't let the Russians and the Americans take it all 
    for themselves.  The Chinese government had its eyes on the Legacy too.  I got 
    the film containing the legacy.  And also the nuclear launch data from the 
    Shagohod.  Five years ago, the Soviet Union stopped supplying us with nuclear 
    weapons technology.  Since then, China's "Liangdan yixing" - hydrogen bomb and 
    space rocket projects - have fallen behind.  But with this data our country 
    will be able to develop its own nukes.  We'll create a deterrent force to 
    rival those of the US and Soviet Union.  Everything has gone according to plan 
    thanks to your help.
    “I, too, am one of the Philosophers.  I'm an agent of the Philosophers...a 
    graduate of one of their "charm schools".  I was raised in a joint US-Soviet-
    Chinese facility to become a sleeper agent.  This was before the war.  Back 
    then, they were collecting children from all over the world.  As a result, I'm 
    indistinguishable from a native born American.  So it didn't surprise me when 
    you and Volgin couldn't tell the difference.  But...she knew right from the 
    beginning...She knew because before the war she was at one of the 
    Philosopher's schools too -- as an instructor.  The Boss was the only one I 
    couldn't fool.  She was the only one who knew I was a fake.  She told me 
    everything.  Why did she open her heart to me like that?
    “At the time I couldn't understand it.  But now...I think I do.  Snake,  she 
    wanted you to know the truth.  She chose me to tell you.  That's why she saved 
    my life.  I've lied to you so many times, but not this time.  My orders from 
    the government were to obtain the Legacy and to eliminate everyone who knew 
    the truth about what happened.  In other words, I'm supposed to kill you.  But 
    I can't do it, not because we loved each other.  And not because you saved my 
    life.  But because I made a promise to The Boss...and I intend to keep it.  I 
    just wanted you to know.  And...you have to live.”
           **                         Debriefing                        **
    Snake walks into an ornate office, it’s filled with diplomats, photographers, 
    and his support team from the mission.  He walks through, ignoring everyone in 
    it.  He stops at a desk in the front of the room where the Secretary of 
    Defense, Robert McNamara, is standing.  McNamara removes a small medal from a 
    case and pins it on Snake’s jacket with care.  “You are above even The Boss. I 
    hereby award you the title of Big Boss.  You are a true patriot.”  Snake 
    salutes and the Secretary holds his hand out.  Snake looks down it, 
    hesitating.  Slowly, he reaches down and shakes his hand.  The two of them 
    turn around for photos.  Eventually Snake walks out of the room without a word.
    This ending scene is perhaps the most important scene in the game.  After 
    Snake receives his medal from the Secretary of Defense we can see something is 
    wrong. Look at how Snake reacts to the government officials around him.  He’s 
    responding in a very distrustful manner.  He ignores the President and a few 
    other officials and he also walks past Major Zero, Para-Medic, and Sigint with 
    an obvious disgust.
    What this scene represents is the conclusion of Hideo Kojima’s famous Meme x 
    Gene x Scene theme for the Metal Gear Solid series.  Metal Gear Solid was 
    about Genes, passing them on to the next generation, to pass on your genetic 
    legacy.  Metal Gear Solid 2 was about Memes, basically your memories and 
    knowledge, passing on what you have experienced and what you hold dear to your 
    children.  Metal Gear Solid 3 winds up this theme with the final part of it, 
    What Hideo is trying to convey in the award ceremony is that Big Boss was lied 
    to by Major Zero about the actual mission; he was used by the United States 
    government to kill perhaps the closest person in his life, The Boss.  As a 
    result of this Big Boss developed an enormous distrust for government and 
    began to formulate his plan to take down the Philosophers.  This “scene” that 
    Big Boss experienced shaped him into the infamous mercenary that built the 
    warrior nation of Outer Heaven in the 1990’s.
    When we catch up with Snake again he is walking slowly through a cemetery 
    carrying some flowers and a briefcase.  He walks up to a gravestone and begins 
    to lay out the Patriot handgun that she gave him and lays the flowers over 
    them.  He stands up and salutes the grave for a long time with tears running 
    down his face.  It’s the grave of The Boss.  Eva’s voice is still talking… 
    “Snake, listen to me. She didn't betray the United States.  No...far from it.  
    She was a hero who died for her country.  She carried out her mission knowing 
    full well what was going to happen.  Self sacrifice...because that was her 
    duty.  The Boss's defection was a ruse set up by the US government.  It was 
    all a big drama staged by Washington so they could get their hands on the 
    Philosopher's Legacy.  And The Boss was the star of the show.  They planned it 
    so that they could get the Legacy that Colonel Volgin inherited...and destroy 
    the Shagohod at the same time.  Only a legendary hero like The Boss could have 
    earned Volgin's trust.  Finding out where the Philosopher's Legacy was hidden 
    was to be her greatest mission.  Everything was going according to plan.
    “But then something happened that no one could have predicted.  Colonel Volgin 
    fired an American-made nuclear warhead at Sokolov's research facility.  
    Khrushchev demanded that the US provide proof that it wasn't involved.  They 
    couldn't just abort the operation to steal the Legacy.  So the operation 
    itself was greatly expanded and revised.  The authorities in Washington knew 
    that in order to prove its innocence they'd have to get rid of The Boss...and 
    that one of their own would have to do the job.  The public couldn't be 
    allowed to find out about it...not ever.  This, they concluded, would be the 
    best way to keep the whole thing under wraps.  The Boss wouldn't be allowed to 
    come back alive.  And she wouldn't be allowed to kill herself.  Her life would 
    be ended by her most beloved disciple...that was the way the government wanted 
    it.  That was the mission she was given.  And she had no choice but to carry 
    it out.  Her death at your hands was a duty she had to fulfill.  Out of duty 
    she turned her hand on her own comrades.  A lesser woman would have been 
    crushed by such a burden.
    “The taint of disgrace will follow her to her grave.  Future generations will 
    revile her.  In America as a despicable traitor wit no sense of honor.  And in 
    Russia as a monster who unleashed a nuclear catastrophe...She will go down in 
    official history as a war criminal.  And no one will ever understand her.  
    That...was her final mission.  And like a true soldier she saw it through to 
    the end.  But I think she wanted you of all people to know the truth.  She 
    wanted to live on...in your memory.  Not as a soldier but as a woman.  
    But...she was forbidden to tell you herself.  And that's why she told me.  
    Snake, history will never know what she did.  No one will ever learn the 
    truth.  Her story...her debriefing...will endure only in your heart.  
    Everything she did...she did for her country.  She sacrificed her life and her 
    honor for her native land.  She was a real hero.  She was a true patriot.”
           **                         Conclusion                        **
    The credits have rolled and the screen is black with the exception of the name
    of the game.  Ocelot's voice can be heard.  He's talking to the head of the
    KGB, saying that Khrushchev is finished and that his time has finally arrived.
    He finishes talking to the head of the KGB and dials up another number.
    Now he reveals that he has been double crossing the Russians all along.  He's
    a CIA operative planted in Volgin's ranks to keep tabs on him, Sokolov, The
    Shagohod, and to find out information on the Philosopher's Legacy.  He tells
    the person on the other line that the Legacy is now safely in America's hands
    but only half of the money has made it back.  He also mentions that the data
    and the disc the Chinese took were fakes.  He also tells the person that The
    Boss obliterated the Shagohod and Groznyj Grad with the Davy Crockett she took
    with her.  "I'll continue to keep the CIA informed...Mr. Director."
                        ==  EPISODE 6: THE OTHERS!!  ==
    ---- A) SNAKE'S REVENGE ----
    Released on the NES in 1990 in the USA, it acted as a sequel to Metal
    Gear in place of Metal Gear 2: Solid Snake that was never released
    outside of Japan.  Despite this, it is not an official part of the
    Metal Gear history, and not developed by Hideo Kojima himself,
    instead by Ultra Games, the same company who badly converted the
    original Metal Gear for the NES and American audiences in 1988.  It
    is generally dismissed by Metal Gear fans, due to it's substandard
    development and the fact it bares no resemblance to the essence of
    all Metal Gear games: the emphasis on espionage, stealth and drama,
    instead ending up as more of a action adventure game.
    Snake's Revenge is set somewhere between 1995 and 1999, after Metal
    Gear, but before Metal Gear 2: Solid Snake (as Snake is still a
    member of FOXHOUND, apparently now a Lieutenant - he is a member in
    Metal Gear but not Metal Gear 2).  Also in this game, Colonel
    Campbell is already FOXHOUND commander (like in Metal Gear 2) and
    orders Snake, and two other commandos, John Turner and Nick "La
    Bomba" Myer (can you see the differences yet?) to kill a wealthy
    terrorist called Highrolla Kockamamie (......oh dear...) who has an
    abundance of nuclear weapons and is threatening to take over the
    world and probably blow various parts of it up (do you really care?).
    Snake and the commandos infiltrate Kockamamie's base wonderfully
    named "Fortress Fanatic" and find that the terrorist had his hands on
    a new Metal Gear (named Metal Gear 1......fantastic....).  Snake
    succeeds in defeating Metal Gear and Kockamamie and some time
    afterward, but before Metal Gear 2 decides to retire from FOXHOUND.
    ---- B) METAL GEAR SOLID (GBC) ----
    Released in 2000 for the Gameboy Color, and originally named Metal
    Gear: Ghost Babel (name of the Japanese release), the name was
    changed for European and American releases for marketing purposes and
    the recognition the name had gotten due to the Playstation version.
    The story is set seven years after Outer Heaven in 2002, and Snake is
    brought in after a US Army cargo plane carrying nuclear weapons and a
    new Metal Gear is hijacked and held by terrorists in the Central
    African nation of Gindra, led by the GLF, the Gindran Liberation
    Front.  They and their leader, General Augustine Eguabon (the
    developers really do have fun making up these names....)
    demand independence for Gindra and withdrawal of United Nations
    peacekeepers or they will use Metal Gear (which was developed by the
    US government after the retrieval of plans from Outer Heaven) to
    fire a nuclear weapon.  A Delta Force team is set in and wiped out,
    prompting Snake to be asked in after Campbell reveals that the land
    the Gindra fortress, Galuade, is on is the same place as
    where Outer Heaven was situated seven years before, leaving Snake to
    head to Outer Heaven again to stop Metal Gear.  Here, he works with
    Sergenant Chris Jenner, the only survivor from the Delta Force squad
    sent in and James Harks, the young designer of the Metal Gear housed
    in Gindra to take on the terrorist group Black Chamber who
    were working with the GLF and eventually head down to the 100th
    basement floor again to face Metal Gear.
    The story has large similarities with the Playstation version as well
    as Metal Gear, but is also a very good standalone story, despite not
    being part of the official Metal Gear history (although not so apart
    from it as Snake's Revenge is).
    Released in Japan only on the Playstation in 1999, this was an
    "enhanced" version of the original Metal Gear Solid, and while it was
    largely unchanged on the story side of things, it tried to tackle the
    complaints of the original being too short (13 hours at most for the
    main story).  Intergral tried to solve this by adding VR missions and
    extras to be unlocked for the main game (English voice acting, with
    English and Japanese subtitles; very easy mode with a weapon straight
    away and unlimited ammo; first person perspective mode).
    The VR missions were the main additions found in Intergral, with over
    300 new missions along the lines of how the training mode was like in
    the original, with many testing ability with certain weapons, ranging
    from the use of the SOCOM pistol to the Stinger missile launcher, as
    well missions solving mysteries and even 3 missions allowing the
    gamer to play as the Ninja in the original game.
    For unlocking a certain amount of VR missions, or obtaining certain
    items or goals in the story mode, Snake can take pictures of Doctor
    Naomi Hunter or Mei Ling in the original story mode, with the
    distance between the two decreasing as more is unlocked.
    Released in Europe and America in 1999, this was essentially a
    limited version of Integral, featuring only the VR missions section,
    without the extras available in story mode.
    Set to be released on the PS2 in 2003, and already out for the Xbox,
    Metal Gear Solid 2: Substance is essential what Intergral and
    Special/VR missions were to Metal Gear Solid.  Both the PS2 and XBox
    versions include 200+ VR Missions, 100 alternate missions, 5
    miniepisodes called "Snake Tales" as well as, in response to the
    unfavourable reaction to the addition of Raiden in Metal Gear Solid
    2, the ability to play the game fully as Snake, the ninja or even
    Raiden.  The American version also includes many of the PAL additions
    from Metal Gear Solid 2, such as a European Extreme difficulty and
    Boss Survival.
    3.2  Controls                                                           [3CRl]
                        Y.........................Action Button
                        Z.........................First Person View
                        L.........................Items Menu
                        R.........................Weapons Menu
                        Control Stick.............Move
                        C-Stick...................Move Camera (peaking only)
                        Control Pad...............Move
                        Start.....................Pause Game/Codec
    A: The Big Green Button
    This is one of your most used buttons in the game.  It confirms your menu
    selections, fires your weapon, chokes your enemies, and throws your enemies
    B: The Little Red Button
    This button will have Snake punch (or do a punch-punck-kick combo if it is
    pressed three times rapidly), detonate your C4 explosives, knock on walls,
    and swing your weapon at an enemy.
    X: The Button Next to A
    This will allow Snake to crouch, roll, stand up, and run while shooting.
    Y: The Button Above A
    The action btton.  This will allow Snake to hop over railings, activate
    elevators, open lockers, climb ladders and over various obctacles, and other
    miscellaneous actions.
    Z: That Small Purple Button
    The Z button will only allow Snake to enter First Person View mode.  Nothing
    else.  It is a boring button but it is very, very useful.  The First Person
    View mode will allow Snake to pick off enemies more easily.  Headshots become
    very easy with this button.
    L: The Big Gray Button
    The Item Menu button.  This will allow Snake to access his item inventory and
    scroll through them.  A quick press will quickly unequip the item being used
    so that he doesn't have to scroll through and select NONE each time.  If it is
    pressed all the way down then the Item Menu will be brought up in its full
    As an alternate button it will allow Snake to Strafe to the left while in FPV
    and move sideways along railings, walls, and other objects.
    R: The Other Big Gray Button
    This works the same way as the L button except that it is used for the Weapons
    menu and it moves Snake to the right.
    START: That Button Right in the Middle
    START will allow you to pause your game when pressed simultaneously with the B
    button and when it is pressed along with the A button it will open up the
    Codec for Snake.
    3.3  Basics                                                             [3BSC]
                              S T E A L T H   G A M E
                           infiltrate and avoid detection
    vt.{stole stolen} to perform an action in a silent, secretive manner.
    vi. to proceed secretively, to sneak to move silently.
    n. stealth the act of moving silently and secretly.
    Metal Gear Solid: The Twin Snakes is a tactical esionage action game.  If an
    enemy spots the player he will call for back-up and quickly elminate any
    threat.  The player should lurk in the shadows and avoid unnecessary
    /  BASIC MOVEMENT         /**/   /
    I probably don't have to explain this but I guaruntee that if I don't I will
    get an e-mail asking about this.  Whenever you want to move your character
    around in this game you must use the left analog stick or the directional pad.
    The direction of the stick or pad will correspobnd to the on-screen movement
    of the character.
    /  STRAFING               /**/   /
    When in First Person View mode you will probably need to move to the side or
    peek over something.  How can you do this without getting out of FPV and
    moving to another place in the third person?  Well, you can just press either
    the L Trigger or the R Trigger to move lef and right (respectively) in the
    First Person.  If you want to look over something then you will have to press
    down both of them at the same time.  This is very useful for firefights and
    /  ROLLING                /**/   /
    Rolling is essentially a forward diving somersault (not a backflip).  The
    rolling manuever can be used for several different things.  It can be used as
    a dodging manuever (trying to avoid gunshots or otherwise).  It can be used to
    move silently over noisy metal grates, this way is faster than walking so it
    is the preferential way to go over them.  Or it can be used to knock over
    enemy attackers or unsuspecting guards.
    Personally, I use the rolling manuever to tackle sentries and move them out of
    my way.  This is good because once they have been hit they will be very, very
    disoriented for a while, giving you ample time to do your dirty work.  Be
    aware though that if you do knock somebody over they will attack you or call
    for backup if you are in the general area.  Make sure you deal with them once
    you knock them over.
    /  JUMP-OUT SHOT          /**/   /
    You have been spotted by the enemy and are now engaged in a high intensity
    shootout with an attack team.  You are bleeding badly and in need of help.
    Situation sound familiar?
    What you would need to use here is a jump out shot.  Get behind a box or
    another hard surface such as a wall and move to the corner.  With a weapon
    equipped press the weapon button "A" and Snake will quickly jump out fire a
    shot and get back behind the wall.  This method of shooting is also accurate.
    When Snake jumps out he will usually hit an enemy on the first shot, and
    sometimes in a vital area such as the groin or head.
    If you wish to fire multiple shots you will have to rapidly press the weapon
    button once Snake is out in the open or else he will just go back to hiding.
    /  FOOTPRINTS            /**/   /
    Snow, snow everywhere!  When you are outside, mainly the Heliport and Canyon,
    whenever you walk in the snow you will find that Snake leaves a very distinct
    trail of footprints in the snow.  If this trail happens to be in the path of
    a patrolling guard then he will immediately become suspiscious and begin to
    follow them around to the source.  Unless he is distracted by something else
    then he will follow them to the source which is YOU.  Yes, eventually the
    footprints will get covered up by the falling snow but until that happens you
    are putting yourself at risk of getting spotted.
    /  CORNER MODE            /**/   /
    Corner mode is when you are leaning against a wall and are close to a corner.
    When you move to the corner the camera angle will chnage to show you what is
    around that corner wihout exposing yourself.  This is very useful when you
    have the radar disabled or you got it disabled by getting spotted by a guard.
    While in Corner Mode you also set yourself up for the jump-out shot move.
    /  CHOKING                /**/   /
    Choking is an essential technique to master for this game.  Choking is the
    main silent and effective kill tactic overall in the game.  All that is needed
    to chokean enemy is to find an enemy that is either moving away from you or
    not facing you.  Walk up behind them quickly (with no weapon equipped) and
    when you are within arms reach of them press down A.  At this point Snake will
    flash out his arms, grab the enemy around his neck, and hold him there as long
    as yu have the A button depressed.  If you press A again Snake will tighten
    his grip on the guard, about 10 very quick presses will be enough to snap a
    guard's neck.
    /  DRAGGING               /**/   /
    Once you have a guard in a chokehold you may not wish to immediately dispose
    of him.  Perhaps you wish to drag him to another spot or something like that.
    IF that is the case then just keep holding down A and move along with the
    Analog Stick.  Snake will walk backwards slowly and drag the guard along with
    him.  If the guard is held long enough he will start to break out of it.  If
    he does do this then Snake will begin to lose his grip on the guard.  Just
    quickly tap A again to regain your hold on him.  Once you have him in
    whichever place you want you may do whatever devious things you have in mind.
    Once you have killed a guard in whatever manner you choose he will be lying on
    the ground in plain sight (most of the time).  To avoid them danged alert
    modes or caution modes you will have to hide the body somewhere where it will
    not be found easily.  To do this simply walk up to any deceased guard with no
    weapon equipped, press A, and hold it.  Once you have done that you may drag
    him wherever you wish.  If you want to dump him through a gate of some sort,
    like in the Blast Furnace, then just drag him up to the gate and when Snake
    is close enough he will open the gate and toss him over.
    If you wish to drag him into a locker then you will have to open it first.
    Other than that it works the same way as the gates.
    /  SHAKE DOWNS            /**/   /
    This is done when you have either knowcked out a guard or killed him in any
    way.  The guard will be lying on the ground so if you wish you can have Snake
    pick him up. If you do pick him up you can either drag him around or shake
    down his body for items and ammunition.  To shake a guard down all you have
    to do is pick him up and repeatedly drop him until things start to fall out
    from his person.  He will drop any number of items and ammunition and the
    amount that he drops will depend on the difficulty level that you are playing
    If the guard is unconscious he will eventually wake up if you drop him often
    /  HAND-T0-HAND           /**/   /
    Hand-to-hand combat is a last resort combat move.  It should only be used when
    the enemy is extremely close (well, within arms length) to Snake.  If they are
    further away than that then don't bother trying to punch them to death.  Who
    is more likely going to win that match?  You with two fists or a whole team
    of guards with assault rifles?  I'm going to opt for the latter of the two.  I
    also try to use it when I am out of or close to running out of ammo.  This
    allows me to save it for more dire situations.
    Hand to hand is very simple.  By using the B button you will be able to throw
    in this order a punch, a punch, and then a kick.  Press once for a single
    punch, three times in a row for a punch-punch-kick combo.  The kick will
    knock over any guard it hits and if that guard is throiwn in the right
    direction he may knock over anothet guard or two.  That is probably the most
    effective part of hand-to-hand combat.  It will disorient your enemy and put
    him out for a long enough time to either escape or regain yourself.
    If you do beat on a guard long enough he will sucucmb to unconsciousness.  You
    can't beat the crap out of him relentlessly and expect him to stay there and
    take it.  He will fall sooner or later.  The huigher the difficulty you are
    on the more hits it will take.  Very Easy, about 1 PPK combo and for Extreme
    it may take as many as four PPKs.
    If you need a more powerful attack when doing hand-to-hand then you should try
    equipping a weapon, preferably an assault rifle.  If you do this the character
    will use the weapon to strike a heavier blow to the enemy.  The larger the
    weapon the more damage it will do to an enemy.  Try using the Nikita for an
    example of this.  *chuckles*
    /  HANGING                /**/   /
    Hanging is a VERY useful infiltration technique.  Hanging is simply when Snake
    jumps over a railing or something like that and then holds onto the edge.  The
    guard will then walk by him taking no notice of the person damgling over the
    edge.  The only way a guard will see you hanging from a ledge is if he is
    coming towards you from a walkway perpendicular to where you are hanging or
    he is below you and he sees you hanging down like a drying sausage.
    The biggest problem with hanging is that the Grip Guage depleted very quickly.
    To counter-act this you will need to do pull-ups to strengthen Snake's biceps,
    so that he can hold on longer.  Or you could do 10 hang-drop moves.  See the
    Guages section for more info on this.
    You can actually take out some guards (or at least knock them over) with the
    hangng mode.  If a guard is passing below you then you can drop down onto his
    head and maybe knock him out or over.  Or if there a guard passing right in
    front of you on the walkway then you can come back up and Snake will land on
    top of him and knock him over.
    /  LADDERS                /**/   /
    Ladders, well... there isn't much to say about them.  There are very few in
    the game and they are few and far in-between.  The only explanation that is
    needed is that they transport you either straight up or straight down.  To get
    on a ladder just go up to it, push the acton button, and then use the D-Pad
    or the Analog Stick to move up and down.  You can't fall off of a ladder so
    don't worry about that, you will stay on until you either reach the top or
    bottom of it.
    /  PEEKING                /**/   /
    This is tied to the Corner Mode but it is an entirely different thing so bear
    with me.  Peeking can only be done when you are in Corner Mode.  If you need
    a better view of what is around the corner then you may press either the R or
    L trigger to peek right or left (respectively).  Snake will lean out from
    behind the corner and peek around it.
    This is also the way you can toss grenades around a corner.  Just equip a
    grenade, go into corner mode, lean out, and throw.
    /  KNOCKING               /**/   /
    This is one of the best distractions you can use in this game.  Knocking is
    basically what it says.  It is just a knock on a surface to create a noise
    that will attract the attention of the enemy.  Knockoing is done when your
    character is leaning against a wall or some other flat surface and you press
    B (the punch button) and Snake will rap his fist on the wall.  This will
    attract the attention of any nearby guard and he will come to investigate the
    noise.  This will give you a chance to move into the shadows and strike from
    a place of your choosing while he stands in the open looking around.  Try to
    use the M9 to get a knockout shot from where you are.  If taking the guard
    out is not your intention then you can use this to dreaw him out of your way
    so that you can proceed unheeded to wherever you are going.
    /  QUICK CHANGE           /**/   /
    This is an essentail technique to master for this game.  Quick change is
    essentially where you can very quickly switch between two weapons or items
    (or from a weapon to no weapon quickly).  A quick-chage is done by quickly
    tapping down on either the L or R buttons.  This will allow you to quickly...
    say shoot off a Stinger missile unequip it quickly and move the hell out of
    the way.
    Any quick change using a magazine type weapon will automatically reload the
    magazine with all the bullets inserted so that you don't have to waste time
    changing magazines.  Just quickly tap down on the R Trigger twice in a row and
    you will have done it.  I like to call this the tactical reload.
    /  BOOKS                  /**/   /
    These little pieces of literature can be placed on the ground to attract the
    undivided attention of the enemy.  These graphic novels contain pictures of
    scantily clad women and other interesting images such as that.  If an
    unsuspecting guard happens to stumble upon your little stash then he will
    instantly drop to his knees and begin to browse through it, ignoring all of
    his important duties.  All that you have to do is lay it in his path or within
    his sight range, when he sees it he will go over to investigate and then do
    what I just described.  Very useful and humorous to use.
    /  DISTRACTIONS           /**/   /
    One of the keys to successful infiltration is distracting your enemy using
    any means necessary.  The best one that I find to use is the knocking
    technique.  Knocking is basically what it says.  It is just a knock on a
    surface to create a noise that will attract the attention of the enemy.
    Knocking is done when your character is leaning against a wall or some other
    flat surface and you press B (the punch button) and Snake will rap his fist
    on the wall.  This will attract the attention of any nearby guard and he will
    come to investigate the noise.  This will give you a chance to move into the
    shadows and strike from a place of your choosing while he stands in the open
    looking around.  Try to use the M9 to get a knockout shot from where you are.
    If taking the guard out is not your intention then you can use this to draw
    him out of your way so that you can proceed unheeded to wherever you are
    Books are the second distraction that you can use in the game, it is also the
    second most useful distraction in the game.  These little pieces of literature
    can be placed on the ground to attract the undivided attention of the enemy.
    These graphic novels contain pictures of scantily clad women and other
    interesting images such as that.  If an unsuspecting guard happens to stumble
    upon your little stash then he will instantly drop to his knees and begin to
    browse through it, ignoring all of his important duties.  All that you have to
    do is lay it in his path or within his sight range, when he sees it he will
    go over to investigate and then do what I just described.  Very useful and
    humorous to use.
    Now you may be womndering what your character is doing saving all of his
    spent magazines in his inventory.  Well now you will find out.  These
    magazines can be thrown against walls or anywhere you please to attract the
    attention of your enemy.  Simply toss the magazine in the direction you want
    him to move and when he sees the clip or hears it fall he will go over to
    investigate.  This will create a good opportunity for you to either sneak past
    him or do otherwise.
    Now for the simplest of the distractions.  This one just involves shooting a
    bullet at the floor or wall by an enemy so that he is momentarily distracted.
    This will only give you a few seconds of time so this is only useful for
    getting time to sneak up behind him to choke him, hold him up, or something
    like that.
    /  RADIOS                 /**/   /
    All guards in this game carry a radio.  What you will find is that some guards
    in certain areas will use this radio to report in periodically to their
    commanding officers.  Others will just let it sit in their hip holder until
    they need it.
    What you need to know about the reporting guards is this: if they miss a
    report then their commanding officers will get suspicious and send out a
    search team to find out what happened.  They will only miss it if you do
    something to them like kill them or tranquilize them.  if the search team
    finds a sleeping guard they will just kick him in the head and report in that
    there was nothing wrong.  If, however, they find a dead guard they will
    immediately radio in and the game wil go into Caution mode.  A new guard will
    be dispatched to the area to take his place and then you will be back where
    you started.  So try to avoid this.
    You can take out a radio from a guard by shooting it.  This will cause the
    same effect as in the above paragraph.  The search team will come and find
    out what happened.  However, there will be no Caution mode unless you shot
    the guard while you were trying to shoot the radio.
    /  IR BEAMS               /**/   /
    You will only come across these things a few times in the game but they can
    be a bitch to get past so pay attention.  Whenever you find one of these then
    just look for a little control box on the side of it.  Usually you can take
    them out with no problem at all.  Just use the SOCOM or the PSG1 to take them
    out.  Or if you have spotted thre beams with the Cigarettes or the Thermal
    Goggles then you may be able to crawl under them.
    As long as you don't break the beams no alarms will go off.
    /  CARDBOARD BOXES        /**/   /
    I hope you have heard at least something about this by now.  If you haven't
    heard anything about this then I don't know what to say except to listen up!
    Starting in Metal Gear Solid (1998) there was a small (kind of) gag that
    involved hiding inside of a cardboard box to evade your enemies.  The same
    thing has been implemented into Twin Snakes, much to my delight.
    Using a box is very simple.  All you have to do is equip it and Snake will
    immediately hide inside, out of view from enemy sentries.  If the enemy has
    not seen you get into the box or you are not sitting right in the middle of
    their patrol route then they will not come over to investigate.  However if
    they are in an Alert mode they will most likely pick up the box to see what
    is inside it.  They_aren't_complete_dumbasses.
    In Twin Snakes there are three different boxes.  Each of them is the same
    except for the writing on the side of it.  The boxes are as follows: "To the
    Heliport", "To the Nuclear Warhead Storage Building", and "To the Snowfield".
    Each of those boxes can be used as a source of transporation when you equip it
    inside one of the three trucks of the game.  Just equip it and wait for a
    soldier to come by and drive the truck to where you want.
    Here's a humorous excerpt from Skar Kjoil's MGS fan-fic.
    Snake: Pipe down, there they are.
    Several camouflaged terrorists search the deck nearby, carrying AKs.
    Snake: I’ve got a bad feeling about this.
    Raiden: What do you mean?
    Snake: Hold on, let me try something.
    Snake selects a cardboard box from his inventory and throws it away from
    himself. It lands behind the terrorists. One of them turns around and sees
    the innocent-looking cardboard box standing alone on the deck.
    Soldier: Its him!
    All the terrorists start firing their AKs, shredding the cardboard box to
    pieces. When its over one of them walks over and examines the remains.
    Soldier: Just a box. All clear.
    The soldiers walk away.
    Snake: Damn!
    Raiden: They’ve gotten smarter, huh?
    Snake (whimpers): I’ve...had that box for ages. Ever since I... joined the
    boyscouts. (starts crying) Cut down in the middle of his prime, not even a
    wrinkle…the color hadn’t even begun to deteriorate. I’ve watched that box
    grow ever since it came out of the factory press –
    Raiden (slaps Snake): Hold yourself together, man!
    Snake (panicking): This mission is over, we can’t go on now!
    /  BLEEDING               /**/   /
    Once you have sufficiently screwed up your game and been shot several times
    Snake's Life Guage will get very low and turn red.  At this point Snake will
    begin to bleed.  This bleeding will slowly but surely take away his health so
    you must find some way to counteract this.  There are several ways; one is
    crouching.  At any point while the guage is decreasing just stop moving and
    crouch (don't lean against anything or else it won't work).  The nanomachine
    injection by Naomi will take care of the rest.  The nanomachines will begin
    to repair the wound and the bleeding will slowly stop.  The bar will turn
    green and you may continue on your jolly way.
    The other ways are as follows.  You may use a bandage to stop the bleeding
    immediately.  The Life Guage will not increase however.  The last way is to
    just use up a Ration, which will replenish enough health to stop the bleeding.
    On a side note, if the enemy spots blood on the floor they will become
    suspicious and follow the trail to the source (you).  So you want to tak
    care of this as soon as you can.
    /  LOCKERS                /**/   /
    If you remember back to MGS2 one of the big attention grabbers of the gameplay
    was that you could open up and access a locker in the game to either hide
    yourself or inconspicuously toss a guard into them.  Well, lucky for you this
    has been implemented into Twin Snakes as well.
    At different places in the game there are lockers that the Shadow Moses
    personell use to store various items of equipment and materials.  To open one
    up all you have to do is stand in front of it, try and get close, and press
    the Action Button.  Snake will then open up the locker.  Depending upon what
    difficulty you are on you may or may not find an item or some ammunition in
    If you want to hide inside the locker all you have to do is run Snake all the
    way into the locker and he will turn around, shut the door, and then he will
    be completely hidden from view.  This is mainly useful during clearings, alert
    modes, or any other kind of situation where you have got a guard(s) looking
    for you.
    There are a few things you can do inside a locker despite the low
    manueverability room.  The majority of them are taken up by a few different
    ways to look out of the little vent in the top of the locker.  If you want to
    see what is to the right or left of the vent then you can just press and hold
    either R or L to look right or left, respectively.  If you want to see what
    is to the bottom of the vent then you should press both buttons together at
    the same time.  Pressing the Z button will have Snake move his face up to the
    vent itself and peer out.  Doing this will give you a much better view of the
    surrounding area.  You can also duck down inside a locker, but I really do not
    see any point at all to this.
    To drag a body into a locker you must have the locker door open and a body
    closeby.  Drag the body over to the locker and then drop it.  Open the locker,
    and drag the body inside it as far as you can.  Snake will then stand the body
    up in the locker and shut the door.  Now the body is safely out of sight of
    any patrolling guards.  Please note that an unconscious guard will never ever
    wake up once he is stuffed into a locker.
    If you are in dire need of a cover spot during a firefight a locker door can
    be used to provide this.  Simply open the door and move behind it.  This will
    only provide a brief moment of cover until it is blown away by th enemy
    attackers.  It is only a thin piece of metal so don't rely on it too much.
    Now for the fun stuff.  If you encounter a locked locker there are two things
    you can do.  The first is to move on and ignore it but that is not helpful to
    you in any way so I suggest you move to the second option.  The second option
    is to break open the locker by knocking off the door.  You can do this several
    ways: punching/kicking, shooting the hinges, or blowing it off with C4.  I
    suggest that you do the first option since it uses less ammo and is
    considerably less noisy.  Once the door has been blown off the door will fall
    (or to your misfortune it may fall into the locker, in which case it is still
    innaccessible) away and its contents will be revealed.  On a side note, make
    sure you are not standing in front of the door when it falls or else Snake
    will get knocked to the ground by it.
    I'm sure you have either seen or heard about the sexy model poster pin-ups
    inside the lockers from Sons of Liberty.  It is my great pleasure to say that
    these are still available quite often throughout the game.
    /  RADAR                  /**/   /
    The Soliton Radar is one of the defining characteristsics of Metal Gear Solid.
    The radar is basically a positioning system that Snake uses to pinpoint enemy
    locations ahead of time without exposing himself to danger.
    The radar is shown as follows.  The radar appears in the upper right hand
    corner of the screen as a semi-transparent box.  Inside this box are green
    lines thar represent any kind of major boundaries such as cargo boxes, walls,
    trees, stairs, and so on.  The red marks indicate a door.  These things
    together show Snake a fully functional wire-frame map of the surrounding area.
    Snake is represented as a white dot in the center of the radar screen.  If he
    is looking in first person view mode his cone of vision will be shown as a
    green cone extending outwards from the cone in whatever direction he is facing
    Any enemy sentries within the map on the radar will be shown as a red dot with
    a blue cone extending outwards from it.  The cone will represent the guard's
    field of vision.  If Snake enters the guard's field of vision the guard's cone
    will turn red signaling that he has spotted Snake.  However, if Snake is just
    outside the cone of vision the cone will turn yellow, indicating his suspicion
    of an intruder in the premises.
    Now this is where we get into the radar modes.  There are five of these modes:
    Infiltration, Alert, Evasion, Caution, and Jammed.  The first four follow a
    cycle and the fifth one is unrelated to the others.
    The first one, Intrusion, is when Snake has not been spotted by anybody or
    aroused suspicion or alerts of any kind.  The radar appears in the state I
    described above.  Everything is normal.
    Alert is when a guard has spotted Snake and has called for help using his
    radio.  During this mode, the radar will be disabled; it will just trun to a
    red box with the word "ALERT" writte on it. Under this word will be a bar, a
    guage if you like, of how much time is left in this particular mode.  If the
    enemy attack team has not seen Snake around for a while then the bar will
    decrease very slowly.  If the enemy has Snake in their sights then the bar
    will not decrease at all, it will remain fully filled.  When the bar reaches
    the end the mode will change to evasion.
    Evasion mode is when the enemy attack team has not found Snake for a while
    but is still actively seacrhing for him.  In this stage they no longer charge
    to the point in which you were last seen.  Instead they will perform a room
    by room clearing of the immediate area to look for him.  If Snake is
    not_very_well_hidden then chances are they will spot him.  It is best to find
    a good hiding place such as a locker or a cardboard box.  You don't want to
    be found, believe me.  Once the bar under the word "EVASION" dissapears then
    the game will enter the Caution mode.
    Caution mode is when the enemy has not seen Snake at all for the last two
    modes.  It usually takes a few minutes to get to this phase.  In this mode
    enemy patrols are more vigilant than normal.  Basically, it is like intrusion
    mode except that the guards are about 75% more vigilant than before.  They
    move faster, respond faster, have slightly different patrol routes, and the
    attack team is still scouting around a bit impassiveley.  Once the bar on the
    bottom of the radar screen goes to the end the guards will resume normal
    activity and the attack team will go back to wherever they came from.  The
    game will then return to Infiltration mode.
    Radar also comes in three different forms in this game.  There is Radar 1
    where it stays on even if the game enters an Alert or Evasion mode.  This is
    only for real n00bs so I reckon you shouldn't need to use this.  Radar 2 is
    basically the radar that has been explained for this entire section.  It will
    go off for Alert and Evasion modes and then will come on during Caution and
    Infiltration modes. The last is Radar Off.  This is uh... no radar at all.
    Real sneaking.
    If you happen to be in an area with multiple levels in it the radar will
    display the guards on your level normally but all the others will be displayed
    in a different fashion.  The guards on the level right below you or above you
    will be displayed as red dots with faint cones coming out of them.  As you get
    closer to their level the cones will brighten up.  If the guard is more than
    one level above or below you then he will just be displayed as a dot.
    Please take note that there are certain circumstances when the radar will not
    appear at all.  Or rather it is jammed by one thing or another.  The jammin
    is when Snake is in an area with very strong harmonic resonance, this will
    interfere a lot with the radar signal, rendering it quite useless.  You can
    also shut off the radar by setting off a Chaff Grenade.  This will not only
    interfere with your radar but it will also screw up any remote controlled
    missiles you have.
    /  DIFFICULTY MODES       /**/   /
    For those of you non-hardcore (or hardcore) gamers out there, Metal Gear
    Solid: The Twin Snakes features five different difficulty modes for you to
    test your skillz on.
    You will be asked to select a difficulty mode whenever you start a new game,
    or continue a game that has been fully completed.  You will be presented with
    four or five options depending upon whether or not you have alredy beaten
    the game.  If this is your first playthrough you will only have Very Easy,
    Easy, Normal, and Hard available.  If you are playing through a second time
    then you will be presented with all of the options: Very Easy, Easy, Normal,
    Hard, and Extreme available for your pleasure... or displeasure.
      * Very Easy *  I must say that this is very, very easy.  Guards can't hear
    much of anything, they are nearly blind, they die easily, there is far less
    of them, and they are quite unintelligent.  The bosses pretty much fall under
    the same category.  They take a lot of damage from you and do little to you.
    If you leave an area with the alarm hooting it will be turned off when you
    enter another.  Clearings are very un-thorough and cautions and alerts last
    for a very short time.  This difficulty is not difficult at all.
      * Easy *  A little bit tougher than Very Easy but it is still very
    unchallenging.  Guards can see a little bit further, hear better, and so on.
    Once gain in this difficulty the alarm will be reset upon entering a new area.
    Everything is just slightly harder but overall it is still pretty damned easy.
      * Normal *  This is where you should start if Twin Snakes is your first Metal
    Gear Solid game.  Everything is pretty well balanced here for any player.  It
    isn't too hard and it isn't easy either.  Guards can see somewhat well and
    heare better than the lower difficulties.  If you have an alert in one area
    and enter another it will stay.  This is also the difficulty the walkthrough
    section is based upon.
      * Hard *  For those of you who are hardcore Metal Gear Solid fans.  This is
    the difficulty I played through on my first time through the game.  There
    seems to be a big jump in difficulty between Normal and Hard.  The bosses do
    much more damage and you do less to them.  Guards work the same way.  There
    are many more guards, they can see, hear, and make better decisions.  This is
    also for people who are looking for a challenge but not an incredibly hard
    one.  "Game over if discovered" option available for this level.
      * Extreme *  This is a smashing difficulty level.  "Smashing" as in it will
    induce wild fits of rage that will send you smashing everything in sight. This
    mode is incredibly realistic.  Three shots from a guard and you are dead, if
    you are in their line of sight across a large room they will spot you easily,
    they have excelelnt hearing, they aren't complete dumbasses when it comes to
    capturing you, and there are many more guards in each room.  Bosses deal out
    one hit kills or something very close to that.  In other words: this is only
    for the possessed or insane.  "Game over if discovered" option is available.
    Game over if discovered? : This means that if you are spotted by an enemy the
    game will be over.  Do not pass GO.  Do not collect $200.
    The difficulty levels differ in these ways,
     - The amount of damage done when falling from a high distance
     - duration of grip meter
     - eyesight of guards
     - hearing ability of guards
     - intelligence of guards
     - length of evasion mode/alert mode
     - thoroughness of clearings
     - damage done by bosses/guards
     - damage you do to bosses/guards
     - amount of time guards stay knocked out/tranquilized
     - number of assault team members
     - accuracy of guards
     - how much cold exposure for your character to catch a cold
     - availability of items and ammo
     - amount of trembling when sniping
     - number of Dog Tags in each level
     - tranquilizer effect time
     - health restored using a Ration
    After completing the game
    You may find yourself comfused as to what there is to do after completing the
    game the first time through.  Well, there are many things you can do.  You can
    try and play through all the difficulty levels, get all the dog tags so that
    you can unlock some special bonus features in the game and elsewhere, replay
    just to watch the cinematics, try and find all the easter eaggs and secrets
    in the game, look for the photo ghosts, or you can just plain mess around.
    There are almost no bounds at all in this game.  Just try and use your
    /  GUAGES                 /**/   /
      * Life Guage *  This is the one guage that you will want to watch closest
    for the entire game.  This guage represents Snake's life.  The more of it that
    is filled up the more life he has, the lower it is the less life he has.  This
    guage  can be restored by using [RATIONS] or by crouching while bleeding.
    When the Life Guage reaches a low enough point, Snake will begin to bleed.  It
    will steadily decrease over time until it eventually runs out and Snake dies.
    To prevent this horrible tragedy Snake must either crouch for a while so that
    it will slowly restore, use a [BANDAGE] to stop the bleeding, or using a
    [RATION] to recover some of his health.
    Please note that smoking Cigarettes will slowly but surely decrease Snake's
    Life Guage
      * Partner Life Guage *  This is displayed when you are working with a
    partner in the game.  It really only occurs three times in the game for
    relatively brief moments.  This works in exactly the same way as the Life
    Guage except that it will measure the life that is left for your partner
    instead of Snake. The lower it is the less life your partner has; the higher
    it is the more health they have left.  if the guage drops to zero then the
    game is over. No_exceptions.
      * Boss Life Guage *  This is the visual representation of the amount of
    health that a boss has left.  It works exactly the same way as your life
    gauge.  If the boss gets shot or otherwise injured in any way the bar will
    drop.  When the bar reaches zero the boss battle will end.
      * Boss Stun Guage *  This can only be affected with four weapons in the
    game: Stun Grenades, the M9, PSG1-T, or by using hand-to-hand combat.  Other
    than the fact that it does not show the amount of life left for the boss it
    works exactly the same way as the Boss Life Guage.  If this is the first bar
    to drop to zero then the boss will not die in the sense that it counts as a
    kill on your final score.  if the cinematic following involves the boss dying
    then they will die no matter what, it just doesn't count as a kill for you.
      * Bullet Guage *  This only appears during one fight in the game.  This just
    measures how many bullets the boss has until he has to reload his gun.  There
    are six slots for bullets and as he fires them off the guage will drop.  When
    the guage is empty he will have to reload his gun.  The blue bullets are the
    bullets being loaded into the gun but note yet secured into the chamber.
      * O2 Gauge *  This guage only appears when underwater.  The blue line on the
    guage represents one of Snake's breaths.  It will gradually decrease as time
    progresses.  When it reaches about 4/5 of the way down to zero it will begin
    to flash red.  This means that Snake will have to take a breath soon.  If he
    does not get this by the time it reaches zero then Snake's life will slowly
    decrease until he is brought to the surface or dies.
      * Grip Gauge *  This only appears when Snake is hanging off of a ledge or
    railing.  As soon as Snake enters Hanging Mode the guage will appear on
    screen.  As it decreases Snake will gradually lose his grip on the surface he
    is holding onto.  When it reches zero Snake will fall.  He may or may not die
    or lose health depending upon how high up he is. If you do not wish for him to
    fall then you want to get him back up onto a solid surface by pressing the
    "Action Button" (Y).
    The grip guage can be increased in duration by doing pull-ups or hang-drop
    moves.  100 pull-ups or 10 hang-drops will increase the grip level by 1.  If
    you wish to go beyond level 2 then you can do 100 more (or 10 more hang-drops)
    to get to level 3.  That is as far as you can go level wise.  The Level 1 Grip
    is colored ble, Level 2 Grip is colored orange, and Level 3 Grip is colored
    Please note that the duration of the grip guage also depends upon how much
    life Snake has.  The less he has the faster th guage will drop and vice versa.
      * Time Guage *  This only appears ONCE in the game.  This appears during the
    "Interrogation Scene" in the game.  This basically shows how much time is left
    until the "interrogation" is over with.  You will know what to do when the
    time comes.  Saying anything else would spoil the game for those who have not
    played the original game.
    The rate of movement of the various gauges depends mainly upon the difficulty
    level of the game.  All of the different guages will either go quicker or
    faster depending upon the difficulty.
    /  COLDS                  /**/   /
    If Snake is exposed too long to the cold he will catch a small case of the
    sniffles.  If by chance this happens to you then you should know that Snake
    will sneeze sporadically until it either subsides or is treated with the
    necessary countermeasures; this countermeasure being a cold pill called
    [MEDICINE].  When Snake takes this [MEDICINE] his cold will be instantly
    cured.  Snake's sneezing can alert nearby guards so be very careful when Snake
    has a cold.
    /  CODEC                  /**/   /
    The Codec will serve as your only link to the outside world.  Through your
    Codec you can talk to an entire supporting team of specialists, commanders,
    and such.
    Before you can talk to any of them you have to get into the Codec menu by
    pressing START+A.  After that you may use the Analog Stick or the D-Pad to
    scroll through the frequencies on the Codec.  Just move side to side.  Right
    will increase the frequency and left will decrease it.  Press the B button to
    call a frequency once you have it selected.  If the frequency is correct then
    you will corresponding person will respond.  If it is wrong you will get a
    "No Response" message.
    You don't have to remember all the frequencies because the Codec has a built
    in storage system that will remember all the frequencies that return a
    positive response.  It will hold up to 8 frequencies and you will use about 7
    of those blocks.  Just press down on the D-Pad or on the Analog Stick and the
    menu will pop out.  Scroll through the stored frequencies and then press B to
    call that one.  If you wish to exit this menu without leaving the Codec then
    just press X.
    The Codec is_used_very_extensively in the game so get used to seeing this
    screen.  You may spend up to two hours in a single game using the codec so it
    may get tiresome.  To skip any conversation you will have to press X to stop
    it and then Y to quickly advance all the way through to the end.  If you just
    want to slowly scroll through the convo then just keep pressing X.  There is
    no way to go backwards in a convo so take note of that for the future.
    I would reccommend that you do not skip any convos in the game until you have
    played through at leats one time.  There are many important things explained
    in it and many a plot twist.
    Codec Frequencies
    Meryl Silverburgh       140.15
    Deepthroat              140.52
    Roy Campbell            140.85
    Naomi Hunter            140.85
    Mei Ling                140.96
    Otacon                  141.12
    Nastasha Romanenko      141.52
    Master Miller           141.80
    There are different types of calls in the game.  The first is one where you
    have to answer no matter what.  When you recieve one of these calls you will
    be brought immediately to the Codec screen.  Then there is the optional one
    where the Codec sign will just flash on the screen until you either answer it
    or leave it alone to die out.
    / FLOORS                  /**/   /
    Yes, there is even a section about floor types.  Amnyway, in this game there
    are a few different floor/ground types you will come across.  Most of the
    time you will just be on a solid, concrete floor with nothing else special
    about it.  but sometimes you will come across iron garting that has been
    scattered around the game.  When you come across this it is best to just walk
    slowly across the section by slightly tilting the Analog Stick.  Snake will
    then noislessly walk across without alerting any guards.
    Sometimes, rarely I should say, you will come across trap doors in the floor.
    When this happens you will hear a clicking noise and then the floor will drop
    away in the place where the door is.  If Snake is standing over ti then he
    will fall and you will be watching that Game Over animation.  So make sure
    that you move out of the way quickly when this happens.  Eventually the floor
    will return to its original state and the floor will be (somewhat) safe to
    walk over.
    Only once in the game will you come across puddles but I figure that I should
    mention this anyway.  If you run at full tilt over a puddle Snake will splash
    through and in the process make a great deal of noise to alert nearby guards.
    So what you want to do is go through them quickly, just like the iron grating.
    Since it is winter and you are in Alaska there is a bunch of snow outside the
    base.  When Snake ventures into any outdoor area he will be in an area with
    snow.  As you have probably learned from experience, snow will leave
    indentations wherever you step in it.  The same fact that holds true in real
    life will hold truth in this game.  If Snake walks around anywhere_he will_
    leave_footprints.  These footprints are easily spotted by the enemy and they
    will follow them whenever they do spot them.  Be careful to not cross enemy
    patrol routes or anything like that because they will see your footprints. The
    only thing that could save you is if they were left unnoticed for long enough,
    in which time the falling snow will have covered them up.
    /  SAVING                 /**/   /
    Unless you would like to or going to play this game non-stop (or just don't
    have a memory card) you will need to save your progress in the game so that
    you can continue from where you left off.  Saving is simple in and of itself.
    All you need to do is press START and A at the same time at any point in the
    game (aside from cinematics) and you will be brought to the Codec screen. Once
    here press the down arrow and select Mei Ling's frequency (140.96).  Press A
    and Snake will call Mei Ling.  mei ling will greet Snake and ask him if he
    wants to save.  A little menu will pop up inside the Codec screen.  Choose
    "Save Game" and you will be brought to the scren where all of your svaegames
    are listed.  Chosse the appropriate file and confirm your selection.
    After you save, Mei Ling will bid you goodbye with a small Chinese proverb
    that can be useful in both the game and in real life.
    3.4  Character Profiles                                                 [3CHR]
    --------------------------- SOLID SNAKE -----------------------------
    Solid Snake's real name is Dave and he has an IQ of 180. He is a
    highly trained, elite soldier with a personal preference for
    parachuting, S.C.U.B.A diving, free climbing, rappelling, small and
    medium range handguns, and various hand-to-hand combat techniques. He
    can also speak 6 languages.
    "The man that makes the impossible happen", Snake is a living legend.
    A former elite soldier serving in the special FOX-HOUND unit, Snake
    is a past master of silent infiltration.  He first demonstrated his
    unique skills in the Outer Heaven crisis, defeating Big Boss and the
    Metal Gear robot.
    Not long afterwards, he voluntarily left FOX-HOUND. He was then
    recruited by the Central Intelligence Agency as a non-official covert
    operative. His affiliation with the CIA didn't last long as there was
    a conflict in philosophies and Snake ultimately found himself
    fighting the system that is the CIA. After this, Snake spent some
    years as a mercenary before leaving for the deep wilderness of the
    Canadian mountains for self-rehabilitation. It was there, four years
    later, that he was contacted by his former commander, Roy Campbell
    and in to assist in the Zanzibar Land Revolt.
    In the Zanzibar Land Revolt, Snake found himself up against Big Boss
    and Metal Gear again.  During the mission, Snake has to defeat his
    friend and former comrade in Outer Heaven, Grey Fox, as well as
    killing his own father  - Big Boss.  Snake had been cloned from Big
    Boss's DNA, making him the perfect fighter, from Big Boss's soldier
    After Zanzibar, Snake retreats to Alaska, to live in solitude.
    He pursues a frugal lifestyle in the Alaskan Mountains, an elementary
    existence living off the local flora and fauna and the wild animals
    he hunts. Blending in to his environment, he has become at one with
    his surroundings mastering the rough conditions of the great outdoor.
    Snake has been suffering post-traumatic stress disorder following his
    military career. Abnormal experiences and extreme trauma in the
    battlefield have brought about illusions as well as guilt, causing
    mental confusion. His new lifestyle is a search for some kind of
    inner peace, an attempt to forget about past events. Snake also
    participates in dog sleigh racing to distract him from his
    psychological condition. He has been preparing for the world's
    longest and toughest dog sleigh race taking place in Iditarod.
    --------------------------- ROY CAMPBELL ----------------------------
    Retired from the armed forces, Colonel Campbell has been called in on
    this crisis, as he knows how to contact and work with Solid Snake. He
    accepts the position of operations commander to counter the terrorist
    attack. His primary motivation in coming out of retirement is to
    protect his niece Meryl, as he learns of her involvement in the
    mission. Campbell succeeds in contacting Snake in persuading him to
    accept this dangerous assignment. Operations Commander Campbell
    maintains communication with Solid Snake from the nuclear submarine
    Before being assigned Commander of the original FOX-HOUND following
    the departure of Big Boss, he served in the US Marine Corps, Green
    Beret and Delta Force. In FOX-HOUND, he was assigned Executive
    Officer of the unit following his experience and strategic planning
    ------------------------- MERYL SILVERBURGH -------------------------
    Meryl is a new recruit of FOX-HOUND and was assigned to Shadow Moses
    Island on the very day of the terrorist attack. She is inescapably
    dragged into this incident. She proves a valuable and capable ally to
    Solid Snake, both in person and via Codec.  Her preferred weapon is a
    Desert Eagle pistol. Good hand-to-hand combat skills.
    Meryl is Operation Commander Campbell's niece. (SPOILER: Meryl is
    actually Campbell's daughter.  It's revealed in the Otacon ending
    that he didn't know about it until her mother - his dead brother's
    wife - told him).  Although she has an excellent military training
    record, she has no real direct experience on the battlefield.
    Meryl was born into a family of military tradition and has trained
    herself to be a soldier for as long as she can remember. She never
    once questioned her ambition and has pursued it rigorously. Although
    a genetically superior and capable combatant, she has only fought in
    a simulator environment. She handles a Desert Eagle pistol with only
    one hand, no easy physical achievement for a woman.
    Meryl has undergone genetic engineering treatments. She was
    genetically enhanced to be a superior combatant. In addition, Meryl
    underwent psychotherapy so that she could not have any emotional
    dependence on others. This was an experiment in limiting the
    emotional potential of an individual soldier, thus keeping him or her
    focused on a defined area.
    ---------------------------- NAOMI HUNTER ---------------------------
    Naomi is responsible for the upgrade and maintenance of FOX-HOUND
    members. She integrates newly discovered combatant genes to all
    members and conducts additional programme enhancement. She also
    provides expert information on genome guards and on any other enemy
    that may have received genetic treatment. Snake therefore has access
    to data on the characteristics of enemies, on how to defeat them, on
    their behaviour patterns and their personalities. She has conducted
    gene therapy on her own genes governing her sexuality, suppressing
    her attraction to the male sex. Solid Snake becomes the exception to
    her own rule.
    She is the medical chief of Colonel Campbell's team providing support
    for Solid Snake. A beautiful brown-skinned woman of mixed Japanese
    and Indian origin, she is responsible for genetic engineering and
    genetic therapy. She is affectionately called "Doctor Naomi" rather
    than "Doctor Hunter" by her staff.
    After graduating from college, Naomi worked for the Toyko Police
    Science Lab (TPSL) as a DNA tester. She became disenchanted by both
    the lack of precision in DNA testing as well a by the weakness of the
    TPSL organisation. She moved to US and joined the commercial world
    working for the biotech business giant Advanced Techincal Genetic
    Corporation (ATGC) in Biotech Bay, California. She discovered a mean
    of using a gene (a spreading agent) as a vector without viruses and
    ribosome enhancement agents. Her work was quickly acknowledged and
    she was recruited to the medical staff of FOX-HOUND. The budget of
    the NIH (National Institute of Health) was reduced. As gene therapy
    was a priority area the NIH approached ATGC to enter into co-
    operative research. Military applications were discovered for the
    work of former employee Naomi Hunter. The combined ATGC - NIH
    research was redirected to FOX-HOUND under the direction of the
    Pentagon. This led to the Genome Army Project.
    SPOILER: Naomi is revealed as a spy near the end of the game, and she
    isn't really Naomi Hunter, only assuming her identity.  She also
    injected Snake with FoxDIE under orders of the government to kill off
    the terrorists and witnesses to the Metal Gear development.  As it's
    kinda hard to explain here's the transcript of the conversation about
    her past she has with Snake after she's been arrested:
    Naomi: Snake, can you hear me? It's Naomi
    Snake: Naomi, what the hell?!
    N: Campbell and the others are busy right now, I'm on a different
    S: Naomi, is what the Colonel said true? [about being a spy, sending
    messages to the base]
    N: Yes, but not everything I said was a lie.
    S: Who are you?
    N: I..I don't know myself.  I don't know my real name, or even what
    my parents looked like.  I bought all my identification but my reason
    for getting into genetics was true.
    S: Cos you want to know yourself right?
    N: That's right I want to know where I came from, my age, my race,
    S: Naomi..
    N: I was found in Rhodesia, sometime in the 80's, a dirty little
    S: Rhodesia? What's now known as Zimbabwe?
    N: Yes, Rhodesia was owned by England until 1965 and there were lots
    of Indian labourers around, that's probably where I got my skin
    colour from, but I'm not even sure about that.
    S: Naomi, you're too worried about the past.  Isn't it enough to
    understand who you are now?
    N: Understand who I am now? Why should I?! No-one else tries to
    understand me!  I was alone for so long, until I met my big brother
    and him..
    S: Your big brother?
    N: Yes....Frank Jaeger [Grey Fox, the ninja]
    S: What?
    N: He was a young soldier, when he picked me up by the Zambezi river.
    I was half dead from starvation and he shared his rations with me.
    Yes, Frank Jaeger, the man you destroyed was my brother and my only
    S: No....Grey Fox?
    N: We survived that hell together, Frank and I.  He protected me,
    he's my one connection, the only connection I have to my past.
    S: And he bought you back to America.
    N: I was in Mozambique when "he" came.
    S: Who is "he"? You mean Big Boss?
    N: Yes, he bought us to this "land of freedom", this America.  Then
    he and my brother went back to Africa to continue the war.  And
    that's when it happened.  You killed my benefactor and send my
    brother home a cripple.  I vowed revenge and joined FOX-HOUND.  I
    knew it was my best chance to meet you and I prayed for the day that
    I would.
    S: So, were your prayers answered?
    N: Yes, I waited two long years.
    S: To kill me? Is that all you cared about?
    N: Yes, that's right, two years, you were all I thought about for two
    long years, like some kind of twisted obsession.
    S: Do you still hate me?
    N: ..Not exactly, I was partly wrong about you.
    S: What about Liquid and the others?
    N: I'll have my revenge on them too.
    S: Naomi, you didn't kill that doctor too did you? The one that used
    Grey Fox for his genome experiments?
    N: ..Doctor Clark? No, that was my brother, afterwards I covered it
    up and helped him hide out.
    ---------------- MCDONNELL BENEDICT "MASTER" MILLER -----------------
    Master Miller is Snake's survival instructor. He contacts Snake via
    Codec and keeps him up to date with information on survival and on
    offensive and defensive tactics.
    Master was born and raised in Ohio. His classical American schooling
    was limited and he spent most of his youth outdoors undergoing a less
    conventional education with his father. Although a third generation
    AJA (American of Japanese Ancestry) his family maintained the respect
    and discipline of their Samurai ancestry. He joined the US Marine
    Corps and served as a Green Beret. His respect for military code
    gained him great esteem within the military and he was the first
    raised American sent to serve with the SAS (where he first came into
    contact with Liquid Snake). He later became a member of FOX-HOUND
    with responsibility for survival training. The soldier he trained
    respected him and they referred to him as "Master Miller".
    SPOILER: The Master Miller you encounter in the game is actually
    Liquid posing as Master so he can control him more easily and get
    Snake to use the PAL card to activate Metal Gear.  The real Master is
    killed three days before the start of the game.
    ------------------------------ MEI LING -----------------------------
    Inventor of the communication and radar equipment used by Solid
    Snake, she is responsible for the communication data processing in
    this operation. She saves all the data in this mission including
    Solid Snake's infiltration records via satellite.
    A Chinese (Kwangtung) national, Mei Ling was raised in San
    Francisco's Chinatown. She was an eminent pupil at school but
    suffered from an extreme inferiority complex due to very poor vision.
    She went on to participate in the ROTC program at MIT. Here she
    helped to develop a satellite codifying communication system, anti-
    wiring coding, digital real time burst transmission and sonar
    utilising radar. The brilliance of these devices immediately
    attracted the attention of the military and Mei Ling was recruited by
    the Armed Forces to develop image and data processing techniques. She
    now works at NOR in Fort Mead in satellite image processing and
    communications espionage.
    -------------------------- NASTASHA ROMENENKO -----------------------
    In this mission, Nastasha acts as a counselor of NEST (Nuclear Energy
    Survey Team). She provides explanations and indispensable information
    on the nuclear weapons located at Shadow Moses Island. She also gives
    information on the handling and capabilities of hi-tech weapons.
    Born in the Ukraine in the 1970's, Nastasha Romanenko experienced a
    devastating incident on April 26th, 1986. Both she and her family
    were showered by the radiation fall-out from the Chernobyl Nuclear
    Power Plant. She lost her parents in the disaster and moved to the US
    at the age of 10. She served in the DIA (Defense Intelligence Agency)
    and then in the NSA (National Security Agency) and was associated
    with a number of top security matters relating to nuclear power and
    nuclear weapons. She is against the nuclear deterrence theory and she
    opposes strategic arms reduction proposals such as SALT and START.
    Her cause is the total abolition of nuclear energy.
    ----------------------- HAL "OTACON" EMMERICH -----------------------
    Otacon is caught in a personal struggle where his interests as a
    scientist conflict with the idea that his technologies are used as
    weapons. He is persuaded by his nature to co-operate with Solid Snake
    informing him on base facilities and on Metal Gear. His new
    persuasion is confirmed when he rescues Snake.
    Hal Emmerich is a white American with a friendly nature. He has a
    passion for Japanimation (Japanese Animation "Anime"). His nickname
    "Otacon" comes from the "Otaku Convention", which is a US trade show
    of Japanimation which he never misses. He did not attend school but
    studied through the internet and matriculated at MIT. He earned his
    PhD from Princeton University whilst simultaneously developing a
    program to solve the Millennium Bug (the year 2000 digit changing
    problem in computers). This earned him much attention as the saviour
    of the computer world, although he earned no money from his research.
    Whilst in college he developed his passion for robotics and invented
    a radio controlled drone, which he called Metal Gear MX2. He was
    recruited by the FBI to the Engineering Research Facility (ERF) and
    was fired for hacking into restricted areas if the FBI's brain-
    centre. He was then offered a job at ArmsTech Inc. where he furthered
    development of Metal Gear as an MTMD (Mobile Theatre Missile
    Defence). He was not aware of the Rail Gun Unit nor of the new
    nuclear warhead planned for Metal Gear.
    --------------------- DARPA CHIEF, DONALD ANDERSON ------------------
    As Head of DARPA, Donald Anderson has the PAL codes to disarm the
    detention device of the nuclear warheads on Shadow Moses Island.
    Donald Anderson worked as an analyst in the CIA for more than 10
    years and was awarded the most honorable Intelligence Star Badge.
    Whilst in the CIA he developed great expertise in international
    politics and military strategy and was an advocate of the nuclear
    retaliation theory. Following the end of the Cold War, he was
    assigned chief of DARPA, the Defense Advanced Research Projects
    SPOILER: The DARPA Chief that Snake meets is actually Decoy Octopus,
    the real Chief having died in torture and his body is still in the
    Holding Cell when Snake is tortured.  See Decoy Octopus's profile.
    --------------------------- KENNETH BAKER ---------------------------
    Kenneth Baker is imprisoned during the game. His only active
    involvement is to give Snake the optical data disk.
    As president of ArmTech Inc., Kenneth Baker held the number 2
    position in the military industry. ArmsTech Inc. is the primary
    supplier of advanced weapons and military technology and was the
    leading supplier in the SDI project and invested billions of US
    dollars in the development of mass destruction satellite weapons. The
    company suffered a huge loss due to the termination of the project.
    Following the Cold War and the ensuing military budget cutbacks,
    ArmsTech Inc. became concerned about revenue decreases. As a result
    ArsmTech invested heavily in stealth technologies, a sector
    traditionally dominated by Lockheed. A further loss was incurred when
    ArmsTech Inc., despite superior technology, lost the bidding for the
    next generation fighter plane F22 (ATF). In an attempt to maintain
    some lead in military technology, ArmsTech secretly proceeded in the
    development of Metal Gear. The project was in collaboration with the
    DARPA Chief.
    Baker, along with the DARPA Chief has a PAL code to deactivate (or in
    the reserve way, activate) the Metal Gear.  They both have metal
    shielding around their brains to ensure that Psycho Mantis can't read
    their minds and take the code that way.  Despite this, the terrorists
    gain his code by torture.
    --------------------------- REVOLVER OCELOT -------------------------
    A FOX-HOUND member and formally of the Soviet Spetsnaz (Soviet secret
    police associated with post-Stalinist concentration camps).  He has a
    violent sadistic nature and is highly experienced in torture
    techniques.  In conflict, his preferred weapon is the Colt Single
    Action Army revolver, which he sports single handed in "Western Movie
    Style".  He is a formidable gunfighter, known to hit his target by
    calculating the ricochet angle, maximising the use of the bullets.
    After the fall of the Soviet Union, he joined the Russian Police
    Storming Party.  Then he served in the Special Tactics Division of
    the SVR, formally the KGB.  However he did not adapt well to the new
    KGB system and was recruited by the US to join FOX-HOUND.
    ----------------------------- LIQUID SNAKE --------------------------
    An elite former SAS soldier and pilot, Liquid Snake is the twin
    brother of Solid Snake with an identical appearance and equivalent IQ
    of 180.  He is fluent in 7 languages including English, Spanish,
    French, Malay and Arabic.  He does not serve in an official military
    but offers his services to the underworld as a mercenary and
    assassin.  Having been raised by the British SAS, his combat skills
    were first utilised when he was first put into real battle in his
    early teens.  In his late teens he was part of the Desert Fox Elite
    Strike Force sent in to destroy the mobile launchers of SCUD missiles
    in the Gulf War.  He was captured and imprisoned in a POW camp in
    Iraq.  He has a great ability to withstand extreme heat and cold due
    to his experience in the Arab Nations and Middle Eastern Deserts.
    Following the Zanzibar Riot (after Solid Snake's departure) Liquid
    joined FOX-HOUND and thanks to his splendid fighting skills, rose
    quickly to combat leader.
    ---------------------------- SNIPER WOLF -----------------------------
    A member of FOX-HOUND and probably the one of the most talented
    snipers the world has ever seen, Sniper Wolf has such incredible
    patience and concentration that she can keep aiming at her target for
    up to a week without moving a muscle.  Born in a Kurdish village,
    Sniper Wolf lost her family at age 5 towards the end of the Iran-Iraq
    war in 1408 of the Hegira calendar (1988).  They were victims to
    Saddam Hussein's gas attacks, which killed more than 3,700 people.
    In 1991, in the internal fighting in Iraq after the Gulf War, she ran
    to the Kurdish refugee camp set up by those fleeing from Hussein.
    She was picked up by Big Boss visiting with the US Secretary of State
    and was taken back to the US.  She viewed Big Boss as Saladin, the
    leader who defeated the crusaders in the 12th century.  On September
    3, 1996 after the Iraqi military's intervention to the Kurdish
    residential areas (August 31 intervention), the southern flight
    prohibition area was expanded to 33 degrees north.  This was not done
    to protect the Kurds in the north but more for the strategic benefits
    of the US.  Sniper Wolf saw this as a repeat of the refugee problem
    that occurred at the Iraqi borders in the spring after the Gulf War.
    She was incensed by this incident and by the motivations of the
    Pentagon.  She moved to India and learned sniping techniques from a
    Gurkha sniper from Nepal.  FOX-HOUND on behalf of Big Boss, scouted
    her when he was charged with setting up the organisation.
    ---------------------------- VULCAN RAVEN ---------------------------
    A member of FOX-HOUND, Vulcan Raven was born an Alaskan Indian.  He
    is a giant shaman blessed with a strong physique and effective
    spiritual powers.  His cultural background and stature enable him to
    withstand extreme cold temperatures.  His preferred weapon is a
    Gatling Gun (ordinarily equipped on jet fighters) which he carries
    like a rifle.  His name comes from a raven, which has been tattooed
    to his forehead.  One winter, at the age of fifteen, he walked across
    the frozen Bering Strait, which separates Alaska from Russia.  It was
    there that he first came in contact with the Soviet Spetsnaz.  It was
    during this period that he met Revolver Ocelot.  Yeltsin demoted him
    upon the coup in Moscow in 1993.  Like fellow members of his secret
    unit, he left Russia and eventually joined the mercenary dispatching
    company Outer Heaven.  It is unclear as to why he joined FOX-HOUND.
    ---------------------------- DECOY OCTOPUS ---------------------------
    Little is known about Decoy Octopus, which demonstrates his mastery
    of his profession, namely disguise. It is thought that he was
    formally a Hollywood actor and SFX artist. He was scouted by the CIA
    for his ability to pass himself off as anyone. As such his role at
    the Agency was to disguise himself as government VIPs to detract
    attention to him. This explains the name Decoy. He left the CIA to
    become a FOX-HOUND member. He has a good command of over 10 languages
    and wonderful voice dexterity. His disguise envelops the target
    person's habits and local traditions. To help his makeup, he has
    shaved his cheekbone, jaw bone and nasal cartilage. When seen without
    cosmetics, he looks facially deformed. Decoy Octopus can walk in any
    way and can dislocate his joints to crawl though thin gaps and narrow
    holes. He has also mastered biofeedback and can freely control his
    sense of touch (skin). This quality explains the second part of his
    name: Octopus.
    SPOILER: Decoy Octopus is actually the DARPA Chief who Snake meets in
    the Cell, having assumed the identity of the Chief after Ocelot
    accidentally kills him during the torture to reveal the Chief's
    detonation code.  Octopus acts as the Chief in order to influence
    Snake to use the PAL codes to activate Metal Gear, as the terrorists
    are unable to, having not been able to gain the Chief's code to do
    so.  Snake then unknowingly at the time, kills Octopus with FoxDIE.
    --------------------------- PSYCHO MANTIS ---------------------------
    A FOX-HOUND member with powerful psychokinetic powers and a potent
    ability to read and control people's minds.  He first discovered his
    ESP powers in his childhood when he entered his father's mind.
    Unwillingly his father revealed that he could never forgive Mantis
    because his mother died at childbirth.  This shock changed his whole
    perspective on life.  The overwhelming feeling of despair evoked a
    subconscious violent kinetic reaction causing him to kill his own
    father.  The energy released wiped out a whole town of about 1000
    people.  He still bears the burn scars he incurred by the inferno he
    released and as such he frequently wears a gas mask to cover the
    marks on his face.  There was no trace of Psycho Mantis until he
    reappeared much later as a psychic secret agent of the KGB.  The KGB
    were impressed by his ESP abilities and gave him high priority
    special training.  Following the fall of the Soviet Union he moved to
    the US and assumed a similar role at the FBI.  He then became a
    freelance espionage agent and was approached by FOX-HOUND.
    -------------------------------- NINJA ------------------------------
    A cyborg Ninja who is covered in high tech fibre stealth camouflage.
    He is both strong and nimble, and his katana can cut through steel
    and deflect bullets.
    SPOILER: The real identity of the Ninja is below:
    Frank Jaeger (Code Name: Grey Fox) was picked up in Vietnam and
    raised by Big Boss as a war orphan.  A devout follower of his
    adopting father, he trained to become a killing machine going through
    all sorts of rigorous exercises.  He became a mercenary in his teens
    and experienced battle in the Rhodesia Independence War (now
    Zimbabwe).  He was taken prisoner in Mozambique where he was
    tortured.  Big Boss rescued him from his captors.  He moved to the
    US, gained citizenship and joined FOX-HOUND. In the 90's, he gained
    great recognition within FOX-HOUND under the leadership of Big Boss.
    He was awarded the most honourable FOX-HOUND merit, that of the code
    name "Fox".  Solid Snake was the new member of the original FOX-HOUND
    that saved Gray Fox during the Outer Heaven revolt in 1995.  In the
    Zanzibar riot of 1999, he was on the opposing side to Snake.  Frank
    Jaeger lost 30% of his body in the Zanzibar battle, and would
    normally have been dead.  At the time the military had developed an
    exoskeleton, which was an artificial externally equipped skeleton.
    Frank Jaeger provided the ideal experimental case the military were
    waiting for.  He became the first human case to undergo Gene Therapy
    and as such was the original research case for the Genome soldiers.
    Frank is also Naomi's brother (see Naomi Hunter's profile), and he
    killed her parents, but couldn't face killing her too.  Despite
    telling Snake to tell her, Naomi isn't told that her brother killed
    her parents (at least not in this game).
    04)  Extreme Difficulty Walkthrough                                     [4WLK]
    NOTICE: About the maps... they aren't full and complete maps... they are
    just enough so that you can get past the said areas.  If you want a full map
    of the area then look at your radar screen.  The maps are just to help you
    get past the areas, nothing else.
    About the Special Items (Stealth and Bandana): even though you have to get at
    least one of them to progress onto Extreme mode, this walkthrough assumes
    that you have neither.  Makes things much simpler for me.
                                ---  Cargo Docks  ---
                       |          |
                       |    5     |
    |L |L |L |                            _______          |
    |      4                             |       |         |
    |                                    |       |         |
    |                                    |       |         |
    |                                    |       |         |
    |                                    |       |         |
    |                                    |       |         |
    |                                    |       |         |
    |                                    |_______|         |
    |                                                      |
    |                                                      |
    |                                                      |
    |               _______                _______         |
    |              |       |           3  |       |    2   |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |       |              |       |        |
    |              |_______|              |_______|        |
    |                                                      |
    |                                                      |
    |                                                      |
    |                                                      |
    |               _________             _________        |
    |              |         |            |       |        |
    |              |         |            |       |        |
    |              |         |            |       |        |
    |              |         |            |       |        |
    |              |         |           1|       |        |
    |              |         |            |       |        |
    |              |         |            |       |        |
    |              |         |            |       |        |
    |              |         |            |       |        |
    |              |         |            |       |        |
    |              |_________|            |_______|        |
    |                                                      |
    |______ __ |                                           |
     |         |__________________________________    __   |
     |                                            |  |  |--|
     |                                            |  |__|  |
     |                       WATER                |________|
     |                                                     |
     |                                                     |
    L = Locker
    If you have your own way of getting past this beat then by all means do it.
    This is just the way I go about it:
    First off, crawl under the pipe blocking your way and then get up and WALK
    (running through the puddle will attract attntion from the guards) to point 1.
    Wait until the guard to the east contunues on to point 2.  When he does run to
    point 3.  When he resumes his patrol south head to the elevator at point 7 and
    make sure that you get a Codec call from Campbell, the elevator will not come
    down unless you have done this.
    Now all you have to do is wait for the elevator to come down, without getting
    seen and then get on.  To do this just wait out inside one of the lockers next
    to the elvator (spot 4).  Wait until you hear the elevator come down.  When
    the guard from the elevator crosses in front of the locker, get ready to get
    out.  He will cross back again in a moment, when he does get out of the locker
    and run into the elevator  (point 5).  It will start moving as soon as you go
    far enough in.
                               ---  Heliport  ---
                          ____             ____
    _____________________|Vent|___________|    |__________________________
                            5                                             |
                                                                 ____     |______
    ____________________________________________________________|    |      |_|  |
                                                                |____|    _______|
     |    |   |                                                      \    stairs |
     |    |   |                                                       \_______   |
     |    |   |                                                        C  stairs |
    _|Vent|___|                  ___________                             ________|
    C   4                       |           |           ____
                                | 3         |          |    |
                                |           |          |____|
                                |  TRUCK    |
                                |           |           ____
                                |           |          |    |
                                |           |          |____|
              |                 _______| stairs |____________
     ________C|                 |                            |
    |L|L|    1            ______|                            |
     2                    stairs                             |
      ________            ______          HELIPORT           |
              |                 |                            |
    __________|_________________|                            |_____________
    C = Camera
    L = Locker
    After the cinematic wait at your position.  Go to the bottom left corner of
    the crate and go into corner mode.  See the guard patrolling beyond the fence?
    Well, if you move anywhere he will see you so stay put.  Wait until he gets
    close tou your position, the bottom of the stairs maybe.  When he does get
    there, knock and move around the crate avoiding his investigation.  Wait for
    the searchlights to open up a path to the first opening on the left.  Run down
    the stairs and go into the small room directly opposite them.
    Skip the "A surveillance camera!?" scene and go directly beneath it (point 1).
    When the camera pans all the way to the right go out and open the last locker
    (point 2) on the left.  Grab the Stun Grenades and wait there (hidden by the
    locker door) until the camera pans to the right again.  Go and stand
    underneath it and when it pans to the left, head out of the room.
    Now run directly to the truck north of you.  Hop in and grab the SOCOM (point
    3).  Watch the heliport area and wait until a guard walks into the glare of
    the search lights.  Now go to the bottom right corner of the truck and go
    into corner view.  Watch until you see another guard move up onto the little
    snowbank on the far side of the area.  When he does, go out of the truck and
    walk north around the little line of iron gratings you see.  Look for the
    surveillance camera by the stairs.  Quickly move under it and onto the stairs.
    Stop at the mid-point of the stairs and look for the guard that is patrolling
    on top.  If you don't see him at the top then move to the top and look for
    him again.  If he is moving away from you then just follow him until he passes
    the vent and enter it.  If he is moving towards you then hide behind the box
    at the top of the stairs and wait for him to move away.  Then follow him and
    enter the vent.  The vent is point 5.
    ALTERNATE ROUTE : If you feel like it you can enter through the vent at point
    4.  This way is slower than the firt one because you will have to draw away
    the guard in front of it and disable the camera with Chaff of a shot from
    your SOCOM.  The Chaff grenade will only disbale the camera while you somehow
    disable the guard.  The only way to do this silently is to kill him or knock
    him out by strangling him.  You will then have to move him out of the way of
    the camera so that he doesn't get spotted and by that time you will have to
    use another Chaff to disable the camera so that you can get into the vent.
    *breathes*  Anyway, I suggest that you take my word and skip this route but if
    you feel like it then go ahead.
                          ---  Vent Shaft Entrance 1  ---
    As said before, this is the slower route so players going for high ranks on
    Extreme use the Vent Shaft Entrance 2.  If not, once you are in the vent just
    move forward and when at the fork then turn around and go forward to take the
    right path.  Keep moving forward through the water (don't stop as your O2
    goes down) and follow the mice to the entrance to the Tank Hangar.
                          ---  Vent Shaft Entrance 2  ---
    You'll end up here if you went in the vent near the searchlights from the
    Heliport.  Just follow the path to the grating, press B to skip the
    conversation with the guards and when you get to the opening in the vent press
    Y to go down the ladder.
    After climbing down the ladder you will be on the second floor of the Tank
                              ---  Tank Hangar  ---
    This is very simple if you are coming from Vent Entrance 2.  Just make some
    noise on the catwalk and attract the attention of a guard below.  Then grab
    the Chaff Grenades and jump over the railing and drop down.  You won't be seen
    because the guard is heading up the stairs and all the way around the catwalks
    to where he heard the noise, the other guard is still far away from your
    position.  So drop down onto the floor and punch the elevator button.  When it
    comes up go into the elevator and go to B1, the doors should close right after
    the second guard has gotten a yellow cone from catching a glimpse of you.
    Don't worry, he won't see you if you have done this fast enough.
    On the other hand, if you are coming from Vent Shaft Entrance 1 (the slower
    way) you will have to stay inside the vent, looking out of it in FPV, until
    you see the guard by the elevator move away from it.  Then just get up and
    move to the elevator and open it.  Go to level B1.
                                  ---  Cell  ---
    Once out of the elevator keep going down the corridor until the end then use O
    to get up the ladder.  Once in the vent move forward until you get to a path to
    the left, which will take you to some SOCOM bullets.  After this path, keep
    going forward and then down the next left turn, you can look in the grating to
    see Johnny Sasaki complaining about his cold and also watch Meryl exercising
    (see below if you want to waste time watching her exercise eventually in her
    underwear).  Keep going along the vent until you drop down to the DARPA Chief.
    If going for time, skip the FMV's here, until you hear the guard get knocked
    out and the door unlocked.  Note on the FMV here, if you don't have the SOCOM
    Snake will grab Meryl's FAMAS with his hand, and if you have the SOCOM he will
    draw his gun and point it at here.  Anyway again skip this for time and you'll
    be in the guard fight below.
    To see Meryl exercising differently, just go back to the ladder and re-enter
    the vent, watch her again, then exit and so on.  On the first time, she will be
    doing sit ups, second time it's single arm push ups, third stretching against
    the wall, and the fourth time she will start again at sit ups, but will be in
    her underwear :/.  Same goes for the next two exercises, arm push ups and
    stretching will also be in her underwear.  After the sixth time, it will have
    reset back at her doing sit ups fully clothed.
                                  GUARD FIGHT
    This battle can be very tough and it depends on what enemy kills count you want
    to end up with which determines the method you use.
                           |     |           |     |
                           |     |           |     |
                     ______|1    |___________|2    |___
                    |                                  |
                    |   6       3                      |
                    |                                  |
                   5    7                              |
                    |           4                      |
                    |   8                              |
     1 - Attack position 1
     2 - Attack position 2
     3 - Meryl's start point
     4 - Snake's start point
     5 - Entrance for attacking guards
     6 - Guard position 1
     7 - Guard position 2
     8 - Guard position 3
    Be prepared because the battle starts STRAIGHT AWAY. Guards will come in from
    spot 5. Meryl stands at spot 2 during the whole battle and Snake starts at
    spot 4.
      Phase 1
    This is probably the hardest part of the fight because you are immediately
    standing out in the open with no cover whatsoever.  Just quickly pull out
    either gun (the M9 if you are going for Big Boss ranking) and shoot the fire
    extinguisher to temporarily blind the guards.  Now quickly pump in three head
    shots to take them all out.  Once those three are down the game will move to
    a short scene.
      Phase 2
    After Meryl has shot the three guards in the cut scene she will now shoot at
    them as well. Now go into either of the cells and stand at either point 1 or
    point 2.  I prefer point 2 because that means that Meryl will take out at
    least half the guards that enter the area before they can get to me.  When
    you are there lean up against the doorframe and perform jump-out-shots to
    eliminate any guards that come into view.  The only reason that you can do
    this is because Meryl doesn't have a Life Guage as of now so she can take a
    beating, but you can't so take advantage of this.
      Phase 3
    This is the part when the grenades are thrown and make sure you stand
    somewhere inside the cells.  The grenades will not damage you this way.  Now
    finish off the remaining guards ina similar fashion to what you did in Phase
    The 6/7/8 positions show where the guards will stand when they come into the
    area in groups of three.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    In Twin Snakes, it is possible to snipe guards that are coming toward the
    door, they don't actively fight you until they walk into the door, so any that
    you peg into the head walking down the hall tword you are free game.  This
    goes quickly and is effective on any difficulty.
    After Meryl leaves the fight is over.  Go back into the Cell rooms and grab
    the Book out of the Lavatory and the SOCOM ammunition out of the locker in the
    south part of the room.  Now go to the elevator and head for B2.
                              ---  Armory  ---
            ___1____         ELEVATOR          ___2_____
    |                                                           |
    |                                                           |
    |                                                           |
    |      ___________       ___________       ___________      |
    |     |           |     |           |     |           |     |
    |     |           |     |           |     |           |     |
    |     |   PSG1    |     |    C4     |     |  NIKITA   |     |
    |  T  |           |  T  |           |     |           |     |
    |     |           |     |           |  T  |           |     |
    |     |___________|     |___________|     |___________|     |
    |                                                           |
    |                                                           |
    |      ___________       ___________       ___________      |
    |     |           |     |           |     |           |     |
    |     |           |     |           |     |           |     |
    |     | GRENADES  |     |   SOCOM   |     |   FAMAS   |     |
    |     |           |     |           |     |           |     |
    |     |           |     |           |     |           |     |
    |     |___________|     |___________|     |___________|     |
    |                                                           |
    |                                                           |
    |                                                           |
    T = Trap
    There are absolutely no guards in here as of now.  So don't worry about
    getting caught.  There is one thing that you need to pay attention to,
    however.  There are three trap doors in this room. When you step on them they
    will open up underneath you.  If you stand on them too long then you wil fall
    into some random pit in the ground.  So move over them quickly. You will know
    if you triggered it if you hear a clicking noise.
    Moving on... go into the room labeled "C4".  Grab all of the C4 in the room
    and look inside the lockers for some more.  Then go into the room labeld
    "SOCOM" and fill your pockets with ammo.
    Now for the walls.  Go to point 3 and plant some explosives here.  Move away
    and blow it up.  Move through the hole that was made.
                             ---  Armory South  ---
     __________                           ____________________
    |          |                         |4       C|  C      C|
    |          |                         |         |          |
    |          |                         |         |   5      |
    |          |       ROOM WITH         |         |          |
    |          |      OCELOT BOSS        |         |         C|
    |          |         FIGHT           |         |__________|
    |          |                         |         |          |
    |          |                         |         |          |
    |          |_________________________|         |          |
    |         1|          2              |         |          |
    |          |                        3|         |          |
    |          |                         |         |          |
    |          |                         |        C|         C|
    C= Gun Camera
    Blow the wall at spot 1, and move to spot 2 and blow it with your C4.  If you
    are thinking of restocking... forget about it because the Armor has not been
    restocked since you were last there.  So you should have 1 C4 left.  Go
    through the blown wall at 2 to enter the Ocelot fight (see below).
    Note that the extra area on the map above can't be reached yet.  While you
    can blow the wall at spot 3, the rooms beyond require a higher level security
    card.  You will acquire these cards later on in the game.
      BOSS BATTLE : Ocelot
    | 4                                                       3 |
    |                                                           |
    |                                                           |
    |                                                           |
    |         _______                           _______         |
    |       6|       |                         |       |        |
    |        |       |                         |       |        |
    |        |_______|                         |_______|        |
    |                                                           |
    |                                                           |
    |                          _______                          |
    |                         |       |                         |
    |                         |       |                         |
    |                         |_______|                         |
    |                                                           |
    |                                                           |
    |         _______                           _______         |
    |        |       |                         |       |        |
    |        |       |                         |       |        |
    |        |_______|                         |_______|        |
    |                                                           |
    |                                      1                    |
    |                                                           |
    |                                                           |
    Difficulty  : Hard
    Weapon      : M9/SOCOM
    Ocelot is most easily defeated using C4.  On Extreme, it will take four C4
    plus one bullet, which is just enough that it can be pulled off with style. If
    he was any tougher than that, it'd be an ugly shootout that would go on for
    too long. Luckily, there is a way to lure him into a C4 trap and dispose of
    him quickly. The key to a speedy success is being able to plant the C4 trap
    safely without coming under fire, and the best time to do that is when Ocelot
    is talking. And how you get him to start his speech is simply by hiding.
    At the start of battle, get into first person view and get out either your M9
    or the SOCOM.  You will spot him at 4 (you are standing at 1).  Aim to the
    left side of the pillar, approximately in-line with his head, and when he
    pops out from behind quickly fire off a shot.  Now plant the C4 bombs.  Plant
    them at points 2, 3, 4, and 5.  If you plant it any closer to the main pillars
    in the room the explosions will set off the C4 planted there and that will
    mean the end of this battle for you.
    Now you have to time this so that you explode the C4 when Ocelot runs over it.
    A good way of figuring this out is by keeping an eye on him with the corner
    mode.  Another way to figure this out is to estimate his distance ahead of or
    behind you.  He will usually be exactly opposite you or one pillar ahead of
    you.  You just need to figure out which it is.
    Just one note before I go on... planting C4 is kind of pointless if you are
    going for Big Boss.  That will take away his Life Guage not his Stun Guage.
    You will have to do this the hard way, a shoot-out.  Just keep hacking (by
    this I mean shooting him, no swords for you) away at him.  Try and go for
    head shots, if you can nail three or four head shots then he will go down
    quickly.  If not then just try and head him off and firing some shots at him.
    A flashy trick is looking in first person view and using the L and R and X
    buttons to dodge and duck his bullets. It's a refreshing change of action if
    you're bored.  Quite Fun.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    The ultra easy/cheap way to defeat Ocelot is to be holding onto the duck
    button at the end of the cut-scene right before the battle.  If you hold onto
    the duck button and the fire button you can run while aiming.  This is great
    because for some reason Ocelot is very slow in this remake of the game.  I
    found this trick in the PSX version of Metal Gear, however, the biggest
    difference is that in the PSX version Ocelot was faster than Snake and easily
    out ran him.  In this version, he's a lot slower so keeping up with him is no
    problem.  If you pull out your SOCOM/M9 (I use the M9 because I like to go out
    of my way not to kill people) and chase after him, he won't shoot at you so
    much as run away from you.  Just keep the run button held down the whole
    battle, and fire at him.
      Getting out of the armory safely
    |                                                           |
    |                                                           |
    |                                                           |
    |      ___________       ___________       ___________      |
    |     |           |     |           |     |           |3    |
    |     |           |     |           |     |           |     |
    |     |   PSG1    |     |     C4    |     |  NIKITA   |     |
    |  T  |           |  T  |           |     |           |     |
    |     |           |     |           |   T |           |     |
    |     |___________|     |___________|     |___________|     |
    |                                                           |
    |                                                           |
    |      ___________       ___________       ___________      |
    |     |           |     |           |     |           |     |
    |     |           |     |           |     |           |     |
    |     | GRENADES  |     |   SOCOM   |     |   FAMAS   |     |
    |     |           |     |           |     |           |     |
    |     |           |     |           |     |           |     |
    |     |___________|     |___________|     |___________|     |
    |                                                         2 |
    |                                                           |
    Go out of the door in the north part of the room where you fought Ocelot and
    you will find yourself at position 1.  Look to position 2 and shoot the guard
    standing there with your M9.  He will fall and will open up a passage for you
    later on.
    Now go into the room labeled "FAMAS".  As soon as you get into the doorway
    STOP!  There are a set of IR beams in the middle of the room.  Duck down to a
    crawling position and grab the Cardboard Box A and the FAMAS and some ammo for
    it.  Now crawl back under the beams and grab the two packs of ammo on either
    side of the door.  Slowly creep out of the doorway and look back towards
    position 1 for a guard approaching.  There most likely will be so be careful.
    Once he has passed you going towards the elevator, go to postion 3.  Wait for
    the guard by the elevator to turn away and then go up to it and punch the
    button for it.  Get in and at this point you should place a call to Meryl. Her
    frequency is 140.15.  Skip the convo and then go to level 1.
      ---  Getting through the cargo door  ---
    Once in the Tank Hangar Meryl will call on the Codec to tell you that she
    unlocked the  cargo door.  For now ignore that door.  Move to the level 2
    door on the right side of the screen.  As soon as you enter the door_move_to
    the_crate on the north_side of the room.  Just duck down because the guard
    will turn around almsot as you enter the room.  If you are standing in plain
    view then it will be a game over.  When he turns back around, stand back up
    and shoot him in the HEAD, if you miss he will turn around and see you.  Grab
    the SOCOM Suppresser.
    NOTICE : If you are going for Big Boss then skip the next two paragraphs. They
    are unnecessary and take up too much time.
    Now Go back out and look in FPV.  Any guards that you can see... shoot with
    the M9.  There should be a guard patrolling by the tank and another standing
    somewhere in his proximity.  Now move to the staircase in the east.  When you
    reach the base of the stairs, scan the top level for another guard patrolling.
     When you see him, fire a shot at him.  When he has fallen over throw a Chaff
    Grenade and pass the camera.  Go into the level 1 door at the top of the
    stairs and grab the Chaff Grenades.
    Now head around the catwalk.  When you reach the next camera throw another
    Chaff Grenade and go into the room underneath it.  Grab the Mine Detector and
    then head back out onto the catwalk.  Jump over the railing and fall to the
    floor beneath.
    Now go through the cargo door (ignore the Codec call) and get out your SOCOM
    and the suppresser.  Shoot all the little green sensors on the left side of
    the room.  When they are all dead go through the cargo door on the other side
    of the room.  I am taking faith that I don't need to explain what happens
    when you screw this up (getting caught in the beams)...
                               ---  Canyon  ---
    Move forward until you get the Codec call.  Don't acknowledge it.  Just use
    that as a sign to start crawling on the ground.  Crawl until you can see that
    you are past the big rock on the left.  Then get up and run forward.
      BOSS BATTLE : M1 Tank
    |                                                           |
    |                                                           |
    |                    2                                      |
    |                    4                                      |
    |     |                                                     |
    |_____|                                                     |
    |                  3                                        |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    |       _______                                             |
    |   C  |       |                                            |
    |  / \ |       |                                            |
    |      |_______|                                            |
    |                                                           |
    |              1                                            |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    |                                                           |
    Difficulty  : Medium
    Weapon      : Stun Grenades/Frag Grenades
    Once you arrive go left and pick up the claymore further up the path by
    crawling. Make sure you are as close to the left as possible and pick up the
    claymore without being hurt. You can do this after throwing the chaff but
    that’s entirely up to you. You start at spot 1, throw a Chaff Grenade straight
    way to scramble the tanks sensors and main gun, letting you get closer the
    tank. Throw a stun grenade as well because this will stun the guard in the
    tank. Then run to where spot 3, the tank should be around spot 2, remember you
    must avoid the claymores at the bottom. By now the tank should have recovered
    so place a claymore at spot 3, in front of the tank to take out the caterpillar
    tracks and slow the tank down. The tank should run over it and explode if you
    place it correctly. The tank will be slow now and this offers you the
    opportunity to throw grenade in cockpit without being run over. If the grenade
    is thrown directly in cockpit the guard will lose about 30% health.  With two
    more direct hits he will be stunned/killed.
    While the guard is flying out of the tank get in the position for throwing a
    grenade in the cockpit and as soon as the second guard says: “See how you like
    this!”  you throw the grenade and he shall be defeated. This does take
    practice though.  There is an alternative way, you can throw stun grenades to
    stun the guards from firing at you. Use more chaff and the grenades again to
    take the tank out.
    There are grenades to the left and right of the top area of the screen as well
    as more chaff.
    Just some general strategies for the M1 Tank : use the little trench in the
    middle of the Canyon to your advantage.  If you are bleeding then just hop in
    and lie down until it stops.  The tank cannot attack you while you are in
    If you see bullets coming towards you or are about to be run over by the tank
    roll away from it quickly.  You can usually escape most situations that
    involve that in good health just by rolling.
                  ---  Nuclear Weapons Storage Building, 1  ---
    Ground Floor
     |                                                                  |
     |          6                                                       |
     |                                                                  |
     |               |     |     |      |                               |
     |               |     |     |      |                               |
     |       /       |     |     |      |                               |
     |       \       |     |     |      |                               |
     |       /       |     |     |      |                               |
     |       \       |     |     |      |                               |
     |       /       |     |     |   2  |                               |
     |       \       |     |     |      |                               |
     |                                                3                 |
     |                                                                  |
     |        5                                                         |
     |L|                                                                |
     |L|4                                                               |
     |           |       |        |             1                       |
    Run as soon as you can and wait about a "Snake's length" away from the door.
    Get onto your belly and look out under the door.  You should see one guard
    head back towatds point 2 and one moving away from you at point three.  Wait
    until they are both turned away and then crawl under the door.  Skip the Codec
    conversation with the Colonel.
    Run to one of the lockers at point 4 and get in.  Wait until you see a guard
    move past you at point 5 going towards point 6.  When he does, get out and
    run up the stairs.
    1st floor
     ____________________________________|   |
    |                  2                   3 |
    | 1  ____________________________________|
    |   |
    |   |
    |   |
    |   |
    |   |
    |   |
    |   |
    The guard will be standing at point one but he will turn away and head for
    point 3 soon enough.  Follow him to point 2 and then call up the elevator. Get
    in and go to B1 before he turns back and sees you.
                  ---  Nuclear Weapons Storage Building, B1  ---
                 |       |
    _____________| ELEV. |____________________
    <--- bathrooms                            |
    _____________         ____________________|
     ____________|       |____________________________
    |                  1                              |
    |                                                 |
    |                                                 |
    |        _______| |________                       |
    |        |                 |              2     |L|
    |       _|                 |_                   |L|
    |       _     Soc           _                   |L|
    |        | Bullets         |           _________|L|
    |        |                 |          |
    |        |______    _______|          |
    |               |  |                  |
    |                                     |
    Go into the door marked at point 1 and grab the Nikita Missile launcher at
    point 2. Go right there and back to the elevator.  Nothing else.
                  ---  Nuclear Weapons Storage Building, B2  ---
    This is the part when you use the remote controlled missile and you should know
    where to guide the missile. Be careful to avoid those gun cameras because they
    can shoot the missile if its not moving fast.  Once the switchboard has been
    destroyed just head for the lab.
      BOSS FIGHT : Cyborg Ninja
    |         |  |                                              |
    |_________| 6|___________          _____________________    |
    | 7                      |        |   4                 |   |
    |___         2           |        |          13         |   |
    |   |             11     |________|                     |___|
    |   |    |              8             3                     |
    |                           __________________      5       |
    |   |    |                |                   |            _|
    |   |    |                |_______________    |           | |
    |   |    |        ___                     |   |           |_|
    |   |    |       |   |                    |   |         9  _|
    |___|    |       |   |                    |___|           | |
    |        |       |   |           12                       | |
    |        |       |   |                                    | |
    |________|    1  |   |_____________                       | |
    |                |                 |                      | |
    |                |_________________|                      |_|
    |                                                           |
    |                                                 10        |
    Difficulty  : Easy
    Weapons     : Fists/FAMAS
    The ninja’s katana can deflect any bullets you fire, so you will have to fight
    this battle with no weapons, only hand to hand.  You can jam his electronic
    camouflage with Chaff grenades but this way is slow and time consuming. Avoid
    his kicks and use the punch-punch-kick combo to hit him when you can. You
    start at spot 1 and ninja starts at spot 2, straight away do your combo on
    him. Then he will move to a random part of this area, run to where he goes and
    combo him.  Then he will disappear and appear around by spot 3. This is the
    part that you may well get hit. From the start of this part run over to him
    and combo him.  Then stay within the area of spots 4 and 5. Make sure you
    combo him before he tries to attack. He will then flip in the air and try to
    land on where you are, move before he lands, wait for him to start moving
    again and combo him. It is hard but you MUST get a combo in before he starts
    doing his spinning twirly stuff.
    In the next stage of the fight, the ninja will hide with his stealth
    camouflage.  You will be able to see his shadow behind various computers in
    the lab, you can also activate Thermal Goggles to see him better. Make sure
    you keep punching and kicking him until he comes out in the open again. He
    will appear at random spots in the room, the ones I've seen him at are spots
    6-10 on the map above. He will then move out of the way of your punches and
    appear behind you.  Punch once to make him go behind you, and then turn
    around and use the combo to inflict damage.
    You can also use Chaff to immobilise him.  However, I just make sure I avoid
    his punch and then move in for the combo. After his live is extremely low
    make sure you move out of the way because, a field of electricity will form
    around him. This protects him from punching and kicking, so you can now fire
    at him using a weapon. I suggest lining him up in first person and shooting
    him with the SOCOM. He will appear at spots 11, 12 & 13 before the battle is
    over. Shoot him from a distance though.
    Additional strategy in intricate detail:
    The ninja has six different attack phases, each one can be easily overcome by
    following a simple pattern. you can resort to using chaff greandes, but each
    one only grants you a single three hit combo that you can only execute once
    until the chaff fades away, which is time consuming, weak, and very
    unnecessary. I won't get into all the different ways there are of defeating the
    ninja, I will only briefly describe each phase and the pattern you use to
    defeat him most efficiently.
    The ninja is only subject to a maximum of three hits before he will evade you
    and try to attack again. That means that if you know how to time your punches
    to string them many of them together in a single, unbroken combo, only the
    first three punches will connect. After three hits, the ninja will break away
    and you cannot attack him until he is vulnerable again. If you break the combo
    early after only 1 or two hits, then your attack has ended and the ninja will
    be able to break away. Being able to follow these patterns depends highly on
    your ability to articulately execute punch-punch-kick (PPK) combos without
    mashing the O button. If you're a button masher, you're more likely to fail
    using this strategy.
    Phase 1 - Ninja runs around with the sword
    You will be allowed to land two attacks on the ninja in this phase. Whether
    those two attacks comprise of a single punch each, or a PPK combo, after your
    second attack is executed, the phase ends and the next begins, so it is in your
    best interest to do as much damage as possible in this easy phase. As soon as
    the battle begins, simply run up towards the ninja, and do a PPK. After the
    first attack, he will flip to the left, right, or down. Simply follow and
    execute another PPK the moment he is vulnerable. If he flips to the left into
    the little cubby hole, you can grab the SOCOM ammo after you land your 2nd
    Phase 2 - Ninja runs around and attacks you
    The ninja will likely be coming at you from the top center area and you will
    be coming towards him from the top left area. Wherever you decide to meet, it
    doesn't matter, just don't try to outrun him or turn your back on him during
    this phase. The best way to get through this is to face him head-on and hit
    him before he hits you. Once you've started the cycle, it'll be easy from
    there. It is crucial to time your first attack correctly or else you will eat
    a mouthful of cyborg ninja foot. It's not very difficult, it just takes a few
    times before you get the feel of the timing.
    The basic pattern goes like this: PPK, and then the ninja will flip away,
    follow him as he flips away so that you can execute another PPK on him the
    moment he lands on his feet. After this second PPK, instead of flipping away,
    this time he will jump up and try to stomp on you. Simply move away just a
    bit, and then move back to execute another PPK as he lands from his stomp.
    After this 3rd PPK, he will go back to flipping and you start the pattern
    over again. So it's PPK, flip, PPK stomp, PPK flip, PPK stomp, etc. But there
    is one more tweak to add to this pattern before it is perfect.
    The problem with the phase 2 pattern as I've described it so far, is that
    occasionally in the middle of the pattern, instead of flipping away, or
    stomping, the ninja will decide to connect his elbow to your face in a very
    painful way. The solution to this problem is the 'echo PPK', and all it is, is
    just doing a 2nd PPK a split second after doing the first. You'll just be
    punching air, but it will ensure that the ninja responds to your first PPK
    with an evasive manoeuvre rather than an offensive elbow. Dear button mashers,
    please note the pause between the first and 2nd PPK. If you fail to pause in
    between, the echo is useless and you will likely still get an elbow. The pause
    is quite short, slightly less than half a second.
    So, finally, the complete, polished phase 2 pattern looks like this:
    First strike: PPK-pause-PPK, ninja flips away-follow him.
    Upon landing, PPK-pause-PPK, ninja stomps-dodge it.
    Upon landing, PPK-pause-PPK, ninja flips away-follow him.
    Upon landing, PPK-pause-PPK, ninja stomps-dodge it, etc etc.
    The Phase is over when his health reaches a certain point.
    Phase 3 - Ninja plays hide and seek
    Simply put on the thermal goggles and look for him. He stands in 1 of 5
     - along the top wall next to the locker that Otacon is hiding in.
     - along the left wall in the top corner where the SOCOM ammo is.
     - along the horizontal glass wall that separates the top centre area with the
       middle centre area.
     - in between the two lockers on the far right wall.
     - in the south east corner in the open area.
    You have only a few seconds to reach him and land a PPK before he starts to
    charge for you. Be sure to judge your ETA (for all you non military lot, that's
    estimated time of arrival) and anticipate his charge if you can't make it him
    in time. You will have to adjust your PPK execution to once again hit him
    before he hits you, just like at the start of phase 2.  You only get three
    attacks in this phase, so make every attack count with a full PPK combo.
    Phase 4 - Ninja walks towards you and teleports
    When the ninja is in range, if you do nothing, he will very slowly throw a
    punch that can very easily kill you on extreme. If you attack him before he
    punches, you will miss as he instantly teleports behind you and tries to punch
    you. You button mashers who sloppily execute a full PPK combo will sadly be
    immobilised until the combo is completed, which is not soon enough to avoid
    the  spine-shattering "Punch of Death". So be careful to press the button
    once only, prompting him to teleport behind you and thus, giving yourself
    plenty of time to remove yourself from the range of his fist and come back
    with your own ninja whopping PPK combo.
    For those of you wanting a more aggressive challenge, this is an easy phase to
    deal with if you use the furniture to your advantage. You can force the ninja
    to teleport to a spot and actually land a PPK on him before he throws that
    killer punch. Do this by standing the middle of that little path between the
    upper left area and the upper middle area. That path is sided by computer
    consoles to the north, and the glass wall to the south. If you stand in the
    middle, as the ninja approaches you from one side, when you throw a punch, he
    will only be able to teleport directly behind you, so you can whip around and
    PPK him just as he appears. The moment he gets up again, throw another punch
    to force him to teleport and execute another PPK behind you. You will
    effectively bounce him back and forth until he makes that long speech, which
    brings us to the next phase.
    Phase 5 - Ninja walks towards you with a double teleport
    After the "clashing of bone and sinew" speech, he'll start to teleport twice.
    Just follow the same pattern except after the first teleport, punch twice,
    then after the 2nd teleport, you will land the PPK.
    Life bar depleted.  Encounter over.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    The first two forms of the fight are the exact same because of how he reacts
    to you pulling out a weapon.  If you need to heal, a great way to do it is by
    throwing out a chaff to stun the Ninja, then fire your FAMAS at the Mario
    statue in the back.  Once he starts going invisible, you can actually hit him
    with the nikita launcher and it will injure him more than your punch punch
    kick combo.  In fact, while I was doing this on extreme difficulty, the ninja
    didn't even get to say  the "clashing of bone and sinew" phrase due to how
    fast I drained his energy away.
    Exit the lab, and head for the elevator and go to floor B1.
                  ---  Nuclear Weapons Storage Building, B1  ---
                 |       |
     ____________| ELEV. |____________________
    <--- bathrooms                            |
     ____________         ____________________|
     ____________|   1    |____________________________
    |                                                 |
    |                                                 |
    |                                                 |
    |         _______| |________                      |
    |  2     |                 |                    |L|
    |       _|                 |_                   |L|
    |       _     Soc           _                   |L|
    |        | Bullets         |           _________|L|
    |        |                 |          |
    |        |______    _______|          |
    |               |  |                  |
    |                                     |
     Meryl is in the same place each time as you may well know. The map above
    shows you where she is just in case you don’t know. You enter the room at spot
    1 and the guard at spot 2 is Meryl, let her see you and follow her to ladies
    bathroom. For more fun you could wait for the soldier to walk away and look at
    the butt... If the soldier sways her butt, then let her see you, other wise,
    avoid.   Follow the soldier to the ladies bathroom, run up to the 3rd stall
    and go inside.  After the cutscene, walk outside the bathroom and take note
    of the missing music and guards, use this to your advantage to gather up ammo
    for the up coming boss fight.  When you're ready continue to the door at the
    top of the screen for the boss fight.
      BOSS FIGHT: Psycho Mantis
        |______________|                    |______________|
     ___|                      _____                       |___
    |                    _____|_____|______                    |
    |                   |                  |          1        |
    |                   |__________________|                   |
    |          7                                     8         |
    |    3                       2                             |
    |     _______                                              |
    |    |       |                                             |
    |    |       |                             ________        |
    |    |       |                            |        |       |
    |    |       |                            |________|       |
    |    |       |                              |    |         |
    |    |       |                              |    |         |
    | 4  |_______|                             _|____|_        |
    |                                         |        |       |
    |              5                       6  |________|       |
    |___                                                    ___|
        |                                                  |
    As he can read people's minds he can predict what you will do.  He can also
    make furniture float and throw it at you.  Firstly, put your controller into
    controller port 4 on you GameCube, or use the one in the fourth port.  The
    boss fight had 6 phases, and Mantis can be especially easy if you first use
    the fourth port controller and know how to get through each of the phases.
    Phase 1 - Controlling Meryl 1
    When you first enter the room, Mantis will control Meryl and make her shoot at
    you.  To stop her you can either punch her out which will deplete her life, or
    just throw a Stun Grenade to disable her with no health loss.  And yes she
    will actually shoot at you.  Now Mantis will show.
    Phase 2 - Attacking Mantis 1
    Firstly the screen will black out, and the word Hideo will appear in the corner
    (a little homage to the game's director and creator Hideo Kojima).  When the
    screen reappears, Mantis will attack in one of 6 different ways:
    1 : The first phase, is Mantis in stealth camouflage and starts at spot 1,
    shooting some sort of projectile at you.  Use thermal goggles to see him and
    shoot at him with the Socom or FAMAS, I suggest Socom for this part.  Once hit
    he will hover off to another spot on the map between 1 and 6.  You can't him
    when he is flashing, much like the other boss fights.  Once hit 3 times, he
    will change to the second attack.
    2 : Starting at spot 2, Mantis will use his powers to levitate chairs, move
    them in a circle.  To avoid getting hit, just lay down and wait for him to
    throw them all off screen and then get up and shoot at him, before quickly
    lying down again for the third attack. Or you can move to spot 3 and fire the
    FAMAS bullets from left to right, trying to lock on to Mantis of course.
    3 : Mantis will send two statue figures at you very fast, so make sure you are
    lying down after the second attack, as it is hard to avoid if you are standing.
    Once they go off screen, it's attack four.
    4 : Much like the last attack but with vases, two at a time, with each being
    moved four times.  Again stay on the floor, standing up just after they have
    moved to attack, and then get down again. Or if you want to finish him off as
    quick as possible (which you will for the best times) you can try running away
    from the vase when it moves, then quickly lock onto Mantis, shoot and run away
    before the next vase tries to hit you. This applies for whenever the two
    figures try to hit you.
    5 : Same as 3 but with animal heads instead of statue figures.
    6 : Lastly, Mantis will move between spots 7 and 8, sending pictures and book
    cases at you, the 3 pictures on the inside, and the 2 book cases on the
    outside.  They move from the north wall to the south wall then back to the
    north again.  To avoid these lay down in the middle to avoid the pictures that
    will go flying over you and the book cases should be to the left and right and
    therefore not hit you.  When they have gone back to the north wall, get up and
    shoot Mantis, then lay down again, getting up when it's safe to shoot him.
    Sometimes you can get away with standing in the middle (or wherever there is no
    picture frame flying around) and again try locking onto Mantis with which other
    gun you see fit. Once he has completed this stage, he will start again at
    attack 1.  Phase 3 will begin when Mantis has half life left.
    Phase 3 - Controlling Meryl 2
    Like Phase 1, with Meryl trying to shoot you.  Knock her out with a Stun
    Grenade, after she comes to, she will threaten to shoot herself, but like
    before just use the Stun Grenade to loosen Mantis's grip.  And again like Phase
    1, she will shoot at you and herself if you leave it too long.
    Phase 4 - Attacking Mantis 2
    Same as attack 1 in Phase 2, eventually move onto Phase 5 once he only has a
    small part of his life left.
    Phase 5 - Attacking Mantis 3
    Mantis will use a combo of the attacks in Phase 2, starting with attacks 3
    (statue figures), 4 (vases) and 5 (animal heads).  After that set he will use
    attacks 2(chairs) and 6 (pictures and book cases).  It is best to attack him
    in-between him switching between sets of attacks.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
      Note : This strategy requires a lot of M9 ammo, so unless you have the
    bandana, you'll have to improvise the second half of the strategy.
    Meryl is most easily taken care of by shooting her with the M9 in the head. 
    One shot to the head or four to the chest will knock her out, won't make her
    lose any health, and also doesn't give her the amount of time to shoot at you
    that the stun grenade leaves open.  Also, when Psycho Mantis is trying to get
    her to shoot herself, I accidentally missed Meryl in first person mode and
    shot Psycho Mantis, this made him stop controlling her and instantly freak
    out.  I wasn't on extreme difficulty when I did this, so I don't know if the
    difficulty changes anything, but you could try experimenting on this.
    Phase One : When Psycho Mantis runs around invisible, equip the thermal
    goggles and the nikita launcher, then dodge the projectile he throws at you.
    When he's floating there, smack him with the nikita launcher and it will drain
    his consciousness bar.  It is possible to get him stuck in a loop by timing
    your launcher swings with waiting about a second after he stops falling
    backward.  If you time it properly, you should be swinging just as he flies
    into your launcher.  I find a great way to locate him is to stand about in the
    center of the room and wait for him to throw a projectile at you, then dodge
    the projectile and run in the direction it came from.  Eventually he flies to
    the center of the room and starts up phase two of the battle.
    Phase Two : There's two ways you can do this.  The first is to stay close to
    Psycho Mantis and keep hitting him with your nikita launcher.  When something
    moves close to you duck under it and wait for it to pass, then stand back up
    and hit him again.  The less aggressive and much safer way to do it is by
    laying prone in the cubby to the right of the door between the door and the
    table.  Pull out the M9, aim in first person mode, and fire at Psycho Mantis.
    Everything will fly over you in this location, so it won't receive injury.  In
    expert difficulty the amount of time you get to aim is next to null, if you're
    quick you can still manage to shoot Psycho Mantis in the leg, but it's still
    kind of tough.  Better than receiving damage though.
    After his health is worn down enough the cutscene will start, after which go
    through the passage opened by Mantis and collect any ammo in the area before
    moving through the door to the Wolf Cave.
                            ---  Wolf Caves  ---
         _________________________________________   __________
        |                                         | |          |
        |_______      ___________        3         | |          |
     _______    |    |           |                 \ \         |
    |       |___|     \          |                  \ \        |
    |                  \         |                   \ \       |
    |                  |__    __/                  5 /  |      |
    |                     |  /                      /   |      |
    |                     | |___________4_________ /    |      |
    |_______             _| _________________________   |______|
            |        ___| _|                         \   ______
             \_______\  _|                            \ |      |
               _______ |                              | |      |
              \   2   \ \                             | |      |
               \       \ \____________________________| |      |
     ___________\       \_______________________________|      |
    |                                                          |
    |                                                          |
    |_____1_____________________________________________       |
                                                        |      |
    You will start at position 1, after the little scene where Meryl takes point,
    equip Night Vision Goggles and go to spot 2.  Crouch down with X and move
    forward, you'll crawl under the rock barrier and you can see a wolf dog just
    ahead.  Shoot it with the M9.  Go to point 3 and look towards point 4.  You
    should see another wolf there.  Shoot that one with the M9 and then go through
    the little overhang indicated by point 4.  There is some Pentazem in this
    Go to spot 5 and crouch again and crawl through the hole to get to a lighted
    area, there should be a wolf dog puppy running around.  Go meet Meryl.  If
    you want to be able to pass back here without using up M9 bullets go up to
    Meryl and punch her.  Then quickly equip a Cardboard Box.  The puppy will come
    over and urinate on the box, making it have the same scent as the other wolf
    dogs and so if you equip the box while moving around the Cave, the wolf dogs
    won't attack you, and instead sit beside you, lovingly emitting hearts and
    whimpering :).  Anyway move through the door to the Underground Passage.
                           ---  Underground Passage  ---
    With the Claymore mines, you can follow Meryl's footsteps but I found it takes
    too long to keep turning around so just run up to the far right side, from
    along the bottom, and around to where Meryl is, with Thermal Goggles equipped
    if you're paranoid you're going to run into a mine :). If going for Big Boss
    rank without Bandana then I suggest you use this opportunity to pick up the 4
    Claymore mines (using Thermal Goggles) because you need 10 Claymore mines
    to defeat Raven later on.
    After Meryl gets shot, go back the way you came to the office area south of
    the Commanders Room to Pick up the PSG1-T.  This way saves about 8-9 minutes
    of time so this is the way to go if you are going for Big Boss.
    When you get into the office area south of the Commander's Room llok in FPV
    towards the back of the room. Shoot the guard there with the M9 and then go
    all the way to the southwest room.  Grab the PSG1-T, some ammo for it, and
    the Pentazem.  Now just head back to the Underground Passage.  Make sure to
    grab the PSG1-T ammo in the Caves.
      BOSS BATTLE : Sniper Wolf
             |         |
             |         |
             |         |
             |         |
             |         |
             |         |
     ________|         |________
    |       2           1       |
    |                           |
    |                           |
    |                           |
    |                           |
    |                           |
    |PSG1-T               PSG1-T|
    |_ammo_______________  ammo_|
    This really isn't too hard as long as you can aim a gun correctly.  If you
    have done what I normally do then you got the PSG1-T out of the office area
    south of the Commander's Room. You don't really have much ammo as of when you
    first get into the Passage but there will be two PSG1-T boxes waiting for you
    to pick up in either corner by the door. Grab both of them quickly then move
    to either spot 1 or spot 2.
    Go into corner view and watch the laser sight move about the walls behind you.
    When it dissapears (it can be hard to see exactly when this happens so make
    sure there is no glare on your TV screen) quickly get out from behind the wall
    (you may want to only get halfway out so that you won't be completely exposed)
    and get out your PSG1-T and pop a Pentazem pill to calm the trembling.  Zoom
    in with your sniper rifle at the spot where you say Wolf last.  You should
    either see her moving away or still there.  Most likely it will be the former
    because she moves around a lot on Extreme mode.  Now just track her until she
    stops moving and aims her gun at you.  She will fire off a shot very quickly
    but you have the advantage as of now.  Get in your shot before she does.  Try
    and go for the head to reap the most damage.
    Now just rinse and repeat.  I, personally, don't see any way that you could
    have a problem with this fight if you have beaten it on any other difficulty.
    It is essentially the same except that she moves around more often, she does
    more damage to you, and she is more responsive.
    If, by chance, you do get shot then just unequip the rifle and get back behind
    the wall.  Do not stand out in the open trying to get your aim back.  She will
    just shoot you until you are dead.  Once she is stunned/killed just move up
    the Underground Passage to the Lv 6 door.
                              ---  Torture Room  ---
    LMAO!! Snake got pwned!  *realizes people are watching*
    *clears throat*
    Anyway... now you have been captured by Ocelot and the others.  So I imagine
    that you remember that this is the button-mashing part of the game... well,
    the first one anyway.  This still isn't incredibly hard on Extreme but if you
    are slow enough then you won't be able to do it.
    My favorite way of doing this is to wrap my thumb in my shirt and rub it
    across the A button as fast as I can.  The shirt reduces friction and lets you
    move your finger over faster.  Try to move your finger along the bottom part
    of the button so that you are pushing on it just enough to register the press
    and you aren't spending a lot of time on the surface of the button.
    I hear that you can use a spoon, marble, vibrator, pushy-click type pen, and
    a few other things but they all scratch up your controller prety bad so I
    don't suggest that you try them out.  Unless you are at your friend's house!
    If you can't pass the torture then just submit to it.  It also saves time (a
    lot) when going for Big Boss.  Just submit as soon as possible.  As soon as
    the Time Guage starts filling up just press START+A.
    If you endure the torture you will obtain the Bandana and if you submit then
    you will get the Stealth.
    ---  Escaping the cell  ---
    As soon as you skip over the Colonel's call, call up Otacon and get him on the
    way to rescue you.Once back in the cell for the second time, Johnny will rush
    to the toilet, allowing Otacon to arrive (providing you called him).  He will
    give you a handkerchief and some ketchup.  There are now two ways you can
    escape, but you have to do it before Johnny comes back.  Either hide under the
    bed and wait for him to come back, or lay down and equip the ketchup, and
    press B to break the bottle, spilling it under you, making it look like you
    are bleeding.  Either way once the guard notices you "bleeding" or that you
    have disappeared, he will rush in and open the door.  Take this chance to
    either run up and throw or strangle him (I could never quite make myself kill
    Johnny, and hey he must survive as he appears in Metal Gear Solid 2 :) ).  You
    can also just run around him and out the door, to which he will follow, but
    then get caught with a rather nasty bowel movement and rush to the toilet.
    An alternative escape comesif you muck up using the ketchup, as I did once, or
    get seen crawling under the bed, you will get called into a third torture
    session.  Either submit or not and once back in the cell, a stealthed ninja
    will come and open the door once the guard goes to the toilet again.
    Grab your gear and Snake will go behind the tortue machine and dress himself
    up.  Note that there is a bomb in your items (only if you endured torture),
    equip it and throw away with A.  If you don't do this, eventually when it is
    about to go off, Deepthroat will call and warn you of it.
    Now just throw a Chaff Grenade to get past the camera.
    ---  Getting to the Comm Tower again  ---
    If you want to grab the digital camera then go ahead and do so from the
    Armoury South.  I would nly get it if you are not concerned about time on this
    Anyway, throw a chaff and exit the room to be back in the corridor next to the
    DARPA Chief's cell.  Use a Chaff Grenade or move under the blind spots to get
    to the elevator and go to the Tank Hangar.
    There are a few ways to get back to the Communication Towers where you fought
    Wolf, and you also may have caught a cold off of Johnny, especially if you
    threw or strangled him.  If so, you will start sneezing every now and then,
    alerting guards to your position.  To cure this you need to the medicine in
    Nuclear Warhead Storage Building B1, the room where Meryl was patrolling, the
    medicine is in the second room down on the left.
    You can either walk the normal way :
     - through the Canyon where you fought the M1 tank,
     - to the Nuclear Warhead Storage Building B1,
     - through the room and passage behind Mantis's room,
     - through the Wolf Cave (either using the handkerchief given to you by Otacon
       or the cardboard the wolf peed on to stop them attacking you or the M9) and
       up to the door where you were captured.
    Or, from the Tank Hangar got through one of the vent shafts to get back to the
    Heliport and equip the Cardboard Box that is labeled Nuclear Warhead Storage
    Building once in the back of the truck here to get driven to the truck in the
    Nuclear Warhead Storage Building.  From here you can continue normally, the
    advantage of doing it this way is that you bypass the Canyon which has now had
    a lot of guards patroliing it and 4 cameras installed so it just easier to
    avoid altogether, but the choice is yours.  Eventually go through the level 6
    door, without getting captured this time, to enter Communication Tower A.
                                   DISC CHANGE
    You will have to change your disc to the second one in order to proceed.  Do
    so quickly.
                          ---  Communication Tower A  ---
    Go through the hallway and grab the ammo as you go along.  When you go through
    the door at the end you will be caught by IR beams placed on the other side
      Normal Strategy
    I prefer to use the FAMAS and Stun Grenades here (see next section for Big
    Boss strategy).  To start out shoot the two guards rushing in from the hallway
    you just went through.  Then head up the stairs after grabbing the FAMAS ammo
    and the Rope.  Unless of course you want to come all the way back down for
    them once you reach the top.
    If you think you have some Claymore Mines to spare then you should lay a few
    behind you to stop advancing guards.
    To start off just keep your FAMAS at the ready and run up the stairs as fast
    as you can.  Now run up and whenever there is a guard above you shooting just
    fire and keep going.  If some guards catch up to you from below, turn around
    and pump them full of lead when they get close enough.
    When you get to the top run around the walkway and climb up the ladder.  Go
    out the door at the top and to the walkway between the towers.
      Big Boss Strategy
    Throw Stun Grenades about every four floors.  Use the flip move whenever a
    guard is in your way.  It isn't too hard so don't worry about taking a little
    bit of damage.  Just make sure that you have enough Stun Grebades and you
    will be fine.  If you have the Bandana then you could just throw them one
    after the other until you reach the top.  When you get to the last staircase,
    just run around the walkway at the top and climb up the ladder before any
    guards have the chance to follow you.  Go out the door at the top and to the
    walkway between the towers.
    CONTRUBUTED BY: phoenixdna
    I've been doing it with the M9 and no rations. Here is what I do. But you
    could of course use the socom instead on the M9. (Actually I have never tried
    that. I wonder if you kill a guard will another reappear in his place. It
    might be better NOT to kill them so you don't keep getting new ones). The
    bandanna and stuns might be good (if you are using special items) but stuns
    are difficult to get to work because you have to be standing just about right
    on the guys when the stun goes off for it to work.
    Anyway here is what I do.
    Before running into the lasers pull out your M9 (or socom). Walk into the
    laser with it out and auto-aim on. You have to anticipate the split second
    the cut scene ends (showing you at the end of the long hall) and fire. If you
    get the first guy really quickly, then shoot another bullet and you got both
    of these guys without even getting hit. I find this the easiest way to get
    this guys. And the fastest.
    Get the rope and stuns.
    Run up the stairs with your gun out and aim on and at level 02 as soon as you
    hit the platform, turn around run down a couple of steps and shoot the 2
    guards behind you. You only have to hit them once to put them down with an M9.
    You do not have to hit them in the head. (I don't use FPV on the guards
    "behind" in these instructions. But of course I do always use FPV for the
    guards ahead).
    Run up to Level 05 and stop on the platform and look up to level 7. You can
    see the next guard and shoot him but he cant see you. Shoot him anywhere (leg,
    shoulder, head, whatever) and he'll go down. Now run all the way up to Level
    09. This is the midway point. Run into the stun and the first m9 ammo box and
    to the door then turn right back around and shoot the 2 guards behind you. I
    find its a little easier to avoid some damage by running towards them a little
    bit. But not too much.
    Now run past the door until the guard fires. Turn around and go back but not
    all the way to the door and fire the next 2 guards ahead. One is in the open.
    The other (the closest one) you will have to hit by leaning left with the L
    Run around the square and midway up the first stairs. Right here you might
    have 2 guards on your tail. If you do not then shoot the next guy on the next
    stairs (not 2 levels up this time ... he is on the very next stairs and you
    can only see his legs). Then turn around and shoot the 2 guards behind. You
    might have to shoot the 2 guards behind first. Run to the Level 10 platform
    (the top of those stairs) and shoot the guard way up on level 11.
    Now run to level 13 and shoot the guard on 15 way up at the top. You might
    have beat the 2 guards behind so you can keep running.
    Run to level 17 and shoot the 2 guards on 19 and then the 2 guards behind.
    With practice I think you can get to this point without getting hurt too much.
    You might have a little less than half your life. The last 2 guys are tricky.
    I think stuns work best on these guys. At this point I have 10 Stuns and I
    haven't used any. So on about level 21 or 22 I just start throwing them like
    crazy. When you approach the guys dive past them. Keep throwing the stuns
    until you get to the vertical stairs.
    When approaching the vertical stairs I start pressing the Y button as fast as
    I can so that I grab the stairs without missing them. I've died at the stairs
    before spinning around and around trying to hit them.
    The last time I did this I got through it without the body armor and had the
    tiniest sliver of yellow showing. But WITH the body armor I think with this
    procedure this battle isn't really that hard after a bit of practice.
    If you did grab the rope (and I dearly hope that you did) then just equip it
    and the game will then send you into rapelling mode.  Just push A to jump off
    of the wall.  Avoid the steam jets and Liquid's gun-fire from the Hind D.
    I find that the best way to avoid the gunfire is to move in the direction that
    it is coming from. So if it is coming from the right side then jump right and
    vice versa.  The rappelling part is shorter than in the original so that makes
    it all that much easier.
    There are so many ways that you can do this but I'll list the best four.  Two
    lethal and two non-lethal
    Lethal : Shoot the guards at the other end of the walkway with your PSG1
             Sniper Rifle.  Take a Pentazem and equip the Thermal Goggles. Quickly
             shoot all the guards down before they move off to the side.  The best
             I have been able to get is two before the move.  If you can get all
             three in one go then all the more power to ya!
             Fire away at them with your Nikita Missile Launcher.  It'll take at
             least three shots to take them all out.
    Non-Lethal : Same as the PSG1 except use the PSG1-T.
                 Use Stun Grenades.  Throw one and then start running across.
                 About 2 seconds after it explodes toss another one and then go
                 into the door at the end and grab the Stinger Missile Launcher.
                          ---  Communication Tower B  ---
    You are now in Tower B. Collect the stinger and stinger ammo as usual and go
    through door ahead. Now go right (snakes left) collect the ammo and keep going
    down the flights of stairs. Once you get to bottom snake discovers the lower
    staircase is broken (you must go down there to discover it though). Proceed
    back up the stairs and when at the top go left around to the elevator where
    you will meet Otacon again. After this scene equip your chaff grenades. It’s
    advisable to have at least 6(I got away with 5 though and 4 is the absolute
    minimum). Go up the flight of stairs, throwing them at the right moments to
    avoid the gun cameras. I usually throw them two staircases before the gun
    cameras so they go off just before I reach the cameras. You may need to
    practice the timing but it isn’t that difficult.  You could also shoot out the
    cameras with your SOCOM but that wastes ammo that you are going to need later
    Once up the top, you will see a ladder, go past it and collect the 10 stinger
    missiles and chaffs, however, DON’T pick up the stinger missiles next to the
    chaffs, you must get them after the hind fight in order to defeat Sniper Wolf
    2 in quick time later on.
      BOSS FIGHT : Hind D
           |            |                                     |
           |            |5                                    |
           |            |         _4________                  |
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           |            |        |          |                 |
           |            |        |          |                 |
           |            |        |          |                 |
           |            | SHELTER|          |                 |
           |            |  AREA  |          |                 |
           |            |        |          |  1              |
           |            |        |          |                 |       B
           |            |        |          | 3               |
           |            |       2|          |                 |    D
           |____________|        |__________|        _______  |
           /                                        |       \ |
          /                                         |___     \|
     C   |                                              \     |
         |                     ______________           |     |
         |                    |____________  \       ___|     |
         |                                 \  \    _|         |
         |                                  \  \__|___________|
         |            F                      \                |
         |                                    \            A  |
         |_    ________________________________\_____         |
           |__|              |                                |
                            _|                                |
    Ugh, the hind battle, this one requires skill, luck and practice. You could
    try beating it as you usually do, but the strategy I offer here is the
    quickest way I know. Be warned though it took me lots of practice to get right
    on a consistent basis.
    You should start at spot 1, the hind will be at spot B. Straight away, equip
    the stinger and aim for liquid at spot B. After the missile’s been launched use
    the quick R1 equip/de-equip trick and run to spot 2. Liquid will fire for a
    while and should now be somewhere around spot C. Look around to make sure you
    find him, fire the stinger and run to spot 3. Equip the stinger facing spot D
    and Wait for him to hover over you, then when you see him fire stinger and run
    to spot 4. It’s not necessary but use the wall/corner view so you can keep an
    eye on him. He should hover over to somewhere around spot E, fire stinger and
    run to spot 1. Equip stinger and face it where the hind was before you run.
    Follow the hind, he will appear in front of you so you have to be quick to fire
    the stinger, Then run to spot 2. Now he should say ‘nice shot’. Run to spot A
    and collect the stinger missiles. If you did a good job you should have 14
    missiles, don’t worry if you have 12/13 though. This next part is the pain and
    the part you will die on most. This is the elusive ‘hind trap’ as named by
    jackal (gameFAQS user). Stay at spot 2 whilst the hind does his blowing things
    up. Use the wall view and wait for the hind to fly past, the hind should be in
    the air at about spot F. Get directly underneath him, equip stinger and fire at
    him. You must do this quickly or he will surface underneath the area. Fire
    stinger at him, wait till he stops flashing invincible and fire another and so
    on until he dies. The hind may move around a bit and don’t worry about have a
    direct hit, as long as you face the stinger at any part of the hind it will
    damage him. The hard bit here is to maintain the hind trap, if your too slow he
    will surface. Be warned, ive only successfully pulled if of a handful of times.
    Once you’ve finished battle, fire any stingers you have left over quickly, then
    go to spot A and collect the 5 stingers that reappear (only when you’ve run out
    of them). Then go to spot 5 and avoid the hinds final destruction.
                             Alternative Strategy
    Liquid attacks on the roof of the Comm Tower using a Hind D helicopter.  It is
    possible to shelter from the missile he will attack with.  When you first go
    out the door watch the FMV and then position yourself between the door and the
    tank holder to the right.  Move between here and the top of the tank holder
    next to the fencing.  Watch Liquid’s movement on the radar and equip your
    rations and Stinger to lock on and track him going past from right to left.  If
    you have a lock on and fire the missile, you can then deselect the launcher
    and hide as the missile will still continue to the target. Avoid the machine
    gun fire by hiding between the door and the tank holder.  Move back to the
    fence to attack again.  There is a ration below the door you came in, and more
    Stinger missiles to the south on the platform.  After hitting Liquid enough,
    he will shoot a missile to take out the roof, simply stay at the top of the
    area near the door to avoid it.  He will also then hide below you and fly over
    you. Listen to the sound of the rotors and on the radar.  The boss music will
    also come back in when he is about to attack again.  Hit him a few more times
    with the Stingers and Liquid will try to blow up the roof again.  Get as
    close to the door as you can to avoid the attack on the tank holders.
    Once finished, leave via the door you came in, go down ladder and collect the
    stinger missiles I told you to leave behind earlier. Go down steps and use the
    chaffs to get past the gun cameras. Collect the FAMAS ammo at the bottom by
    elevator and go back to the room where you found the stinger, then come back
    and get onto the elevator.
      Elevator Guards
    Stand in the middle of the elevator and quickly whip out your FAMAS.  Press B
    and the A button and run to any of the corners and shoot the guard there.  Now
    just run around and shoot them again once they get back up.  It isn't too
    hard, just like all the rest.
    When you get off the elevator just run around the bottom area grabbing ammo of
    sorts and then head out the door in the southeast of the area.  Immediately
    throw a Chaff Grenade and run all the way out of the hallway through the door
    at the end.  Grab the PSG1/PSG1-T ammo next to the door before heading through
    (of course).
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    There's a lot of ways you can do this, but I haven't found a very effective
    way of doing it with out receiving some damage.  The two easiest ways I have
    found are by just constantly throwing out stun grenades, and using the
    launcher (once again) to knock the enemies senseless.  On extreme mode it
    takes two swings from the launcher to knock them out of the picture for good,
    but because you can sometimes hit two guards at once it is very effective at
    getting rid of them quick.
                                ---  Snowfield  ---
      BOSS BATTLE : Sniper Wolf 2
    Another easy fight.  When the fight starts immediately run over to the east
    and hide behind the snowbank.  Lean up against it and watch her to see when
    she moves to another location (the laser sight dissapears).  When she does
    move quickly get out from behind and whip out the PSG1 or whatever sniper
    rifle you picked up.  Take  Pentazem and equip the Thermal Goggles.
    Scan the tree line at the back of the field and look for her to be moving
    around.  I suggest starting at the left and moving over to the right until you
    spot her.  When you have her spotted quickly zoom in and keep a bead on her
    until she stops.  When she does just fire a shot as close to the head as you
    can.  Rinse and repeat.  If she does manage to shoot you then just get back
    behind the snowbank and watch her laser sight.
                               Alternate Strategy
    Launch Nikita Missiles at her from behind the snowbank.  Just fire 'em up and
    over the bank and guide them towards her.  Make sure you don't run out of
    flight fuel before you get to her.  this is probably the easiest way to do
    this but it is also the most time consuming.
    After the ending cinematics just go to the door just ahead of you and stop
    there.  Throw a Chaff Grenade and sneak past the two cameras.
                             ---  Blast Furnace  ---
    Top floor (the one you start on from the snowfield)
                           |     _________
                           |    |
                           |    |
        ___________________|    |
       |                        |
       ||                                                        ______
       ||                          _____________________________|      |
       ||                         | 1                                  |
       ||                         |___________                         |
       ||                                     |                        |
       ||                                     |                        |
       ||                                     |                        |
       ||____________                         |                        |
       |             |                        |                _____   |
       |             |________________________|               |     |  |
       |                                                      |     |  |
       |______________________________________                |_____|  |
                                              |                        |
                                              |2                       |
                                              |                        |
    Head down the stairs after equipping your M9 pistol.  When you reach the
    doorway, stand right there and look to position 1.  You should see a guard
    standing there.  Quickly shoot him in the head before he turns around.
    Throw a Chaff Grenade and quickly do the following.  Go the railing at point 2
    and hang from it.  Look down to the floor below and look for the wire hanging.
    Do a hang drop move to that wire and then to the wire below that one.  Drop
    down to the ground floor and grab the body armor from under the camera and
    then get through the vent on the right side that leads to the steam room.
    Go through the room and lean up against the wall at the door on the other side
    Make sure that there are no guards in the flat area outside the door or at
    the top of the steps.  If there is then either wait for him to move,
    jump-out-shot him, or use some kind of distraction such as throwing a magazine
    towards the bottom of the stairs, close to the furnace itself.
    Regardless of what you do, just keep moving through the door to the Cargo
                            ---  Cargo Elevators  ---
    Get onto the elevator and press Y to get it moving.
    Save here because this is a tough elevator battle, tougher than the last.
    |                                 |
    |  C                              |
    |   1                  D          |
    |                                 |
    |                            _____|
    |                           |     |
    |                           |     |
    |                           |_____|
    |                                 |
    | B                               |
    |                         A       |
    I find that it is always impossible to avoid the gunbursts right at the start.
    try and make those the only shots that do get to you.
    The best way to do this fight is to immediately turn around and shoot the
    guard at spot A (you are at point 1 by the way).  Then press down the B button
    to run with the gun firing.  Shoot the guard at position D then run south and
    get the guard at point C.  Then quickly run to point B and shoot the guard
    Now Shoot the guard at C as he stands up and repeat your previous pattern.  If
    you like and you are a very good shot with the M9 then you may want to try
    head shotting all of them with it.  No kills for this part if you pull it off.
    You will want to throw a Stun Grenade at the start to give you some extra time
    to work.
    After you have won this fight, the elevator will stop at a halfway area, where
    you need to switch from Elevator 1 to the Elevator 2 down to the Warehouse.
    After the second elevator descends, grab the ammo behind the crates then go
    through the door.
                               ---  Warehouse  ---
      BOSS BATTLE : Vulcan Raven
    Personally, I think that the easiest way to beat him is to use the FAMAS and
    to keep doing jump out shots on him until he is down.  All you need to do is
    get into a position where he is coming towards you in-between the crates and
    then just lean up against the corner.  Jump out, fire a shot, get back, let
    him advance a tiny bit, jump out, shoot, and so on.
    Anyway, I think that the following strategy is very good too.  Kudos to Karma
    Hunter for the strategy.
      SUBMITTED STRATEGY : Karma Hunter
    I first look to the south and throw a Stun Grenade there. Then, I run up and
    press up against the north wall on the left crate. When Raven runs around the
    corner, do a pop-out shot with the M9 to shoot Raven in the head. Then, run
    to the left and go all the way to the south. Look to the right now, and go
    prone with the PSG1-T. Pop a Pentazemin.
    When Raven comes into view, shoot him in the head with a dart, then wait for
    him to run up a bit, then repeat with another shot. Keep going until he falls
     ^ This strategy and my FAMAS strategy should not take any longer than 1
       minute.  They are very quick and effective.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    You can also throw stun grenades at Raven to stun him into submission.  If you
    throw them right in front of him they do injure him quite a bit.  This is a
    lot harder on extreme difficulty because of the fact that he starts out the
    battle running.  On any other difficulty if you use this trick, he won't run
    at you even when his bar is nearly depleted.
    Armory North
    Wait at the doorway and draw your M9 pistol.  When you see the guard walk out
    in front of you just shoot him in the head.  Now follow the wall on your right
    past the trap doors and lean up against the wall when you get to the corner.
    Look for the guard atop the platform behind you.  When he looks away just move
    to the door in the north of this area.
                              ---  Rex's Lair  ---
    Okay... this part is simple but it is very easy to screw it up.  So pay
    attention to what you are doing.  First off head to the stairway up the next
    level on the right.  Get near the top of the stairs and look to the next
    stairway thst is ahead and slightly to the left.  You should see a guard
    moving up.  Shoot him with the M9.
    Moveing around the back of Rex you should keep a watch over on the west side
    of the room.  theer is a guard patrolling there.  You should be able to shoot
    him once you get to the end of the walkway that goes in back of Rex.  When
    you have an open shot, take it.
    Now just head up into the control center for a little bit of cinematics.
    Finding the PAL key
    The quickest way to find the PAL key is to hang over the railing on the
    walkway that goes north/south on the left side and drop down to a wire below.
    You_must_catch_onto the wire or else Snake will die from the long fall.
    If you don't think that you can do that then just move to the bottom level
    via the stairs.  When you get to the bottom level just equip the Mine Detector
    and look for a dot on the radar.  That will show you where the PAL key is.  If
    it is in the drainage ditch then just hop in and grab it; do it quickly though
    because the liquid in the ditch drains your health for some reason.  Watch out
    for the camera that is on the west side of the ditch.  You don't want to get
    spotted at this stage of the game.
    IF it is not in the ditch then do the following.  Go to the wall next to the
    camera I just mentioned and look for a hole by the floor.  Plant some C4 in
    front of it and then move back a respectable distance. When you see a mouse
    come out of the hole quickly blow up the C4 and grab the key.  Now move up to
    the control center and input the key on the console all the way to the left.
    make sure that you have the key equipped or else it will not work.  Shoot the
    cameras before entering the room though.  Believe me when I say that it sucks
    to be caught in the control center.
    Freezing the PAL key
    Move all the way to the southeast part of the third level of the Rex Hangar.
    Lean up against the railing and look for a platform below that is just below.
    It should not have any ladders, walkways or such leading to it.  Hang over the
    railing and do a drop-catch to the platform's railing.  Climb up and over and
    then look in FPV at the pipes.  See the blue pipe?  Shoot it while you have
    the PAL key equipepd and then move into the stream of liquid nitrogen coming
    out.  The key will be instantly frozen.  Now hang over the railing again and
    then drop down to the wire below and then again onto the lower level.  Climb
    up and input the PAL key into the center console.
    Warming the PAL key
    Rinse and repeat the above paragraph except this time you should shoot the
    steam pipe.  Input the key on the console all the way to the right.
    Getting out of the control center
    Quickly call up Otacon and have him open up the door.  While you are waiting
    tap the Y button quickly to save oxygen.  Either that or put on the Gas Mask.
    When the door opens, step outside.
                               --- Escape Route  ---
      BOSS BATTLE : Metal Gear Rex
    You must have played the game a lot if you are going for big boss so if you
    have your own quick way for getting past Rex, use it. I found a way to beat him
    (without chaffs) from the first time I ever fought him and have used it ever
    PART 1
    Straight away equip the stinger (I had 26/35 missiles which is more than
    enough). Aim it at Rex’s radome to your right and wait for the lock on, when it
    does, fire! Use the quick equip/un-equip by pressing R1 and move right avoiding
    the gunfire, when the gunfire stops, turn and aim at the radome again, lock on
    quickly, fire and press R1. You must now run in towards rex because he will be
    firing his own missiles, after the second missile (or just before) collides
    with the ground run back to where you were originally. Notice the distinct
    tiling in what seems to be the middle? Aim to reach that because then he will
    use his gunfire and you can move right to avoid it and quickly lock on, fire,
    un-equip and run back into rex. Follow this pattern until his life bar is down
    to zero. You will get what is most people’s favourite cutscene now. However,
    your going for a quick time so skip them and get ready for Part 2 which is a
    bit harder than this part.
    PART 2
    Move backwards and then to the left, there should be another distinct tile
    line. Anyway, aim on to the cockpit (which is open now) and fire. Liquid will
    keep moving around trying to find you and it is this which makes this part
    harder. You have to try and get him to see you, avoid his gunfire and use the
    same method as part 1. If he has just spotted you he sometimes won’t bother
    with gunfire and go straight to missiles. If you this is the case, use the
    stinger quickly and fire or just run inwards as with part 1. I usually stick my
    neck out rather than be cautious, the health is usually full for me at this
    part and seeing as your life is replenished afterwards I feel this is the
    better option. Keep plugging those missiles into the cockpit and eventually rex
    will be destroyed.
    Alternative strategy:
    PART 1
    After the FMV of Liquid getting in Metal Gear Rex and before it start to move,
    throw a Chaff Grenade to disable its electronic sensors.  Get out of its range
    by running to the south and throw another Chaff before the other one wears off.
     There are more Chaff Grenades in the middle right of the screen behind the
    storage box.  Rations are in the bottom right and top left, and Stinger
    missiles to the top of the left.  Equip Stingers and rations.  Aim at the disc
    on the left arm of Rex, and commence firing at it, you don’t have to wait for a
    lock on so let off a few in a go, and remember you can hide while the missiles
    are heading to the target.  Move and throw some more Chaff.  Move along the
    right of the map, so you are on the left of Metal Gear.  Fire again and
    continually move around to the left so you are at the back of Metal Gear,
    letting off Chaff then firing again.  Keep going until the disc explodes.  The
    FMV will run and to stop you from getting crushed by Metal Gear, Grey Fox will
    come and help you out.  After getting pinned by Metal Gear, Grey Fox will die.
    Now it is time for the second part of the fight.
    PART 2
    The target is now different as the cockpit is now open and Liquid has been
    revealed.  This is your new target.  He will follow you so you can’t go behind
    him like before.  Throw Chaff again and move far enough away so he only
    attacks with missiles.  As soon as the missiles are fired move forward towards
    Metal Gear, the missiles should overshoot you and as soon as the last of the
    3 missiles has exploded move back and fire a Stinger.  Keep doing this, making
    sure you always throw Chaff so your radar is jammed showing Metal Gear’s
    systems are also jammed.  Eventually Metal Gear will explode and Liquid Snake,
    still being alive, will take you up top of Metal Gear.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    The strategy you have is solid (no pun intended) for the first half of the
    battle.  This strategy is for the second half of the battle.
    It is possible to get behind Rex in the second form, but it's kind of
    challenging, what you have to do is run between the legs.  This is incredibly
    dangerous as you my have guessed, but it does work.  You can dodge roll out of
    the way of his foot as it comes down to stop on you.  This also should get you
    clear of the shock wave.  When you're behind him, Liquid will move around a
    lot trying to find you, keep close enough to keep behind him, but not close
    enough to get stepped and eventually he will stop actively searing for you but
    will scan for you.  Alternatively, if you throw out a stun grenade, it will 
    aralyze Liquid long enough for you to shove a missile up his rear.  Once the
    stun has cleared Liquid will start to scan for you and won't actively search
    for you.  This is highly effective in front of him and behind him because he
    actually stand still for a few seconds.
    Skip the conversations, except the one you can't, the one where Liquid is
    still alive to Snake's amazement.
      BOSS BATTLE : Liquid Snake
    |                                              |
    | 5                                          8 |
    |                                              |
    |         1                          4         |
    |                                              |
    |                                              |
    |                                              |
    |                                              |
    |         2                          3         |
    | 6                                          7 |
    |_                                            _|
      \__                                      __/
         \__                                __/
            \__                          __/
               \__                    __/
                  \_                _/
                    |              |
                    |              |
                    |              |
                    |              |
                    |              |
                    |              |
    You will now have to fight Liquid in a hand-to-hand fight atop Metal Gear.
    The whole fight has a 3-minute time limit (well at least it says that, when in
    fact once Liquid is done talking near the beginning the countdown will be
    nearer 2 min 40 seconds. But if you die by getting blown up after the timer
    goes or by getting killed by Liquid then choose to continue you'll get the
    full 3 minutes in the fight).  Also don’t go too close to the edge of Metal
    Gear as you will fall off and hang onto the side.  You don’t have any of your
    equipment or even rations so fight carefully.
    Firstly hit Liquid with a punch-punch-kick combo.  When you approach him again
    he will move away usually positioning himself in one of the corners (spots
    1-4).  Keep on the same line as him and keep doing the combo, he will run away
    after getting hit and there is a few seconds when you can’t hit him. When he
    goes in one of the far corners (spots 5-8) you wont be able to hit him, go up
    to him though and quickly move away, let him do his swing kick and move in
    for the combo as quickly as you can. After a while Liquid will shout “nice
    shot” when he says this he will punch, punch, kick you and his damage you a
    lot more than yours do to him. There is a good way to avoid this, for example:
    Liquid is at Spot 4, go and combo him, move backwards in a circle to spot 1
    and go back to combo him again, what this does is makes him miss his combo.
    Deplete his health to two-thirds of the bar and Liquid will start to attack
    differently.  He will move away and crouch down.  He will then charge at you
    to make you fall off Metal Gear.  Avoid it by moving away from him when he
    crouches and after he attacks attack him from behind. Keep attacking him and
    move away when he crouches. After a while you will have to punch him off as
    he will regain a small part of health when it gets right down, so get him near
    the edge and combo him off. What I do is try and get him to his swinging kick,
    move away from it and combo him; if he is by the edge it is perfect for a
    combo to knock him off edge. However, this wont always be the case so if it
    isn’t, get far away from and let him charge, he will most definitely be at the
    edge and will have his back to you, use this opportunity to quickly knock him
    off the   edge.
      BOSS BATTLE : Liquid's Jeep
    After beating Liquid you will escape on a jeep, with either Meryl or Otacon.
    You have 10 minutes until the air strike destroys the base.  Take the rations
    by the door, the stairs and the jeep.  Equip them and when the guards come,
    avoid them and when the jeep is up and running jump on.  You control the
    machine gun and fire with A.  Fire at the barrels to escape and the parking
    area. It is here where you can be lucky enough to only kill one of the two
    guards near the oil drums or barrels. This can usually only be achieved luck
    or trying to get the guards out of position before you jump in the jeep.  This
    often means you will get hit though. In the tunnel, turn the gun to the right
    to be ready to shoot the guards and barrels that come up. Use the first person
    whilst shooting; it makes this part mush easier.  The first checkpoint is
    relatively easy, aim at the barrel on the left and if your quick enough you
    can shoot at the barrel on the right before the guard on the right shoots you.
    The second checkpoint is a lot harder and you will be hit. Shoot the guard
    nearest to you, followed by the one on the right side of you; finally shoot
    the guard who seems to be shooting Otacon’s way.
    Liquid will make another appearance in the second jeep with a FAMAS.  He will
    come up behind you going from left to right, but just fire in the centre to
    catch him in your fire as he sweeps across.  Remember to use the Machine Gun
    in first person.  He will then ram your jeep stopping you from firing when he
    does.  Continue to shoot him as he goes from left to right.  Liquid will then
    drive parallel to your jeep in another tunnel; position the firing to the left
    to hit him.  He will move closer and shoot him some more and you will reach
    the exit.
    The key piece of advice here is basically to swing the gun left to right
    whilst shooting him, he will only be off guard when he feels your off guard,
    this is the time to shoot him and quick. At the very end part though you will
    almost certainly get hit, just try to shoot him the 5 times that you need to.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    While you are stuck at the check points, any guards caught in the blast from
    the barrels will not count against your score at the end.  I'm not incredibly
    sure of this, however when I cleared the game several times the kills didn't
    count against my score.  At the second check point, shoot the barrel on the
    left first.  If you shoot the barrel on the right first, the guard on the
    right side will be too far away to get caught in the explosion and you will
    have to shoot him with the gun.  If you shoot the barrel on the right first it
    will break the boards and the guard on the left will run forward, shoot the
    barrel on the right and away you go to fight Liquid.
    If you've made it this far without dying then one would assume that you have
    completed the game.  Congrat's!
    I'm still debating whether or not to post my end statistics for my first time
    through... they eh.... suck.
    *gets embarrassed*
                               05)  Appendices
    These appendices will just outline things related to the gameplay and the game
    itself but are not contained in the walkthrough.  I think that they are pretty
    much self explanatory.
    5.1  Weapons                                                            [5WPN]
    ---  SOCOM Pistol  ---
    Special Operations Command Pistol. The Mark 23 Model 0 U.S. SOCOM was adopted
    as the standard service weapon for advanced combat personnel. It successfully
    passed a 30,000 round endurance-firing test and extreme temperature tests.
    Special features include a laser-aiming module, a buffer system for minimized
    recoil forces, corrosive-resistant coatings on al metal components, and a
    polygon barrel of hard chrome plated internally. There are no other pistols
    with this all-around precision and durability. 45-caliber pistol. Equipped
    with a LAM (Laser Aiming Module) for nighttime combat. Designed specifically
    for use by Special Forces.  Get the SOCOM from the back of the truck parked
    in the Heliport. Get the suppresser from the room with the Level 2 door on the
    ground floor of the Tank Hangar.
    ---  FAMAS Assault Rifle  ---
    Encompassing assault firing and support firing, the FAMAS is solid and
    reliable, withstanding water, mud, sand, and dust tests without loss of
    performance. It is compact, light, streamlines, and perfectly balanced around
    the pistol grip. This French assault rifle has exceptional performance, and
    the ability to withstand almost all conditions makes it the preferred weapon
    of the French army. It fires 1100 rounds per minute and the last three bullets
    in the magazine act as a tracer to focus firing more accurately. Get the
    FAMAS from the Armoury on the 2nd floor Basement of the Tank Hangar.
    ---  Grenades  ---
    Also known as Frag Grenades or Fragmentation Grenades, these are explosive
    devices set to detonate after a five second delay. When the grenade detonates,
    it scatters small fragments that significantly increase the damage caused by
    the explosion of the grenade itself. Causing noise to alert any nearby guard
    or sensor, these are mainly used to take out vehicles or to blow away
    advancing enemies by less-than-subtle operatives. Get the grenades first from
    Armory on the 2nd floor Basement of the Tank Hangar.
    ---  Stun Grenades  ---
    Also known as Flash bangs or Sound and Flash Grenades, these temporarily
    disables all enemies within a user's line of sight. Highly charged and tightly
    packed magnesium reacts to friction, detonating after five seconds once the
    safety pin is pulled. Used for freeing hostages and such. Makes a big flash
    and lots of noise to distract and disable enemies temporarily by stunning them
    for about 8 seconds. Get the Stun Grenades first from the room to the left of
    the Heliport.
    ---  Chaff Grenades  ---
    Disperses thin, narrow metallic strips of various lengths and frequencies to
    confuse electronic equipment. Useful against machines that depend on
    electronic sensors. They can also paralyze enemies that have certain
    lectronic implants. But they also jam your own electronic equipment such as
    your radar. Get the Chaff grenades first from the Heliport, between the
    ---  Nikita Missiles  ---
    The Nikita Personal Remote Rocket Launcher. A prototype missile launcher code
    named Nikita, utilizing satellite radar tracking systems, AWACS aircraft data
    and soliton technology, a small, fully controllable rocket can be used to
    seek and destroy targets from enemy soldiers to machinery. Nikita's are
    remote controlled reconnaissance missiles with CCD cameras on the nose to
    allow visual data to be sent back to see where the missiles are going. They
    have a small amount of fuel to propel them for a specific amount of time. The
    primary purpose of the Nikita launcher is to eliminate enemies out of your
    sight of vision. Get the Nikita Launcher from the room with the Level 3 door
    in the 1st floor basement of the Nuclear Warhead Storage Building.
      SUBMITTED STRATEGY : JMcSquiggleII <JMcSquiggleII@netscape.net>
    I'll start out with this one because this will be a great explanation for
    some of my other strategies.  You can swing your launcher at enemies and hit
    them.  It's incredibly slow to hit, but on all difficulties (save extreme) it
    will knock enemies unconscious in one blow as well as breaking the bullet
    proof shields some of the guards will carry if they're alerted to your
    presence.  It also takes out a great deal of energy out of bosses if you can
    land it.
    ---  PSG1 Sniper Rifle  ---
    Arguably the most accurate semi-auto in the world. The accuracy standard has
    been field-tested: 50 rounds of ammo into an 80-millimeter circle at 300
    meters. The main reason for utilization and procurement in this operation is
    that the PSG1 ejects spent shells to a distance of around ten feet, thus
    lessening a foe's ability to judge the shooters position. Another reason is
    that the extremely accurate sights have a default setting of 600 meters (42
    times your vision), the optimal engagement range. The PSG1 fires 7.62 caliber
    rounds and the magazine fits 6 bullets. Get the PSG1 from the Armoury from
    the room with the Level 5 door.
    NOTE: There is a similar model of this gun in the game.  Instead of lethal
    rounds it fires tranquilizing rounds.  The PSG1-T is found in the Office Area
    in B1 of the Nuclear Weapons Storage Building.
    ---  Stinger Missiles  ---
    The Stinger missile launching system employs a unique two-color, infrared-
    ultraviolet detector using fire-and-forget technology. This ensures high
    survivability and maximum impact, even in the heaviest countermeasure
    situations. The Stingers modular design and greater-than-90% hit ration have
    kept it at the forefront of missile technology. Equipped with a thermal
    homing device, once locked on it will pursue target. Very potent, short-range,
    low altitude SAM's (Surface to Air Missiles). Get the Stinger Missiles from
    the first room of the Comm Tower B, after the walkway.
    ---  Claymores  ---
    A directional anti-personnel mine. They are set up above ground unlike other
    mines. Claymores are designed to produce maximum damage in a wide area. They
    spray seven hundred 1.2mm steel pellets when set off in a 45? pattern. They
    are camouflaged with stealth and equipped with motion detectors. They can be
    buried under any surface, be it soil or steel. Get the Claymores by crawling
    over them from the Canyon before fighting the Tank; the Underground Passage
    to the Comm Tower; the storage room with a Level 6 door in the Snowfield and
    in the second area of the Cargo Elevator.
    ---  C4 Plastic Explosive  ---
    This volatile plastic explosive works by a remote sensor mechanism and can be
    set on a wall, a floor, or even another human. C4 explosive is 1.4 times
    destructive power as dynamite. It is highly stable and won't explode without
    detonation device. Can be shot, burned and beaten without going off. The
    detonator is equipped with a scrambler so you don't have to worry about
    interference from a radio source. It is generally used to destroy walls or
    structures, but it can also be used against less significant targets. Get the
    C4 first from the Armoury.
                        ==  Weapon Locator  ==
     Name                   Found in
     SOCOM                  Armory
     SOCOM                  Heliport
     FA-MAS                 Armory
     M9                     Holding Cells
     Nikita                 Nuclear Warhead Storage Building, B1
     PSG1                   Armory
     Stinger                Passageway Between Towers
    5.2  ITEMS                                                              [5ITM]
    ---  Rations  ---
    Restore life. Equip and as soon as your life gauge runs out and you have a
    ration equipped you will be saved from dying. If you stay in the cold for a
    long time (like the Warehouse), your rations will freeze. To unfreeze them,
    stand in a hot environment (like the Blast Furnace) or use the hand dryer in
    the 1st floor basement of the Nuclear Warhead Storage Building. You can
    sometimes get rations from guards you kill without them setting the alarm off.
    They are positioned all over the base.
    ---  Pentazem  ---
    A powerful sedative that stops the sniper rifle zoom from shaking with your
    heartbeat. Slows your heartbeat, thus allowing you to be more accurate with
    the sniper rifle. You first get Diazepam in the Level 5 door in the 1st floor
    basement of the Nuclear Warhead Storage Building.
    ---  Thermal Goggles  ---
    Picks up on heat sources, rendering targets with stealth camouflage and other
    optic concealment visible to the user.  Once the goggles are worn, heat
    sources and objects will show up as a white, and everything else is red. The
    Thermal Goggles can detect mines, camouflaged objects and people, as well as
    traps in the floor, cameras and laser beams. Get the Thermal Goggles from the
    room with the open door on the second floor of the ground floor of Tank
    ---  Night Vision Goggles  ---
    Enhances light in dark areas. Makes screen go green to allow you to see
    better. The goggles electronically amplify ultra-violet and infrared light to
    increase image clarity. The goggles don't help in well-lit areas, as when
    used in such areas will have a similar effect to that of Stun Grenades. Get
    from the room with the Level 4 door near the high voltage switchboard on the
    2nd floor basement in the Nuclear Warhead Storage Building.
    ---  Scope  ---
    Acts like a pair of magnifying binoculars, which are equipped with a zoom of
    1000 times. You are initially equipped with the scope.
    ---  Cardboard Box A  ---
    Equip when in the back of a truck and you will be transported to the Heliport.
    The box also has a way of hiding from the guards as long as they don't see
    you moving in it. Get the box from the room on the second floor of the ground
    floor of the Tank Hangar with a Level 1 door. In First Person View Mode, you
    will see through the handle hole and will have restricted view.
    ---  Cardboard Box B  ---
    Equip when in the back of a truck and you will be transported to the Nuclear
    Warhead Storage Building. The box also as a way of hiding from the guards as
    long as they don't see you moving in it. Get the box from the Nuclear Warhead
    Storage Building, inside one of the rooms on the gas filled area. In First
    Person View Mode, you will see through the handle hole and will have
    restricted view.
    ---  Cardboard Box C  ---
    Equip when in the back of a truck and you will be transported to the
    Snowfield. The box also has a way of hiding from the guards as long as they
    don't see you moving in it. Get the box from the room on the bottom left of
    the snowfield. In First Person View Mode, you will see through the handle
    hole and will have restricted view.
    ---  Gas Mask  ---
    Slows O2 depletion in a gas filled area, such as the 2nd floor Basement of the
    Nuclear Warhead Storage Building. In First Person View Mode, you will see out
    the eyepieces and hear Snake's breathing. Give a supplementary supply of O2
    allowing you more time to explore the gas filled area. Once this supply runs
    out, your life gauge will deplete.
    ---  Cigarettes  ---
    Snake's favourite brand. Can be used to see laser beams, but make life gauge
    deplete slowly. You are initially equipped with the cigarettes.
    ---  Mine Detector  ---
    Searches for metal objects. Will even find hidden Claymores with stealth
    technology and show 45 degrees arc of its sensor. This will show on your
    radar when the Mine Detector is equipped. Won't work when radar is jammed. Get\
    the Mine Detector from the room with a Level 2 door on the second floor of the
    Tank Hangar.
    ---  PAL Key  ---
    Carries the deactivation codes for the nuclear weapon. Can activate or
    deactivate Metal Gear and nuclear weapons. Meryl give you this after you meet
    up with her in the ladies toilet on the 1st floor basement of the Nuclear
    Warhead Storage Building.
    ---  PAN Card  ---
    Uses a Personal Area Network to open doors. It uses the salt in your body as
    the transmission medium to give off electronic signals to the door receiver.
    When you have a keycard equipped, the door with the corresponding level will
    open when you approach it. There are up to Level 7 keycards. You can't use a
    Level 4 keycard to open a Level 5 door, but you can use a Level 5 card to
    open a Level 4 door. Get the Keycards from various people, such as the DARPA
    Chief, Kenneth Baker and some bosses after you defeat them.
    ---  Optic Disk  ---
    Contains all the data for the Metal Gear Project. This disc is coded and can't
    be unscrambled by any of the computers on the base. Kenneth Baker gives you
    this after you save him.
    ---  Body Armour  ---
    This Kevlar coated combat vest significantly reduces the damage taken by
    bullets. If you are shot with the vest on, the amount of life energy depleted
    will be less. If the armour gets shot too much it will lose its effect. Get
    the Body Armour from the room with the Level 6 door on the 2nd floor basement
    of the Nuclear Warhead Storage Building, or from the area in the Blast Furnace
    where there are jets of steam, near the cargo elevator base.
    ---  Rope  ---
    This rappelling rope is made from nylon fibre and was specially developed to
    take on extra weight. It is guaranteed not to snap. Use it to rappel away
    from Liquid's Hind D. Get it from a small room just before the stairway in
    the Comm Tower A, where you set the alarm off.
    ---  Ketchup  ---
    Use the escape your cell after being tortured to fake an injury and lure the
    guard in. Otacon will give you the ketchup after the second torture session.
    ---  Hankercheif  ---
    This handkerchief has the scent of Sniper Wolf on it and will let you pass
    through the Wolf cave without them attacking you. Otacon will give it to you
    after the second torture session, and you will give it back to Sniper Wolf
    after her death.
    ---  Camera  ---
    This camera has the same zoom function as the Scope, and allows you to take
    photographs of whatever you want and the only way to capture all the ghosts
    of the developers in the game. Get the camera in the area south of the Armory
    in the secret room by the hallway where you fought Ocelot.
    ---  AP Sensor  ---
    When you are operating without radar, this device can help greatly, vibrating
    whenever another person is near. It cannot tell directions, but it vibrates
    stronger the closer another person approaches. It is, however, ficticious.
    It must be equipped however for it to vibrate with enemy presence.  Also, all
    other vibration (like when shot etc) will be turned off when the AP Sensor is
    Where to find the AP Sensor : In the docks at the beginning of the game.  It
    is below the water surface over by the steps on the east side.
    ---  Bandage  ---
    When you are shot or hurt enough so that your LIFE gauge is orange and slowly
    decreasing, this means you are bleeding.  This can be stopped with application
    of a bandage.  They should only be used when your health is in this situation,
    otherwise they are useless.  Bandages are fairly common items so can be found
    in many places throughout the game.
                         ==  Item Locator  ==
     Item                  Location
     Bandana               Meryl Ending
     Body Armor            Blast Furnace
     Camera                Armory
     Cardboard Box A       Tank Hangar
     Cardboard Box B       Tank Hangar
     Cardboard Box C       Snowfield
     Cigarettes            Beginning
     Gas Mask              Nuclear Warhead Storage Building, B2
     Ketchup               Medical Room
     Medicine              Nuclear Warhead Storage Building, B1
     Mine Detector         Tank Hangar
     NVG                   Nuclear Warhead Storage Building, B1
     Lv 1 PAN              Cell
     Lv 2 PAN              Armory South
     Lv 3 PAN              Canyon
     Lv 4 PAN              Lab
     Lv 5 PAN              Nuclear Warhead Storage Building, B1
     Lv 6 PAN              Medical Room
     Lv 7 PAN              Warehouse
     PAL Card              Nuclear Warhead Storage Building, B1
     RP Sensor             Cargo Docks
     Scarf                 Medical Room
     Scope                 Beginning
     Stealth Camouflage    Otacon Ending
     Thermal Goggles       Tank Hangar
    5.5  Secrets                                                            [5SCR]
    ---  Bandana  ---
    Get the bandana by not submitting to Ocelot's torture. At the end when you
    leave with Meryl, she will give the bandana to you. Save and start a new game
    with the same file, the name will be in Red. When you reach the Dock, you will
    have the bandana in your items. It will give you unlimited ammo when equipped.
    ---  Stealth  ---
    Get the stealth by submitting to Ocelot's torture. You will leave at the end
    with Otacon, who will give you his stealth camouflage you see him wearing
    throughout the game. Save and start a new game with the same file, the name
    will be in Red. When you reach the Dock, you will have the stealth in your
    items. It will make you invisible to the guards, but not to any of the bosses,
    the wolves in the Cave or any of your allies.
    ---  Alternate Costumes  ---
    Get the tuxedo by completing the game on both endings, using the same
    continued game (the second time the name will be in red). When you reach the
    elevator, Snake will undress and will be wearing a tuxedo. Whenever you see
    the Ninja he will be wearing a red exoskeleton.
    ---  Embarrassed Meryl  ---
    When you're with Meryl before fighting Psycho Mantis and look at her in First
    Person View.  She start to ask what Snake's doing, then continue to stare at
    her and her face will gradually do redder and start asking questions.
    ---  Kill Meryl  ---
    Yep, you can actually kill Meryl, before/during the Mantis fight and when you
    fight Sniper Wolf in the Underground Passage.  You can use grenades in the
    Wolf fight, and guns in the Mantis fight.  Needless to say, the game will end
    if you do kill her, but not before an annoyed Campbell and friends call you
    on the Codec.
    ---  Meryl's Slap  ---
    Again with Meryl before the Mantis fight, try punching her and she will
    retaliate with an attack of her own.
    ---  Johnny Sasaki  ---
    Johnny is the guard who gets his clothes nicked by Meryl and is also guarding
    you during torture sessions, and he isn't in the best of health.  After your
    torture sessions, and you manage to escape without attacking Johnny, run into
    the room with the torture machine.  Before he can attack you, Johnny gets hit
    with a rather nasty bowel movement and runs to the toilet!  You can knock on
    the door to hear him moan.  If you did submit to the torture and attack Johnny
    using a chokehold, you will most likely catch Johnny's cold.  This will make
    Snake sneeze every now and then, alerting enemies.  To heal the cold, use the
    medicine in the B1 level of the Nuclear Warhead Storage Building, in the room
    opposite the elevator. The box is in the room with a Level 6 door.
    ---  Scared Otacon  ---
    During the fight with the Ninja, knock on the door of the cupboard into which
    Otacon hides. You'll hear a fearful moan.
    ---  Annoyed Mei Ling  ---
    If you call up Mei Ling three times in a row, and choose to not save, she'll
    get annoyed at your non-action.  The next 2 times you call, she won't say
    anything (only if you don't save).  If you keep calling and not saving she
    will stick her tongue out at you.  To get into her good books again, just
    choose to save.
    ---  Killing Ravens  ---
    Going down the Cargo Elevator to the Warehouse, ravens will fly about and some
    settle in the guardrail.  You can kill them most effectively with the Stinger
    launcher, or even by punching them on the rail.  Eventually the Colonel and
    Naomi will call you on the Codec and tell you to stop mucking about.  Also,
    Raven will yell at you when you meet him in the Warehouse.
    ---  Human Bombs  ---
    Interesting use of C4 is to stick it on a guard's back.  You can use Stealth
    to get close and then press Square to place the explosive.  You can then
    detonate it in a densely populated area to take out a number of nearby guards.
    5.4  Ghosts                                                             [5GHS]
    Use the camera to take photos of the base. In some areas and under
    some conditions you can take pictures of the ghosts. All the ghosts
    are picture of members of the development team of Metal Gear Solid.
    After taking a picture you can save the photo on your memory card
    (each picture takes up 2 memory blocks). If you get a photo of a
    ghost you can "exorcise" it to get rid of it from the photo. There
    are 41 ghosts in the game. Here's the location of all of them and
    which developer they are of.
    Makimura : Area south of the armoury, past where you go to fight
    Ocelot, open the door numbered 4. Don't enter the room, but stand at
    the open door. Take a photo of the bottom right (right on the map)
    corner. Make sure to include pipes, which go down into the ground,
    and the other two pipes, which come out of the wall and go to the
    left (left on the map) in your frame.
    Kutome : Underground Base, as soon as Ocelot has shot the PAL card,
    go down to the water to get it. The go back to the where the Command
    room is, kill the guard and before entering the Command room, throw a
    Chaff. Go inside the Command room and put your back to the middle
    computer. Take a picture of the world map on the opposite wall.
    Tanaka : Heliport, kill the guard patrolling around the truck. Face
    opposite the sleeping guard but outside the camera view and photo the
    Shigeno : Heliport, position yourself close to the container located
    at the bottom of the stairs which go to the balcony. Position the
    camera at the left of the stairs.
    Yamashita : Nuclear Warhead Storage Building, ground floor, Photo the
    two warheads, including the edge of the container on your left, and
    the boxes covered in a green canvas.
    M.Kobayashi : Cell, after Meryl has left, open the door numbered 1,
    enter the room and photo Sasaki (the naked guard on the floor) from
    any angle.
    Scott Dolph : Walkway, after rappelling, kill the guards and position
    yourself in the middle of the Walkway between the two towers. Take a
    photo of the guardrail on the left, pointing it downwards, getting
    part of the building on the right in too.
    Muraoka : Dock, once Snake gets out of the water, take a photo of the
    tunnel you just swam through.
    Ito : Tank Hangar, 1st floor basement, take a photo of the back of
    the lift.
    Ishiyama : Heliport, kill all guards, position yourself across from
    the lower side of the landing platform near the mountainside on the
    right. Take a picture of the roof over the right hand spotlight next
    to the staircase.
    Yoshioka : Blast Furnace, as soon as you arrive, kill the one guard
    and go onto the left catwalk. Take a photo of the wall with the ledge
    on (with the pulley on).
    Mori : Cargo Elevator, get off when it gets to just before the
    Warehouse. Have your back to the door to the Warehouse and take a
    photo of the runs of the elevator at the back, including some of the
    control panels.
    Kinbara : Blast Furnace, right at the entrance, at the top of the
    stairs going into the Blast Furnace. Take a photo of the steps
    leading down.
    Korekado : First floor basement of the Nuclear Warhead Storage
    Building, go to the men's toilets to the left of the map. Look at the
    back of the guard at the urinals; take a picture to the left of the
    guard including the guard and the steam rising up.
    Sasaki : Commander Room, where you fight Psycho Mantis. Stand at the
    front of the desk, facing the photos on the wall. Take a picture of
    the chair and the paintings on the wall.
    Sonoyama : After the torture event, get your equipment and go behind
    the machine. Take a photo of the back of it.
    Tougo : Blast Furnace, go across to the second bit of the first area.
    Opposite the door to the cargo elevators, is a crawl space to an area
    with jets of steam. Go here and around to the left until you get to
    some pipes you have to crawl under to get the Body Armour. Turn to
    the right, where the Nikita Missiles are and take a picture.
    Mizutani : Supply Route, as soon as Metal Gear Rex starts up and you
    can move, throw a Chaff grenade. Go down to the barrels on the left
    of the room. Go to where the barrels are in the middle of the room
    and position the camera towards the bottom of the room. Snap the two
    barrels on the left at the very bottom.
    Toyota : Warehouse, finish off Vulcan Raven and take a picture of the
    middle container in the warehouse from any side.
    Kozyou : Canyon, go to the container at the top of the canyon on the
    right. Place yourself between the right side of the mountain and the
    container. Snap the container, including two pipes and the metal
    Shimizu : Wolf Cave, crawl under the tunnel to get to the first area
    with a wolf in it, where the music changes. Turn around and take a photo of
    the tunnel you just crawled under.
    Okajima : After the torture event, get your equipment and head back
    to your cell where the DARPA chief is. Position the camera to the
    left of the Chief, and snap including him and some of the wall.
    Mukaide : Wolf cave, kill the wolves so they don't bother you. At the
    intersection of the three paths, is a puddle of water. Go here and
    turn right, then photo the puddle at your feet.
    Nishimura : South of the Armoury, after seeing off Revolver Ocelot,
    and Baker's out of here. Stand opposite Baker's body and include him
    and some of the door to the right in the picture.
    Onoda : South of the Armoury, after the battle with Ocelot starts,
    snap just above Baker, without Ocelot in the picture.
    Yoshimura : Upper Vent Shaft from the Heliport, go up to the grid to
    enter the Tank Hangar. Before exiting the shaft, turn around and snap
    the ration at the end of the shaft.
    Kitro : First Basement of the Tank Hangar, Cell. After the Chief gets
    it, take a photo of his body from any angle.
    Hirano : Cargo Elevator, in the first area, before getting the first
    elevator, go the edge of the platform and take a picture of the shaft
    Kojima : Lab, in Otacon's Lab is a poster of Policenauts (the one
    with the robots on). Take a picture of the poster.
    Matsuhana : Second Floor Basement of the Nuclear Warhead Storage
    Building. In the corridor of dead guards, before fighting the Ninja.
    Go around the corner and after the Ninja finishes off the guard, take
    a photo of the dying guard.
    Uehara : Nuclear Warhead Storage Building, take a picture of the back
    of the lift on any level.
    Negishi : North of the Warehouse, go past the two floor traps, and
    getting the ration. Go to the middle of the catwalk, the gun cameras
    shouldn't be able to get you. Look at the water to the left. Lower
    the camera to get a picture of the water and some of the guardrail.
    Kaneda : First Floor Basement of the Nuclear Warhead Storage
    Building, after the ninja scene, get the attention of Meryl in the
    guard uniform. She will run to the toilets. Go into the toilets, but
    don't go to the end of the stalls yet. Look into the mirror and take
    a photo of your reflection.
    Sato : Roof/Comm Tower A. After Liquid blows up the walkway to the
    second tower, go to where you would rappel and take a picture of the
    destroyed rail, including the satellite dish below the rail.
    Nakamura : Underground Passage, after defeating Sniper Wolf, go the
    left wall and photo the pool of Meryl's blood.
    Shinkawa : Underground Passage, go to the end of the passage and up
    the stairs to the catwalk. Stand beside the first of the three
    pillars. Turn to the left and snap the middle pillar.
    Fukushima : Heliport, beside the container near the lift from the
    Dock. Stand in:between the container and the lift. Go to the edge of
    the cliff and take a picture of the sea with the Heliport behind you.
    Shikama : Second Floor Basement of the Nuclear Warhead Storage
    Building, on the spot where you fire the Nikita Missile. Take a
    picture of the corridor floor.
    Kimura : Third Floor of the Underground Base, take out the patrolling
    guard. Stand in front of the stairs to the Command Floor. Turn a bit
    to the right and take a picture of the claw on Metal Gear Rex's left
    arm, including the tip of the claw.
    Y.Kobayashi : Canyon, after the Tank Battle, go to the two rocks at
    the bottom of the Canyon on the left. Stand with your back to the
    higher rock, and take a photo of the middle of the lower rock.
    Takabe : Lab, by the large computers on the left (surrounded by
    windows). Go to where the ration was in the Ninja battle, and take a
    photo of the lower middle section of the room through the windows.
    5.4  Dog Tags                                                           [5DOG]
    This is a listing of all the Dog Tags in Extreme Mode.  In due time this
    section will contain a walkthrough on how to get them.
    Kudos and many thanks go to DEngel for the info.
    Tag#| D.O.B| BLD|          NAME         | Location
    000 | 0314 | O  | Leon Shi              | Heliport
    001 | 0503 | O  | Itoh Yuuichi          | Heliport
    002 | 0430 | B  | Justin C Weber        | Heliport
    003 | 0912 | O  | Augusto M Piccio      | Heliport
    004 | 0320 | O  | Nam Huan Ho           | Tank Hangar
    005 | 0119 | A  | Vlad A Parfyonov      | Tank Hangar
    006 | 1215 | O  | Kris O R Sutton       | Tank Hangar
    007 | 0419 | ?? | David P Newman        | Armory
    008 | 0406 | AB | Tres Feia             | Armory
    009 | 1103 | A  | Kyle P Wright         | Armory
    010 | 0209 | ?? | Markus A Lindgvist    | Armory
    011 | 1106 | ?? | Ted Traver            | Canyon
    012 | 1104 | AB | Solid Emad Yiaaj      | Canyon
    013 | 0808 | O  | Seosamh Gowran        | Canyon
    014 | 1031 | A  | Kiba Wang Amada       | Canyon
    015 | 0426 | B  | Iora Oda              | Nuke Building B1
    016 | 1017 | ?? | James O'Reilly        | Nuke Building B1
    017 | 0903 | B  | Tomotaka Morita       | Blast Furnace
    018 | 0607 | A  | John H Weaver         | Blast Furnace
    019 | 1129 | O  | Jaeho Song            | Blast Furnace
    020 | 1020 | ?? | Todd Macintyre        | Blast Furnace
    021 | 0905 | O  | Mike Lisman           | Warehouse
    022 | 0826 | B  | Wai K Lam             | Warehouse
    023 | 0604 | B  | Kenichi Rou Kudo      | Warehouse
    024 | 0116 | B  | Inhyuk Lim            | Warehouse
    025 | 0619 | A  | Eric Gatinaeu         | Warehouse North
    026 | 1123 | AB | Brad Furminger        | Warehouse North
    027 | 1115 | A  | Theo Colin Tyler King | Underground Base
    028 | 0630 | O  | Robert G Pring        | Underground Base
    029 | 0514 | B  | Jun Yo Kim            | Underground Base
    030 | 0828 | A  | Paris Alexandre       | Underground Base
    031 | ???? | ?? | Johnny Sasaki         | Nuke Building B1
    032 | ???? | ?? | Meryl SilverBurgh     | Nuke Building B1
    033 | ???? | ?? | Psycho Mantis         | Commander Room
    034 | ???? | ?? | Sniper Wolf           | Snow Field
    035 | ???? | ?? | Vulcan Raven          | Warehouse
    036 | ???? | ?? | Liquid Snake          | Supply Route
    5.7  Song Lyrics                                                        [5SLY]
    The song was originally sung in Gaelic, in an Irish studio (by Aoife
    Ni Fhearraigh).
    --  Gaelic  --
    An cuimhin leat an gra
    Cra croi an ghra?
    Nil anois ach ceol na h-oiche
    Taim siorai i ngra
    Leannain le smal
    Leannain le smal
    Lig leis agus beidh leat
    Lig leis agus beidh gra
    Cuimhne leat an t-am
    Nuair a bhi tu sasta?
    Cuimhne leat an t-am
    Nuair a bhi tu ag gaire?
    Ta an saol iontach
    ma chreideann tu ann
    Tug aghaidh ar an saol
    is sonas siorai inar measc
    Ceard a tharla do na laethanta sin?
    Ceard a tharla do na h-oicheanta sin?
    An cuimhin leat an t-am
    Nuair a bhi tu faol bhron?
    An cuimhin leat an t-am
    Go siorai sileadh na ndeaor?
    An ormsa na orainne a bhi an locht?
    Ag mothu cailite s'ar fan
    Cen fath an t-achrann
    is sileadh na ndeor?
    Ta ailleacht sa saol
    Ma chuardaionn tu e
    Ta gliondar sa saol
    Cuardaimis e
    As that may not make much sense to those of you who don't read
    Gaelic, here's the English translation!
    --  English --
    Do you remember love
    The heartbreak of love?
    Nothing now but music of the night
    I am forever in love
    A lover with a fault
    A lover with a fault
    Allow it and you will have it
    Allow it and love will be
    Do you remember the time
    When you were satisfied?
    Do you remember the time
    When you were laughing?
    The world is wonderful
    if you believe in it
    Turn your face towards life
    and constant hapiness in our midst
    What happened to those days?
    What happened to those nights?
    Do you remember the time
    When you were sorrowful?
    Do you remember the time
    Forever crying tears?
    Was it me or you at fault?
    Feeling used and lost
    Why the fighting and
    crying of tears?
    There is beauty in the world
    If you seek it out
    There is joyous wonder in the world
    Let's seek it out
    5.8  PSX/GCN Changes                                                    [5CHN]
    Here is a list/description of most of the changes made from the conversion
    from PlayStation to the GameCube.
      -  The graphics were completely redone from the ground up.  Higher polygon
         counts, new textures, and so on.
      -  New voice acting.  They kept the old voice actors but the only difference
         here is that they re-enacted all of the lines.  There were a few line
         changes and other small things with the script so that is the main reason
         why they re-did the lines.  The only major change is that Vulcan raven
         and Grey Fox have new voice actors.  And if you care... Mei Ling,
         Nastasha, and Naomi no longer have their accents.
      -  All of the cinematics were re-created from the ground up by Ryuhei
         Kitamura.  Now they look a little bit more flashy.  Now there are a lot
         more acrobatics and bullet-time sequences than in the original game.
         Don't like it?  Tough shit.
      -  There were a few level layout/design changes.  Mainly in the Canyon and
         the Rex Hangar and the Warehouse North areas.  In the Canyon you still
         have the Claymores during your first entrance of it but then they
         dissapear and now there are guards patrolling the area!  in the Rex
         Hangar the ladders have been replaced with stairs.  You no longer go over
         the top of rex, you go behind it.  In the Warehouse North you no longer
         have about 500 cameras watching over the place.  Now there are guards
         patrolling it.
      -  All of the gameplay features from Metal Gear Solid 2: Sons of Liberty
         have been implemented into the gameplay of Twin Snakes.  See below list.
              - First Person View shooting
              - Hanging from railings and hang-drops moves
              - Rolling
              - Leaning out
              - Moveable camera when in corner view
              - Ability to throw grenades around corners
              - New distractions (magazines, books)
              - Moving while crouched against a wall
              - Jump-out-shooting from corners
              - Hitting guards/bosses with the Nikita and FAMAS
              - Clearings
              - Caution modes
              - Punching and kicking in the first person
              - Hold-ups and Dog Tags
              - Disabling IR sensors by shooting the control boxes
              - Reporting guards
              - Shooting out radios
              - Dragging enemies
              - First person strafing
              - Fire extinguishers to blind guards
              - Shooting pipes to blind guards
              - Bleeding and blood loss
      -  The controller layout has been changed, since... the GameCube controller
         has a different button layout than that of the PlayStation.
      -  New music tracks for just about the entire game.  The old boss battle
         music has been replaced as well as most of the in-game music.  The only
         thing that has been kept from the original game is the ending song at
         the credits.  Better known as "The Best is Yet to Come".
      -  New title screen that suits the name of the game better.
      -  No VR training missions.
      -  There is a new Boss Survival mode that becomes available after completing
         the game once.  In this you will just fight all of the bosses in sequence
         with one life bar.
      -  Addition of the M9 and PSG1-T that will allot you to go through the game
         with no kills.
      -  There is no more leveling up of your life bar and equipment storage by
         defeating bosses.  It remains constant throughout the game.
      -  Requirements for the Big Boss ranking have changed.  Unknown as of now as
         to exactly what they are.
      -  You can now use your guns to fight the M1 tank.  That is only because of
         the First Person View addition to the game.
      -  The Canyon now has a trench in the middle of it to help you hide out
         from patrolling guards and also provide a bit of definite cover when
         hiding from the M1 Tank.
      -  The Policenauts poster in Otacon's lab has been changed to a Eternal
         Darkness poster.
      -  In Otacon's lab there is now a purple GameCube sitting on one of the
         desks in there along with a Wave Bird controller.
      -  Item/weapon locations have been changed.
      -  The security doors open up automatically as long as you have in your
         possession a high enough card.  You no longer need to equip it to open
         the doors.
      -  You also have to change discs at a different point in the game.  It is
         closer to the halfway point than the previous game was.  Now you have to
         do it when you first enter Communication Tower A.
      -  You can now save about 10 minutes of time while heating up and cooling
         the PAL key.  Now all you have to do is drop down off of a little ledge
         and grab onto a platfrom.  On the platform you can shoot the pipes to
         either get a blast of steam or liquid nitrogen.
      -  The look of the Thermal Goggles has changed.  It isn't monochromatic red
         like before.  It now has color gradients indicated by red, yellow, green,
         blue and other colors.
      -  When fighting Mantis there are now some new additions.  He will now bring
         the statue out of the corner and swing it around at you.  You can now use
         FPV to shoot at him but if you look for too long then you will begin to
         see out of his eyes. Also there is now a sanity effect that was taken
         from Eternal Darkness.  The screen will begin to tilt at crazy angles and
         you will become rather confuzzled by this.
      -  Now Mantis will mention different games when he speaks to you.  The games
         are Legend of Zelda: The Wind Waker, Super Mario Sunshine, Eternal
         Darkness, or Super Smash Bros. Melee.  If you happen to have a save of
         Eternal Darkness he will mention Silicon Knights as well.
      -  The pictures on the wall in the Commander's Room have been chenged.  They
         now show Shigero Miyamoto (Nintendo), Hideo Kojima (you should know who
         this is), and Denis Dyack (the head of Silicon Knights).
    5.9  Frequently Asked Questions                                         [5FAQ]
    This is just a compilation of all the questions that are commonly asked about
    Metal Gear Solid: The Twin Snakes.  They don't all relate to the Extreme
    difficulty but I figure that I can cut down on unnecessary e-mails by
    including all the others.
    Question : What's the quick way of freezing/heating the card?
    Answer   : In the Metal Gear Rex Hangar, top level, go all the way to the
               southeast part of the walkway and look down.  You should see a
               small platform below you with no means of getting to it besides
               dropping.  Hang over the railing and do a hang-drop move to get
               onto the platform.  Get out the PAL Card and shoot the steam pipe
               if you need to heat it or the liquid nitrogen pipe if you need to
               cool it.
    Question : Where is the Camera?
    Answer   : Armory South.  Blow up the east wall before going into the room
               where Baker is.  You will need a level 6 card to get it though so
               go there after the torture sequence.
    Question : How do I unfreeze my Rations?
    Answer   : You were in a cold place for too long and the froze over.  Just go
               inside and wait until they unfreeze.
    Question : Why two discs?
    Answer   : The game is too long to fit on a single disc.  Most of it is taken
               up by cinematics.
    Question : Where is the M9?
    Answer   : It depends upon the difficulty level.
                Very Easy : On that first concrete platform in the Docks.
                Easy      : In the middle locker at the north of the Docks.
                Normal    : In the right locker in the north of the Docks.
                Hard      : Armory.  In the hidden room in the northwest.
                Extreme   : In the vent above the DARPA Chief's cell.
    Question : How do I play Extreme mode?
    Answer   : Beat the game once.
    Question : Where is the Rope?
    Answer   : You must have missed it in your blind panic to escape from the
               guards in Comm Tower A.  It is in that room at the base of the
               stairs.  Yes... you have to go ALL the way back down to get it.
    Question : Where is the PSG1-T?
    Answer   : It is in the room where you found Meryl in the Nuclear Weapons
               Storage Building, B1.  Room in the southwest of the Office Area.
    Question : How do I make the Nikita go up/down?
    Answer   : If you are on a level surface... you can't.  But it will go up/down
               automatically if you move it over a ramp or a staircase.
    Question : What is Otacon's Codec frequency?
    Answer   : 141.12
    Question : What is Meryl's Codec frequency?
    Answer   : 140.15
    Question : Where is the SOCOM Suppresser?
    Answer   : It is in the Tank Hangar, bottom floor, large room on the right.
               Make sure to take out the guard before grabbing it.
    Question : How do I lower my pistol when I have it drawn?
    Answer   : You can only do it by unequipping the weapon while in third-person
               view or by pressing the Y button while holding down the weapon
    Question : Who is Ocelot talking to at the end of the game?
    Answer   : He is talking to the President of the United States.  No I am not
               messing with you.  Play MGS2.
    Question : Are there three endings in this game?
    Answer   : Nope.  Only the two you remember from the original game.  The one
               where Meryl dies and the one where she lives.
    Question : What is the song that plays at the credits at the end of the game?
    Answer   : It is called "The Best is Yet to Come" it was written by Rika
               Muranaka and it was sung in Gaelic by Aoife Ni Fhearraigh.
    Question : How long is this game?
    Answer   : Since I played through on the Hard difficulty my first time through
               and am a veteran of the series I cannot say accurately but I would
               say that this game is a bit short no matter what difficulty you
               play on.  Maybe that is just because it is so damn good? Anyway, it
               took me about 11 hours my first time through on Hard.  That
               includes all gameplay time and Codec convos/cinematics.
    Question : Do you know the link to Karma Hunters 1:10 Big Boss run?
    Answer   : Why... yes I do.
    Question : How did Baker (the ArmsTech president) know about FoxDie?
    Answer   : We can only assume that since he was very high up in the weapons
               industry he would be well informed or be paying attention to any
               new weapons developed, especially one such as FoxDie.  Or maybe
               since the DARPA Chief was friends with the Secretary of Defense he
               probably found out about it and told Baker while they were
               collaborating on the Metal Gear Rex project.
    Question : Should I bother getting the Body Armor?
    Answer   : The only reason you would need the Body Armor in this game is if
               you completely and totally suck at this game.  Or if you are
               playing on Extreme/going for Big Boss rank. It isn't too out of
               the way, you can grab it while waiting for the PAL key to turn red
               in the Blast Furnace.  Got anything else to do?
    Question : I'm playing through a fourth time and Snake still has the Tuxedo
               on!  Am I stuck with this?
    Answer   : No you aren't.  Once you complete the game with the second ending
               once again then Snake will have his sneaking suit back.
    Question : Can I get the Ninja suit or sword in this game?
    Answer   : No.
    Question : What do I get for collecting all the Dog Tags?
    Answer   : Nothing.  It is just something else to do in the game.
    Question : Will this game come out for PS2?
    Answer   : No.  Twin Snakes was made by a third-party developer of Nintendo,
               so it will only be available on the Nintendo GameCube.
    Question : May I host this guide at [insert URL]?
    Answer   : No.  This guide may only be hosted at GameFAQs.com, Neoseeker.com,
               Planet-MGS.com, and IGN.com.
    Question : [Insert question whos answer can be found in the guide]?
    Answer   : Look through the guide before asking me these things.
    Question : You suck.
    Answer   : Thank you.
    07)  Conclusion
    6.1  Legal Disclaimer                                                   [6LGD]
      **  Original guide Copyright Laura Guy and Andrew Squire 2002-2004.
      **  Revision for Metal Gear Solid: The Twin Snakes by El Greco and Laura
          Guy.  Copyright 2004.
    This document is Copyright 2004 Don Fleming and Laura Guy.  It may not be
    reproduced nor retransmitted in any form without prior consent from the
    author.  It may not be altered, published, sold, given as an incentive to buy,
    etc. without advance permission from the author. All outside sources which
    have contributed to the making of this guide in some form have been cited in
    the guide.  Violation of the above terms can and will result in a lawsuit.
     - GameFAQs.com
     - Gamespot.com
     - Neoseeker.com
     - IGN
     - MetalGearSolid.org
     - Gamerhelp.com
     - CheatCodeCentral
    6.2  Credits
    The Official Metal Gear Solid Strategy Guide published by Cyber Press
    Publishing and Piggyback Interactive Limited : for some of the
    character info.
    Sublevel 01 (also known as Jackal) : for some of the excellent info
    on boss strategies (Ocelot and Ninja) as well as for the videos he
    posted showing the quickest ways to get around some of the levels,
    and answering our constant questions on the board at GameFAQs. You
    can download these videos at: http://members.rogers.com/x3mgame/. If
    you hope to make your big boss rank better than I suggest you watch
    some of these, it helps to watch it happen rather than relying on
    Lozzer3 (tallgesepiolt@aol.com) : for a small section of the
    walkthrough (Ninja to Mantis)
    Samuel Riesterer : for use of the following maps: Armory and ocelot,
    Ninja, Mantis, Wolf 1, Hind, Raven and Liquid boss fights and
    strategies from his Big Boss Rank Walkthrough.
    Grant Morrissey : for the translation of The Best Is Yet To Come in
    his Plot Summary FAQ, as well as his sources for the information
    (Aurora02 and Damian Dennehy).
    Micro761 : For his video of the Raven Fight.
    Squinky 45, Red Soul and The Unchosen one : For their torture
    JMcSquiggleII : Submitted a bunch of strategies for many parts of the guide.
    Dan Craggs : For correcting the lyrics of "The Best is Yet to Come"
    6.3  Conclusion                                                         [6CNL]
    I hope that I could be of extreme help (bad pun) to you with this guide.  Now
    let's all hug and say goodbye.... okay let's not.  Anyway, be sure to check
    out my other Metal Gear Solid guides as well as my script for Twin Snakes.
                     Copyright 2004 Don Fleming and Laura Guy

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