T A C T I C A L E S P I O N A G E A C T I O N _ _ ___ _____ _ _ ___ ___ _ ____ ___ ___ _ _ ___ | \ / | _|_ _|/ \ | | / _ \ | _| / \ | _ \ / __|/ _ \| | | | \ | \/ | |_ | | / _ \| | | | |_|| |_ / _ \| |_) | | |_ | | | | | | | |\ \ | | _| | || /_\ | | | | __| _| /_\ | / \_ \| | | | | | | | | | | |\/| | | | || _ | | | | | _| | | _ | | | | | | | | | | | | | | | | | |_ | || | | | |_ | |_| || |_| | | | |\ \ __| | |_| | |_| | |/ / |_| |_|___| |_||_| |_|___| \___/ |___|_| |_|_| \_| |___/ \___/|___|_|___/ ___ __ ___ __ __ __ | |_| |__ | \ / | |\ | |__ |\ | /\ |_/ |__ |__ | | | |__ | \/\/ | | \| __| | \| /¯¯\ | \ |__ __| __ __ / \_____________________________________________________________/ \ \__/ \__/ || M E T A L G E A R S O L I D || || T H E T W I N S N A K E S || || F A Q / W A L K T H R O U G H || || || || © Copyright 2020 by Andrew Haffenden aka Conquerer || || || || Metal Gear Solid The Twin Snakes © 1987 2004 Konami || || Computer Entertainment Japan. All rights reserved. || || || ||_______________________________________________________________|| || || || Metal Gear Solid: The Twin Snakes || || || || Developer: Silicon Knights/Konami JPN || || Publisher: Konami || || Original Platform: GameCube || || Genre: Action-Adventure || || Origin: Japan || || Number of Players: 1 || || Initial Release Date: March 9, 2004 || || ESRB Rating: "M" for Mature || || || ||_______________________________________________________________|| || || || W A N T T O R A T E T H I S F A Q ? || || || || If you feel that this FAQ has helped you in any way and || || you wish to thank me, feel free to do so by appropriately || || rating it wherever possible. Thank you. || /¯¯\ /¯¯\ \__/¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\__/ ________________________________________________________________________ |___________________ TACTICAL ESPIONAGE ACTION __________________| ||||||||||||||||||||| M E T A L G E A R S O L I D |||||||||||||||||||| ||||||||||||||||||||| T H E T W I N S N A K E S |||||||||||||||||||| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ TABLE OF CONTENTS [TTS_00] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 1. INTRODUCTION..................................................[TTS_01] 2. UPDATES.......................................................[TTS_02] 3. FREQUENTLY ASKED QUESTIONS....................................[TTS_03] 4. PLAYING THE GAME..............................................[TTS_04] i. Menus...............................[ptg_01] ii. Game Basics.........................[ptg_02] iii. Combat Strategies...................[ptg_03] iv. Radar...............................[ptg_04] v. Codec...............................[ptg_05] 5. CONTROLS......................................................[TTS_05] 6. WALKTHROUGH...................................................[TTS_06] I. DISK 1............................................[wlk_d1] i. The DARPA Chief......................[wlk_01] ii. The ArmsTech President...............[wlk_02] iii. Reaching the Nuke Building...........[wlk_03] iv. The Metal Gear Engineer..............[wlk_04] v. Linking Up With Meryl................[wlk_05] vi. Torture and Escape...................[wlk_06] II. DISK 2............................................[wlk_d2] vii. Communications Tower.................[wlk_07] viii. Underground Base.....................[wlk_08] ix. Bringing Down Metal Gear.............[wlk_09] x. Escape...............................[wlk_10] BOSS FIGHTS: i. Revolver Ocelot.....................[bos_01] ii. M1 Tank.............................[bos_02] iii. Ninja...............................[bos_03] iv. Psycho Mantis.......................[bos_04] v. Sniper Wolf.........................[bos_05] vi. Sniper Wolf 2.......................[bos_06] vii. Hind D..............................[bos_07] viii. Vulcan Raven........................[bos_08] ix. Metal Gear REX......................[bos_09] x. Liquid Snake........................[bos_10] 7. UNLOCKABLES AND SECRETS.......................................[TTS_07] 8. ITEM LIST.....................................................[TTS_08] 9. CREDITS.......................................................[TTS_09] __________________________________________________________________________ __________________________________________________________________________ [SEARCH]: Press CTRL/CMD + F to bring up the search menu. Copy the code from the Table of Contents above for the section you would like to visit. __________________________________________________________________________ __________________________________________________________________________ 1. I N T R O D U C T I O N [TTS_01] __________________________________________________________________________ __________________________________________________________________________ Welcome to my FAQ/Walkthrough for Metal Gear Solid: The Twin Snakes. Like my MGS2 walkthrough, this one has had its own enduring path to publication. I first wrote this walkthrough 15 years ago back in 2005, I believe even before I began the guide for MGS2. The only part of it I completed was the walkthrough section and that's it, albeit the most important part and the meat of the guide anyway. It was a complicated time for me and I was starting more guides than I was finishing, and then I soon began to have less time to work on FAQs and somewhat lost the desire as well. In 2010 it somewhat burned away at me to see my MGSTTS and MGS2 guides just sitting on my then laptop's hard drive. MGS2 was a lot closer to completion so I managed to bring that one together and get it out that year, but this TTS document was no more than the walkthrough section and I just didn't have it in me to bring it all together at that time. It remained in my mind as "maybe some day..." Then another 10 years later and during a phase where I was already sprucing up my Silent Hill guides to be more navigation-friendly, I turned to my MGS2 and TTS guides. I refreshed MGS2 first since it was already a completed guide and required less work, then finally turned my attention to TTS. I took my unedited work from 15 years ago, heavily edited it along with a light rewrite and restructure as I played through the game again, then filled in the extra guide sections as needed to complete the document. There's maybe a few sections missing that I'd normally include but I honestly don't think they're fully necessary and I'm quite satisfied with how the guide stands as is. It only took 15 years to finally publish it but I'm relieved and grateful to get it out there after all this time. It's rather rewarding to have that work not go to waste and instead finally be able to help people. Either way, I stand by the quality of the walkthrough which errs more on the descriptive side since that's my trademark. I like to take the player on a bit of a journey as if I'm playing the game with them, rather than just list off instructions one by one, and it's important for me to not gloss over things players might be concerned about. And so every decision in writing this guide ultimately boils down to providing the player with all the relevant and helpful information. So I hope that translates to the end user. Consider using the section codes in the Table of Contents to make your way through this document as intended, and thank you for using my guide. It's had a long path to publication but I'm proud of it and I hope it provides you with everything you need. Cheers. - Conquerer __________________________________________________________________________ __________________________________________________________________________ 2. U P D A T E S [TTS_02] __________________________________________________________________________ __________________________________________________________________________ [03/12/2020] - 214 KB [FINAL] Likely the first and only version. I first wrote the walkthrough section of this guide 15 years ago but it was a complicated time for me and I didn't end up finishing the rest of it. Just recently while refreshing most of my other guides I found it rotting away on an old hard drive so it was the perfect opportunity to put together the finishing touches and finally let it see the light of day. Took it through some heavy editing, light rewriting and restructuring to get it to my current standards but it was in a pretty decent state to start with. Filled in the rest of the guide with some of my usual sections to round it off and here we go. It only took 15 years but this guide is finally ready to be used. Hope you all enjoy it. __________________________________________________________________________ __________________________________________________________________________ 3. F R E Q U E N T L Y A S K E D Q U E S T I O N S [TTS_03] __________________________________________________________________________ __________________________________________________________________________ Q: Is this a faithful remake or did it change a lot of things? A: I would say it's fairly faithful at its core, but instead of just being a remake, it's a bit of a hybrid that adds most of MGS2's mechanics, which inherently change it a bit. From a story/script and general design perspective it's basically the exact same, with only some minor differences outside of the new mechanics. Q: What's different from MGS1 in this remake? A: Lots when you really break it down. Added from MGS2's mechanics alone: First person aiming, holding up guards, dog tags, the M9 and PSG1-T tranquilizers, hanging, hiding in lockers, rolling, plus a few items from MGS2. As for other changes, to name a few: Entirely redone cutscenes with motion capture and newly-recorded voices. It's the same cast except Gray Fox is new and no longer by the same actor as the DARPA Chief, and some characters like Mei Ling and Naomi have lost their accents. There's some minor changes to the script but nothing too major. The cutscenes now have an over-the-top flair to them as if matching the style of The Matrix. Also the music has been entirely redone outside of the main theme, The Best is Yet to Come. For the full game you will also have a full-sized health bar rather than increasing bit by bit after boss fights. Q: Do the changes make it a better or worse game? A: I would say it's very subjective. Ultimately I don't think it outdoes MGS1 or replaces it, and it does have some issues but I do think it's a quality remake. Some of MGS2's mechanics are great to have and allow for different strategies, but also make it an easier game, especially since it's not designed with them in mind. I would say the Matrix-style cutscenes are too over the top and get quite silly, and the new soundtrack doesn't gel with the game or series nearly as much. But overall it's still a very fun game and provides quite a different experience from MGS1 while keeping a similar tone. Q: Where is the SOCOM located? A: It can be found in a few spots. The first place is in the back of the truck in the Heliport. If you miss it there, you can find it inside the open eastern room on the upper railing of the Tank Hangar (1F). If you miss it there, you'll find it at the start of the soldier raid in the Holding Cells. Q: Where is the M9? A: Depends on your difficulty: Very Easy: By the barrels right where you start in the Cargo Dock. Easy: Beside the opening elevator and lockers in the Cargo Dock. Normal: Inside the top left locker in the Cargo Dock. Hard: In the hidden northwest room in the Armory, accessed by blasting the newly-plastered wall with C4. Extreme: In the vent on the way to the DARPA Chief in the Holding Cells. On Very Easy through Normal you can also find it under the truck in the Heliport (where the SOCOM is), if you miss it in the Cargo Dock. Q: Where are the Thermal Goggles located? A: It's important to get the SOCOM in the back of the truck in the outside Heliport first. That way, the Thermal Goggles will appear in the open room at the east of the upper railing in the 1F Tank Hangar. It'll be the SOCOM here instead if you didn't get it earlier, meaning the goggles won't appear till later. And the thing is, this room has a Level 4 door which is forced open when you first arrive. After meeting the DARPA Chief, it'll close and you'll have to wait until you have the Level 4 Card after beating the Ninja to claim the goggles. So again, ensure you get the SOCOM outside and then get the goggles inside the eastern room on the upper walkway of the Tank Hangar right away. Q: Where are the Night Vision Goggles located? A: Nuke Building B2. It's in the top room in the west main room of the gas-filled corridor, locked by a Level 4 door. Therefore you can only get it after defeating the Ninja in the Laboratory on the same floor. While you can get the Thermal Goggles much earlier, the NVG is much better for seeing in the dark. Q: Is there another purposes for the Cardboard Boxes other than hiding? A: Yes, they can be used for fast travel when equipped while in the back of trucks. You'll find a truck in the Heliport, Nuke Building 1F, and the Snow Field where you fight Sniper Wolf. There's also three Boxes, each marked for one of the above areas. Equip it inside one of these trucks to be transported to the respective area. Q: I found a hidden area with a Level 4 and 6 door in the Armory South. What's in there and how do I get inside? A: The Level 4 room has no items, but the Level 6 room contains the Camera (secret item), plus four boxes of Stinger ammo and Chaff/Stun Grenades. Both rooms have sentry cameras inside them. To get inside both requires the appropriate cards. A good time to check them is after the torture section when you have both cards and are nearby. You won't be able to claim the Stinger ammo until you acquire the weapon (once you do, you can quickly return here via the Box/Truck fast travel method). Q: My Rations are frozen and I can't use them. What do I do? A: This happens in freezing weather and specifically only when your Rations are not equipped. Equip them for a while to thaw them out, or head to a warmer location as well to help out. Q: I'm playing this game with composite video on a modern HDTV and the screen is way too dark at times for me to see. Is there any way I can fix this? A: I've experienced this as well playing it recently and it's quite an issue. Unfortunately the game itself has no brightness settings, so instead you'll have to turn to your TV's settings. The most important thing is to pump up the brightness but play around with other settings to see if it helps as well. Beyond that, I recommend finding the Thermal and Night Vision Goggles as quickly as possible to wear during the darker moments (find locations above). They certainly help a ton. Q: I'm inside a vent and can't see anything at all. What do I do? A: First try to turn up the brightness on your TV. If that doesn't help, note that using Type 1 Radar will allow you to see your radar in vents, letting you easily guide yourself that way alone. Otherwise, I suggest searching for a walkthrough video and copying the required movements to get through. Note there are light spots in most vents though. In the very first vent on the second floor, move a couple feet forward and turn to your right to see a bright spot. Then do your best to continue from there. Make sure you get the Thermal Goggles right away in the Tank Hangar to help you in the future, and then the superior NVG later (locations mentioned above). __________________________________________________________________________ __________________________________________________________________________ 4. P L A Y I N G T H E G A M E [TTS_04] __________________________________________________________________________ __________________________________________________________________________ CONTENTS ____________________ 1. Menus 2. Game Basics 3. Combat Strategies 4. Radar 5. Codec ________________________________________________________________________ |01 // MENUS [ptg_01]| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Main Menu _________ After the "Press Start" screen is the main menu where you have the following selections: New Game Start a fresh new game. Load Game Load a game already in progress from your memory card. Or load a completed file to start a New Game with any unlockables. Note that you'll have an option to read the Mission Log when loading an in-progress file, which sums up what's happened so far or since your last save. Options Go to the options menu, view and change certain options. See what you can change under Options Menu below. Briefing View the briefing tapes for the Shadow Moses mission. The first one will play by default and then you can select the others in the briefing menu. Feel free to switch cameras, zoom in/out and adjust the camera while watching. Press Start to skip. Special View the Special Menu to access the Dog Tag Viewer, Photo Album, Boss Survival, Previous Operations and the Demo Theater. Options Menu ____________ Find all changeable options below. OPTION SELECTIONS Rumble On, Off Radar Type Type 1, Type 2, Off Blood On, Off Sound Stereo, Dolby Pro Logic II, Monaural Subtitles On, Off 1st Person View Switch Hold Down, Toggle 1st Person View Motion Normal, Reverse Item Window Group, Linear Quick Change Unequip, Previous Screen Adjustment X and Y coordinates Screen Brightness Brightness chart Codec Menu __________ Press Start + A during gameplay to bring up the Codec menu and call someone for mission information or to save your game. Press left or right to manually change frequencies and A or up to call. To call an already known number, press B to move off the Frequency and press down to see a list all contacts. Press A to call. Weapon/Item Window __________________ Holding L or R during gameplay will open the item and weapon menus respectively. Scroll through them with the cursor and release L or R to select the item/weapon hovered over. Note that scroll movement is inverted and you can also scroll left and right through items/weapons in the same row. To use items such as Rations, find them in the item window and press A while highlighted. Note you can quick equip/unequip items/weapons with a light L or R tap. A double R tap with a weapon equipped will induce an instant tactical reload. ________________________________________________________________________ |02 // GAME BASICS [ptg_02]| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This section explains the mechanics of the game and what you should know in order to play comfortably. ________ Movement ________ Beyond walking and running, MGSTTS makes use of several types of movement such as crawling, hanging, sidestepping and more. Read the details of each below. Walking/Running _______________ Always use common sense and carefully walk when near enemies or they may hear your loud footsteps, particularly over loud flooring like grating which enemies can hear from a distance. Always observe enemy behaviour and transition from running to walking upon entering their general area to avoid being caught. Make use of alcoves and railings to take cover from enemies looking your way and sneak up on them whenever they turn away. In certain areas you'll come across floor traps that will open as you move over them. When you see one opening, run at full speed to escape. In general they're not really a threat as long as you're quickly on the move, but falling in one will spell instant death as Snake will not hold on to the edge. Note that some floor traps will remain open and others will be closed the next time you return but will still be there. Take note of where they are and work around them, including running at the sides of halls. Rolling _______ While running, press X to perform a roll. Perhaps not as helpful or relevant for navigating past obstacles as in MGS2, rolling is more suited for knocking enemies down and potentially unconscious, proving very helpful when trying to escape from multiple enemies. It may also prove helpful in avoiding attacks during boss fights. Crouching/Crawling __________________ Press X to crouch at any time, while standing normally or against a wall. Trying to move while crouched will initiate a crawl. To get back up, press X to return to crouch stance and X again to stand. Note that crawling allows you to enter ventilation systems, get under infrared lasers, avoid and pick up Claymores, and so on. You can also use most (but not all) weapons when prone. Crouching is very helpful for when standing against a short wall or crate to stay out of sight. While crouched against a wall you can move left and right by using the control stick or L and R buttons, and press B to knock as a distraction. Climbing ________ Several obstacles can be climbed, such as ladders, crates and small platforms. Approach a ladder and hit Y to climb it automatically, and also press Y near crates and platforms to ascend them. Hanging _______ Press Y to hop over a nearby railing and hang on from below. Move left and right to shimmy across, but take note of your grip meter that will steadily decrease, and you'll fall if it drains. You can also drop manually with the X button and press Y to grab onto a lower railing if present. Just like in MGS2 you will start at Grip Level 1 while hanging and can improve to Level 2 by performing 100 pull-ups, or to Level 3 with 100 more (200 pull-ups overall). This will provide you with more time to hang and shimmy around, which is only really helpful in one optional/alternate segment. This optional segment occurs if you miss the Rope in the Communications Tower and need to hang, shimmy and drop your way down a series of pipes to reach the walkway. Simply follow the path of pipes to make your way down. While higher Grip Levels will give you an easier time, it's not at all necessary and can be managed at Level 1. That also makes the time tradeoff of improving your Grip Level not worth it. But if you're dead set on it, get your pull-ups in before this section to make the most of it. Beyond that, as a remake of MGS1 that did not feature hanging at all, this game hasn't really been adapted to the point where hanging is very relevant, especially in a sneaking capacity. It is not entirely out of the question that it can prove helpful to stay out of sight in certain scenarios, but it mostly just allows you to jump down to a lower area much more quickly, which can save you a bit of time and potential frustration due to cameras and soldiers. Hiding ______ Always do your best to stay out of sight. Put your back to walls to see around corners and wait for enemies to turn around before running through. Look out for lockers and vents if you need a place to hide or slip through certain areas, especially when your presence is partly known. Use L or R to peek out at both sides while in a locker to ensure it's safe to come out. Sometimes hanging on railings can help you get by certain areas without enemies spotting you -- even if they're on the same walkway you're hanging from. In other areas make sure you're simply out of view. If it means crawling on the ground, do it. Stay out of view as much as you can because you are not quite equipped for full combat. And be sure to get creative and playful by using a Cardboard Box, cause why not? Distractions ____________ The most basic form of distraction is a knock. Press against a wall and press B to knock as many times as you wish. Any nearby enemies will likely hear it and come to investigate, so leave while you have a chance. Understand that enemies will never know what is causing the sound and generally always go to check it out with a level of naivety, and so this can be abused fairly often. Another great distraction method is to shoot any fire extinguishers if there are enemies nearby. Make sure you do this with a suppressed weapon like the M9 or else you'll alert everyone to your presence. Empty Magazines can also be thrown to get the attention of the enemy, although they can't be thrown very far. Equip them and tap A to toss or hold it longer for a farther throw. Use first person view to increase height. Lastly and definitely the most interesting method of distraction is using Books. These girly mags can be placed and grab total attention of any nearby guard, who will joyously run up to it and plant himself on the ground to get a little alone time with it. This allows you to easily sneak past as they are entirely consumed by it. To use a Book, equip it in the weapon menu, then press A where you wish to place it. ____________________ Miscellaneous Basics ____________________ Opening Doors _____________ Doors in Metal Gear Solid: The Twin Snakes open automatically, but many require specific level security cards for access. If you have the right card, just walk up and it'll open, then close behind you. Unlike the original MGS1, you do not need to equip cards to use them. Using Elevators _______________ The first elevator you'll find in the Cargo Dock operates automatically upon entering (after waiting for it to arrive). Later elevators however, require manual operation. Press Y on the call button to call all other elevators. Then just run inside and face the panel (bottom left from top view) to automatically switch into first person view of the controls. Now select your floor and hit A to elevate, or B to cancel. Note that elevators may take a few seconds to arrive, but pressing the call button again is a sneaky trick to get them to show up immediately. Infrared Sensors ________________ Every now and then you'll come across infrared sensor panels between you and some items in a room, or blocking your path in a hallway. What happens if you simply run through these sensors may vary depending on the situation, but it'll often trigger the alarm and fill the area with guards. In one location it will seal the area and fill up with dangerous gas, spelling your death. Usually in locations with IR sensors you'll find a bag of flour or a fire extinguisher nearby that can be shot and fill the room with particles that will reveal the beams, but you can also equip the Cigarettes to accomplish the same thing, or equip your Thermal Goggles if you've got them. This will help you see exactly where each laser is and if or how you can sneak past them. In the B2 Armory of the Tank Hangar there is no way to disable the beams, but you'll always be able to crawl under or around them. To escape the Tank Hangar from 1F when the time is right, you'll have to sneak past several rows of beams moving up and down. Here you can simply run under each once it rises, but you'll also be able to disable these ones by destroying their control units just like in MGS2. The control units are small green and white devices with a semi-pyramidal shape and green lights, which can be found by each sensor panel on the left wall. They look something like this: ___ Side View: |\ Front View: | . | |_\ |___| |__| |___| After shooting one, it will spark and the corresponding laser beam will turn offline. M9 knockout rounds will not be able to destroy them, but be careful to use a suppressor on your SOCOM to not raise an Alert if soldiers are nearby. There is one available in the nearest room to these laser beams on this occasion. At one point during the game you will reach IR sensors immediately following a doorway with no possible way to sneak past or any control units to shoot out. Instead it will be a forced Alert Mode sequence you'll simply have to endure. ________________________________________________________________________ |03 // COMBAT STRATEGIES [ptg_03]| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ________ Shooting ________ To shoot with a firearm, use the A button, but understand it's a bit more complicated than usual due to the GameCube controller's limited buttons and lack of pressure-sensitivity. For pistols, hold A to pull up your weapon and release to fire. If you wish to cancel your shot while already holding A, use another finger to hit Y and you'll lower your weapon. For successive shots, just keep tapping A. Things work a bit differently with the FAMAS since it has rapid fire. Holding A will not only aim the weapon but also start shooting. To aim without firing, first hold Y, then hold A -- release Y to begin shooting. For continuous fire, keep holding A. For the Nikita, press A to fire a missile and switch into missile cam to guide it. Equip the Stinger to enter its first person view and hit A to shoot a missile once locked on. And for the PSG1 and PSG1-T, equip to enter the scope and hit A to shoot (B and X to zoom in/out). You can shoot regular firearms from any stance in either first or third person. Each firearm, excluding missile and grenade launchers, has a laser module to assist you. Ideally you'll almost always want to fire from first person to pick your shots exactly, aiming for the head if you want to kill (or tranquilize). When firing from third person you'll be hitting the torso area which is generally less effective but can work okay in heavy combat situations. Also note that you can shoot while running by holding B and holding or pressing A. Jump-Out Shot _____________ Introduced in MGS2 and also available in TTS is the jump-out shot, useful when an enemy is around a corner looking the other way, or in tense conditions with several enemies. While standing against a wall (or any vertical flat surface) at a corner, use L or R to adjust accordingly and also peak around the corner if you wish (L: left, R: right). From the corner, press A to jump out around the corner and aim your gun. Release to fire and retreat to the wall, all in third person. Or you can jump out and aim, then take take your shot in first person. To cancel your shot while holding A, press Y, but you won't return to the wall. This tactic works wonders when fighting groups of enemies. Just find a corner for cover and use the jump-out attack to fire at them at the right moment, then go back to the wall for cover. You can even throw Grenades around a corner in somewhat of a jump-out fashion. Use the appropriate shoulder button to look around the corner and push A to pull the pin, then release to throw (cook it as long as desired). After throwing the Grenade, retreat to the wall. Keep in mind that you can pull the pin before you peek around the corner, but just be sure not to blow yourself up. ______________ Sentry Subdual ______________ There are many methods of handling guards with non-lethal means while maintaining a stealthy profile. Here we'll cover them all. Hold Up _______ To hold up a guard, sneak up behind him and aim your gun. If within a couple feet, your character will say "Freeze!" and the solider will raise their hands in the air. From here you can just shoot them with the M9 and move on, or you can move to their front side to acquire their dog tag or other items. If you want their dog tag, hit Y while already aiming with A to lower your gun, then run around to their front to retrain your aim on them. Or instead you can keep A held down and hold B as well to let Snake run while aiming, then reposition in front. If you aim at their face or crotch in first person, they'll show mercy and say something like, "Don't kill me!" At this point they'll start shaking their booty and their dog tag will come loose for you to grab. After acquiring their dog tag, enemies may drop other items like ammo with this method (which can also be obtained by picking up and dropping their unconscious bodies, but not dog tags). Once you're happy, shoot them with the M9 and hide their body or move on. Note that guards' weapons always remain attached to their bodies via a sling even when held up, meaning you'll need to be careful and not let your guard down or they may try to pull something. Choke _____ To choke a guard, move right up from behind and hold A to grab him. Try to stand still or you may actually throw him to the ground instead. Once a guard's in a chokehold, you can break his neck by rapidly pressing A (which counts as a kill), or drag them somewhere else to deal with them. The latter is helpful if you want to slip away from another guard who may spot you. Take note that as you drag guards in this position you are twisting their necks every once in a while and you can kill them if you move for too long (by breaking their neck). Throw _____ Press A while running at an enemy to throw him to the ground. This can knock guards out on lower difficulties in one go, but otherwise will usually take about three throws. Throwing can be incredibly useful for getting past guards right near exit doors to new areas, since they can't call for backup in time. Guards are generally pretty good at fighting back on repeated attempts and may instead knock you to the ground and call for backup, so handle them with care and try to stop them before they do. Roll into them while on the radio to stop their call. Punch/Kick __________ The punch and kick system works in a pattern, with a double punch and a finishing kick if you keep pressing B. You can do the punch-punch-kick combo to knock a guard to the ground once, or multiple times to knock him out. Just like with throws this can be useful to handle enemies near exit doorways and leave before they can react. Roll ____ Press X while running to roll. This is very helpful for knocking down guards, or knocking them out after a few rolls. It's especially helpful for interrupting guards as they call for backup if you need to be quick. If there are two or more guards in a line, it's possible to knock them into each other and down like bowling pins. Just be careful they don't smack you before you get them. ________________________________________________________________________ |04 // RADAR [ptg_04]| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ During the full game you will have Soliton Radar in the top right corner of the screen. As fully explained to you by Mei Ling near the start, radar provides you with a map of the current area including obstacles and most importantly enemy locations and their fields of vision. Paying attention to the vision cones is crucial to your success through the game. If you ever enter a guard's cone of vision he will spot you and try to call for backup. If spotted just outside his cone, or sometimes from a fair distance, the guard will be suspicious and come to confirm what he just saw. This cone of vision comes in different colours that represent various phases of how aware the guard is of your presence, such as: BLUE The guard is completely unaware of your presence and is patrolling as he normally would, unless in Caution Mode where the guard is still unaware of your location but perhaps on a different route while searching the area. Normally the cone is bright blue, which means you are at the same height as the guard. If the colour is more faint then the guard is either above or below you, but still unaware of your presence. YELLOW The guard has heard a noise or seen something he is suspicious of and will usually investigate further. This includes hearing a knock or another noise made by you, or moving close to his cone of vision in front of him. The guard has not yet been alerted but is suspicious, and will go back to normal after investigating. RED The guard is aware of your presence and will try to call for backup. He may shoot at or punch you for his own protection before making the call, while others nearby may attack you as well. You still have a chance to neutralize him before he finishes his call. Your radar will be knocked offline once you enter the Alert phase, but you can see the red cones when backup guards come to check on a situation where a guard isn't responding over the radio. This also occurs if you fire an unsuppressed gunshot near a guard, whereby he'll call for backup and then check the situation. NONE The guard is sleeping, stretching or distracted by a placed Book, and thus has no cone of vision at the moment. He is not truly aware of anything, let alone your presence. If you are quiet you can sneak right past him. Books will keep guards distracted for a fair period while stretching guards will take only a moment before returning to normal, but both will hear any noises you make at any time if nearby. However be aware that sleepy guards are often falling in and out of sleep and could suddenly awaken and spot you at any time if inside their normal vision cone when it appears. They will also awaken instantly if you make any noises near them, even from behind such as stepping on a noisy floor. Don't underestimate them. Your radar will be knocked offline in Alert Mode with the standard Type 2 Radar, but there are other phases and modes where it won't be available. Whenever offline or in a special phase, your radar will be accompanied or replaced by a block that explains its status as discussed below. NORMAL All clear, radar operating normally. All guards will be patrolling their normal routes unless you've attracted their attention in some form. This phase has no onscreen name. CAUTION Guards are searching for you, often accompanied by backup guards. Radar is fully operational but guards may be searching areas more than they would normally. You will see the "Caution" meter decreasing at a steady pace, ending the phase once it drains. When it does, backup guards will leave and normal guards will return to regular duties and routes. ALERT Radar is offline as guards are fully aware of your presence and have called for backup. They will shoot at you as backup guards arrive on scene to do the same. You will remain in the Alert phase until you can break line of sight from guards or are killed. Breaking line of sight will upgrade you to Evasion status. EVASION This comes after Alert Mode and is very similar with radar still offline, but the difference is that guards do not know your exact position. They will search for you as long as the phase is active and you'll be downgraded back to Alert Mode if spotted. If you stay out of sight until the meter drains, you will upgrade to Caution Mode. JAMMING Radar is offline. This occurs in areas with strong harmonic resonance or if a Chaff Grenade has been thrown. In the latter case it'll only last for a brief period and return to normal as soon as the meter drains. Some areas will be stuck in Jamming Mode as long as you're there. *INTRUSION* This is a situational phase that occurs whenever inside a locker, under a table, in a vent, etc. Your radar will be offline in these circumstances until no longer obstructed. ________________________________________________________________________ |05 // CODEC [ptg_05]| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ The Codec is an advanced communication device for people to talk directly. It stimulates the small inner bones of your character's ear, so only they'll be able to hear anything said over it. Just like a radio, the Codec has frequency channels to reach various contacts. Think of a phone number but with only five digits. Use the D-pad or control stick to adjust the frequency left and right and press A or up to call the selected number. You will be given most frequencies in a type of speed dial menu at the bottom of the Codec screen, but in some cases you will need to set a manual frequency and call that way. Press B to move off the cursor adjustment and press down to see your current list of contacts. Select one and press A to call that contact. You'll regularly receive Codec calls over the game accompanied by an icon at the middle of the screen and a ringing sound. Urgent calls will display as a red icon and will be answered automatically, while optional calls will display as a light green icon and can be answered by pressing Start + A, but you don't have to take them. Below is a list of all Codec contacts in the game, although some will not be available to you until specific moments, usually when you're formally introduced. There are a few others you may have a call or two with on someone else's frequency but they won't remain as a long term contact. FREQUENCY CONTACT INFORMATION 140.85 Campbell Two contacts in one. Campbell provides you with Naomi mission instruction, helpful tip or info on specific people, equipment, controls, and so on. Naomi will provide info regarding gene therapy and general mission support. Mostly this contact is Campbell with occasional chiming in from Naomi. Give them a call if you're unsure what to do. 140.96 Mei Ling Use this frequency to save your game and hear Mei Ling's Chinese proverbs and encouraging support. 141.80 Master A former confidant of Big Boss and a resident of Alaska, Master Miller will provide assistance on handling the cold environment but also anything else he can regarding the mission. 141.52 Nastasha Weapons and equipment specialist who will give you the rundown on nearly any type of relevant device, or helpful tips for getting past traps or handling bosses. 140.15 Meryl Campbell's niece, disguised as a soldier and very familiar with the base. You're meant to find her frequency on the back cover of the game case and you need her to open up a door for you to escape the Tank Hangar. Contact her if you need any other assistance in how to get around. 140.48 Deepthroat You'll first be contacted by this mystery person, who isn't using burst transmission, in the canyon north of the Tank Hangar. You will receive only occasional calls often warning you about hazards while providing relevant tips. You won't ever be able to initiate contact and can instead only answer their calls. 141.12 Otacon Provides information regarding Metal Gear, the PAL keys, various mission objectives, and where things are located around the base. Becomes increasingly more helpful as the game goes on and will be the key to your escape when captured. __________________________________________________________________________ __________________________________________________________________________ 5. C O N T R O L S [TTS_05] __________________________________________________________________________ __________________________________________________________________________ CONTROL FUNCTION _______ ________ A Accept, Shoot/Use weapon, Chokehold/Throw/Drag enemy, Use item, Skip Codec call B Punch/Kick, Knock, Cancel, Skip cutscene, Advance to next Codec line (text only) X Crouch/Stand, Roll (while running), Drop down (while hanging) Y Climb, Hang, Grab ledge (after dropping), Call elevator, Use device, Cancel shot, Skip Codec call, Hold breath (gas/underwater) Z First person view (hold) L Open item window (hold), Quick Equip/Unequip item (light tap), Sidestep left (against wall), Shimmy left (while hanging), Look around corner (against wall) R Open weapon menu (hold), Quick Equip/Unequip weapon or tactical reload (light tap), Sidestep right (against wall), Shimmy right (while hanging), Look around corner (against wall), Zoom in (cutscenes) Control Stick Move character, Move menu cursor C-Stick Move camera angle (against wall), Look around while zooming in (cutscenes) D-Pad Move menu cursor, Move character, Adjust Codec frequency Start + B Pause game Start + A Enter Codec menu Z + L Peak left (first person view) Z + R Peak right (first person view) Z + L + R Stand on tiptoes (first person view) L + R Perform pull-up (while hanging) __________________________________________________________________________ __________________________________________________________________________ 6. W A L K T H R O U G H [TTS_06] __________________________________________________________________________ __________________________________________________________________________ This walkthrough was written while playing on Normal difficulty. Item locations and enemy numbers and locations may slightly vary on other difficulty levels. Whenever I suggest to take out a guard, I always mean to do so by non-lethal means, unless expressly stated otherwise. Note this is still your decision but non-lethal is generally always preferable. It also makes for a better ranking. Note you can also hold up essentially any guard by approaching him from behind and aiming your gun at him. Do this if you want to collect soldier dog tags, an optional but fun exercise. Once held up, move around to their front side and aim at their face to make them drop their tag. Tranquilize them and move on once acquired. --- [DISPLAY DARKNESS WARNING]: Especially when connected to a modern HDTV via ordinary composite cables, this game may display in a very dark state. This makes it incredibly difficult to see in the darker moments, such as inside vents, caves or other dark spots. Sadly there is no brightness adjustment available in this game and instead you'll have to turn to your TV's controls. Cranking the brightness is the most important thing you can do; otherwise, play around with any other settings if it helps. Beyond that, I recommend getting the Thermal Goggles and NVG as soon as possible to help you see most effectively in these areas. Find their locations in the Walkthrough or the Item List. They will help you immensely if struggling to see. To deal with the early vents without these goggles, I suggest playing with Type 1 Radar which allows you to use your radar in tight spaces. ________ / \ / LEGEND \
        /____________\____________________________________________
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       |    __________________________________________________    |
       |    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯    |
       |    I.              D I S C  (1 OR 2)                     |
       |    __________________________________________________    |
       |    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯    |
       |                                                          |
       |    Sub Area of Location                                  |
       |    ____________________                                  |
       |                                                          |
       |     ________________________________________________     |
       |    |01 // NEW OBJECTIVE                             |    |
       |     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯     |
       |                   ___________________                    |
       |                  | NEW CODEC CONTACT |                   |
       |                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                    |
       |                                                          |
       |    **************************************************    |
       |    Boss Fight                                            |
       |    **************************************************    |
       |                                                          |
       |    ==================================================    |
       |    Optional Fast Travel via Cardboard Box/Truck          |
       |    ==================================================    |
       |                                                          |
       |    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!    |
       |    Disc Change                                           |
       |    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!    |
       |                                                          |
       |__________________________________________________________|


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I.                              D I S C  1                        [wlk_d1]
__________________________________________________________________________
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 ________________________________________________________________________
|01 // THE DARPA CHIEF                                           [wlk_01]|
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       "Is this the first time you ever pointed a gun at a person?
                         Your hands are shaking."

              _____________________________________________
             | NEW CODEC CONTACT:   CAMPBELL/NAOMI: 140.85 |
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Cargo Dock
__________

To start off, head down the steps and into the water to find a RATION in
the left corner. There's also an AP SENSOR by the submerged right side
stairs. Return up the left stairs and climb the platform. If playing on
Very Easy, the M9 will be here by the right barrels.

Crawl under the left pipe, and look ahead to see if a guard is facing you
before pulling through to the other side -- wait for him to turn around if
so.

Head to the right and try to avoid the puddle since you don't want to
leave any wet footprints for the guards to track -- walk slowly to not
splash and attract attention either. To the right is another RATION by the
pipe in the bottom corner.

With two guards initially down here, use your radar to avoid them and
watch their patterns. Soon a third guard will arrive from the elevator,
which also opens up your exit to the surface. Until then, you'll have to
stay out of sight.

But before this guard arrives, follow behind the left guard up to the
north lockers, and investigate them when he heads east and moves on to the
middle aisle.

Inside the left locker is an M9 tranquilizer pistol on Normal, or it'll be
right beside the lockers on Easy. Consider hiding in the locker until the
third guard arrives if he's not here yet.

But the simplest thing to do is probably to just tranquilize the two
guards here with the M9 and the third as soon as he arrives. Try to put
the initial two guards to sleep away from the elevator to give you more
freedom when the third guard arrives.

Otherwise, feel free to wait for the third guard and sneak past them all
to the elevator once there's an opening. Be sure to collect the RATION in
the northeast corner by the forklift as well.


Heliport
________

Up top you'll have a quick chat with Campbell and Naomi, then you'll be
introduced to the mission analyst Mei Ling, who designed your Codec and
Soliton Radar. She'll quickly give you the rundown on the radar. Remember
to contact her if you want to save your game at any point as well.

              ______________________________________________
             | NEW CODEC CONTACT:   MEI LING (SAVE): 140.96 |
              ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

After the scenes, you may notice an item box on the helipad ahead, which
is CHAFF.G (Chaff Grenades), however there are searchlights looking back
and forth over it, which will cause an Alert if they spot you. It's very
easy for them to spot you so I don't suggest going for it, but you can
shoot out one or both lights up on the railing above to make it easier.

Along the right snowy path is a RATION by the second last large crate. Be
mindful of the guard who patrols north of the helipad and also comes over
to the snowy area, who may track your footprints and find you. Consider
dropping him with the M9. Also watch out for the surveillance camera just
north watching over the stairs.

In the center of the area near the large north door is a truck that you
can climb inside the back of. Jump in to find the SOCOM pistol hidden
behind the crate. You can find the M9 under the truck if you don't have it
yet (Normal or below), or it'll be M9 BULLET X 15 there if you already
have the gun.

Otherwise, there's STUN.G (Stun Grenades) in the left locker of the room
on the west side, but you'll have to avoid another camera to get it (or
use Chaff Grenades to get it easily).

As for your point of entry, there's a sleepy guard standing under a camera
right in front of a vent in the northwest, but a better option is the
second floor.

Head for the northeast stairs but watch out for the camera there. Ensure
the guard up on the higher ledge isn't at the right, then run up the
stairs directly under the camera when it looks to the left -- or you can
wait from the snowy area until it looks left, then just run straight up.

You can drop the guard up here with the M9 if he gets in the way, but you
can simply follow him as he walks westward. Soon you'll see an open vent
in the north wall. Duck down and crawl into it to enter the building.


Tank Hangar
___________

Heads up that if this vent is way too dark for you to see anything, the
only thing you can do is adjust the brightness of your TV (or you can
quit and use Type 1 Radar instead which allows radar in vents). But just
move ahead a bit and look to your right to see the first bright spot to
start you off and see if you can manage from there.


FROM THE TOP VENT:

Crawl through the vent to receive a call from Master Miller, who knows a
lot about Alaska's environment and can provide helpful tips.

                  _____________________________________
                 | NEW CODEC CONTACT:   MASTER: 141.80 |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Continue through the vent for Snake to overhear a guard explain that the
DARPA Chief has been moved to a cell in the 1st floor basement, and that
there's apparently another intruder... Make your way to the end of the
shaft, where Campbell will call to explain more controls. Hit Y to climb
down out of the vent at the opening.


FROM THE BOTTOM VENT:

If you took the lower vent by the surveillance camera and sleepy guard,
you'll miss out on the extra scene above, but you'll still get a call
from Master Miller and otherwise have a bit of a different experience.

Just inside, crawl forward and take a right at the fork, where you'll
start to notice rats but they're nothing to worry about. Soon however,
you'll submerge into water inside the vent and see an O2 meter in the top
left. Quickly tap Y to hold your breath and extend the meter until you
come out on the other side of the water after about 10 seconds. That was
quite the ride, eh?

Follow the vent around the corner and exit at the final opening on the
left, but look out to your right first to ensure there's no guard there or
you may get spotted.


INSIDE THE HANGAR:

If you took the lower vent outside, you'll come out on the ground floor
near a tank, but you'll want to collect some items up top anyway. Just be
mindful of the cameras while heading up there.

From the vent ladder up top, you'll find CHAFF.G in the left corner and a
surveillance camera to the right. You can put two and two together, but
it's easy to run under the camera when it looks south, then continue south
when it looks west. Try not to be too noisy though since the guard below
may hear you running on the loud grate flooring and come to check it out.

In the large open room on the east balcony, sneak past another camera and
get the THERM.G (Thermal Goggles) in the bottom right corner, which will
instead be the SOCOM if you didn't get it in the truck outside. The
goggles will still appear here later, but this room will be closed off for
a while (with Level 4 security), which makes this an important
consideration. If you do get the item and plan on hiding there, duck
against the boxes or the camera will see you, then avoid the camera on the
way out.

You can continue down the walkway and down the stairs past another camera,
or at any point you can grab the railing and just drop down, which is
convenient. Just make sure the two guards below are clear when doing this,
or put them to sleep before jumping down.

Hide under the tanks down here if you need to, but otherwise make your
way to the north cargo elevator, which Campbell may have told you to look
for. Call it and ride down to B1.


Holding Cells
_____________

Mei Ling will call to explain the green dot on your radar is the DARPA
Chief. You can see him from above if you push against the wall. Head down
the hall past the Level 1 door to find a ladder around the corner and a
floor vent past it, which has a RATION inside to the right.

Climb the ladder and head left. If you take a left at the fork, a cutscene
will soon play of a soldier taking a washroom break below, and M9 BULLET X
15 can be found at the end of the vent path. Turn back and take the other
path (now your left) for another cutscene of the "woman in the cell".

Continue to the next opening where Snake will drop down into the DARPA
Chief's room. If playing on Extreme, the M9 will be in the vent right
before dropping down.

The DARPA Chief gives you his LV.1 CARD, which will open up all Level 1
security doors, and tells you Baker is on B2. He's in a hidden area with
electronic jamming that's had its entrance cemented over. Remember that.

Things take a turn, then you'll hear a ruckus going on outside the cell.
Crawl under the bed for a RATION, then leave the cell once the door opens.

Looks like the female prisoner managed to escape and steal a uniform. Soon
a bunch of guards will storm in over the next sequence and you'll both
have to take them down. If you didn't get the SOCOM yet, it'll be right
beside you to claim.

Use the SOCOM to handle the guards, or the M9 if you'd prefer to go
non-lethal -- just shoot them in the head. Otherwise, punches and kicks
will help out a lot too.

It'll be all on you to drop the guards at first since the woman is a bit
trigger-shy, but she'll join in on the fun for the next round of guards.
Note the SOCOM BULLET X 12 in the right corner if you need the ammo.

Some guards will drop SOCOM BULLET X 12 and RATIONS after they're taken
out and more guards will keep rushing in. Use third person to shoot
several shots in a row, or first person for headshots. The sequence will
end after about 15 guards are neutralized.

The female soldier doesn't stick around, but Snake ensures he gets a great
view of her butt as she leaves. Now he'll be able to spot that ass from a
mile away.

After the following cutscene, reenter the room and open the bottom left
locker for more SOCOM BULLET X 12, plus a BOOK and M9 BULLET X 15 can be
found in the washroom to the right.

Now head back to the elevator in the hall and descend to B2.


 ________________________________________________________________________
|02 // THE ARMSTECH PRESIDENT                                    [wlk_02]|
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                    "They cemented over the entrances,
                but didn't have enough time to paint them."


Armory
______

Be wary of several floor traps on this floor that will open up and cost
you your life if you fall down them. I would say tread carefully, but
you're better off running since they take a couple seconds to open and it
gives you more time to escape once activated (and unlike the original,
they stay open while remaining in the area). But stick to the sides of the
hallways for the least hassle.

Inside the open center room in the south are four packs of SOCOM BULLET X
12 -- one in each corner, including inside the locker. With your Level 1
Card, the southwest room opens, containing four boxes of GRENADES, and the
center north room (and its lockers) contains six packs of C4.

Remember what the DARPA Chief said about Baker? He's hidden somewhere on
this floor past an entrance that's had its wall re-plastered. If you take
a look around you'll actually find a few of these spots, and now that you
have C4 you can use it to blast them open. Your ultimate goal is in the
southwest, but consider trying other spots for some items first.

Find the newly-plastered section along the north wall west of the elevator
-- you'll notice the horizontal wall stripe fades away for a couple feet.
Place some C4 and let 'er rip. Inside is SOCOM BULLET X 12, FAMAS BULLET X
25 (however you don't have the FAMAS yet), STUN.G and M9 BULLET X 15. The
M9 is also located here on Hard difficulty.

Blast open the plastered wall east of the elevator on the north wall, but
be careful because there's two trap floors inside -- one at the center
right and one at the back left. Tread carefully and claim the CHAFF.G and
SOCOM BULLET X 12, and remember the three packs of FAMAS BULLET X 25 for
later.

Now head to the southwest and find the plastered portion on the south
wall. Blast it open and enter.


Armory South
____________

Your radar is jammed in here since it's a narrow spot with harmonic
resonance, meaning you're close to Baker. Head down the hall and find the
obvious white spot on the right wall (camera's perspective) near the end.
Blast it open and you'll find two more white spots on different walls in
the next hall.

The top plastering is the important one, but blast them both open if you
have enough C4 (if you're empty, you can claim more in the same north
center room of the Armory).

Through the right opening are Level 4 and 6 doors guarded by two sentry
cameras in either corner, which will fire at you on sight but can be shot
out with the SOCOM. There's a RATION near the closer camera if interested.
Although more of an optional secret, remember these doors for later when
you have the appropriate cards.

Now head through the top opening back in the hall for a cutscene. Snake
finds the ArmTech President in a precarious situation, and a man calling
himself Revolver Ocelot joins to spark a duel.


BOSS: REVOLVER OCELOT                                             [bos_01]
**************************************************************************

Although Ocelot calls this a draw and is content to stay on his side, you
are free to run around the full room and chase him as you fire. But do be
mindful of Kenneth Baker tied up at the center of the room, who has his
own health bar and can take damage. Also be careful not to touch the
wiring surrounding him or you'll both have an explosive death.

Make up your mind if you want to go lethal (SOCOM) or non-lethal (M9) and
go about spanking Ocelot. With Ocelot standing still, shooting his head
from first person does the most damage, but otherwise you'll want to chase
him around the room and fire in third person. To do so, hold B the entire
time and use A to shoot on the run.

Note the six bullet graphic on screen, which shows how many bullets
Ocelot has in his revolver and when he's reloading. You can generally aim
to be more aggressive to attack him while he's reloading, but he does so
fairly quickly and does a good job at avoiding you anyway. He can reload
on the run, but if you can catch him reloading at a standstill, shoot him
in the head.

Beware that Ocelot's revolver is very powerful and his shots can even
bounce off walls to hit you, which he'll certain abuse if you try to hide.
Your bullets can also break steam pipes around the room and potentially
stun the both of you.

Ocelot will run around a lot if you you chase him, but you can end the
fight very quickly by getting close. He'll get stunned after every shot,
whereby you can wait for him to recover and get running again, then just
follow and shoot him again. Repeat this as long as you can and stay behind
him so he doesn't punch you.

If going non-lethal, consider using Stun Grenades sparingly to eat a bit
of his stamina meter, or to also help stun and catch up to him with either
method. But it should be simple enough purely with the M9 or SOCOM.

During the fight you will find two packs of SOCOM BULLET X 12 in the top
corners, plus M9 BULLET X 15 very close to the wires at the top center,
but be very careful while getting it.

If you have trouble catching Ocelot to begin with, run the opposite
direction as him, which should trigger him to stop and shoot at you. Use
this time to perform the run and shoot strategy to end the battle.

**************************************************************************


After an unexpected turn with a Ninja appearance, you'll be left alone to
have a private talk with the ArmsTech President. He'll tell you to contact
a female soldier whom you've already met, but he's forgotten her Codec
frequency and instead tells you to look "on the back of the package". How
about that initial reaction by Snake though?

He also tells you to look for Hal Emmerich, the man in charge of the Metal
Gear project, in the nuclear storage facility to the north. Baker gives
you his LV.2 CARD and MO DISK as well.

After the cutscene and Codec calls, grab any remaining ammo in the room as
well as the RATION on the non-visible side of the center column, then
leave through the Level 2 door.


 ________________________________________________________________________
|03 // REACHING THE NUKE BUILDING                                [wlk_03]|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

            "You're a real bastard... just like my uncle said."


Armory
______

Back in the Armory, there are now two guards patrolling the floor. Head
right and enter the southeast room with your new Level 2 Card. Before
rushing to the swarm of items, take note of the IR sensors on the side
walls.

Give Campbell a call and he'll suggest you call their military analyst
named Nastasha, who can always provide info regarding weapons or
equipment.

                 _______________________________________
                | NEW CODEC CONTACT:   NASTASHA: 141.52 |
                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

Give Nastasha a call on the above frequency and she'll introduce herself.
Call her again and she'll suggest to use your Cigs to blow smoke on the
sensors and make the lasers visible, which'll cost a smidge of health. Or
you can just use your Thermal Goggles if you have them.

The laser beams don't go too far down, so you can duck and crawl under
them to reach BOX 1, the FAMAS assault rifle and FAMAS BULLET X 25, plus
another pack of ammo behind the left boxes if you put your back to the
wall and shimmy behind, and two more on the other side of the lasers by
the door. Crawl back under and leave the room.

Done with item collecting, remember the ArmsTech President told you the
woman soldier's frequency should be "on the back of the package". What he
means is the back of the game case, quite certainly breaking the fourth
wall. If you have the case on hand, you'll find a Codec screenshot on the
back with the text "Meryl..." and a frequency of 140.15. Give her a call.

                   ____________________________________
                  | NEW CODEC CONTACT:   MERYL: 140.15 |
                   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

After the introductions and some serious fangirling, Meryl narrows down
Dr. Emmerich's location to the second floor basement of the nuclear
warhead storage facility to the north. First she'll need to open up the
cargo door on 1F of this building before you can progress. Head up there
now via the elevator.


Tank Hangar
___________

Meryl will inform you she's opened the cargo door as you arrive. If you
only initiate contact with her while on this floor, you'll have to wait a
few moments for her to open it, or leave and come back. But either way,
there's a Level 2 door at the northeast of the upper walkway to check
out.

Consider dropping the guards on both floors, and only proceed under and
past the cameras when they're not looking, or use Chaff for insurance.
There should be a guard near the northeast room up top near the camera --
take him out when he's in the far corner away from the camera.

Past the camera and inside the northeast Level 2 room is the the MINE.D
(Mine Detector), which is a very useful item you'll be using very shortly.
There's also STUN.G in the middle locker and a RATION hidden under the
middle desk.

There's also more CHAFF.G at the end of the upper pathway just past the
camera outside, and in the west upper room near the other camera. Sadly
the middle east room is now closed and locked with Level 4 clearance, in
case you missed the Thermal Goggles earlier.

Return to the main floor and head to the opening east of the elevator, but
first there's a Level 1 room on the right side. Head inside but walk
slowly since there's a guard deep in the room. He's falling in and out of
sleep but he'll hear you and turn around if you just barge right in.

Take out the guard and claim the CHAFF.G just inside the room, and more
importantly grab the SCM.SPR (SOCOM Suppressor) in the bottom right corner
near where he was standing. Equip the Suppressor from the item window
while the SOCOM is equipped to attach it for good, which will let you use
the SOCOM without alerting nearby guards -- from now on, just take out
surveillance cameras this way.

Now head toward the cargo door and Meryl will call to explain that there's
IR sensors in place just ahead. If you trigger the hidden lasers on the
way to the cargo door, the area will be sealed off and filled with gas,
spelling your death with no escape.

To see the lasers, either use the Cigs again, shoot the fire extinguisher
left of the cargo door, or equip your Thermal Goggles if you got them
earlier. You'll notice the lasers are not static but instead move up and
down this time.

You can wait for each laser to move up before running underneath one by
one, which was the only option in the original MGS1. However this time you
can also shoot out the control units on the left to disable each sensor.

To do this, make sure you have the Suppressor from nearby room and attach
it to the SOCOM so nobody hears you firing away. Look for the small units
with green lights along the left wall and shoot out all five of them. With
the Thermal Goggles equipped, they'll be highlighted, but not hard to see
otherwise.

With either method, approach the door and advance outside.


Canyon
______

Advance cautiously and you'll receive a mystery Codec call from someone
going by the name of "Deepthroat", who warns you of Claymore mines here,
along with a tank waiting to ambush you.

Equip the Mine Detector (from the Level 2 upper room in the Hangar) to
locate these mines on your radar, or equip your Thermal Goggles to see
them more directly.

Crouch down and crawl over each CLAYMORE mine to safely defuse and collect
it. There's four straight ahead and two on the other side of the right
rock, with CHAFF.G near the cargo door as well. Along the left wall on the
other side is a RATION, plus another planted CLAYMORE farther north.

Continue forward to be greeted by the tank that Deepthroat warned you
about, along with a large man named Raven inside. You'll have to put the
tank out of commission on your own.


BOSS: M1 TANK                                                     [bos_02]
**************************************************************************

You'll start a fair distance away from the tank with the cover of a rock.
If you run out in the open towards it, it'll likely blast you with a tank
shell thanks to its electronic tracking system.

If you give Nastasha a call, she'll suggest to use Chaff Grenades to
confuse its electronics, allowing you to run right up to it. She also tips
you to toss Grenades into the upper hatch of the tank to destroy it. Note
that this is the lethal method, while you can use Stun Grenades the same
way if going non-lethal.

Throw a Chaff Grenade to start off and grab the STUN.G to the left, then
dart northward to the tank. You'll reach grating and a lower path
dissecting the canyon, which you can drop down into and crawl around for
some items, including M9 BULLET X 15 on the middle left and STUN.G on the
middle right.

Just past the grating in the field are CHAFF.G and FAMAS BULLET X 25 by
the pillar, GRENADES and more CHAFF.G farther north, plus more GRENADES
and SOCOM BULLET X 12 in the northwest by the other cargo door. Throw a
Chaff if you plan to go after them at any point if far away from the tank.

Now turn you attention to the tank, which has three attacks: firing a tank
shell, running you over, or a soldier firing from its machine gun turret.
These are all very damaging, so do you best to avoid them. And always
throw a Chaff if you're far enough away to be hit by a tank shell. If one
does land, Raven will briefly emerge to taunt you. The bastard...

You'll almost always notice a gunner shooting from the opening above the
turret -- this is your target for throwing Grenades (or Stun Grenades).
Pull the pin and hold it for a bit, then position yourself near the tank
while facing towards that hole and release (third person is fine). The
Grenade should find its way inside and you'll sometimes see a quick
cutscene of it going in, but not always.

It may be difficult to land your Grenades in this hole with how fast the
tank moves at times, but Nastasha will tip you to blow the tracks off the
tank by using C4 or Grenades. C4 is a bit difficult since the tank moves
unpredictably, but even with Grenades, Snake may still aim for the hatch
even if you manually aim at the tracks, so your best bet is to throw from
right beside the tank or in front so your Grenade bounces and falls down.

Either way, with a well placed Grenade or (detonated) C4 you'll see a
brief clip of the track being damaged. Go ahead and do it to the other
side to slow it down even more.

This is not required but it slows down the tank significantly, making it
a lot easier to land your Grenades in the gunner hatch. Note you can also
use firearms fairly effectively in first person, but Grenades seem to work
the best here. After each hit, the gunner will drop away for a bit and
then shortly return, ready to be attacked again. Wait for the tank to stop
before throwing for most consistent results.

Keep throwing your Grenades to neutralize the first gunner and a second
gunner will replace him, but it's just a matter of repeating the same
strategy. Just be mindful of the pivoting tank so you don't get run over
and keep throwing Grenades to drop the second gunner, which'll end the
fight.

**************************************************************************


Snake scores himself a LV.3 CARD after making one of the tank soldiers
look silly, then advances inside the north building with the new card.


 ________________________________________________________________________
|04 // THE METAL GEAR ENGINEER                                   [wlk_04]|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

    "The truth is... my grandfather was part of the Manhattan Project.
          He suffered with the guilt for the rest of his life."


Nuke Building 1F
________________

First follow the left upper walkway for a RATION at the end. Then just
hang off the railing and drop down to the lower floor, then crawl under
the large cargo door that's cracked open but only advance when the coast
is clear, since a guard may be walking by and can notice you.

With old warheads all over this floor, the Colonel will call, demanding
you do not use your weapons in this area, although Naomi says she's
already programmed the nanomachines so you can't. You won't even be able
to use your M9, unless on Easy or lower. That means you'll need to rely on
good old-fashioned sneaking when in this room.

Once the guard is clear of the cargo door, crawl through and stand up.
There's a camera deeper in to the right and FAMAS BULLET X 25 right by the
pillar it's attached to, plus SOCOM BULLET X 12 in the back of the truck
past the camera, but watch out for the guard patrolling around it.

You can sneak up the stairs in the north and eventually make your way to
the elevator, but there are more items in the southwest. If a guard is
patrolling over there, hide against one of the small towers along the wall
where the camera angle is. You'll find M9 BULLET X 15 in the left locker
and a GRENADE pack in the right locker. To the north in the corner by the
stairs is more CHAFF.G.

Walk slowly on the noisy grate flooring around these warheads since the
guards on both floors may hear and come to check it out. Note the guard
upstairs and wait for him to start heading the other way, then follow him
by moving up the stairs -- he won't turn around if you move cautiously.
When he turns around the balcony corner, dash to the elevator and call it.
Hit the call button twice for it to arrive more quickly.

If the guard comes back around the corner as you're waiting, knock him
out by punching. Then ride the elevator to B1. Hal should be on B2 but
you'll soon realize you need to find a special weapon before you can
advance through that floor.


Nuke Building B1
________________

Head west from the elevator and enter the men's washroom through the far
left door to find a guard using one of the urinals. You can sneak past him
to get the RATION in the far corner, but you might as well drop him with
your M9 to prevent him from coming back out in the hall later. Imagine him
waking up to that situation later on...

Open up the nearest washroom stall to find a BOOK. If you stay in this
washroom for a while, the other guard on the floor may enter and see the
knocked out guard if you handled him. Either hide him in a stall or just
drop the other guard when or before he comes. If he's about to come in,
hide Snake in a stall, wait for his footsteps and you'll hear him sigh as
he begins to... relieve himself. Now you can come out and drop him too.

Head back near the elevator and move through the south Level 3 doors to
the large office room. This place will be empty if you took out both
guards in the washroom; otherwise, clear it out.

Head to the lockers near the top right to find the NIKITA missile launcher
and two packs of NIKITA BULLET X 10, plus STUN.G by the top shelf. There's
also a RATION in the top locker and M9 BULLET X 15 in the third locker
down.

In the center office area is SOCOM BULLET X 12 by the west stairs, FAMAS
BULLET X 25 by the south stairs and more under the center desk. There's a
bunch of smaller rooms along the sides of the room but nothing will open
for now. Return to the elevator and descend to B2.


Nuke Building B2
________________

You'll see another green dot on your radar to the right, which must be the
Metal Gear engineer. Head down through the next two doors for a cutscene.

The floor ahead is electrified and the area is filled with gas. Deepthroat
tells you to destroy the high-voltage switch on the northwest wall with
a remote-controlled missile. You'll need the Nikita which you should've
just acquired in the B1 office.


DESTROYING THE CONTROL PANEL:

You'll notice your O2 meter decreasing while in here but you'll have no
choice but to try to be quick as you fire and guide a missile, although
you can tap Y repeatedly to hold your breath while doing so. Pull out
the Nikita and shoot a missile straight down the hall to switch into the
missile's camera view.

Note that missiles speed up when not instructed to turn, which is key
here with limited fuel and some sentry cameras. Leave it be for a moment
so it speeds to the intersection ahead. Then guide it around the right
corner and into the next room.

This room is filled with sentry cameras that will shoot and destroy your
missile if moving slowly enough, so you'll need to be efficient and let it
build up speed to escape them. To do so, quickly turn right around the
corner just inside the room, then stop turning so the missile speeds up
and out of the reach of the sentry cameras.

You may feel compelled to keep positioning it but it's important you do
not so it can accelerate. It's all about quickly pointing it in the right
direction and then letting it fly. Do note that if you're struggling, you
can actually aim at the cameras to blow them up (from underneath), but you
may as well just try to fly past them.

Near the far north wall, take a left and guide it through the glass
doorway, then take an immediate right into the next small room where you
can see a Ration. There, turn left and fly into the control panel to blow
it up.

Note how important it is to stop controlling the missile at times to speed
it up so it doesn't run out of fuel and explode before reaching your
target, not to mention avoiding sentry cameras. If you need to take
multiple attempts, reset to the previous room first to catch your breath
and refill your O2 gauge between every attempt or two.


EXPLORING THE AREA:

With a successful missile hitting the panel, you'll see a brief scene of
the circuitry shorting. Get some fresh air in the previous room, then
prepare to be quick. Remember to tap Y to make your oxygen last longer in
the gas room. Head south over the de-electrified floor.

The first room on the right has a RATION in the right corner. The third
room contains a BOOK and the GAS MASK guarded by a sentry camera at the
back left -- shoot it out with the SOCOM since the mask is worth it. You
may not notice the Gas Mask if your equipped weapon HUD covers it.

Equip your new Gas Mask, which doesn't stop your O2 from decreasing but
slows it down noticeably (consider getting some fresh air before
continuing). Head around the corner to the large west room for a bunch of
items.

Remembering the sentry cameras here, take them out with the SOCOM. There's
two cameras on the west wall near the hallway opening, plus three on the
east side one by one up to the north wall, although it's possible any may
have exploded by one of your missiles already. Consider removing the Gas
Mask to shoot them if it helps your vision, or you can use the Nikita with
a full-speed missile into the wall underneath them.

In the second room on the right is two GRENADE packs and one C4. The third
room has two packs of NIKITA BULLET X 10. Continue down the corridor and
through the left doorway to find a RATION and CHAFF.G by the destroyed
switchboard in the next room.

You should have enough breath to get back to at least the main hallway,
but hold your breath by hitting Y to help out. At the hallway
intersection, shoot the sentry camera above the door on the east side and
head through the door to escape the gas.

Continue through another door to witness a gruesome cutscene. After, take
in the lovely sights and grab the FAMAS BULLET X 25 nearby if needed. The
door ahead is marked Level 4 but the Ninja broke the panel, allowing you
to enter.


Laboratory
__________

Dr. Emmerich is here, but the Ninja is quite literally scaring the piss
out of him. Seems the Ninja was looking for you and wants to fight.
Hopefully you'll have better luck than his previous victims.


BOSS: NINJA                                                       [bos_03]
**************************************************************************

Firstly, firearms are of no use here since the Ninja will just deflect all
your bullets as he did in the previous hall, so save yourself the trouble
of trying. Instead you'll have to rely on your ability to brawl. Note that
both his health meters will decrease but it'll go down as a non-lethal
finish either way.

Around the room you will find CHAFF.G, SOCOM BULLET X 12, a RATION, and
two packs of FAMAS BULLET X 25. The items behind the glass can be reached
through the upper opening, or by you or the Ninja breaking the glass.

This fight has a few stages to it. The Ninja will start off using his
steel katana, which is quite powerful so be careful while he wields it.
Thankfully you only need to hit him a few times for him to put it away,
since he likes the idea of hand to hand combat and that's how the rest of
the battle will play out.

Your most valuable move here is the punch-punch-kick combo, but always try
to get close enough so that all your swings actually land. Rolling through
the Ninja is another option which does a bit of damage, but sadly you
won't be able to use the throwing attack here since the Ninja will just
flip out of it if you try it.

Unlike Snake, the Ninja has quite a few attacks in his repertoire. He'll
often perform various flips to knock you down if you make yourself an
easy target or hang around him for long, including a spinning kick if
within range. 

You'll often see him jump above you and perform a slamming kick. Simply
move away from his target (roll if needed, but it's easy enough to run
away), then go in for for your combo right after he lands. Run away after
landing your hits, then reset and repeat.

Once the Ninja has a bit less than half health, he'll turn on his stealth
camouflage. The good thing about this part is he'll become a lot less
aggressive and just hide in a corner or another spot, although generally
out of sight. If you've got them, equip your Thermal Goggles to see him
despite his fancy technology, or toss a Chaff Grenade to disable it and
make him clearly visible.

That said, if you look closely you can still locate him normally since
he's not entirely invisible due to the way stealth camo works. His first
location may be between the computer desk and bookshelf in the northeast,
or possibly the southeast corner or somewhere else.

Locate his stealth camo outline and perform the punch-punch-kick combo.
He'll continue to hide in different locations, but just keep finding and
attacking him. Sometimes he may run out to attack you while using stealth
camo -- just anticipate him and attack as he arrives.

Near a quarter health, the Ninja will disable his stealth camo and slowly
approach you. By this point he'll begin teleporting behind or beside you
after getting close. Don't be fooled into going for the early punch and
getting caught off guard -- wait for him to teleport, then turn and beat
him down first in his new location. Or just run out of his range so he
misses his punch, then get him right after.

Continue punching the Ninja until his health bar drains and the battle
will end in a cutscene.

**************************************************************************


The Ninja will have a bit of a breakdown and then escape the area, leaving
Snake convinced that he's Gray Fox, a former ally turned enemy from Outer
Heaven and Zanzibar Land.

Dr. Emmerich finally emerges from his "box seat" to talk with Snake, and
Snake soon gives Meryl a call but she's spotted by guards and you won't be
able to reach her via Codec over the next while. You'll need to find her
in person.

Hal gives you his LV.4 CARD and suggests you call him "Otacon" from now
on. Use his frequency to give him a call if you have any questions or need
help.

                  _____________________________________
                 | NEW CODEC CONTACT:   OTACON: 141.12 |
                  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

After Otacon leaves with his enviable stealth camo, there's some
interesting scenery to locate around the room.

Shoot the Mario and Yoshi figurines on the northeast computer for
appropriate sound effects. You'll notice the "1UP" graphic while shooting
Mario, which actually increases your health... Awesome. There's also a
GameCube with a WaveBird Wireless Controller on the center desk.

Collect any ammo or other items in the room and exit through the southwest
door.


 ________________________________________________________________________
|05 // LINKING UP WITH MERYL                                     [wlk_05]|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                     "Yeah, you've got a great butt."


Nuke Building B2
________________

Alright, now it's time to meet up with Meryl. She did say she was "very
close", and Campbell will reiterate that if you call him. Otacon also
alluded to there being one place where she can be by herself, which must
be the women's washroom. There was one on B1, so let's try there. Head
down the hall of unlucky Ninja victims and through the doors to the large
gas room.

With your Level 4 Card, you can access two new rooms here, but equip your
Gas Mask again and tap Y to give you more time. In the middle room in the
center walkway are two packs of STUN.G, plus you can find the N.V.G (Night
Vision Goggles) in the top room in the west.

There's also a Level 6 door but you'll have to wait to open it, if
interested later on. Now head up the center path and ride the elevator to
B1.


Nuke Building B1
________________

Before entering the office to the south, there's a guard in the men's
washroom who you may want to take care of so he doesn't interrupt later --
his presence in the men's room also means he's a dude and not Meryl.
There's also a RATION in the far corner of the washroom. If you check the
other side in the hall, the women's washroom is closed for now.

Now head into the office area, which is patrolled by two guards -- one of
them should be Meryl. You must figure out which one is her, but how? Well,
do you remember when she ran to the elevator after the DARPA Chief
encounter when Snake stared at her butt? Yes, there was something to that.

Due to their unique hip structure accommodating for childbirth, females
naturally swing their hips as they walk, essentially swaying their butts
from side to side. Males on the other hand are built differently and do
not display such an extreme sway. This is how you'll locate Meryl.

This should be very straightforward as Meryl walks in quite an exaggerated
motion. If you can't tell from the doorway, make your way into one of the
side rooms -- there's BOX 2 and a RATION in the top left Level 4 room. Try
to observe how the guards walk from the door, or go look for another spot.
Getting a direct view from behind will make it most clear, but just be
quick to hide if necessary.

Soon one of the guards will leave for the men's washroom, which confirms
he's not Meryl. This also allows you to check out the other guard more
closely. If you do, you'll notice their hips swinging. There's that sweet
ass again... It's Meryl.

Once you determine which guard is Meryl, drop the other guard with the M9.
If you shoot Meryl by accident, you'll hear her distinct female sigh as
she drops which will clue you to your mistake, but luckily she wakes up
more quickly than other guards. Do note you can shakedown her body while
knocked out to claim Johnny Sasaki's dog tag.

Once it's just Meryl on her own, run up to her so she sees you. She'll be
alerted somewhat like a normal guard, but it won't cause an Alert Mode.
Instead she'll dart out of the room and enter the women's washroom. Follow
her inside for a cutscene. If you're quick enough, she won't have enough
time to fully change and you'll catch her in her panties for the next
scene. Lucky Snake...

After a lot of chit chat, Meryl gives Snake one PAL KEY, although there's
supposed to be three keys... And sadly she won't trade her Desert Eagle
for the SOCOM, despite Snake's insistence. Although she'll hand over her
LV.5 CARD. Note the peculiar sight on the way out, while Snake notices
something is up with the strange music...

With Meryl accompanying you, you can now proceed to the Commander Room in
the hall, but first you can have some fun. If you punch, knock her down or
grab her, she'll give you a smacking. She may also chase after you to
deliver said punishment. Put her to sleep with the M9 and shakedown her
body if you want her dog tag (separate from the earlier one).

All right, proceed to the Level 5 door in the northwest. After some odd
behaviour from Meryl you'll both enter the room in a cutscene.


Commander Room
______________

Move deeper inside and the doors will force close. You can then run around
the room for a while, or just wait by Meryl to proceed more quickly to the
next cutscene.

With Meryl clearly under someone else's control, she'll aim her hand
cannon at you and the Colonel will beg you not to kill her. Act quickly or
you'll be shot, potentially multiple times and even killed.

To best handle the situation, equip the Stun Grenades. First, punch Meryl
to prevent her from shooting, then toss a Stun Grenade and run around
Meryl until it explodes, knocking her unconscious. You can also roll her
or shoot her with the M9, although her back and forth swaying may throw
you off a bit.

Psycho Mantis will finally make his presence known and begin to read your
mind, reporting your various behaviours throughout the game and even what
other GameCube games you've played, if saves are present on your memory
card. Brilliant.

With Snake's confirming nod, follow along with Mantis' demonstration by
placing your controller on a surface and he'll use his mind to rumble it.
Now you'll have to fight the psychokinetic madman.


BOSS: PSYCHO MANTIS                                               [bos_04]
**************************************************************************

Once you get over the fact that Mantis is floating, you'll have to figure
out a way to actually hurt him, since he can read your every thought and
dodge your bullets. Don't mind the clever "HIDEO" black screen near the
start.

Around the room you can find M9 BULLET X 15 in the southwest, FAMAS BULLET
X 25 in the northwest, SOCOM BULLET X 12 in the northeast as well as a
RATION and more FAMAS BULLET X 25 in the southeast.

Call the Colonel a few times until he actually starts talking before
Naomi, then continue to call him as he thinks of an idea. He'll eventually
tell you to switch the controller to a different controller port. Well,
that's creative...

Pause and switch your controller to port 2. Now you'll be able to hurt
Mantis properly. Decide whether to go lethal (SOCOM, FAMAS) or non-lethal
(M9) and start shooting. You can hit him in third person, but it's much
easier in first. Go for headshots for more damage.

Most of Psycho Mantis' attacks consist of lifting various objects around
the room and throwing them at you via telekinesis. That includes the
paintings on the far wall, the armoured knight which will spin around very
quickly and can easily knock you down, the three chairs which will spin
around him while moving outward, books, vases, and small statues which
he'll throw at you.

When Mantis spins the chairs around, shoot them down first to save you
some trouble, then shoot Mantis. As for other objects flying around the
room, crouch down and lie on the floor to avoid being hit, and take some
shots at him while doing so. It may surprise you just how much you can
avoid just by lying on the floor.

If using first person for a few seconds, your view will switch to Mantis'
vision and you won't be able to shoot or move. Just exit first person view
and try again when this happens.

After taking a chunk of Mantis' health away, you'll start to notice you
can't hit him anymore. Call the Colonel and he'll tell you to switch to
controller port 3. Do so and you'll be able to drain more of his health.
To be safe from flying objects as they increase in severity, crawl on the
floor and shoot Mantis at the same time.

At about half health, Mantis will bring Meryl back into the equation by
waking her and making her shoot at you. Again, just use the M9, a Stun
Grenade or roll her for a knockout. You can also punch her, but she takes
damage this way and you don't want to do it every time.

Then Mantis will make her rise again and prepare to blow her own brains
out -- knock her out again to stop her or she'll do it.

While this is happening, Mantis will throw some type of energy balls at
you, which will explode on contact and inflict a fair amount of damage.
Keep on the move and roll away to escape them if possible.

After dealing with the Meryl situation, Mantis will leave her alone and
continue with his energy ball attacks. He'll disappear shortly after
launching them and appear elsewhere around the room, meaning you'll need
to be quick on your toes here to hit him. Or you can equip your Thermal
Goggles to track him at all times and make it easier to avoid his energy
balls.

You may also notice your weapons becoming useless again. Switch to
controller port 4 (as the Colonel will suggest if you call him) for the
final segment of the battle. Note that right at the start of the battle
you can switch to port 4 and not have to switch again. Why didn't I tell
you earlier? Well hey, 1 through 4 was the way it was intended!

If you have them, use the Thermal Goggles to track Mantis and avoid his
energy balls most easily in this final stage. Otherwise, pay attention to
the distinct ringing sound which is him throwing an energy ball after
appearing.

Go stand in a corner, then run away as soon as you hear this to avoid the
energy ball (use first person to see where it's coming from so you can
avoid it). Then enter first person to locate and shoot Mantis. You can
also wait in a corner while in first person to get your shot off when he
appears, then run away to dodge the energy ball. Whatever works for you.

When Mantis starts running low on health, he'll revert back to throwing
objects around the room. Simply crawl on the floor and shoot him from
safety until he drops.

**************************************************************************


In his defeat, Mantis goes over his dark past but also decides to be of
assistance to you. He'll move a bookshelf to reveal a hidden door that
will let you reach the Communication Towers.

You may as well switch your controller back to port 1 during the scene, or
you'll be informed to make the switch during gameplay before you can move.
If you want Mantis' dog tag, pick up his body and drop him. Then proceed
through the doorway.

Grab the FAMAS BULLET X 25 and two packs of SOCOM BULLET X 12 right down
the stairs. Then proceed through the Level 5 door.


Caves
_____

Meryl takes point and runs ahead, but far enough so that you'll have to
figure out where to go on your own... Some point man...

Run onto the snow ahead, and if interested in some items head over to the
right. At the end of the path in the cave area is a RATION at the north
end and SOCOM BULLET X 12 at the south end. Several spots of these caves
are very dark, so do equip the NVG or Thermal Goggles to help you see if
necessary.

Head back to the initial area and follow the northwest path to the cave
wall, then duck down and crawl underneath the low opening.

While in the crawlspace, look ahead to see a wolf dog. I recommend you
tranquilize it right now along with any others as soon as you see them as
they'll come after you and can be tremendously annoying to deal with,
throwing you to the ground on contact. You can also use the SOCOM if
you're a cruel bastard.

In the northwest corner is PSG1-T BULLET X 5, but you don't have the
weapon yet. Enter the cave to the right of the ammo to find FAMAS BULLET X
25 at the left. To the right there's PSG1 BULLET X 20 you can't pick up,
another wolf dog due south, and more PSG1-T BULLET X 5 in the right alcove
to the south.

Follow the path until it ends, where you'll find two crawlspaces along the
south and east cave walls. The south one contains a RATION, FAMAS BULLET X
25, two packs of PSG1 BULLET X 20, and PENTAZEM (Pentazemin). Be sure to
remember these items for later and head back under the crawlspace.

Whenever ready, move through the east side crawlspace and follow the path
to come across Meryl. She'll taunt Snake and several wolf dogs will gather
around. They won't harm you as is, unless you hurt Meryl. For a giggle,
punch Meryl and immediately equip a Box to see what happens. The wolf dogs
will also leave you alone after this with the same Box equipped.

Grab the RATION ahead and proceed through the door with Meryl.


Underground Passage
___________________

Learning something from Mantis' mind control, Meryl is wise to the area
being mined, but the radar is jammed and you can't use the Mine Detector.
Instead, Meryl will walk in a maze-like fashion leaving footprints for you
to follow. If you veer off them, you'll blow up and receive a very odd and
semi-erotic taunting from Meryl... Alrighty.

To get started, you can't quite see Meryl's first few footsteps because of
the puddle near the door. Just walk slowly to the left, close to the south
wall, until you reach the barrel. From there, just follow Meryl's visible
footsteps and don't take any shortcuts to reach her.

Note you can use your Thermal Goggles if you've got them to pinpoint the
Claymores, and at any point you can actually just lie down and crawl to
Meryl, even collecting the CLAYMORE mines in the process, but where's the
fun in that? Although to be fair, clearing the Claymores now is actually a
great idea. Another cutscene will play once you reach Meryl.

Things take an unfortunate turn as a sniper makes their move. You won't be
able to put up a fight without your own sniper rifle -- Campbell will
call to tell you as much. Naomi informs you that it must be FOXHOUND's
Sniper Wolf hunting you both.

Give Otacon a call to see if he knows where you can get a sniper rifle.
He'll tell you that he saw one in the B2 Armory of the Tank Hangar. Yep,
all the way back there... "What's wrong with you, Otacon?"

Before Meryl takes more damage, retreat back through the south door, but
remember the Claymores are still in place, unless you picked them up
(which is why it's a smart idea to clear them beforehand). Either crawl
through or head back over the footsteps to reach the door.


Caves
_____

Follow the path south and slip through the bottom left crawlspace from
earlier. Be sure to tranquilize any wolf dogs while in the crawlspace to
prevent future frustration. Or just equip the Box if the wolf dogs marked
their territory on it earlier.

On the other side, head upward, take a left in the darker area back to the
bigger snow field, then move under the south crawlspace and through the
south door.


Commander Room
______________

Collect any remaining items by the stairs, then head up and pass through
the Mantis room to the earlier hall.


Nuke Building B1
________________

First of all, there is a PSG1-T (tranquilizer sniper rifle) on this floor.
In this version you can simply collect it and forget the lethal PGS1 in
the Armory (at least for now), but I do suggest still getting it if it's
your first run. Note the T will do you fine in the boss fight and the
regular one can be obtained a bit later since you'll be much closer to it.
Either way, it's your call but we'll go ahead with getting both right now.

Move into the office area to the south and consider dropping the guard.
There's another guard in the washroom whom you can take out ahead of time
or just be quick or watch out for when or if he arrives in here.

The southwest room contains the PSG1-T sniper rifle, PSG1-T BULLET X 5 and
PENTAZEM (which will steady your aim). Other than that, there's lots of
the same pickups around the room and side rooms, including SOCOM, FAMAS
and Nikita ammo along with RATIONS (northwest room and northeast lockers).
Make sure you've gotten Box 2 from the top left room as well, which has
been accessible for a while now.

To continue your journey for the lethal PSG1, take the elevator up to 1F.


Nuke Building 1F
________________

Quickly exit the elevator, run to the left and down the stairs. Slowly and
quietly follow the guard down here to the right over the noisy floor. From
here, you can pull off a sneaky trick if you wish.


FAST TRAVEL TO THE HELIPORT
==========================================================================

See the truck on the main floor down here? This game employs a fast travel
system using trucks and Cardboard Boxes. If you move into the back of the
truck and equip a Box, you'll then be transported to the area
corresponding to what it says on your Box (read the description in the
item window).

If you equip Box 1 and wait, you'll be transported to the Heliport just
south of the Tank Hangar. If so, tread carefully outside and use the vent
on the lower or upper level to enter the Tank Hangar (1F) and continue on
from that section below.

Do note that all this does is skip the canyon and isn't necessarily even
faster since you still have to sneak back in through the vents. It's a
cool thing to try out but doesn't really save you trouble here, although
it can prove helpful much later if you missed something in this building.

==========================================================================


If you'd rather take the natural route, crawl under the south cargo door.
Grab the reappearing RATION on the top left pathway if you need it, then
exit through the large south door up the ramp.


Canyon
______

Don't move! There are new sentry cameras placed on either side of the
cargo door. Pull out the SOCOM if it has a suppressor on it and shoot out
both cameras (there are several guards here who will hear any loud shots).
Otherwise, use a Chaff Grenade and head south with caution, picking up the
GRENADE box to the left.

Take a look south to see the situation. You'll likely see at least one
guard fairly close and two surveillance cameras -- one on a pillar on each
side. A camera will likely see any guard you drop out in the open here, so
either shoot the cameras out with the suppressed SOCOM, or drop the guards
off to the side. Use Chaff or sneak under one of the cameras to get by
otherwise.

You can find a GRENADE box by the east camera post and CHAFF.G just north
of that, plus a RATION in a natural crawlspace just above the west post.
Down in the grate crawlspace near the ruined tank you can collect STUN.G
and GRENADES.

Farther south are two more guards. Drop them with the M9 or just sneak
past. Also note the RATION in the west. Then head through the large hangar
door. Watch out for any Claymores if you didn't clear them all earlier.


Tank Hangar
___________

Don't worry about the IR lasers here -- even if you didn't disable them
earlier, they'll be offline. But as before, this room is filled with
guards and cameras, so be careful.

If interested, you can find several of the same pickups in the side rooms
here, plus you'll now have access to the Level 4 room at the east of the
upper level -- if you missed the THERM.G (Thermal Goggles) earlier you can
find them in there now. But what would Meryl think if she knew you were
messing around over here? Call the elevator and descend to B2.


Armory
______

Keep your eyes open since there are three guards down here now. Perhaps
they could all use some beauty sleep. Several items can be found in their
appropriate rooms, including SOCOM BULLET X 12, FAMAS BULLET X 25, C4,
GRENADES, and NIKITA BULLET X 10, along with a BOOK inside the locker in
the northeast room. But the room of your interest right now is the Level 5
room in the northwest.

Inside it is the PSG1 on the other side of more IR sensors. Shoot the bag
of flower at the back to display the lasers, then crawl under the open
floor area to grab the PSG1 sniper rifle and PSG1 BULLET X 20, as well as
another pack of PSG1 BULLET X 20 by the door. You'll receive a call from
a giddy Campbell telling you the obvious, unless he already did when you
got the PSG1-T.

Before leaving, you may remember two inaccessible doors in the hidden
Armory South near where you fought Ocelot, but you'll only be able to open
the Level 4 door which has three sentry cameras inside guarding...
absolutely nothing. Alrighty... Do remember the Level 6 door for later
though. Head back up to 1F via the north elevator.


Tank Hangar
___________

With your new toy, you can exit through the large hangar door to the
canyon, or pull off the same Box trick if you have Box 2.


FAST TRAVEL TO THE NUKE BUILDING
==========================================================================

If you've got Box 2 and feel like skipping the canyon, use the lower or
upper vent to reach the Heliport. Then climb up into the truck, equip Box
2 and wait. Then continue from the Nuke Building 1F below. But do note
that the canyon is probably less of a hassle than crawling back through
the vent.

==========================================================================


Canyon
______

Make haste to the other side of the canyon past any remaining cameras and
the three guards who may be awake again. Enter the Nuke Building through
the large hangar door.


Nuke Building 1F
----------------

The RATION on the left walkway has reappeared once again if needed. Crawl
under the hangar door once the nearby guard heads northward.

Stay off the noisy floor grating down here to avoid the upper guard from
hearing, and dash up the stairs. Wait for the guard up top to move around
the corner if nearby, then call the elevator twice and ride it to B1.


Nuke Building B1
________________

If you'd like more PSGT1-T BULLET X 5 (since ammo is fairly limited for
it), grab two fresh packs from the southwest room in the office, but watch
out for the guard, and the other who may come from the washroom.

Enter the Commander Room in the north.


Commander Room
______________

Grab the RATION by the bookcase if needed. Head down the bookshelf stairs
where there's more FAMAS BULLET X 15, SOCOM BULLET X 12, and possibly
another RATION. Then head through the north door.


Caves
_____

Move through the crawlspace to the north. Now you can collect the PGS1-T
BULLET X 5 in the west by the wolf dog. Take the north opening, head
east and down to the two crawlspaces in the south, passing another wolf
dog.

Remember all the PSG1 ammo through the south crawlspace if you need it.
Head through the east crawlspace, find another RATION by the door and
head inside.


Underground Passage
___________________

Meryl's gone... but the sniper still remains to hunt you down. Time to
take her on.


BOSS: SNIPER WOLF                                                 [bos_05]
**************************************************************************

Firstly, there are several items near the door, including two packs of
PSG1 BULLET X 20, PSG1-T BULLET X 5 and PENTAZEM. Now let's get this fight
started. Keep in mind you must remain in this small area near there door,
otherwise you'll be shot if you try to advance since there's no cover at
all. If you collected both sniper rifles, you'll have the choice to go
lethal or non-lethal

If you have basic sniper skills, this fight should be very
straightforward. With the PGS1 or PGS1-T equipped you'll automatically
enter the scope. Use B to zoom in and X to zoom out. To steady your shaky
aim, use a Pentazemin, which will come in clutch here.

The good thing about this fight is that you can use the PSG1 without
being forced to lie down like in MGS1 (although your aim will be steadier
if you do), but you'll still enter the scope as soon as it's equipped.

If you just equip while facing nowhere in particular, you'll be aiming who
even knows where, so I highly suggest aiming Snake perfectly straight down
the hall before equipping it (you can even use Z to aim in first person
first if it helps).

First, take cover against one of the side walls. Then run into the open
for a clear shot, but watch for Wolf's laser from third person before
setting up station. If her laser is already trained on you, don't bother
and just go back in hiding.

Once her laser disappears, run out again -- if her laser doesn't show up,
she doesn't have the drop on you and may be hiding, which is ideal. Aim
Snake perfectly straight down the hall and equip the PSG1 or PSG1-T. Zoom
in and try to locate her, but be patient since she may be hiding and not
come out for a few seconds.

She's on the second floor of the structure all the way down the path. Be
ready to zoom in farther as soon as she shows and take your shot. For best
results once finding her, remain in the scope to continuously track and
shoot her, as long as you're capable of hitting her before she fires back
after moving to a new position or peeking out.

If you're too slow, you'll see Wolf's laser fill your scope and her shot
will not only damage you but heavily shift you scope view. At that point,
unequip the PSG1 since it'll take way too long to find her again while in
the scope and you'll probably be shot again.

Instead, retreat to the sides and wait for her laser to disappear from
third person. Then run out again preparing to aim at her, but again, if
you see her laser already aimed, just retreat and try again. When her
laser isn't trained on you as soon as you run out, then aim down your
scope and try to find her.

The platform where Wolf is located is rather wide and you won't be able to
see one side very well if you're near the wall on your end. Therefore you
must stand near the middle of the opening for the best view. As long as
you're not too slow to enter your scope and shoot her, you'll be fine out
there.

Simply track her movements and shoot her as she runs to a new spot, and
be ready to shoot as soon as she peeks out from any spot -- while running,
shoot just a bit ahead at where she's going rather than where she is to
actually land your shots, since she's so far away.

Whenever not shooting or running side to side, Wolf only has one hiding
place, which is the pillar near the left side of the structure. From
behind it, she'll peek out from either side and aim at you or lie prone
to aim. Note she may lie prone in that spot or on either side of the
structure as well.

After draining Wolf's health, which will only take a handful of shots,
Snake will comment that he got her and the battle will end. Quite frankly
this is a simple battle that should only take about a minute or two, if
not less. Just stand your ground and be ruthless whenever you have an open
shot, and fill up on ammo on the side when needed.

**************************************************************************


After the fight, you won't be able to see Wolf on the structure at the
other end... even though she was just there. Make your way down the
passage to find PSG1 BULLET X 20 in the first left alcove.

In the third right alcove is a sentry camera high up guarding a RATION.
Take the camera out with your SOCOM or PSG1 from the left alcove or just
before it. Now make your way towards the structure where Wolf was shooting
from. Firstly, check the area for items.

You can find a RATION in the west corner of this side of the passageway,
and two packs of PSG1 BULLET X 20 under Wolf's structure. FAMAS BULLET X
25 waits under the stairs to the right a bit. Move up the stairs to find a
lot of blood (and no Sniper Wolf) along with M9 BULLET X 15 and SOCOM
BULLET X 12. Now head back down the stairs, but to save you some possible
frustration...


                    DO NOT HEAD OVER TO THE RIGHT YET!


                           SAVE YOUR GAME NOW!


Trust me. Mei Ling even suggests you save if you call her, since she's
getting a bad feeling. Take her advice since you'll soon face a tough
segment before which you cannot save and may have to do all this again.
Not fun...

When ready, head to the door at the right for a cutscene.


 ________________________________________________________________________
|06 // TORTURE AND ESCAPE                                        [wlk_06]|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

   "There definitely is a resemblance. Don't you think, little brother?
              Or should I say big brother? I'm not sure..."


Medical Room
____________

You'll wake up secured to a torture bed in an interactive cutscene. You
can look around the room but with a limited view. You've lost all your
gear but as Ocelot shows later on, it's sitting in the same room. He's
taken the MO DISK for himself, however.

Ocelot will then explain something very relevant to you about "the girl".
What he says is true, meaning Meryl's fate depends entirely on your
ability to survive his torture... Good luck.


OCELOT'S TORTURE ROUND 1:

For the duration of the "Time" bar, you will be shocked with electricity
that will eat at your health. Rapidly tap A to resist the shock and regain
your strength. If your Life meter drains, you will die. "There are no
continues, my friend." This is why it's very important to save right after
defeating Sniper Wolf.

To submit to the torture at any point, press Start + A, but only do so if
you're about to die, or if you really don't want to bother with it all
and are willing to accept the consequences. Just know that your ending
will be more satisfying if you survive the torture and do not give in.
Submitting will also mean Snake catches a cold, which will require
Medicine to cure (so you don't keep sneezing and alerting guards).

You'll have to tap A very quickly to be successful here, and you'll have
to survive three shocks back to back. The first single torture shouldn't
eat too much health away, but the next two are a bit tougher to limit
damage. Note that you can keep tapping A for a couple seconds after the
shock stops to regain a bit more health back.

After three shocks back to back, Ocelot is done for now and you'll be put
in a cell. But don't think it's over just yet... You'll have to endure
more sessions the longer you stay in this cell, so focus on your escape
asap. If you did give in though, that'll be the end of the torture.


PRISON CELL PART 1:

Now stuck in a cell with a familiar "friend" in the corner, you'll want to
escape as quickly as possible, otherwise you'll have to endure more rounds
of torture. Missing all your gear, you'll have to get creative with your
escape.

You won't be able to use your Codec for a few seconds, until the guard
reminds us who he is, explaining, "That witch. She took my clothes." So
it's this guy again...

If you call the Colonel, he'll suggest to wait for the guard to use the
washroom to plan for your escape, which will soon come into play. In the
meantime, call Otacon. Snake will ask for help and Otacon will begin his
way over here.

All you can really do now is wait for the guard to go to the washroom, but
feel free to knock on the wall to get him to yip at you. If you resisted
the torture, unfortunately you'll have to have to endure another round
before you'll have a chance to escape.


OCELOT'S TORTURE ROUND 2:

The torture plays out the exact same way, so if you survived the first
round you can do it again. Just hang in there and repeat what you did
before to get through three more shocks. If you don't escape during the
next segment you'll have to endure another round.


PRISON CELL PART 2:

Back in the cell, you'll get a call from Campbell and Naomi will induce
a "massage". She tells you to put the controller on your arm and it'll
vibrate. Enjoy the rest of the conversation which reveals more information
on Snake's background, which is rather interesting.

After the Codec call, you may start to hear the patrolling guard's stomach
churning. He'll soon experience some... washroom problems. He'll place his
hands accordingly on his bottom and run to the washroom in the other room.

Once he's in the washroom, Otacon will soon arrive under the guise of his
stealth camo. He'll give you a RATION, KETCHUP, a LV.6 CARD and a HANDKER
(Handkerchief). The washroom toilet will flush and Otacon rushes away,
since he's not capable of taking out the guard, much to Snake's chagrin.

You now have two effective courses of action, but you must act quickly.
You can call Otacon or Campbell to hear straight from their mouths, but
you have the following options:


1. KETCHUP:
   Lie down in the middle of the cell and use the KETCHUP (equip it, then
   press A during gameplay), then DO NOT MOVE. You must do this before the
   guard returns from the washroom or you will not be able to fool him. It
   will not work while he's already patrolling the cell, even if he's
   slightly out of view. For best results, lie facing the door.

2. HIDE UNDER THE BED:
   Crawl and hide under the bed, out of sight before the guard returns.
   You will not fool the guard if he's already patrolling the cell. Note
   you can try this method if you've already failed with the ketchup, but
   only when he returns to the washroom.


When the guard returns from the washroom and you've done one of the above,
he'll be alerted and come to investigate the cell. Wait for him to enter
and walk deep into the room before making your move or it may not work
out.

With the Ketchup method, he'll come close to your body. Now's the time to
act -- quickly stand up and roll the guard before he shoots you. Leave the
cell to cement your escape, but wait for the guard to come out in the hall
to finish him off to cancel the Alert Mode.

With the bed method, wait for him to come into the cell and look under the
bed. Surprisingly, he won't even notice you for quite some time... But now
is the time to act. Quickly crawl out, stand and roll the guard. Again,
leave the cell to ensure you've made it out, then wait and knock the guard
out when he chases you to the hall by repeating the punch-punch-kick
combo. He'll have to be dropped a few times until he's knocked out.

If you fumble this while still in the cell, the guard will quickly run out
and you won't be able to escape until a later time. You'll also have to
survive another round of Ocelot's torture... If so, hang in there and try
the bed method the next time, or just stand in your cell and wait for
another friendly visitor...

Remember, rolling the guard and leaving the cell is the most important
thing. Do not fight the guard while in the cell since he may knock you
down and that'll be that. If he knocks you down in the hall, you'll still
be home free, so just take him out and advance.


IF YOU BOTCH THE ESCAPE:

If the guard sees you use the ketchup or hide under the bed while in the
area (and he will if you do either at any point other than his washroom
breaks), your escape plan will fold until his next washroom visit. You'll
then have to survive another round of Ocelot's torture.

Once back in the cell for a third time, you can try the bed method again
while the guard is in the washroom, or instead you can just wait for
outside help. When the guard is gone, the Ninja will feel your pain and
soon come to free you by breaking the cell door. The guard will return and
you'll enter Alert Mode, but it's only him. Take him down and continue.

Note the Ninja won't come if you hide under the bed, meaning you can keep
trying and potentially failing while having to survive more torture
rounds. So instead just wait without hiding for the Ninja to appear after
enduring at least two rounds of torture.


OUTSIDE OF THE CELL:

With the guard neutralized, head around the hall outside the cell to find
a RATION by the Level 6 door, which you now have the card for thanks to
Otacon.

Head through the door to find your equipment near a surveillance camera,
but just out of its cone of vision. Move carefully to reclaim your gear,
then shoot out the camera with the SOCOM, since it's guarding the next
door. Now finalize your escape through the door.


[NOTE]:
There is a ticking TIME BOMB in your inventory, set to explode in a few
minutes. Deepthroat will call to let you know when there's about 30
seconds left on the timer, but you might as well get rid of it now. Locate
it in your item window and press A when it's highlighted to toss it, then
run away before it explodes. Campbell will give you a call afterwards.


Holding Cells
_____________

Before moving, note the two new sentry cameras up on the walls and shoot
them out. Follow the corridor south and into the earlier cell room. Under
the left cell bed is a RATION, plus two packs of CHAFF.G under the other
cell bed.

Deeper in the main room is SOCOM BULLET X 12 in the locker plus a BOOK and
M9 BULLET X 15 in the washroom. Afterwards, enter the elevator in the hall
and move down to B2 to claim some items.


Armory
______

There are no new items in this area but stocking up on supplies is always
a good thing. Although you may remember the Level 6 door in the Armory
South. To check it out, head through the southwest hole in the wall, or
the mid south Level 2 door.


Armory South
____________

From the hole, head downward and through the right hole; from the Level 2
door, head south through the hole. Then move through the right doorway
(use C4 to break it open if you haven't, and take out the sentry cameras
as well).

Find the Level 6 door inside and stop just inside the room. Look up to
your right in first person to shoot out the camera, or use Chaff to help.

There are four boxes of STINGER BULLET X 10 (however, you don't have the
Stinger yet), STUN.G, and CHAFF.G on the ground. If you move through the
low hole in the fence to the other side, you can collect the CAMERA, which
is a non-essential item you can use to take photos at your leisure.

That's all for Armory South. Although you can return here for the Stinger
ammo later, it'll be way too far away to be worth it. Reenter the main
Armory.


Armory
______

Stay clear of any guards and ascend the elevator to 1F.


Tank Hangar
___________

Just the same old items in this area. Find the northeast hangar door and
advance to the canyon.


Canyon
______

Still three guards patrolling this area; use whichever method you please
to get by them and pass through the Level 3 hangar door ahead.


Nuke Building 1F
________________

As always, grab the RATION along the side walkway, then drop down and pass
under the cargo door when the coast is clear.

Quickly run to the left and start your way up the stairs. Wait for the
guard patrolling the upper walkway to move to the right, then dash to the
elevator. If you're curious what's in the Level 6 room on B2 now that you
finally have the card, head down there first.


Nuke Building B2
________________

Equip the Gas Mask and run to the large west room, where you'll find the
B.ARMOR (Body Armor) inside the southwest Level 6 room. Feel free to grab
the reappearing items in all the other rooms since you now have access to
them all. Then ride the elevator to B1.


Nuke Building B1
________________

Now with the Level 6 Card, you can find MEDICINE in the middle west room
in the office area. If you submitted to Ocelot's torture, use the MEDICINE
right now to cure your cold so you don't keep sneezing. Otherwise, it's
useless.

Feel free to recollect any items around the office, then make your way to
the Commander Room in the northwest.


Commander Room
______________

Pass through the bookshelf opening and through the door down the steps.


Caves
_____

Move through the crawlspace in the north path and neutralize any wolf dogs
that get in your way. Or you can equip the Handkerchief given to you by
Otacon when you were in the cell. It has Sniper Wolf's scent and prevents
wolf dogs from attacking you.

Run through the cave from the north around to the southeast. Once there,
use the southeast crawlspace and advance through the north doors by the
RATION.


Underground Passage
___________________

Approach the blood spot for a cutscene and Codec call. Then advance down
the passage all the way to the end. Feel free to recollect the same items
near and on the structure, then advance through the Level 6 door on the
right side.


!!!!!!!!!!!!!!!!!!!!!!!!!!!!! INSERT DISC 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

The screen will display a message regarding the disc change. Simply do
the following:


1. Open the disc tray.
2. Remove Disc 1.
3. Insert Disc 2.
4. Close the disc tray.


Do not touch the power or reset buttons. Simply open it, change discs and
close. The game will then continue on its own.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!! INSERT DISC 2 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


__________________________________________________________________________
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II.                             D I S C  2                        [wlk_d2]
__________________________________________________________________________
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 ________________________________________________________________________
|07 // COMMUNICATIONS TOWER                                      [wlk_07]|
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          "You're incredible... like a movie hero or something."


Communication Tower A
_____________________

Down the hall is FAMAS BULLET X 25 and SOCOM BULLET X 12. Head around the
corner to the Level 6 door. If you stand close so that it opens, you can
see infrared sensor panels on each side of the door inside. You can see
the lasers with Thermal Goggles, Cigs, or by shooting the flour bag on
the boxes ahead.

But the thing is, there's no way to get past this one without triggering
it. You'll have to run through to advance, entering a forced Alert Mode
that'll trigger many, many guards that will chase you in the next segment
as you advance up the very tall tower. I suggest you save your game to
start off.

Run through the sensors to set the alarm off, triggering guards behind
you. Just past the lasers, grab the STUN.G and make sure you absolutely
get the ROPE beside it -- it's technically optional but it will make an
upcoming segment a lot less difficult for you. Quickly run ahead through
the next door to the base of the tower.

If interested before ascending, there's three boxes of SOCOM BULLET X 12
on the north side of the room, plus two boxes of FAMAS BULLET X 25 and a
RATION to the south of the boxes.

While constantly being ambushed, decide if you're going lethal or
non-lethal. For non-lethal, toss Stun Grenades frequently and roll guards
in your way. For lethal, use the FAMAS and be sure to run and gun your way
up -- hold B the entire time and press A to shoot while running.

Now start to make your way up the stairs. Consider blasting the guards
behind you before you start, then run ahead and don't ever stop. You'll
run into some guards above you along the way -- just shoot past them or
roll and throw your Stun Grenades as you keep on trucking. If you roll
guards on stairs you'll trip and fall, but sometimes it may still be
worth it to prevent damage.

Soon you'll come to a Level 6 door, but it won't open... Otacon will call
to explain the door sometimes gets stuck due to the freezing cold weather
outside. He tells you to use the walkway on the roof instead. So keep on
trucking after collecting the two boxes of M9 BULLET X 15, STUN.G, and
FAMAS BULLET X 25 by the door.

You may be tempted to stop and shoot the guards above you but it'll only
allow more guards to catch up from behind. Just keep your Rations equipped
so they get used automatically if you need them.

Once at the top, finish off any remaining guards after you and the Alert
phase will finally end. Up top you'll find SOCOM BULLET X 12, plus a
RATION and FAMAS BULLET X 25 farther along the walkway. Continue around
and ascend the ladder in the bottom left corner.


Communication Tower Roof
________________________

Head through the door to the snowy roof for a short cutscene revealing the
door to the Tower B. Run to the small stairs for another scene where it is
removed as an option.

Liquid arrives in his Hind D and you'll have to hatch an escape plan.
Snake mentions the ROPE you got earlier -- equip it from the item window
for another scene.

If you don't have the Rope, this will be a bit trickier and may take a
number of attempts, but it's still fairly achievable. To start off, climb
over the railing ahead and drop down (don't worry, you won't die).


Communication Tower A Wall
__________________________

WITH THE ROPE:

Snake uses the rope to hang along the tower wall and you'll have to rappel
while Liquid attacks you from the Hind. Campbell will brief you on the
controls.

Press A to kick away from the wall, and push down on the control stick to
descend. If you hold left or right while pressing A, Snake will perform a
large jump in that direction. Hold B if you wish to make small
adjustments along the wall.

Also note your grip meter -- if it empties, you will fall to your death.
When it's low, try to find a beam, either flat or angled, to rest on to
recover your grip.

Dodge the Hind's attacks when necessary and rappel down the wall, grabbing
the two RATIONS along the way if you can. I suggest being as quick as
possible for best results, making good use of the wall kick. A cutscene
will play not too far down and you'll arrive on the walkway as the Hind
retreats.


WITHOUT THE ROPE:

You really wanted a challenge, didn't you? Frankly this isn't that bad as
long as you're quick. You can also help yourself out ahead of time by
improving your Grip Level to 2 or 3 by doing pull-ups, but you can make it
with the default of Level 1.

To start off you'll be hanging on a beam as the Hind harasses you. What
you need to do is shimmy across and drop from pipe to pipe to reach the
lower walkway. You'll need to go all the way to the right and then back
left as you move down. Your grip meter will start decreasing as soon as
you can play, so get moving.

Use the control stick to shimmy, hit X to drop down and hit Y to grab the
next pipe on the way down just as you reach it. Note you can go for the
right timing with your Y press, or you can just mash it for insurance.
Whatever works for you. If you fail to grab in time, you'll drop to your
death and have to try again.


HANGING DIRECTIONS:
-Shimmy right until your grip meter gets low
-Drop down and grab onto the dual pipe
-See the small section of pipe below to the right? Shimmy over right and
 drop down to that
-Shimmy to the left end of the small pipe and drop down to the next pipe
-Shimmy left and drop down to the left side of the next pipe
-Shimmy left and drop to the final pipe
-Make sure you're over the walkway and drop down to finish off
-Congratulate yourself for being a badass


Managing your grip level at all times is the most important thing here.
You can drop earlier than I suggest above but you will have less grip to
perform the following maneuver. This is because your gauge resets every
time you grab a new pipe. You must use this to your advantage.

So the idea is to use your grip meter as much as you can on each level.
Plan your moves ahead of time so you move halfway across a pipe on one
level and then finish on the lower pipe. If you try the entire across
movement on one pipe, your meter is likely going to empty and you'll fall
to your death.

Overall it may take a few attempts for you to... get a hang of it. But
it's really not that bad once you've... got a grip on things.


Communication Tower Corridor
____________________________

Here there's a RATION to the left plus C4 and M9 BULLET X 15 to the right.
Feel free to blast open the frozen door here with C4, but there's really
no use going back at this point.

Use your PSG1 (or PSG1-T) scope to look north down the walkway and you'll
see three guards just standing there aiming your way. Use a Pentazemin to
steady your aim and shoot quickly to handle them. You'll enter an
unavoidable Alert Mode after your first shot, but drop the others to end
it.

If a guard runs out of view, just wait and he'll come back. But dropping
them quickly is important or they'll start shooting your way, capable of
throwing you to the floor with a landed hit.

Once the guards are neutralized, run along the walkway and grab the
RATIONS they dropped. The Hind D will rejoin the party over here and begin
shooting at you, so run left and move through the door.

Just inside the small room is the STINGER missile launcher and STINGER
BULLET X 10. If you run back out to face the Hind, it'll fly away. Afraid
now, eh Liquid? Advance through the next door from the small room.


Communication Tower B
_____________________

Head to the elevator to find three boxes of FAMAS BULLET X 25 in the
southwest corner. Call the elevator to hear a warning sound. Broken? If
you call Otacon he'll tell you he's on his way to ask you something. Okay
then.

Bins block the upward stairs, so head back the other way past the door to
find GRENADES, SOCOM BULLET X 12 and FAMAS BULLET X 25 in the north.
Continue down the stairs to eventually find a whole chunk is missing,
preventing further access.

Head back to the elevator to meet Otacon in a cutscene. He says he just
used the elevator, but just a moment ago it wasn't working for you...
Strange. He'll then pose a burning question to Snake. "That's what you
came to ask?"

After the cutscene, it's time to swat that noisy fly. The bins blocking
the upward stairs will be moved aside, allowing you to advance. Begin your
way up, but you'll find a sentry camera up the second set of stairs. There
will be several of these as you progress upward -- four separate spots
and there will be one more sentry camera added each time. First one, then
two, then three, then four all together. You'll find them every four sets
of stairs.

You can stop and shoot the sentry cameras out each time, but it's much
easier to just use Chaff and run by them. Throw your first Chaff and
continue, then throw another when you reach the second or third staircase
so that it explodes by the time you reach the fourth.

Pass the four groupings of sentry cameras to arrive at a ladder at the top
of the tower. Past the ladder is FAMAS BULLET X 25, and farther down is
CHAFF.G, three boxes of STINGER BULLET X 10 and a RATION. Climb up the
north side ladder when ready.


Communication Tower Roof
________________________

Head outside to the roof for a cutscene. The Hind D returns once again and
you'll have to take it on, but this time you have the Stinger to fight
back.


BOSS: HIND D                                                      [bos_06]
**************************************************************************

Turn to your Stinger missile launcher to fight the Hind D, which is a very
threatening machine but thankfully there's lots of cover up here to avoid
its attacks.

To locate the Hind, listen closely to its rotors and also watch your
radar, where you'll notice a red line at its edge. The line will be thick
if the Hind is nearby or thin if it's far away.

Face Snake in the direction of the red line to locate the Hind, but note
it won't always be at the same height plane as you. Check above to see if
it's there, but you won't be able to see it if it's below; although you
can generally track it with the Stinger still. And often it'll be far away
and out of potential sight, but it'll show up soon.

At the beginning of the fight, locate the Hind, equip the Stinger and fire
a locked-on missile at it -- aim at the target, wait for the green box to
turn red to the sound of a long beep, then fire. Make sure there's no
obstacle between you and the target, like a pillar or debris from the
satellite that was destroyed earlier, although you can often still lock on
through walls or obstacles (but not the floor).

Do keep in mind however, if you lock on to the Hind and it moves behind a
wall, beam, or moves below your height and out of reach, just aim away
accordingly and shoot your missile around the object and the lock-on
system will take over from there. If it moves too low, just aim up and
shoot over the railing and it'll then auto-target and hit it. It's a handy
trick that can prove helpful.

After shooting a locked-on missile at the Hind, unequip the Stinger and
run for cover since the Hind will regularly fire its machine gun at you
afterwards. When you locate it again, equip it and get in your shot. Make
use of quick un/equip for the full battle and only remain in the first
person Stinger view if you're not under threat.

Checking around the rooftop, there's STINGER BULLET X 10 at the right
side, a BANDAGE by the wrecked tower and vent nearby, and a RATION at the
west just south of the entrance.

Take cover behind the several objects in the area to stay out of harm's
way. The most helpful cover is the fenced area with two cylindrical
objects around the north of the roof. Always stay on the opposite side of
it that the Hind is on. You can also use the roofed area to the left of
it, but the protection is limited.

The Hind D's most frequent (and only standard) attack is machine gun fire
which is easily avoidable -- just hide on the other side of the small
fenced area. It also has a special missile attack but it's only used in
two specific instances that are easy to avoid, mentioned below.

Once the Hind has around half health, it will shoot a missile. You'll be
warned before it happens ("Eat this" in a short scene followed by beeps)
and it'll always hit the south part of the tower up the platform near the
fallen beam. Run to the north to avoid it.

If the Hind stops in place while facing you, quickly shoot it before it
opens up its machine gun fire, and run away before it can retaliate. When
the Hind isn't around, step up into the open, equip the Stinger and wait
for it to arrive while relying on your radar.

Once the Hind's health bar empties, it'll fire another missile. This one
is always aimed at the fenced silo area in the north. Just run to the
southwest corner to avoid it. After avoiding the missile, the fight will
end in a cutscene.

**************************************************************************


After the battle, Otacon will call to tell you the elevator is working
now, but he didn't fix it... Hmm... What's up with that elevator?

Grab the STINGER BULLET X 10 on the rooftop and head back inside. Take the
ladder back down.


Communication Tower B
_____________________

Find any remaining items at the other end of the walkway, then start your
descent. Remember the sentry cameras are still there unless you took them
out, so get your Chaff ready.

If you don't want to break your stride, toss a Chaff after you pass the
"Floor 25" marking on the staircase. Then just keep throwing them when
needed, and frankly you should have tons of them anyway.

When you reach the elevator, check behind the stacked bins on the stairs
for a hidden RATION. Then call the elevator... It works. Enter the
elevator to hear a series of warning beeps. Examine the panel and head
down to 1F. Well, it seems to work anyway.

Otacon will call with some startling news. He says there were five stealth
camo prototypes in his lab. He's using one but the other four are now
gone. He also says that the weight limit sound went off when he entered
the elevator, just like it did for Snake.

But it would take at least five people to get over that limit...! Otacon
warns you that the four guys who stole his stealth camouflage prototypes
are in the elevator with you, and you'll have to fight them.


ELEVATOR BATTLE:

Although using stealth camo, the four guards in here are still highly
visible. Feel free to use your Thermal Goggles to see them most clearly
though. Pull out your FAMAS and fire away for the easiest method -- hold
B so you can shoot while running.

If going non-lethal, use Stun Grenades to knock them out. Throw one and
punch the guards until it explodes, knocking them all down but they'll
still get up. Keep throwing them as needed and get in your punches and
kicks otherwise.

Be sure not to stand around a lot or you'll be thrown to the ground
easily. Stay on the move whether shooting or throwing Stun Grenades. Or
stay away from the four enemies and shoot them from a corner.

All guards will drop FAMAS BULLET X 25 as they're eliminated, and the
mini-battle will end when all four are handled. The elevator will soon
arrive.


FIRST FLOOR:

Leave the elevator and collect the RATION along the west inner wall, M9
BULLET X 15 in the northwest, PSG1-T BULLET X 5 to the north by the
rubble, and CHAFF.G and FAMAS BULLET X 25 to the northeast on the other
side of the rubble. 

Head through the southeast door to find PSG1 BULLET X 20. Just ahead is
more PSG1 BULLET X 20 guarded by a sentry camera on the wall. Either
flatten yourself against the right wall and wait for the right time to
shoot the camera, or throw a Chaff to grab it.

Moving on, SOCOM BULLET X 12 waits just through the door. Look ahead to
see another sentry camera -- shoot it out from a distance. Then collect
the two boxes of FAMAS BULLET X 25 under the camera.

Enter first person view to take out two more sentry cameras down the hall.
At the end by the door is SOCOM BULLET X 12 and PENTAZEM. Proceed outside
for a cutscene.


Snow Field
__________

Snake finds himself in Wolf's sights once again. She even joins in on your
Codec call with Otacon. She sounds a little over confident... Time to
finish her for good.


BOSS: SNIPER WOLF 2                                               [bos_07]
**************************************************************************

You'll start off standing by a tree in the southwest corner of the snow
field near PSG1-T BULLET X 5, but it's not a good cover spot and hard to
see from here anyway, so head all the way right to the southeast snow
wall. This is the best spot for cover. There's also PSG1 BULLET X 20
nearby.

Just as before you should have the PSG1 and PSG1-T to choose from to fight
Wolf. Remember to use Pentazemin to steady your aim. Having a couple left
for after this fight can help, but this is the last section where they're
a must, so go wild.

This snow field is quite large, however it's fairly easy to spot Sniper
Wolf to the north -- she uses trees for cover and often runs from one to
another. Use these opportunities to shoot her, or find her hiding place
and wait for her to peek out, then shoot her.

For starters, head out into the open to begin looking for her. Just as
before, if you see her laser sight already on you as you run out, head
back and try again. You want to catch her when she's not aiming at you so
you have enough time to pull out your PSG1, observe your surroundings and
shoot her when she shows.

Look around the back of the area by the several trees -- that's where Wolf
is. If you don't see a laser coming from anywhere and you're not being
shot at, she's most likely hiding behind a tree. And just like the earlier
fight with Wolf, don't expect to be able to just run up to her -- you'll
be shot no matter what once you reach a certain line in the open field.

Keep scrolling over the area at your lowest zoom level until she shows,
then quickly zoom in to get a better shot. Wolf will either prepare
herself for a jump-out shot (stands beside a tree and aims at you) or
she'll run to another tree for cover, or run to a spot in the snow field
to crouch and shoot you.

Always remain in your scope and track her while shooting for as long as
you can. Only if she lands a shot (and shifts your scope view) should you
bail out and reset when you have an opening. Whenever she pokes out,
you'll have a couple seconds to hit her before she fires. Go for her head
to deliver max damage, or take what you can get if you're a little slow.

Whenever Wolf hides behind a tree, zoom in on the tree and wait for her to
show herself on either side. Now's the time to use a Pentazemin if you've
got any. Sometimes she'll hide for a brief period, but just be patient.
She'll come out eventually.

Once Wolf is shot, she'll run to another spot. If she's running in the
open, use this time to shoot her. She's closer than the earlier fight and
moves much more slowly, so don't worry too much about shooting ahead. But
don't waste your bullets by shooting until she recovers and tries to get
on the move again.

Note she may run from one side of the map to the other, crossing behind a
bit of a snow hill. Just reposition yourself accordingly and find her on
the other side of it.

Although this is clearly meant to be a sniper battle, you can actually use
the Nikita to fire remote-controlled missiles at her. Stand or crouch
behind the far right snow bank, face to the left and fire a missile. From
the missile cam, be mindful of the different bankings you can't ascend and
and the ramps that you can. Let the missile go straight for max speed,
find Wolf and drive it right into her.

Surprisingly enough, you can also use the Stinger here to even lock onto
her, despite the storm. Just stand out in the open and locate her -- the
Stinger will track her through trees. Wait for her to come out in the
open, then fire. Beyond that, other firearms aren't helpful due to the
low-visibility of the storm and the distance. And although exotic rocket
launchers may be fun, I suggest you just stick to the PSG1.

Both PSG1s deliver quite a bit of damage so this battle shouldn't last
for long. It'll end in a cutscene once Wolf's health bar is drained.

Note that your Rations can freeze during this battle or other cold areas
if you don't have them equipped. To thaw them, equip them for a while or
go somewhere warmer. To prevent this in cold environments, keep them
equipped and they'll stay warm.

**************************************************************************


After the scene, go find Wolf's body to see what state she's in. Another
cutscene will play where Otacon briefly joins in. Snake leaves the
HANDKER behind.

After the cutscene you'll be standing in front of a Level 6 door that
leads to the next area, but there's several rooms to check in this field.
Also if you want Wolf's dog tag, pick up her body and drop her (over to
the right).

Moving right along the north wall you'll pass a locked Level 7 door and
reach another Level 6 door. Inside is a RATION and STUN.G, but there are
also CLAYMORES guarding them if you just run in. Equip the Mine Detector
or Thermal Goggles, and crawl over them to safely pick them up.

Back outside, head east and then south along the next wall to reach
another Level 6 room with three boxes of FAMAS BULLET X 25, two boxes of
SOCOM BULLET X 12, PSG1 BULLET X 20 and PSG1-T BULLET X 5 inside. There
are no Claymores in here, don't worry.

Head farther south to find another room with two boxes of CHAFF.G and two
GRENADE boxes, however the room is guarded by two sentry cameras -- shoot
them out from the door.

Head west from there across the field to find a truck with a BANDAGE in
the back of it, and a nearby room with two RATIONS and another BANDAGE,
guarded by two sentry cameras. North of that room is another room with
four boxes of NIKITA BULLET X 10 and BOX 3, guarded by another sentry
camera at the front.


FAST TRAVEL TO THE HELIPORT/NUKE BUILDING
==========================================================================

Remember the fast travel trick with trucks and Cardboard Boxes? Notice Box
3 is found in this area too? If you find and board the truck here, you can
use Box 1 or 2 to return to the Heliport or Nuke Building. Then you can
use Box 3 in either of those trucks to return to the Snowfield when you're
done.

Frankly, the only reason to do this would be to collect the four boxes of
STINGER BULLET X 10 in the hidden Level 6 room in the B2 Armory South (of
the Tank Hangar by the Heliport), now that you actually have the Stinger,
plus restock on anything else you need or visit any high level room you
forgot to check in either building.

But is this necessary? 100% not. You'll have all the ammo you need later,
and anything you don't have now you really don't need. You'll also have to
insert Disc 1 back in to pull it off, then replace it with Disc 2 when you
return.

Either way, it's an option to you if you desire it, but it's more of a
gimmick and perhaps just giving you the freedom rather than being
necessary here. But do ensure you absolutely have Box 3 (to return to the
Snowfield) before travelling or you'll have to return here via the manual
method...

==========================================================================


Finally, return to the northwest room on the north wall to continue on,
but watch out for the sentry cameras inside. Shoot the first one from the
door and grab the SOCOM BULLET X 12 under it. Then shoot the other camera
down the hall and advance down the stairs past the camera.


 ________________________________________________________________________
|08 // UNDERGROUND BASE                                          [wlk_08]|
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            "You and the Boss... You are from another world...
                  a world that I do not wish to know..."


Blast Furnace
_____________

Down the stairs, neutralize the left guard before he spots you (use the
boxes here as cover if needed). Then grab the STUN.G on the walkway where
he was.

Follow the south walkway to the west wall where there's SOCOM BULLET X 12
if you shimmy against the wall. Look north to see a guard either on the
walkway or surrounding area below -- take him out now or he may become a
problem.

Lean against the wall and start shimmying your way north very carefully,
and don't let go or you'll turn into a crispy Snake. Take note of the
object moving back and forth along the wall. If you stay standing, it'll
knock you down to your death, so you'll have to crouch under it. Continue
to reach the other walkway.

If you didn't take out the guard here yet, he may come and notice you.
Drop him quickly. Move down the stairs where there's SOCOM BULLET X 12 in
the alcove underneath, and down the next stairs west is a RATION in the
open and FAMAS BULLET X 25 under the stairs.

Back up on the middle walkway, you can take the south path to find M9
BULLET X 15, plus C4 by the small elevator. The elevator only takes you up
to where you entered the room, but may be helpful later.

Head back north and down the stairs to the lowest floor. There's a RATION
by the lava and STUN.G just south. In the boiler room farther south you
can find two boxes of both PSG1 BULLET X 20 and NIKITA BULLET X 10, but
beware of the pipes that let out steam intermittently.

At the southwest corner of the room is a crawlspace. Move under it and
shoot out the sentry camera on the pillar ahead, then the other up on the
south wall. Now you're free to collect M9 BULLET X 15, two boxes of
STINGER BULLET X 10, and CHAFF.G on the platform. There will also be
B.ARMOR (Body Armor) here if you haven't acquired it yet elsewhere.

Crawl back to the boiler room and leave the Blast Furnace itself through
large north doors by the stairs.


Cargo Elevator
______________

Upon entering the area, a cargo elevator will approach you and stop.
Before boarding it, check around the room for some items -- M9 BULLET X
15, four boxes of FAMAS BULLET X 25, two boxes of SOCOM BULLET X 12, and
PSG1-T BULLET X 5.

Move onto the cargo elevator and press the control panel switch to start
moving. After starting your descent, four guards will jump onto the
elevator from above, guns a-blazing in another mini-battle not unlike the
Tower B elevator, minus the stealth camo. Somehow one guard disappears
after the cutscene, so you'll only have to fight three.

Use Stun Grenades, rolls, punches/kicks or the M9 if going non-lethal.
Otherwise, hold B so you can run around while shooting with your FAMAS,
making yourself less of a target. Use the Body Armor to limit damage if
you have it. The soldiers will die easily and each drop FAMAS BULLET X 25
when eliminated.

Once the cargo elevator arrives, take out the sentry camera to the right,
then check around it for CLAYMORE boxes, a RATION, FAMAS BULLET X 25, M9
BULLET X 15 and SOCOM BULLET X 12, plus another box of FAMAS BULLET X 25
left of the first elevator.

Now step on the east cargo elevator and hit the panel to descend. With
crows flying above, Master Miller will call with some startling news
regarding Naomi, then you'll arrive at the bottom.

Due to the extreme cold, ice will form around the edges of your screen and
slightly limit your view. Around the room are two boxes of NIKITA BULLET X
10, C4, and a RATION. Proceed through the large cargo doors.


Warehouse
_________

Enjoy the cutscene with the "big boy" from the M1 tank fight earlier.
Raven comments that it was no true battle and demands another fight. Time
to spank him.


BOSS: VULCAN RAVEN                                                [bos_08]
**************************************************************************

Despite Raven's massive Vulcan cannon, this is a fairly simple battle with
a few great methods for attacking him. If going non-lethal, you'll want to
stick to the PSG1-T, Stun Grenades and possibly the M9, but for lethal you
have a whole bunch of possibilities here.

To start with, let's go with the Stinger -- either shoot it at the wall of
the crate beside him or wait for it to lock on and shoot. Always be
careful you're locking onto Raven and not the actual ravens flying above,
unless that's your thing.

Raven really isn't an effective gunman and it's very simple to escape his
reach, even despite his massive cone of vision and fast running speed
(since there's tons of cover). Always stay out of his sight or he will
blast you. You'll see a red exclamation mark over his head when he notices
you and he'll begin firing. But go ahead and bust out the Stinger to
prevent the attack, damage him, and allow for your escape all in one.

How about the Nikita? Honestly, it's not great. If Raven sees the flying
missile he'll quickly gun it down. You can find success with it if you're
good at sneakily guiding it behind him, but it's easy to lose track of
where he is and he can attack Snake while you're flying, cancelling the
attack as well. There are much better weapons to use here anyway.

For a very effective and time-efficient weapon though, try the PSG1 (or
PSG1-T for non-lethal). Locate Raven on your radar and get behind him,
then lay down a fair distance away and equip the PSG1 (use a Pentazemin).
Raven often just stands around going all Rambo without any target in
particular -- take this time to blast him with the PSG1, but aim
specifically for his head or at least his body while avoiding his bullet
storage canister. 

He'll take damage and turn around, but wait a bit and shoot him again.
Each time you shoot him, wait a second or so for him to recover and then
shoot again. Keep repeating as long as you can, and you'll probably zoom
through his health. He'll try to fire at you if you let him, but his
accuracy is terrible from a distance while you're lying down so you'll be
fine either way.

You can also use Grenades (or Stun Grenades) fairly effectively. When
Raven is around a corner, toss one where he is or where he's moving to.
Not being the brightest brute, Raven won't even notice it before it
explodes.

Just as well, Claymores work nicely too and there are even some box
pickups in the area. Lay a few Claymores in the middle of the walkway in a
few spots that you think he'll walk over, or try to guide him over them.
Just equip the Mine Detector so you don't fool yourself with your own
Claymores -- yep, they can hurt you too.

Beyond that, go ahead and try regular weapons like the FAMAS and SOCOM if
you like, or the M9 if going non-lethal, but frankly it can be a bit tough
to keep up with him as he runs. But either way, there's so much cover here
and Raven isn't a great fighter at all so this fight shouldn't pose much
of a challenge.

Around the freezing cold room are various battle-specific items. There's
NIKITA BULLET X 10 in the southeast corner, FAMAS BULLET X 25 and SOCOM
BULLET X 12 along the east wall, a RATION in the northeast corner,
CLAYMORES along the west wall, and NIKITA BULLET X 10 in the southwest
corner.

Note that throughout the battle Raven will shoot down various crates and
potentially block off certain paths, so adjust accordingly. This may also
knock down various items on top of them.

With any of the above strategies this fight should last no more than a few
minutes.

**************************************************************************


Once you've defeated big old Raven, he'll have a little chat with Snake. 
He'll kindly hand you his LV.7 CARD and give you a hint regarding the
DARPA Chief, but leaves it up to you to figure out the meaning of it.

Another Codec call regarding Naomi will follow. After, you may hear the
sound of an item landing somewhere. It's Vulcan Raven's dog tag which can
be found by his gun at the south point of the room, but you'll need to
grab it quickly before it disappears.

When ready, advance through the north cargo doors with your new Level 7
Card.


Warehouse North
_______________

Note the M9 BULLET X 15 and CHAFF.G on either side, plus a RATION straight
ahead. Be careful with the Ration since there are floor traps before and
after it -- you should be able to see their outlines. Sneak past them on
the side, then cautiously look over the next area.

With two guards around the corner ahead, you can easily take out the lower
one when he walks to the left, but the higher guard on the ledge is a bit
trickier. Move to the left wall in the hall and shoot him from there -- he
may question what he's seeing, but if you're quick he won't know what's
happening. He may also see the other guard knocked out and go to check on
him, then you can drop him.

Look towards the door ahead and take out the two sentry cameras above it.
You'll want to destroy them rather than use Chaff. Then you can find three
boxes of STINGER BULLET X 10 up the stairs on the high ledge and one more
by the low door. Advance through the door.


Underground Base
________________

LOWER FLOOR:

Say hello to Metal Gear up ahead. FAMAS BULLET X 25 and SOCOM BULLET X 12
can be found on the narrow ledge just right down the short stairs. You can
also explore the green "water" for more items, however it's not really
worth it since your health will decrease while doing so.

Back on the main platform, there's CHAFF.G just to the left, plus you can
find a RATION on the narrow west platform along the water, accessed from
the northwest stairs, near a surveillance camera just out of your way for
now.

Head back to the front of Metal Gear and then over to the right side,
where Otacon will give you the rundown on what you need to do. You must
use the override system Baker told you about to stop Metal Gear, however
you only have one of three keys and there's also a trick to using them.
Otacon will try to hack Baker's files for the appropriate information as
you advance.

You may notice some things are a bit different from MGS1 here, including
stairs instead of a ladder to start off, plus the composition of the
ascending walkway in general.


CLIMBING THE WALKWAY:

Head up the first stairs and be mindful of the guard either just ahead or
patrolling above. Take him out before advancing, then you can find CHAFF.G
at the right and FAMAS BULLET X 25 on the left front walkway. Then head up
the next stairs.

After a quick update from Otacon, there's FAMAS BULLET X 25 over to the
right, and south of that are CHAFF.G and STINGER BULLET X 10 on the
balcony ledges. Head left behind Metal Gear for another Otacon update.
He's hacked into Bakers files and has some interesting info, but no trick
on the PAL keys just yet.

You can find a BANDAGE on the path down the left side stairs behind REX,
but that's it. Continue along the upper ledge to the corner, but take a
look south down the walkway to see if the guard is visible -- take him out
if so, or just be mindful of him as you advance.

FAMAS BULLET X 25 and SOCOM BULLET X 12 are on the balconies on your way
south. By the stairs where the walkway turns back east, Otacon will call
you again, just to tell you Baker's ulterior motive.

If you haven't seen or taken out the guard here yet, look out for him and
drop him on sight. You can continue down the walkway for a nice view of
REX, but head up the short steps by the SOCOM BULLET X 12 at the south for
a cutscene.

Otacon then calls having finally figured out the trick with the PAL keys.
The trick is it being three keys in one -- it changes shape in different
temperatures. Looking at the computers in the room, Otacon tells you that
each symbol onscreen corresponds to a different key.

Unfortunately Ocelot spots "someone" by the door and takes a shot off,
consequently causing the PAL key that Snake was holding to fall to the
drainage ditch down below... Really? The PAL key room is then sealed off
and you'll have to retrieve the key.


RETRIEVING THE PAL KEY:

Make your way back to the bottom floor, where you will not find the PAL
key in the drainage ditch like in the original MGS. If you do check down
there though, you will find FAMAS BULLET X 25, two boxes of SOCOM BULLET X
12 and two RATIONS. You might also find a TIME BOMB... If so, quickly
throw it and run away. And do be mindful of the sentry camera in the
northwest.

Master Miller will soon call trying to help you. With Snake informing him
about the rats down here, Miller suggests one must've gotten the key.
There's a rat hole along the north wall near the west stairs, from which a
rat will emerge if you keep your distance.

If it's not already running around over there, lay on the ground a good
distance away from the hole and aim straight at it with your PSG1 -- time
for some cat and mouse. When the rat emerges, blast him. Tranquilizers
will only put the rat to sleep so you'll need to go lethal to get the key
(it won't count as a kill).

The rat will drop the PAL KEY once shot. Grab it and run back up the
walkway to the control room where you left off, but be mindful that the
guards on the way may be awake again.


CONTROL ROOM:

Move up the stairs to the control room to find a RATION. Strangely the
room is open again and the area is completely silent... But be very
careful since there are two surveillance cameras in the room, including
one watching the entrance. Destroy them both, or the room will lock and
fill with gas if they see you, and you'll be unable to escape.

Inside is a BANDAGE and STUN.G. Time to override -- stand in front of the
three laptops which are meant for each key. From left to right they're for
the room-temp key, low-temp key, and high-temp key.

If you check your PAL Key in the item menu, it's orange and has an "F" on
it, matching the left laptop for the room-temp key. Equip the PAL KEY and
use it on the left laptop by pressing Y. PAL code number one confirmed.
Awaiting PAL code number two.

Now you must freeze the key, but how? It should be fairly obvious where to
go, but give Otacon a call and he'll remind you of the frozen warehouse
where you fought Raven, which is in the middle of the permafrost layer.
But he also mentions not to stay in a warm or room-temp area for too long
on the way back or the key will lose its low-temp shape.

Head back down the structure to the main floor, taking out any guards in
the way. Head south down the narrow hall and through the doorway.


Warehouse North
_______________

Silence both guards quickly or they may be suspicious of you, then head
for the far door to the warehouse. If the sentry cameras are still active
I highly suggest destroying them, and watch out for the floor traps.


Warehouse
_________

There are three new guards in here. Use your radar to assist you in
taking them out, or you can just stay out of sight.

Equip the PAL Key and just stand around until the colour of its icon
changes to blue with a "W" displayed instead of an "F". It should take
about 1m30s. Once it changes, it's not necessary to stay any longer. Head
back through the north doors.


Warehouse North
_______________

This area will be clear if you took out the guards just before. Watch the
floor traps and run through the north door.


Underground Base
________________

With the low-temp key, run back up the structure to the control room at
the top, with the guards likely still out. Equip the PAL KEY and use it on
the middle computer with the matching blue "W" icon. PAL code number two
confirmed. Awaiting PAL code number three.

Now you must heat the key to its high-temp form. Remember anything? If you
call Otacon he'll remind you about the Blast Furnace at the beginning of
the underground base, right after the snow field.

It's quite a distance away but it's your only option. You'll also have to
return the same distance and even through a freezing area, so you'll want
to be quick or the key may lose its heat in transit. Keep that in mind.

Head back to the bottom and through the south door.


Warehouse North
_______________

You know the drill, head through the south large doors.


Warehouse
_________

There will be three fresh guards in here but not at all an issue. Leave
through the south doors.


Cargo Elevator
______________

Head onto the cargo elevator and activate it at its panel. Miller will
call on the way. At the top, head left over to the next cargo elevator and
start its ascent. Then head through the south doors at the top.


Blast Furnace
_____________

Warm enough for you? Right away, drop the guard ahead before he spots you,
then just stand around with the PAL Key equipped until it turns to its
low-temp form. It'll take longer this time since your card is probably
still cold.

Don't be fooled by the card turning from the blue "W" to orange "F", since
that's just the room-temp form. Wait even longer for it to turn red with a
"Z" in its icon, which will probably take about 3 minutes if starting from
the low-temp state (1m30s for each state change). Once it's red, now
you're good to go. Exit back through the north doors.

Otherwise, you may remember a Level 7 door out in the Snow Field where you
fought Wolf. It's only Stinger and M9 ammo there, but if interested, first
take out the guard up in the southeast of the Blast Furnace (upper level).
Then take the small elevator along the middle walkway to reach back up
there most easily, then proceed up the stairs. Skip ahead if you're not
interested in the ammo.


Snow Field
__________

Make your way outside and head east to the next door to find the room.
With your Level 7 Card, enter to find four boxes of STINGER BULLET X 10
and M9 BULLET X 15. Return back to the Blast Furnace.


Blast Furnace
_____________

Head back down the small elevator past the stairs, then through the north
doors on the lower level. Make sure your PAL Key is red with the "Z" icon
before leaving.


Cargo Elevator
______________

Remember that you're moving through cold areas here and in the warehouse,
so move quickly so the card doesn't change form. Take the first cargo
elevator down, then switch over to the next one and enter the warehouse at
the bottom.


Warehouse
_________

Leave through the north doors, avoiding any guards.


Warehouse North
_______________

The guards in this area should be back up again, so quickly take them out
and head through the north door.


Underground Base
________________

With the high-temperature key, make your way up the structure again to the
control room, mindful of all the active guards again. These guys are so
clueless, it's hilarious eh? You'll get an enlightening call from Naomi on
the way.

Equip the PAL KEY and use it on the right computer with the red "Z" icon.
PAL code number three confirmed. PAL code entry complete. Detonation code
activated. Ready for launch...

What the...!? Miller will call with some unpleasant news. Did you see that
one coming? The control room will then be locked and filled with gas.

Quickly equip the Gas Mask and rapidly press Y to hold your breath.
Meanwhile, call Otacon to get him to break the security lock, open the
door and stop the gas. It'll only take him a few seconds to work his magic
after you make the call. Leave when he does. More scenes will ensue.


 ________________________________________________________________________
|09 // BRINGING DOWN METAL GEAR                                  [wlk_09]|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

             "Snake! Come, kneel down and sacrifice yourself
                        to this historic weapon!"


Supply Route
____________

After the cutscenes, you'll have to fight the massive Metal Gear REX. Good
luck.


BOSS: METAL GEAR REX                                              [bos_09]
**************************************************************************

DESTROYING THE RADOME:

What to do, what to do... First, get a hold of your Stinger -- equip and
unequip it so you can quick-equip it whenever you want. You'll be using it
a lot here but you'll also want to be on the run.

If you fire a missile at REX, it won't take any damage... Otacon designed
this beast, so give him a call. He explains that its armour is
impregnable, but you can first destroy the radome at the top right of REX,
which will open up the interior so you can destroy its computer systems.

With that knowledge, run rightward to get a better view of the radome on
REX's right side -- it's the circle object that looks like a shield at the
top right of REX. Lock onto that with the Stinger and shoot it. Keep in
mind that the damage bar is just REX's radome for now.

While trying to destroy the radome, REX will fight back with its own
missiles fired from its legs -- three missiles at a time back to back.
You'll be able to dodge them by running to the side at a constant speed,
or you can throw Chaff ahead of time throughout the fight to confuse its
tracking systems. But do stay away from the conveniently-placed gas
barrels in the room since REX's missiles may blow them up if you're
nearby.

REX also has a machine gun attack from two different guns on either side
of it, but it's not very damaging. Just fire a missile at the radome to
stop it for the time being. There's also a light discharge attack issued
from side to side, which isn't very powerful. To avoid it, run towards the
camera.

Around the massive battle arena are quite a few items: a RATION in the
southeast, CHAFF.G along the east wall right by REX, two boxes of STINGER
BULLET X 10 along the east wall past REX, a RATION in the northwest, and
STINGER BULLET X 10 by the west wall right near REX.

When aiming for the radome, try to stay around the right side of REX so
that it remains in view, otherwise you may have trouble hitting it. Even
with the radome in sight, always ensure you're locking onto it rather than
any other part of REX itself. If you do, it's just a wasted missile, so
simply put the Stinger away and reequip it to reset and aim for the
radome.

This shouldn't take very long, and a cutscene will play upon depleting the
radome's health bar. Gray Fox makes an appearance and finishes off the
radome for you. Afterwards, you'll be aiming at REX holding Fox but Snake
won't let himself pull the trigger. Another cutscene will follow.


DESTROYING THE COCKPIT:

Now that the radome is done with, REX's cockpit is open and ready to be
destroyed. Use the Stinger to lock on directly to the cockpit and fire
away, but beware that Liquid will operate REX more aggressively and
quickly, meaning you'll have to up your efficiency. Make sure the cockpit
is your first and only target since nothing else will take damage.

Beyond moving around more, REX will go more on the offensive with
missiles and machine gun attacks. With missiles in particular, always drop
what you're doing when they're fired and run to the side to avoid them.
Then continue your attacks as long as you've got a window.

That said, there's no reason not to be using Chaff Grenades regularly.
Toss one and wait for it to explode, then get in a cockpit shot without
fear of missiles targeting you, as long as you move a few meters away
after missiles are fired (since they may aim where you were but can't
track any movement). Then just throw another Chaff so it activates by the
time the current one ends, and repeat.

The same ammo pickups mentioned above can be found around the arena if you
really need them. Repeat the above strategies and a cutscene will play
after defeating REX.

**************************************************************************


Despite Solid Snake destroying REX with Liquid inside it, somehow Liquid
is the one who gets the drop on Solid who is now tied up... Alright then.
Liquid's got Meryl here with him, dead or alive... but her fate is tied to
how you handled Ocelot's torture.

A timer will begin and you'll be left to fight Liquid Snake one on one at
the top of Metal Gear REX's head -- the battle of The Twin Snakes.


FINAL BOSS: LIQUID SNAKE                                          [bos_10]
**************************************************************************

First note your 3 minute timer actively counting away. If you fail to beat
Liquid in that time, the place will blow up and it'll be Game Over.

All your gear is gone so you'll have to turn to your hands and feet to get
the job done, but so will Liquid. It's not too different from the first
Gray Fox fight, although a bit more difficult and with limited time. You
won't have any Rations either and must survive with just your one life
bar. Note that although both Liquid's life bars will deplete, he will
count as a non-lethal kill.

Start off by approaching Liquid and delivering a punch-punch-kick combo.
Repeat this every time Liquid moves to a different place and stops.
Sometimes he'll punch back and may try to kick you down as well, but you
may as well be aggressive and quick for best results.

If near the edge when kicked by Liquid, you'll fall and grab onto the
ledge -- press Y to climb back up. You can do the same to Liquid whenever
he's near an edge, plus he'll drop his dog tag if you do this.

When Liquid's health is around half, he'll start to perform charge up
tackles, which will throw you to the ground if successful. Whenever you
see him ducking down to charge up, quickly run up and punch him -- you can
also roll to dodge the attack or just run out of the way, but why not do
some damage and prevent it?

For the most part, Liquid will dodge your roll attacks, but you can knock
him down this way whenever he's off-guard.

Continue beating Liquid before he drains your life bar or the timer runs
out. The battle will end in a cutscene.

**************************************************************************


After handling Liquid, Snake will check on Meryl to see if she's alive.
From here to the end of the game varies depending on whether you withstood
Ocelot's torture or not. If you did, Meryl will accompany you. If not,
Otacon will be the one joining you.

After a potential Codec call with Otacon or him arriving in person, one
way or another there is an escape route set up for you.


 ________________________________________________________________________
|10 // ESCAPE                                                    [wlk_10]|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                      "Well... I'll tell you, then.
                 You enjoy all the killing, that's why."


Escape Route
____________

You have 10 minutes to escape this place, so get moving! Save your game to
start off. Mei Ling will inform you this may be your last opportunity.


GARAGE:

First, if you head back through the door you can find a RATION in the
previous room. Then return inside, grab another RATION in the corner and
head up the stairs. Your buddy will run into the garage and get spotted by
a surveillance camera in a forced event. Several guards will rush in
shortly.

Your buddy will check the Jeeps in the garage to see if one has its keys.
In the meantime, grab the RATION in the southwest and take cover from the
guards by the Jeep over there, since you don't have any weapons. If they
come near you, roll or punch them.

Your buddy will soon get into the left Jeep here, ready to go. Quickly run
up to the back of it and press Y to man the machine gun during your
escape.


ESCAPING IN THE JEEP:

Once you get moving, enter first person and shoot the barrels ahead on the
left side by the shutter -- you must be in first person so you can
actually aim down at them. After, your driver will speed through the hole
you created.

After a long straight you'll soon reach a "checkpoint" with two guards
blocking the road, both with a convenient gas barrel at their side -- you
don't say? Either shoot them directly or explode the barrels and your
driver will advance. If going for a non-lethal or limited kill run, note
that shooting the barrels knocks them out and won't count as kills.

The next checkpoint has three guards. Shoot the gas barrel on the left to
kill the two left guards and then handle the right guard directly or via
the gas barrel beside him. You'd think these guys are asking to die...

Your driver will advance ahead and a scene will play. Liquid rushes after
you in his own Jeep. Keep your fire trained on him for the full pursuit.
In third person you won't have to control your aim height, but it may be
easier to shoot more accurately in first. Go with what suits you.

Liquid has a FAMAS and will shoot you during any small windows you give
him. Keep your fire trained on him to prevent his attacks as much as
possible. Whenever he lands a hit, your aim will shift away. Quickly try
to aim back at him and continue firing.

Liquid often leans over for cover and you won't be able to hit him in this
position. Either way, just keep firing cause he doesn't stay down for long
and you'll hit him when he rises if trained on him. Each time you land a
hit he'll briefly be stunned and slow down a tad, but he'll speed right
back up when he gets a chance.

Soon Liquid will begin to ram you if he gets the chance, briefly stunning
you and your driver which can be quite annoying. He'll also drive
alongside you for a section. Just keep your fire trained on Liquid
whenever you can and a cutscene will play farther down the road.


THE END:

From this point you have completed the game. Sit back and enjoy the final
cutscenes, which are specific to your ending, and more Codec calls.
Congratulations on beating Metal Gear Solid: The Twin Snakes!

Depending on whom you escaped with, you will be handed the BANDANA or
STEALTH camo during the ending. Beat the game with the other ending for
the other item. Read more in the following section.


__________________________________________________________________________
__________________________________________________________________________

7.             U N L O C K A B L E S  A N D  S E C R E T S        [TTS_07]
__________________________________________________________________________
__________________________________________________________________________


Endings
_______

As in the original, there are two achievable endings:

MERYL ENDING:
Endure Ocelot's torture in the Medical Room and do not submit, no matter
how many rounds you face. After defeating Liquid Snake on the top of REX,
Meryl will awaken and you will escape with her as Otacon prepares your
escape route. This also unlocks the Bandana, which Meryl gives to Snake in
the ending.

OTACON ENDING:
Submit to Ocelot's torture in the Medical Room. After defeating Liquid
Snake on the top of REX, Meryl will not awaken and Snake will escape with
Otacon instead, after he's opened up the escape route. This also unlocks
the Stealth camo, which Otacon gives to Snake in the ending.


Dog Tags
________

Dog tags are semi-secret items held by normal soldiers and a few key
characters. Unlike MGS2 however, there are no unlockables attributed to
how many of them you collect, but there are 154 that can be found across
all the difficulty levels. Refer to the Dog Tag Viewer to see which ones
you have and do not have.

To collect a dog tag, approach a guard from behind and hold him up by
aiming your weapon. If close enough, he'll freeze in place. Now run around
to his front and aim at his face in first person for him to shake his
booty and drop his tag. Unlike MGS2, guards don't ever act tough and
require a body part to be shot. All will drop them at first request.

Special dog tags can be acquired from notable characters. For Meryl, tranq
her and pick her up and drop her -- do this in her soldier form for Johnny
Sasaki's tags and again in her normal outfit for her own tags. Do the same
body shakedown with Psycho Mantis and Sniper Wolf after defeating them.
Vulcan Raven's tag will spawn by his gun at the south of the room you
fight him in (be quick or it'll disappear), and Liquid Snake's is dropped
by kicking him while close to the ledge on REX's head so that he falls and
hangs on.

On regular guards you can see a silver flash around their neck if they
still have their dog tag. To wake up any unconscious guards more quickly
so you can try again for their dog tag, try picking them up and dropping
them several times, or punching them in first person.


Camera
______

The Camera is an unessential item that be found in the Armory South on B2
of the Tank Hangar. After acquiring the C4, blast open the southwest
plastered wall. Find the next one inside on the east wall and you'll find
two more in the next hall. The top one leads to the ArmsTech President,
whereas the right one leads to a secret area with Level 4 and 6 doors
guarded by sentry cameras.

The Camera is located inside the Level 6 room, meaning it can't be
acquired until after escaping the torture in the B1 Medical Room where
Otacon gives you the proper security card, but luckily you'll be close by
at that point. Take the elevator to B2 and return here. Just be careful of
the sentry cameras in the room. Then climb through the low hole in the
fence to find the Camera on the other side.

After collecting it once, it'll be in your inventory every time you start
successive runs after loading your red save file and starting a New Game.
Use the Camera to take photos at your leisure and save them to your memory
card. When equipped, press B to zoom in, X to zoom out and A to take a
photo. Unlike in MGS2, the camera does not have the secret function to
check if you've collected a guard's dog tags.


Bandana
_______

A special blue bandana, identical to Snake's default bandana, that
provides him with infinite ammo when equipped. Like the original MGS1 it
is acquired by completing the game with Meryl surviving. To do so, you
must endure and not submit to Ocelot's torture in the Medical Room. Meryl
will hand it to you in the end cutscene. Load your completed red save file
and start a new game to find it in your inventory.


Stealth
_______

Camouflage that bends light in such a way around the user that it renders
them invisible and thus unnoticed by any guards. Like in MGS1, complete
the game with Otacon as your partner at the end and he will hand it to you
in the end cutscene. To do this, submit to Ocelot's torture in the Medical
Room. Load your completed red save file and start a new game to find it in
your inventory.


Special Costumes
________________

Alternate costumes can be unlocked for Snake, Meryl and the Ninja. Find
the requirements and more information listed below.

SNAKE'S TUXEDO:
A special tuxedo costume for Snake, as if putting on his best James Bond
impression but keeping his traditional bandana. Complete the game with
both endings to unlock this special costume for Snake in your next run.

MERYL'S SNEAKING SUIT:
A female version of Snake's sneaking suit fitted accordingly to Meryl.
Looking good, lady... Finish the game twice to unlock for your next run.

RED NINJA:
An alternate look for the Ninja, featuring a strong crimson red balanced
with grey. Finish the game twice to unlock it for your next run.


Boss Survival Mode
__________________

A special mode that allows you to run through all boss fights back to back
while being timed. Complete the game once to unlock this mode in the
Special menu. 


__________________________________________________________________________
__________________________________________________________________________

8.                           I T E M  L I S T                     [TTS_08]
__________________________________________________________________________
__________________________________________________________________________


WEAPONS
_______

M9
SOCOM
FAMAS
PSG1
PSG1-T
Nikita
Stinger


ITEMS
_____

Level 1 PAN Card
Level 2 PAN Card
Level 3 PAN Card
Level 4 PAN Card
Level 5 PAN Card
Level 6 PAN Card
Level 7 PAN Card
PAL Key
MO Disk
Camera
Body Armor
Cardboard Box 1
Cardboard Box 2
Cardboard Box 3
Cigarettes
Binoculars
Thermal Goggles
Night Vision Goggles
AP Sensor
Mine Detector
SOCOM Suppressor
Gas Mask
Ketchup
Handkerchief
Rope
Time Bomb
Bandana
Stealth


CONSUMABLES
___________

Ration
Bandage
Pentazemin
Medicine
Grenade
Stun Grenade
Chaff Grenade
C4
Claymore
Magazine
Book
Dog Tags



                              W E A P O N S
__________________________________________________________________________


Name: M9

Location: Depends on your difficulty:

          Very Easy: By the barrels right where you start in the Cargo
                     Dock.

          Easy: Beside the opening elevator and lockers in the Cargo Dock.

          Normal: Inside the top left locker in the Cargo Dock.

          Hard: In the hidden northwest room in the Armory, accessed by
                blasting the newly-plastered wall with C4.

          Extreme: In the vent on the way to the DARPA Chief in the
                   Holding Cells.


Notes: An M92F Beretta handgun modified to fit a suppressor and fire
       tranquilizer rounds, also equipped with a laser. The slide locks
       after each shot, meaning it must be cocked again to continue fire.
       The effect of the round varies depending on where shot. The head,
       heart and crotch are the most effective areas that will put a guard
       to sleep immediately when hit. Other areas may take a few seconds
       or even longer to take effect.

__________________________________________________________________________


Name: SOCOM

Location: Behind the crate in the back of the truck in the Heliport. May
          also be acquired in the temporarily open east room on the upper
          level of the Tank Hangar 1F, or at the start of the raid in the
          B1 Holding Cells.          

Notes: An HK SOCOM (Special Operations Command) Mark 23 .45 caliber
       tactical pistol, equipped with an LAM (laser aiming module) and a
       barrel thread that can fit a suppressor. Attach the suppressor when
       found to use more discreetly.

__________________________________________________________________________


Name: FAMAS

Location: Level 2 room of the B2 Armory in the Tank Hangar. Requires Level
          2 Card. Be mindful of the laser beams in the room.

Notes: Fusil d'Assaut de la Manufacture d'Armes de Saint-Etienne, a 5.56mm
       bullpup assault rifle. Equipped with a laser light. Effective for
       fighting multiple soldiers at the same time. No suppressor is
       available.

__________________________________________________________________________


Name: PSG1

Location: Level 5 room of the B2 Armory in the Tank Hangar. Requires Level
          5 Card. Be mindful of the laser beams in the room. Available to
          acquire after Meryl gets injured in the Underground Passage.

Notes: An HK PSG1 7.62mm semi-automatic sniper rifle, complete with a
       scope and laser. Very accurate and powerful, but aim for the head
       for best results. Ideal for fighting Sniper Wolf.

__________________________________________________________________________


Name: PSG1-T

Location: Level 5 room in the office area on B1 of the Nuke Building.
          Level 5 Card required.

Notes: An HK PSG1 semi-automatic sniper rifle modified to fire silenced
       tranquilizer rounds. Very accurate and effective at far distances.
       Although a shot in the heart or crotch will work just as well, aim
       for the head for best results to drop soldiers immediately. Other
       areas may take a few seconds before kicking in. Ideal for bringing
       down Sniper Wolf and Vulcan Raven with non-lethal means.

__________________________________________________________________________


Name: Nikita

Location: Northeast of the office area on B1 of the Nuke Building.

Notes: A missile launcher capable of guiding missiles remotely. Shoot a
       missile to switch into the missile view and guide it wherever
       desired. Missiles fly at a fairly slow pace at first but speed up
       when not manipulated. Each guided missile runs on fuel and will
       explode once empty, unless the target is hit first. Required to
       destroy the circuit panel that powers the electrified floor on B2
       of the Nuke Building. Cannot be used in areas with jammed radar.

__________________________________________________________________________


Name: Stinger

Location: Just inside the small north room of the Communication Tower
          Corridor, after rappelling down the Tower A Wall.

Notes: An FIM-92 Stinger infrared homing surface-to-air missile launcher.
       Locks on to targets, man or machine. Very effective for taking down
       large machines, including the Hind and Metal Gear.

__________________________________________________________________________



                                I T E M S
__________________________________________________________________________


Name: Level 1 PAN Card

Location: Acquired from the DARPA Chief in his cell in the B1 Holding
          Cells of the Tank Hangar, accessed from the vent in the south of
          the hallway.

Notes: Permits access to all doors on Shadow Moses Island with a "1"
       marking.

__________________________________________________________________________


Name: Level 2 PAN Card

Location: Acquired from the ArmsTech President after defeating Ocelot in
          the Armory South on B2 of the Tank Hangar, accessed by blasting
          open the southwest and subsequent cemented walls with C4.

Notes: Permits access to all doors on Shadow Moses Island with a "2"
       marking.

__________________________________________________________________________


Name: Level 3 PAN Card

Location: Taken by Snake from a tank gunner after defeating the M1 Tank in
          the Canyon just north of the Tank Hangar.

Notes: Permits access to all doors on Shadow Moses Island with a "3"
       marking.

__________________________________________________________________________


Name: Level 4 PAN Card

Location: Given to Snake by Otacon in the Laboratory in the Nuke Building
          B2, after defeating the Ninja.

Notes: Permits access to all doors on Shadow Moses Island with a "4"
       marking.

__________________________________________________________________________


Name: Level 5 PAN Card

Location: Acquired from Meryl while linking up with her in the Nuke
          Building B1 women's washroom, after defeating the Ninja on B2
          and identifying Meryl in the south office area of B1.

Notes: Permits access to all doors on Shadow Moses Island with a "5"
       marking.

__________________________________________________________________________


Name: Level 6 PAN Card

Location: Handed to Snake by Otacon while stuck in the prison cell of the
          B1 Medical Room in the Tank Hangar. He will deliver it after
          surviving two rounds of Ocelot's torture (or giving in).

Notes: Permits access to all doors on Shadow Moses Island with a "6"
       marking.

__________________________________________________________________________


Name: Level 7 PAN Card

Location: Given to Snake by Vulcan Raven after defeating him inside the
          frozen Warehouse of the Underground Base.

Notes: Permits access to all doors on Shadow Moses Island with a "7"
       marking.

__________________________________________________________________________


Name: PAL Key

Location: Acquired from Meryl while linking up with her in the Nuke
          Building B1 women's washroom, after defeating the Ninja on B2
          and identifying Meryl in the south office area of B1.

Notes: Card key made of shape-memory alloy that changes shape at different
       temperatures. Use three times, each in a different form, on the
       three laptops in the control room at the top of the Underground
       Base with Metal Gear. First use the room-temp key with the orange
       "F" icon on the left computer.

       Then cool the key in the Warehouse where you fought Vulcan Raven
       until it changes to a blue "W" icon, then return and use it on the
       middle computer. Then heat the key in the Blast Furnace near the
       start of the base until it changes to a red "Z" icon, and return to
       use it on the right computer. Although perhaps Snake should've been
       more perceptive...

__________________________________________________________________________


Name: MO Disk

Location: Acquired from the ArmsTech President after defeating Ocelot in
          the Armory South on B2 of the Tank Hangar, accessed by blasting
          open the southwest and subsequent cemented walls with C4.

Notes: Contains Metal Gear REX's test launch data. Taken by Ocelot in the
       Medical Room during Snake's torture, never to be returned.

__________________________________________________________________________


Name: Camera

Location: Level 6 room at the east of the B2 Armory South in the Tank
          Hangar. Find and blast open the plastered wall to the east of
          the C4 entrance to the Ocelot boss arena. Inside the Level 6
          room (requires Level 6 Card), you must crawl under the low gap
          in the fence to reach it. Once acquired, you'll start with it in
          your inventory during your next New Game after loading your
          completed red game file.

Notes: Use to take photos at your own leisure. Press B to zoom in, X to
       zoom out, and A to take a photo. Save them to your memory card if
       desired.

__________________________________________________________________________


Name: Body Armor

Location: Southwest Level 6 room (requires Level 6 Card) on B2 of the Nuke
          Building. Can also be acquired at the south area of the lowest
          floor of the Blast Furnace in the Underground Maintenance Base.
          You must crawl through the low opening in the boiler room to
          reach it.

Notes: Wear to decrease damage inflicted by half.

__________________________________________________________________________


Name: Cardboard Box 1

Location: Level 2 room of the B2 Armory in the Tank Hangar (FAMAS room).
          Requires Level 2 Card. Be mindful of the laser beams in the
          room.

Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
       place out of the way. Can also be used in the back of trucks to be
       transferred to the Heliport.

__________________________________________________________________________


Name: Cardboard Box 2

Location: Northwest Level 4 room in the office area on B1 of the Nuke
          Building. Requires Level 4 Card.

Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
       place out of the way. Can also be used in the back of trucks to be
       transferred to the Nuke Building.

__________________________________________________________________________


Name: Cardboard Box 3

Location: Northwest Level 6 room in the Snow Field after defeating Sniper
          Wolf, guarded by a sentry camera. Requires Level 6 Card.

Notes: Equip to hide. Useful amongst other boxes, crates or any suitable
       place out of the way. Can also be used in the back of trucks to be
       transferred to the Snow Field

__________________________________________________________________________


Name: Cigarettes

Location: Held by Snake from the start of the game.

Notes: Equip to blow smoke on IR lasers to make them visible. Also helpful
       for steadying aim. Snake loses health while equipped, so not ideal
       for long periods.

__________________________________________________________________________


Name: Binoculars (Scope)

Location: Held by Snake from the start of the game.

Notes: Use as a scope to get a closer view of whatever you want. Use B to
       zoom in and X to zoom out.

__________________________________________________________________________


Name: Thermal Goggles

Location: Inside the east open room of the 1F Tank Hangar's upper level
          upon initial infiltration, watched by a camera. These Level 4
          doors will close after meeting the DARPA Chief. From this point
          you will require the Level 4 Card to collect it later on.

Notes: Equip to view your environment by measures of heat. Useful for
       locating personnel, laser beams, claymores, or to see in the dark.

__________________________________________________________________________


Name: Night Vision Goggles

Location: Level 4 top room in the west gas-filled B2 corridor of the Nuke
          Building. Requires Level 4 Card.

Notes: Allows you to see effectively in the dark. Helpful in vents, caves
       or many other dark spots. Also extremely helpful to players
       struggling to see in the darker areas while playing on a modern TV,
       due to the game's lack of adjustable brightness settings.

__________________________________________________________________________


Name: AP Sensor

Location: Found underwater by the right stairs in the Cargo Dock right at
          the very beginning of the game.

Notes: Detects the presence of enemy soldiers, vibrates when close. The
       more intense the vibration, the closer the soldier(s).

__________________________________________________________________________


Name: Mine Detector

Location: Northeast Level 2 room on the upper walkway of the Tank Hangar
          1F. Requires Level 2 Card. Be mindful of the camera watching the
          exterior door.

Notes: Detects and displays claymore mines on your radar, along with their
       coned range of use. Crawl over claymores to pick them up safely.

__________________________________________________________________________


Name: SOCOM Suppressor

Location: East Level 2 room on the lower level of 1F in the Tank Hangar.
          Requires Level 2 Card. Watch out for the sleepy guard inside who
          has very perceptive hearing.

Notes: Suppresses the SOCOM's volume and hides its muzzle flash. Equip the
       Suppressor in the item window while the SOCOM is equipped to attach
       it. Once attached, it cannot be removed.

__________________________________________________________________________


Name: Gas Mask

Location: Top room at the start of the gas-filled B2 corridor in the
          Nuke Building.

Notes: Provides more oxygen, decreasing your O2 gauge at a steadier rate
       in areas filled with gas. Tap Y repeatedly to hold your breath and
       slow it down further, which also helps without the mask.

__________________________________________________________________________


Name: Ketchup

Location: Handed to Snake by Otacon in the Medical Room on B1 of the Tank
          Hangar, after being captured. Otacon will deliver it after you
          survive two rounds of Ocelot's torture (or submit).

Notes: As Otacon says, it has the same consistency and colour as blood.
       Use to fool the guard patrolling your cell. Before he returns from
       the washroom, lie down and press A once it's equipped. Wait for him
       to rush in and use the opportunity to escape. You have one shot
       with this method, and it won't fool the guard if you use it when
       he's already back in the outer hallway after his washroom visit.
       Otherwise he'll be wise to your trick.

__________________________________________________________________________


Name: Handkerchief

Location: Handed to Snake by Otacon in the Medical Room on B1 of the Tank
          Hangar, after being captured. Otacon will deliver it after you
          survive two rounds of Ocelot's torture (or submit).

Notes: Has Sniper Wolf's scent. When equipped, the wolf dogs in the Caves
       will not bother you.

__________________________________________________________________________


Name: Rope

Location: Just past the IR sensors at the bottom of Communications Tower A
          that set off the alarm.

Notes: Equip to use on the Communication Tower Roof and rappel along the
       side, after the Hind D appears. Not required but gives you an
       easier time. Otherwise you can shimmy and drop down via the hanging
       method.

__________________________________________________________________________


Name: Time Bomb

Location: It will be in your inventory (item window) upon reclaiming your
          gear in the B1 Medical Room of the Tank Hangar. One can also be
          found in the drainage ditch of the Underground Base.

Notes: A bomb with a timer that counts down. You will die if it explodes
       while in your inventory. Find it in the item window and press A to
       toss it, then run away.

__________________________________________________________________________


Name: Bandana

Location: Handed to Snake by Meryl in the ending if she survives. This
          happens if you do not submit to Ocelot's torture. You'll start
          with it in your inventory after loading your completed red save
          game and starting a New Game.

Notes: A special blue bandana that provides Snake with infinite ammo when
       equipped.

__________________________________________________________________________


Name: Stealth

Location: Handed to Snake by Otacon in the ending if you escape with him.
          This happens if you submit to Ocelot's torture. You'll start
          with it in your inventory after loading your completed red save
          game and starting a New Game.

Notes: Camouflage that bends light in a certain manner that renders you
       invisible. Very helpful for sneaking past guards without being
       noticed. Does not work during boss fights or mini-battles.

__________________________________________________________________________



                          C O N S U M A B L E S
__________________________________________________________________________


Name: Ration

Location: Everywhere, found in very high frequency.

Notes: Use to boost health. Select in the item window and press A to use.
       Equip to use automatically when life bar depletes.

__________________________________________________________________________


Name: Bandage

Location: Found occasionally.

Notes: Use to stop bleeding and prevent blood tracks from being left
       behind. Also slightly refills your life bar up to green status. The
       same can be accomplished by crouching or lying prone for a few
       seconds if you can spare the time. Press A to use from the item
       window.

__________________________________________________________________________


Name: Pentazemin

Location: Found occasionally, usually before or during sniping segments.

Notes: Anti-anxiety drug used to calm your nerves and steady your aim
       while using the PSG1 or PSG1-T. Allows you to aim without the
       screen shaking all over for a short period. Use while open in the
       item window. Known in the original MGS1 as Diazepam.

__________________________________________________________________________


Name: Medicine

Location: Middle west room of the office area on B1 of the Nuke Building.
          Requires Level 6 Card. Only one available.

Notes: Cures cold/sickness symptoms, only necessary if you submit to
       Ocelot's torture whereby Snake catches a cold. These symptoms
       include sneezing which can potentially alert nearby guards. Press A
       to use from item window as a one-time use. Still obtainable but a
       useless item if you endure Ocelot's torture.

__________________________________________________________________________


Name: Grenade

Location: Found fairly often. Can always be found in the southwest room of
          the B2 Armory in the Tank Hangar. Requires Level 1 Card.

Notes: M67 fragmentation grenade with a five second fuse. Press A to pull
       the pin and release to toss it, cooking as long as desired. Very
       helpful for bringing down the M1 Tank, or for handling multiple
       enemies.

__________________________________________________________________________


Name: Stun Grenade

Location: Found fairly often.

Notes: Flashbang grenade that emits a sudden explosion of light and a loud
       bang. Effective for stunning and knocking down guards, or even
       knocking them out with successive grenades. Very helpful for
       bringing down the M1 Tank, or for handling multiple enemies by
       non-lethal means. Press A to pull the pin and release to toss.

__________________________________________________________________________


Name: Chaff Grenade

Location: Found fairly often.

Notes: Electronic jamming grenade that scatters tiny metal fragments into
       the air and disables electronic devices for a brief period. Very
       helpful for sneaking past surveillance and sentry cameras, and for
       confusing targeting systems of machines. Press A to pull the pin
       and release to toss.

__________________________________________________________________________


Name: C4

Location: Found in occasional frequency. Can always be found in the center
          north room (and its lockers) of the B2 Armory in the Tank
          Hangar. Requires Level 1 Card.

Notes: Plastic explosive that can be planted and then detonated from a
       distance. Can be planted on walls, floors, or even guards' backs.
       Must be used to locate the ArmsTech President in the Armory South.
       Find the recently-plastered walls, place C4 and detonate to reveal
       multiple openings in the B2 Armory and Armory South of the Tank
       Hangar. Press A to plant and B to detonate. Press against a wall to
       plant it directly on it, although on the floor nearby also works.

__________________________________________________________________________


Name: Claymore

Location: Found in occasional frequency. Usually found already planted and
          invisible to the naked eye, specifically in the Canyon just
          north of the Tank Hangar door but also other locations. Also
          found in boxes later on.

Notes: Stealth-equipped land mines mostly used against you when you least
       expect it. Already planted Claymores can be acquired by crawling
       over them. Use the Mine Detector or Thermal Goggles to see where
       they are. Can also prove somewhat effective, specifically in the
       Vulcan Raven boss fight. Hold A to prepare to plant one,
       positioning it with the control stick, and release to set it in
       place.

__________________________________________________________________________


Name: Magazine

Location: Acquired over time after emptying your handgun clips.

Notes: An empty handgun ammo clip that can be thrown as a distraction.
       Throw it where you'd like a guard to go investigate. Not to be
       confused with the "Book". Press A to throw, or hold longer to throw
       a farther distance.

__________________________________________________________________________


Name: Book

Location: Found in occasional frequency.

Notes: A print magazine filled with photos of sexy ladies and interesting
       "articles". Place on the floor near a patrolling guard to get his
       attention. He will then approach the Book and get on his hands and
       knees to look at it, completely distracting him and allowing you to
       sneak past. Removes guards' entire vision cones, but do not bump
       into them as you pass. Press A to place on the floor, then leave
       and watch for results.

__________________________________________________________________________


Name: Dog Tags

Location: Every standard Genome soldier holds one, plus select key
          characters. Not carried by backup soldiers during Alerts.

Notes: Not consumables per se but collectible tags. To acquire normal
       tags, hold up a guard from behind by aiming your gun at him. Then
       run around to his front and aim at his face in first person. He'll
       shake his booty and his dog tag will come loose for you to collect.
       Just like in MGS2. Certain special characters also hold dog tags,
       usually acquired by picking up and dropping their bodies while
       unconscious, although others have different methods to acquire.

__________________________________________________________________________


__________________________________________________________________________
__________________________________________________________________________

9.                            C R E D I T S                       [TTS_09]
__________________________________________________________________________
__________________________________________________________________________


 - Thanks to Silicon Knights, Konami and Hideo Kojima for making a great
   remake of the first Metal Gear Solid.

 - Thanks to GameFAQs, IGN and all other sites for hosting this FAQ and
   allowing it to reach as wide an audience as possible.

 - Thanks to everyone who gives this FAQ a good rating. It is much
   appreciated.

 - Thanks to all users of this FAQ. I hope it continues to be helpful for
   everyone who finds it.


                   © COPYRIGHT 2020 BY ANDREW HAFFENDEN
                               END OF FILE