******************************************************************************* --------------------------------------------------------------- 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 --------------------------------------------------------------- Nintendo GameCube FAQ/Walkthrough, Version 0.95 Last Updated - 15/04/2004 By Crazyreyn (crazyreyn_faqs@hotmail.com) Copyright (c)2004 Matthew Reynolds. All rights reserved. ******************************************************************************* +--------------+ | Legal Notice | +--------------+ The ONLY sites that may have this FAQ and all my other FAQs are the following.. http://www.gamefaqs.com http://www.neoseeker.com http://faqs.ign.com/ http://www.cheats.de http://www.cheathappens.com You will find the latest versions here. I'm sorry, but these are the only sites that I am allowing to host the FAQ. This way, its easier to update my guides, and not get outdated email from sites that don't regularly update the FAQ's. If you DO see this FAQ on a site other than those above, then please contact me straight away. +-----------------+ | Contact Details | +-----------------+ If you see a fault of ANY kind or you want to contribute some data to me, then either email me at crazyreyn_faqs@hotmail.com OR speak to me on MSN Messenger on crazyreyn_faqs@hotmail.com, or on AIM at Crazyreyn. If you are emailing me, then please have the subject title as 'Metal Gear Solid FAQ' or something similar, otherwise it will not be opened. Full credit will be given in due course. Or feel free to ask me any questions you wish, comment on this FAQ, ask if you want this posted on your site etc. then do that same as above. If you could, rate this FAQ so I can get some feedback. Thank You. =============================================================================== ---------------- INTRODUCTION ---------------- =============================================================================== Hello and welcome to the Metal Gear Solid: The Twin Snakes FAQ/Walkthrough. This guide will provide you with a full walkthrough from beginning to end, an overview of how to play the game including the fundimentals of stealth, dog tag and ghost pictures guides and a list of the unlockables - pretty much everything you will need to uncover everything within this game. Metal Gear Solid broke the mould back in 1998 with its refreshing gameplay, novel ideas and an amazing complex plot that kept you guessing. After a decent sequel in the form of the 'Sons of Liberty', Konami have decided to treat the CubeCube owners with a chance to revisit the game where Solid Snake first became a household name. Rebranded 'The Twin Snakes', and featuring a complete graphics and gameplay overall that were seen in Metal Gear Solid 2 (not to mention over the top cutscenes) and another developer pitching in to help create the new version (Silicon Knights) this is more than a port; it's an update of one of the greatest games ever, available exclusively for the Nintendo GameCube. Happy trails, Hans! - Reyn =============================================================================== --------------------- TABLE OF CONTENTS --------------------- =============================================================================== 1. Version History 2. Game Overview 2.01. Story 2.02. Characters 2.03. Basics 2.04. Controls 2.05. Items 2.06. Weapons 3. Walkthrough 3.01. Disc 1 3.02. Disc 2 4. Bosses 5. Dog Tags 5.01. Very Easy 5.02. Easy 5.03. Normal 5.04. Hard 5.05. Extreme 6. Ghost Pictures 7. Secrets / Unlockables 8. FAQ's 9. Conclusion and Special Thanks =============================================================================== ---------------------- 1. VERSION HISTORY ---------------------- =============================================================================== +---------------------------+ | Version 0.95 - 15/04/2004 | +---------------------------+ Hard and Extreme Dog Tags added. Also an overall update to all sections, with added information / resorting done all over the guide (there is a lot more in the Secrets/Unlockables section for one). The only thing is remaining is the Ghost Pictures section, which will come soon. +--------------------------+ | Version 0.9 - 04/04/2004 | +--------------------------+ The first public version of this FAQ. Everything is complete apart from the Hard and Extreme Dog Tags, and the Ghost Pictures section. =============================================================================== -------------------- 2. GAME OVERVIEW -------------------- =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.01. Story =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is the story of Metal Gear Solid: The Twin Snakes. Note that this is lifted directly from the manual and so are not my own words. -- The Dawn of the 21st Century - The nuclear weapons disposal facility on Shadow Moses Island in Alaska's Fox Archipelago was being used to train the next generation special forces unit FOXHOUND when the unit suddenly revolted and captured the island. The terrorists have secured hundreds of nuclear warheads and are demanding that the government turn over the remains of Big Boss. They warn that if their demands are not met within 24 hours, they'll launch a nuclear weapon. Solid Snake is once again called back to duty in a top-secret mission to deal with the greatest terrorist threat the world has ever seen. First, he must single-handedly infiltrate the nuclear weapons disposal site and rescue two hostages, DARA Chief Donald Anderson and the President of ArmsTech, Kenneth Baker, and then eliminate the terrorist threat and prevent a nuclear launch. With just 24 hours left, the clock is already ticking. Once again, Snake heads into battle...alone. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.02. Characters =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is the cast of characters from the game. Note that this is lifted directly from the manual and so are not my own words. ----------- Solid Snake ----------- Former member of FOXFOUND. This infiltration expert can accomplish his mission in any location, under any circumstances. ----------------- Meryl Silverburgh ----------------- Colonel Campbell's niece. She has been dragged into the FOXHOUND revolt. She has superior training, but no combat experience. ------------ Roy Campbell ------------ Former commanding officer of FOXHOUND. Although retired, he was reactivated for duty as he is the only mission commander who knows Solid Snake. ------------ Naomi Hunter ------------ Chief of FOXHOUND's medical staff and in charge of gene therapy. She provides support for Snake along with Campbell. -------- Mei Ling -------- Operator in charge of communications and data management for this mission. She is the inventor of the Codec - Snake's comminications device. ------------ Hal Emmerich ------------ ArmsTech developer. Obsessive fan of Japanese animation. Nicknamed Otacon, short for "otaku convention". ------------ Liquid Snake ------------ Appearence is identical to Solid Snake. He is the combat leader for FOXHOUND and the mastermind behind the terrorist attack. --------------- Revolver Ocelot --------------- FOXHOUND member. Unmatched with a revolver and an expert on torture. ------------ Vulcan Raven ------------ FOXHOUND member. This giant shaman has untapped spiritual powers. He is extremely resistant to cold. ----------- Sniper Wolf ----------- FOXHOUND member. A brilliant sniper, she can remain in a sniping position for a week at a time without moving. ------------- Psycho Mantis ------------- FOXHOUND member. Former member of the KGB's Paranormal Intelligence Division. Possesses powerful telekinetic and mind-reading abilities. ------------- Decoy Octopus ------------- FOXHOUND member. No details on file. ----- Ninja ----- A mysterious cyborg ninja. Body is well suited to stealth and camouflage. Wields a steel Japanese katana, capable of deflecting bullets. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.03. Basics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section will tell you the basics of Metal Gear Solid: The Twin Snakes. From the basic moves to advanced stealth strategies, to the radar, codec and the different sorts of obstacles that you will encounter. ----------- Game Screen ----------- +--------------------------------+ | -------- +-----+ | | 1 | 2 | | | +-----+ | | | | | | | | | | | | | | | | | | 3 4 | +--------------------------------+ 1 - Life Gauge 2 - Radar 3 - Items (when L is pressed) 4 - Weapons (when R is pressed) ------ Gauges ------ There are a number of different Gauges that you will encounter during the course of the mission. Here is a list of them all, with descriptions of what they show and when they will appear Life Gauge - This appears in the top left corner of the screen at all times, and is Snake's life Gauges. When this is empty, then Snake has no more life left and it is game over. When the Gauge is orange then Snake is bleeding; the only way to stop bleeding is by using a Ration or a Bandage. O2 Gauge - This appears when Snake is in a gas or underwater environment. The Gauge will slowly decrease until you are out of these environments. When the Gauge is down to 0, then the life Gauge will begin to decrease. Grip Gauge - When you are Hanging, this Gauge appears and slowly decreases as your grip becomes weaker and weaker. When this is all gone, then Snake will let go and fall. You can increase this gauge by performing a high amount of press ups (pressing the L and R buttons together whilst hanging). Boss Gauge - There are two gauges for this; the main Gauge will appear under your life gauge, and represents the bosses life. Once down to 0, the boss is defeated. Underneath is a white gauge, the stun gauge which decreases with tranquiliser darts, stun grenades or punches. Once this is down to 0, then boss will end. ----- Radar ----- The radar, found in the top right hand corner of your screen is a map of the area, with additional details. The white, central dot is Snake, with the green cone being the field of vision. Red dots are enemies / cameras / gun placements and their field of vision is blue. However if they see you or become suspicious then the cone of vision will change yellow, and if you are seen then it will become red. Also, when you have the Mine Detector equipped, the mines will show up on the radar as yellow cones. ----------- Alert Modes ----------- There are various modes of alert that change the way the guards operate. They change once you are seen, and then gradually decrease once you have hidden from view, where the alert mode goes back to Normal. Below is a flow diagram of the different alert modes, and below that is the alert modes meanings and what to do when in them to eventually progress back to Normal mode. Normal Mode | V Alert Mode | V Evasion Mode | V Caution Mode | V Normal Mode Normal Mode - This is where you haven't been discovered by any enemy of any kind. The guards will follow a fix route and will investigate something that will look suspicious, or if they hear something. Some guards will remain in fixed locations in this mode too. Alert Mode - Once you have been seen my an enemy or a camera, then this alert mode will initiate. Radar is disabled. Get out of enemy site and hide to step down to Evasion Mode. Evasion Mode- This mode is where the guards will come looking for you. Radar is disabled. Make sure that you are in a decent hiding place, and that no guards or cameras have seen you get there (lockers and under tables are great hiding locations). Guards will look around the are for you and they even may work in a team (and you get treated with a video of their actions in the top right corner) and they look around the area basically. Once they are done, then the next mode will kick in. Caution Mode- The final mode before going back to Normal, the radar is reintroduced and extra sentries are posted in certain areas. Guards become more active. When the gauge under the radar is gone then Normal mode returns. ----- Codec ----- The Codec is used to contact the other characters in the story. To enter the Codec menu then press START and A buttons together. To exit, press the two buttons again. Pressing left and right searches through the different Codec frequencies, and pressing A calls the frequency. Pressing down displays all the frequencies that you have from memory; here is a list of the frequencies you will need in the game - Roy Campbell - 140.85 Naomi Hunter - 140.85 Mei Ling - 140.96 Nastasha Romanenko - 141.52 Master Miller - 141.80 Meryl Silverbrough - 140.15 Hal Emmerich - 141.12 Mei Ling is for saving your data, and Meryl and Hal must be contacted during the course of the game. All the others will call you for story, or you can call them at any times to get advice about the current situation. --------------------- Weapon and Item Equip --------------------- Pressing and holding the L or R button brings up the Item or Weapon menu up respectively. Using the control stick or D-Pad you can scroll through the different items and weapons. You can use certain items that are selected. To equip an item/weapon, then let go of the L or R button while having it selected. To quickly unequip, then press the L or R button quickly to have no item equipped; pressing it again equips the weapon once more. -------------- Transportation -------------- Most of the games transport is on foot (99% of it is) but when you get a box, you can use trucks to skip large chucks of backtracking. There are three boxes to collect in the game; Box 1 (Heliport), Box 2 (Nuke Building) and Box 3 (Snowfield). These locations that are marked on them can be used to go to those areas using trucks, which are also found in those three areas. Get into the back of the truck and equip the box labelled with your desired location, then wait around 10 seconds and a cutscene will cut in, where the guard takes you to that area. ----------------- Moves and Actions ----------------- Here is a list of all the moves and actions that Snake can perform. Read through this section and you should gain more stealth and movement knowledge which will aid you in your mission. Crouching, Crawling and Diving ------------------------------ Pressing the X button when not moving puts Snake into the crouching position. This can be useful for hiding under things like crates and boxes. Whilst in the crouching position, moving then allows Snake to crawl. This is useful for crawling into air vents, tight spaces and under objects like tables. When moving, pressing the X button makes Snake perform a diving somersault, which is useful for avoiding enemy gunfire, to avoid touching puddles or noisy floors or for knocking guards over. Hanging ------- Snake can hang from railings, pipes and wires. Pressing the Y button at these locations will cause Snake to flip over and hang from them. From here, you can move along to the left and right. Keep an eye out on the grip gauge which when it reaches 0, Snake will fall. Pressing the Y button will cause Snake to climb back up, whereas pressing the X button causes Snake to let go and fall. If there are more places that you can hang from below, tapping the Y button on your decent will make Snake grab onto these places as he falls. Hanging also allows you to increase your Grip Gauge. By pressing the L and R buttons together Snake will perform a pull up, and after so many the grip gauge's level will increase, allowing you to hang for a longer period of time. On level 1, to increase to level 2 you have to perform 100 pullups. On level 2, to increase to level 3 you have to perform 200 pull ups. Level 3 is the highest possible grip gauge. Walls ----- Walls (apart from being vertical, flat and good for supporting the ceiling) are useful as stealth tools. Pressing a direction into the wall causes Snake to flatten against it, making Snake more hidden. You can move by moving the Control Stick diagonally (moving either left or right while still holding pressing against the wall). When close to a corner then the camera view will shift to in front of Snake, which allows you to see what's around the corner. You can move the C-Stick here to move the camera. You can peek out from the corners by pressing the L and R buttons. If you peek out with a weapon equipped then pressing the A button causes snake to jump out and aim at the closest guard. You can do this with firearms and grenades. Pressing the B button while Snake is pressed against the wall causes Snake to knock the wall. This noise will alert nearby guards to your location, allowing distractions to be made. Combat without a Weapon ----------------------- If you don't have a combat, there are some moves that Snake can perform that can cause damage to the enemy, knock them out or even kill them. Using the B button you can punch in the direction that Snake is facing. Pressing B repeatedly allows Snake to perform a punch punch kick combo. After so many hits, the enemy will collapse onto the ground, and possibly be rendered unconscious (otherwise they will get back up again). The A button (with no weapon equipped of course) throws and chokes the enemy. Moving while pressing the A button throws the enemy, which can knock them out, or if positioned correctly, throw them off balconies (priceless in the Blast Furnace). If you press the A button while not touching any directions then Snake will get the enemy into a choke hold. You can move while in this hold. Pressing A repeatedly strengthens the grip and if you keep doing this, Snake will snap the enemies neck and kill them. Combat with a Weapon -------------------- When a weapon is equipped, the A button is (usually) used to use the weapon. Firearms lock onto close enemies automatically. When using weapons it is _always_ better that you use the first person view to better your aim, such as performing headshots. There are two other things to take note of as well. You can attack with the butt of the larger weapons using the B button (you can do this with the FAMAS, Nikita and the Stinger missle launcher). Also you can put away your weapons by pressing the Y button while you are holding the A button (VERY useful for when you getting dog tags). A good idea when doing this is to hold A with the ball of your thumb, then hold Y with your tip then release A so that you don't fire. Disposing of unconscious enemies or bodies ------------------------------------------- So you have knocked out a guard or gone as far as killed him. You shouldn't leave him there for another guard to find, so you will need to hide it in some place. To drag a body, approach the body with no weapon equipped then press and hold the A button to pick the body up. With the A button still being held, you can drag the body. Put it in a location where another guard isn't going to find it. The best place to put a body is in a locker or toilet cubicle. To do this, make sure that the locker is open before hand (stand before the locker and press the Y button) and taking the body with you, enter the locker. Snake will prop the body up inside the locker, then close it. Guards NEVER look inside lockers for bodies, so this is the best location for them (besides a grave of course). Opening the locker or toilet cubicle again will cause the body to fall out. Holding up a guard ------------------ Guards hold items on them which Snake can take, such as Dog Tags, rations, bandages and ammo. To hold up a guard, approach an enemy from behind and point a gun at them. Snake will say 'Freeze!' and the enemy will raise his arms. Now lower your weapon by pressing the Y button while you are holding the A button. A good idea when doing this is to hold A with the ball of your thumb, then hold Y with your tip then release A so that you don't fire. This is very useful if you have a noisy weapon or you want to conserve ammunition. Now head round to the front of the enemy and point your gun either at his head or his crouch. He will then give a dog tag over if he has one at first. You can tell if he has a dog tag as he will have a telltale flash of light around their necks (or you can see them through the thermal goggles). Once you have the dog tag (or if he doesn't have one) then pointing your weapon at his head or crouch again and he may give up an item. Note that this doesn't always work. Once you have finished with the guard, then either kill them, knock them out or simply walk away (the guard will just lower his arms and then call his buddies using his radio if you leave him for a short while). Ladders ------- Approach a ladder and to climb / descent it, press the Y button. Elevators --------- To call the elevator, go to the panel on the right hand side and press the Y button. Now wait for the elevator to arrive. When it does, enter and go to the left of the door to view the buttons. Select what floor you wish to go to and press the Y or A button to select it. Note that elevators will not work if you are in the Alert or Caution modes. Running and Shooting Simultaneously ----------------------------------- To run and shoot at the same time then hold the A and B buttons together while moving. Place your finger between both buttons for easier control. --------------------------- Enemies and other Obstacles --------------------------- There is a large range of enemies and obstacles that you will come across in your mission. Here is a list of all the different enemies or obstacles that you will come across, and how to avoid them - Genome Solders - Your average guard enemies. Avoid their attention by not making noise or being seen close to them. You can distract these guys, knock them out and kill them. However watch out for other guards and obstacles close by before doing so. The headshot is the best way to go if you want them disabled instantly; either by tranquiliser or bullet. Overall it is best to avoid these guys as much as possible. Cameras - These are cameras fixed onto walls that either scan the local surrounding area, or are fixed into looking at one location. To avoid being seen, either keep away from their sight or progress past them by going underneath them (taking advantage of their blind spot). You can also a Chaff Grenade them to disable them for a short period of time, or you can destroy them with a firearm. If you are spotted then the Alert mode is initiated. Gun Placements - Found later in the game, these are like cameras, but instead of Alerting they fire at you. Again to avoid being seen by them, either keep away from their sight or progress past them by going underneath them (taking advantage of their blind spot). You can also a Chaff Grenade them to disable them for a short period of time, or you can destroy them with a firearm. Sensor Beams - Appearing in areas throughout the game (mainly to guard the important areas or items) these are two sensor units (tall vertical black units) that have invisible beams running between them. These beams are either fixed and still, or moving vertically. To see the beams, then either equip the Thermal Goggles, Smoke, or fire at a sack of flour or a fire extinguisher. Once you can see the beams, you can then progress past them. The only beams that can be disabled are the ones in the air lock in the Tank Hangar (North East) which have small units (with a pulsing green light) next to each left sensor. Taking this out with a firearm will disable that unit's beam. Trapdoors - Only found in certain areas (such as the Armory or Warehouse North) these cannot be noticed until they are stepped on. When they are, you hear a 'clunk' noise and you can see the trap- door's edges. Move away as quickly as possible before the floor gives way, leaving a hole behind. You can still fall down this hole, so watch out still later. Wolves - Found in the Caves area, these are wolves which attack you as you progress through their territory. Killing them with a firearm is pointless as they quickly respawn. Avoid them. Later when you get a special item, you can get past them unharmed. Puddles - Moving through puddles creates two problems; noise and footprints. The noise will attract the attention of the local guards, and the footprints create a trail after which the guards can follow. If you tread into a puddle and a guard has heard you, get away as far as possible. If no one has heard you run around in a small circle until the foot prints stop. To progress past puddles without these problems, either crawl or dive past them. Snow - Only an obstacle due to that they create footprints that the guards can follow. Make sure that you don't stay in areas of snow for too long. Searchlights - Only found at the Heliport, search lights grace the helipad with their bright dazzling presence. Avoid these at all costs. Gas - Some areas in the game (notably the Nuke Building B2) is filled with gas. You cannot stop the decrease of the 02 gauge in these areas, only slow it down (with the aid of a Gas Mask) so keep heading to non-gas filled areas to refill your O2 gauge. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.04. Controls =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Control Stick - Move Snake. C Stick - Move camera at the corner view A button - Use Weapon (if equipped), or throw / choke enemy B button - Punch, or when knock a wall when against one Y button - Action, such as open locker, use ladder, climb etc X button - Crouch / Stand up L button - Select / Equip item R button - Select / Equip weapon Z button - Look in the first person view Notes ----- • The Y button, the action button is used for more action based actions in the game. They are all described throughout the Basics section above. • The L and R buttons, when pressed against a wall allow you to move across the wall and peak around corners. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.05. Items =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are loads of items that can you find throughout the game, and most of which are not essential to the mission. To equip an item, press and hold the L button and use the Control Stick / D-Pad to scroll through the items. Releasing the L button on the item of your choice equips that item. Here is a list of all the items in the game (in alphabetical order), with their uses and locations - Note - for the description, they are the ones as used in the game with some adjustment. AP Sensor --------- Location : Cargo Dock; South East, in water. Description : Sensor that detects nearby lifeforms, which rumbles on enemy approach. How to Use : Equip it and it works. Other Notes : All other rumbles are turned off when this is equipped. Only useful if you are playing with no radar, or when you are areas with no radar. Bandage ------- Location : Various locations. Can be retrieved from enemies. Description : Stops bleeding. How to Use : When this is selected in the window, press the A button to use. Other Notes : Have a couple on you at all times to prevent the enemies from following your blood. Bandanna -------- Location : Complete the game with the Meryl ending to get this item. Description : Snake's Bandanna with an infinity symbol sown into it. When equipped gives you unlimited ammunition for your weapons. How to Use : Equip it to give you unlimited ammo. Other Notes : You still have to reload when using this item. To counter this, tap the R button twice quickly (unequip then equips the weapon) for faster reloading. Special item. Body Armor ---------- Location : Nuke Building B2, South West Room / Blast Furnace. Description : Bullet-proof vest that halves the damage taken when equipped. How to Use : Equip this to half damage taken. Other Notes : Use this for bosses (but still keep an eye out on your health). Box 1 ----- Location : Armory, in the bottom right block. If you miss it however it will appear again later in the Warehouse North, in the upper area to the East. Description : A cardboard box labelled with 'Heliport'. How to Use : Equip to wear. Other Notes : Useful for evading or hiding for guards. Can use to transport from place to place using the game's three trucks. Box 2 ----- Location : Nuke Building B1, South Area, North West room. Description : A cardboard box labelled with 'Nuke Building'. How to Use : Equip to wear. Other Notes : Useful for evading or hiding for guards. Can use to transport from place to place using the game's three trucks. Box 3 ----- Location : Snowfield, North West room. Description : A cardboard box labelled with 'Snowfield'. How to Use : Equip to wear. Other Notes : Useful for evading or hiding for guards. Can use to transport from place to place using the game's three trucks. Camera ------ Location : Armory South, South East room / complete the game to get this item. Description : Digital Camera that allows you to take photographs to save onto your memory card. How to Use : Press the A button to take photographs, B to zoom in and X to zoom out. Other Notes : Saves images to memory card (3 blocks each). Can be used to see the secret ghosts. Special item. Card Key -------- Location : Different levels received from different events throughout game. Description : Security card that allows you to enter doors of the cards number. How to Use : Have the Card key on you (no need to equip it) and approach the door to open. Other Notes : Goes up to Level 7. Cigarettes ---------- Location : You start with this item. Description : Highly addictive and bad for you; Snake's favourite brand. How to Use : Equip them to smoke. Other Notes : Gradually reduce your health; allows you to see sensor beams when equipped. Dog Tags -------- Location : Received when you collect a Dog Tag. Description : Dog Tags from enemies or bosses. You get these by holding the enemies up or by defeating them and shaking their corpses. How to Use : You can view what Dog Tags you have by going onto SPECIAL on the Main Menu, then selecting Dog Tag Viewer and loading your save from your memory card. Other Notes : Dog Tags available for each difficulty setting. You receive no extras for getting Dog Tags. Gas Mask -------- Location : Nuke Building B2 Description : Reduces the decrease of the O2 gauge when in poison gas areas. How to Use : Equip and it will take effect. Other Notes : Remember this only reduces the speed of the O2 decrease, and doesn't stop it. Still very useful though, especially in Nuke Building B2. Handkerchief ------------ Location : Given to by Otacon in the Medical Room. Description : Sniper Wolf's handkerchief, smell's faintly of her. How to Use : Equip it when heading through the Caves area to get past the wolves without being bothered. Other Notes : No other use. Ketchup ------- Location : Given to by Otacon in the Medical Room. Description : Tomato-based food condiment. How to Use : When open in the menu, press the A button to use. Other Notes : Use it to escape the Medical Room cell. Medicine -------- Location : Nuke Building B1 - South Area, Middle West room. Description : Cold medicine, and when used, stops you sneezing. How to Use : When open in the menu, press the A button to use. Other Notes : You only get a cold once, so there is only one of this item. Mine Detector ------------- Location : Tank Hangar, North East room (balcony section). Description : Chemically detects the mines, which show up on the radar (as well as their direction). How to Use : Equip to use; mines show up on radar. Other Notes : Shows up mine direction as well. MO Disk ------- Location : Given to you as part of the story. Description : Optical Disk containing Metal Gear exercise data. How to Use : No use. Other Notes : No use; as part of the story. N.V.G ----- Location : Nuke Building B2, North West room. Description : Stands for Night Vision Goggles. Electronically amplifies weak light for visualisation (and so allows you to see in the dark). How to Use : Equip to wear. Other Notes : You will hardly use it. The only location where you may use it is in the Caves; but you can see fine there anyway. PAL Key ------- Location : Given to you as part of the story. Description : Emergency input or override device. How to Use : Have it equipped to use it for computers. Other Notes : You will need it later in the game. See the Walkthrough for more details. Pentazemin ---------- Location : Various locations - first found Nuke Building B1, South area, South West room. Description : Benzodiazepine anti-depressant, but you knew that already, right? Stops trembling of the hand when using a sniper rifle. How to Use : When open in the menu, press the A button to use. Other Notes : Doesn't last long, so once you start shaking again, take another. Ration ------ Location : Various locations. Can be retrieved from enemies. Description : "Meal ready to eat". Restores health, and so is very important. How to Use : When open in the menu, press the A button to use. Even better, if you have it equipped then it is used when you health is down to 0 automatically. Other Notes : Restores only about half of your health. Rope ---- Location : Communication Tower A; ground floor. Next to THAT sensor beam. Description : Long durable rope that is made from Nylon fibers. How to Use : Equip when prompted during the game... Other Notes : Doesn't have to be collected, but it makes the section a lot easier. Scope ----- Location : You start with this item. Description : Military binoculars allowing long-distance reconnaissance. In English, they are binoculars that allow you to look around the area with it's adjustable zoom. How to Use : Press the B button to zoom in, and the X button to zoom out. Other Notes : Useful for seeing where guards and other things are located. SOCOM Suppressor ---------------- Location : Tank Hangar, North East room on the ground floor. In the corner / Underground Base, North West in drainage ditch. Description : Silences the SOCOM when attached. How to Use : Equip this on items, and the SOCOM on weapons for the two to be combined together. Other Notes : Silences the SOCOM, meaning that SOCOM is useable in guard heavy areas. Not essential, but very VERY useful. Stealth ------- Location : Complete the game with the Octacon ending to get this item. Description : Optically deceives the enemy eye aka. turning you invisible. As seen by Otacon and the Ninja. How to Use : Equip to activate. Other Notes : A very cool item, and useful for replays. It's not perfect however - it unequip's if you touch an enemy solder, it doesn't work against bosses, wolves or those enemy set pieces and it still set's off sensor beams. Special item. Thermal Goggles --------------- Location : Tank Hangor, West room on balcony section. Description : Visualises heat source distribution aka. allows you to see warm objects. How to Use : Equip to use. Other Notes : Very useful - allows you to see guards, bosses, rats, wolves or any enemies that are hard to see. You can also see the sensor beams, Claymore mines and allows you to see in the dark. Nice. :) Time Bomb --------- Location : Sometimes found when you get your items back from the Medical Room, and can be collected from the Underground Base drainage Ditch. Description : A bomb, and the timer can be see on the item's icon. Explodes when the item is expired, killing Snake instantly. How to Use : When open in the menu, press the A button to throw it away. Other Notes : Take care of it as quick as possible. You should get a codec about it when you get it from the Medical room, but when you can collect it from the Drainage Ditch, make sure you don't have it before progressing. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 2.06. Weapons =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are loads of weapons that can you find throughout the game, and most of which are not essential to the mission. To equip an item, press and hold the R button and use the Control Stick / D-Pad to scroll through the items. Releasing the R button on the item of your choice equips that item. Here is a list of all the weaponry in the game (in alphabetical order), with their uses and locations - Note - for the description, they are the ones as used in the game with some adjustment. Book ---- Location : Various locations - notably the Holding Cells (toilet), Nuke Building B1 and B2. Description : Publication with adult-oriented material. What a perverted guard loves on those long, lonely missions. Set it and the guard will become distracted and read it. How to Use : Press A to set it onto the ground. Other Notes : Has an image of Eternal Darkness's Alexandra Roivas on. C4 -- Location : Various locations - first found in the Armory, top central block. Description : Plastic Explosive with a remote control detonator. How to Use : Set the C4 with the A button, and detonate it with the B button. Other Notes : Can set this on walls as well as the ground, and on the back of guards (no, really!). Can set lay down more than one at a time - up to 16 in fact. Chaff Grenade ------------- Location : Various locations. Description : Grenade that temporarily disables electronic devices, including surveillance cameras and gun placements. How to Use : Press the A button to aim, and release to throw. The longer held the further it will go. Other Notes : Very useful item, and can be used for certain bosses too. If you hold this too long, then it will go off in your hand. Claymore -------- Location : Various locations - Canyon, Underground Passage and the Snowfield. To collect the Claymore, crawl over the mines. Description : Antipersonnel landmine with a front sensor. How to Use : Press the A button to set. Other Notes : You can collect mines that you have set by crawling over them. Useful for certain bosses, and comedy moments with guards. ;) FAMAS ----- Location : Armory, bottom right block. Description : Assault rifle. How to Use : Press the A button to fire. Press the Y button to put the safety on. Loud. Other Notes : Very loud, and has 25 rounds per magazine. The last 3 bullets are tracer bullets (visible). Grenade ------- Location : Various locations. First found in the Armory. Description : Frag Grenade which after a short period of time explodes. How to Use : Press the A button to aim, and release to throw. The longer held the further it will go. Other Notes : Not the most useful weapon, only good for certain bosses. If you hold this too long, then it will go off in your hand. M9 -- Location : Very Easy - next to where you begin Easy - Next to the lift). Normal - Cargo Dock, North. In the locker. Hard - Armory; in the hidden top left room. Extreme - Holding Cells; in the air duct on the way to the DARFA chief's cell. Description : Tranquiliser with a silencer. Also is equipped with a laser sight. How to Use : Press the A button to aim, release to fire. Other Notes : Very useful for taking out guards without causing a racket. Essential for getting the better ranks. Magazine -------- Location : Received once you have finished a SOCOM, M9 or FAMAS magazine. Description : Empty magazine, can be thrown to distract guards. How to Use : Press the A button to aim, and release to throw. The longer held the further it will go. Other Notes : Great for distracting guards, doesn't knock anyone out. Would be great if it did though, right? *tumbleweed* Nikita ------ Location : Nuke Building B1, South Area, on the East side. Description : Remote control missile launcher. Fictional. How to Use : Press the A button to aim, and release to fire the missile. Use the Control Stick or D-Pad to control it. Other Notes : The missile only have a limited fuel supply (the gauge in the top right corner of the screen) and can only be controlled in the first person perspective. Only needed in one part of the game, but can be used also for bosses and messing with the guards. PSG1 ---- Location : Armory, top left block. Description : Sniper rifle. Aims in first person. Very loud and shaky. How to Use : Fire with the A button, zoom in with the B button and zoom out with the X button. Other Notes : Required for certain boss battles. Will alert other guards when fired due to it's noise. To stop the shaking, use a Pentazemin and use while in the crawling position. PSG1-T ------ Location : Nuke Building B1, South area, bottom left room. Only there when you required to get a sniper rifle and onward. Description : Sniper rifle that fires tranquilising darts. Aims in first person. Very loud and shaky. How to Use : Fire with the A button, zoom in with the B button and zoom out with the X button. Other Notes : Required for certain boss battles. Will alert other guards when fired due to it's noise. To stop the shaking, use a Pentazemin and use while in the crawling position. SOCOM ----- Location : Helipad, back of the truck. Description : .45 handgun. Loud, but you can attach a suppressor onto it. Also equipped with a laser sight. How to Use : Press the A button to aim, and release to fire. Other Notes : Can attach a suppressor onto it (see the items section to find it's location). Stinger ------- Location : Communicating Towers Connecting bridge - just before you enter Communicating Tower B. Description : Portable surface to air missile, with lockon. Very awesome. How to Use : Press the A button to aim, and release to fire the missile. Don't fire until you have a lockon. Other Notes : Lockon feature allows you to see where hidden enemies are located. Pressing the Z button lets you see it from Snake's perspective. _Great_ for later bosses. Stun Grenade ------------ Location : Various locations. Description : Grenade that temporarily stuns enemies. How to Use : Press the A button to aim, and release to throw. The longer held the further it will go. Other Notes : Very useful - can be used for bosses as well as enemies. If you hold this too long, then it will go off in your hand. =============================================================================== ------------------ 3. WALKTHROUGH ------------------ =============================================================================== This is the walkthrough and is the main feature of this FAQ. • The guide is based on the Normal walkthrough, with a Type 2 radar. In later versions however I do plan to add and change certain aspects for the differing levels of difficulty. Remember that if you are not playing on the Normal setting and are following the walkthrough, you must be aware that there may be some differences. • I will provide you with directions throughout for which way you should be going, such as 'go up' or 'head west'. Note that these are for the standard isometrical gameplay viewpoint and not for anything else. • Apart from some place and boss names, NOTHING will spoil the plot for you in this walkthrough. I never commentate any of it throughout, as I wish for my readers to benefit from the plot first hand without knowing it by simply wanting help. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.01. Disc 1 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Cargo Dock ---------- After the opening cutscene, head down the steps into the water and collect the ration in the corner. Wade over to the opposite side of the underwater area for an AP Sensor. Head back up the steps and use the action button (Y button) to get back up the ledge. Equip the ration and run around in a circle here to get rid of the wet footprints, and crawl under the box here. Make sure there is no guard ahead, and crawl out and head to the wall opposite and press up against it. Now there are some more items to collect; there are rations in the South East of the area (by the storage box) and next to the Forklift truck in the North East. There is also an M9 in the locker next to the lift (in the far left one) BE SURE TO GET THIS as it is extremely useful. Keep an eye for the guards here, use distractions such as knocking walls where appropriate and roll through the puddles. An ideal spot for waiting for the lift to come is next to the forklift. When it arrives, an extra guard will come. Head onto the lift (make sure that you are not in any alert modes) and you will head up to the heliport. Heliport -------- Before going anywhere, you may want to increase your grip level early on by hanging from the southern rails and pressing the L and R buttons together to pull up. You can do three pulls up in one go on level one, and you need 100 to increase a level. However you probably don't want to do this (it takes about 10 minutes) but it's an ideal location as nobody can disturb you. Anyway, ignore going over the helipad and go to the right of it instead (the snowy area with four boxes). Remember that you create footprints here. There is a ration next to the third box. Go left from this third box to in front of the helipad where there is a truck; climb into the back of this truck and go to behind the crate for a SOCOM pistol. I wouldn't use it much until you get the suppressor for it however. There is also a stun grenade in the room to the west of the helipad; note the surveillance camera in there (take advantage of it's blind spot underneath). From here, you have two routes you can take into the Tank Hangor; via the air duct to the North West on the ground floor (goes to the ground floor of Tank Hangor), or the one in the middle of the balcony section (balcony section of the Tank Hangor). The balcony route is better (you get an extra cutscene and it's easier to get the thermal goggles) whereas the ground floor route is quicker. However I will write the walkthrough for the balcony route. Head to the North East of the area to the stairs; go underneath the camera and head up the stairs. The air vent is in the middle of the balcony section, in an alcove. Note that there will be a guard round here, so either avoid him or take him out. Once into the air vent, make your way through to the other end (there will be a cutscene between two guards as you go), and use the action button (the Y button) to drop down through the hole at the end into the Tank Hangor. Tank Hangor ----------- Go left and collect the Chaff Grenades and head East, while avoiding the camera at the corner. If you get spotted here, you can head back up the ladder (press the Y button) and the alert mode will disappear. Head into the room on the right after, and when the camera is looking to the right, go underneath and wait until it is turned to the left. Now quickly head to the bottom right corner and collect the thermal goggles and go back under the camera, and then exit the room while it is turned right. Now instead of going all the way round to reach the ground floor, you can hang off the balcony here and drop down below (make sure the coast is clear before doing so however). If you get spotted here, a good place to hide is underneath the tanks. The lift is on the Northern wall (to the right of the stairs). Call it by pressing the Y button, and wait until it arrives. Enter and head over to the left side of the door, select floor B1 and press the A button to go down. Holding Cells ------------- Head out of the lift and press against the right wall to see the DARFA chief. Head South then East at the corner to reach a ladder. You can get a ration in the air went on the eastern wall. Press the Y button at the ladder to get up into the air vent. Head onward and you can turn left for a cutscene and some M9 ammo. Head back and continue on the normal route to reach the DARFA chiefs cell. Watch the cutscene, and after wait for the cell door to open, then exit. Equip the SOCOM and rations and headshot the guards using the first person mode. This will take them down far quicker, so keep doing this. Feel free to collect any dropped ammunition or rations during the battle. One of the guards will throw a grenade in about halfway through, but he can be taken out at the doorway before he does so. If he does throw it, move to the far end of the room to avoid the blast (it's nothing fatal anyway). After the battle, head back into the area where you had the battle and go into the toilet to collect a Book and some M9 ammo. There are some stun grenades under the females soldiers bed also. Now head back to the lift and take it down to floor B2. Armory ------ There are no guards here for now, so don't worry. However there are traps (the floor gives way) in-between the top row of blocks here, so be careful. Now that you have a keycard you can open some of these doors. Head into the top central block and collect all the C4 there (there is some in the lockers also). There are some grenades in the bottom left block, and some SOCOM ammo in the bottom central block. There are two secret rooms here, at either side of the lift. Go to the left side of the lift and look in first person for the patch of wall that hasn't been painted. Plant some C4 on the wall there (press against it) with the A button, then back off and detonate it with the B button. There are a range of ammunition in this room. Now do the same for the other side of the lift for more ammunition. To progress, head to the South West corner of this floor and look for a patch of wall that hasn't been painted. Detonate some C4 there and head through to the Armory South. Armory South ------------ Look at the diagram below as a reference to the description below. Walk South and when Snake is next to the screen, look at the right wall to see where the paint is missing and detonate some C4 there (1 on the diagram). Head through to a horizontal corridor, where there will be some paint missing on the wall toward the end (2 on the diagram). Blast this and head through for a cutscene and a boss. Armory ^ +XXXX+ +----+ | | | | |+ +| | | | | Boss | | |+ +| ^ | | | | | | X = Where you can blast |+ +|-------XXX--| | 1,2 = References for the walkthrough above | 1 X 2 X | |+ +|------------| | | | | | +----+ +----+ BOSS: Revolver Ocelot ========================== Equip rations and the SOCOM. Shoot revolver in the head using the first person view for more damage. He will hide round the pillars and shoot at you (he can rebound bullets off walls as well). Watch his bullet count (next to your life gauge) and when this is empty, he will reload giving you a chance to attack. You may as well as attack also when he is, just hide behind a pillar and use the L and R buttons to move to the side. You can also shoot the pipes on the walls to blind him for a short while. There is ammunition around the room if you need it, and don't shoot Baker or the C4 planted on the pillars! ========================== If you didn't get what Baker meant by back of the package, then he was referring to the back of the game case. The number is on the screenshot - so call Meryl on 140.15, then exit through the Northern door back through to the Armory. Armory ------ Now that you have a level 2 keycard, you can access more of these blocks. Not only that guards appear here now, so watch your radar for them. Head over to the bottom right block, and watch out for the sensors inside. Crawl past the two units to miss the beams and there will be Cardboard Box 1 and the FAMAS rifle waiting for you. There is some ammo for this either side of the door as well. Head back to the lift now to floor 1, the Tank Hangor. Tank Hangor ----------- As soon as you arrive, Meryl will call you saying that she has opened the cargo door to the next area. If you haven't called her yet, do so on frequency 140.15 then wait for a while for her to open the cargo door. There are more rooms you can open here thanks to the level 2 keycard, with some handy items - so let's get them first. Head out of the lift and head right to the door next to the cargo door. Wait by the door and make sure that the guard inside is facing away before entering. Enter and tranquilise him with the M9, then collect the SOCOM Suppressor in the bottom right corner. To equip, equip the Suppressor on the items and the SOCOM on the weapons and they will be combined into a suppressed SOCOM. Now you can take out guards permanently without causing a fuss. There are some chaff grenades on the crate next to the door as well (press the Y button to climb up). Exit, and head over to the North West corner to the stairs leading up. You may want to take out the guard on the ground floor here with your new suppressed SOCOM, as well as the guard on the balcony section above to make your progress through here easier. Head up the stairs and get past the camera at the corner (take it out from the stairs with the SOCOM) and head into the door next to here. There are only chaff grenades here, but it also acts as an ideal hiding spot if you are chased by guards (you can squeeze into the North West corner here). Head back out and take the balcony round the edge of the area to the East. The open room contains a set of thermal goggles if you didn't get them already (they are in the bottom right corner). Head to the room in the North East (watch out for the camera, again I recommend you take it out with the SOCOM) and head inside for a Mine Detector in the North East corner, a ration under the central desk and some stun grenades in the central locker (the lockers are on the east side). Once you are done, exit the room and head back down to the North East corner of the ground level, to the cargo door (you can drop off the ledge here to save time walking round). To progress past this group of sensors, there are two methods; one is to equip the thermal goggles or the cigarettes so you can see the beams, and look at the sensor unit at the side to see where the beam is. Once it is past head height, progress past and do the same with the next one etc. until you have done all five. The other way, which is a bit quicker, is to take out the sensor units with the SOCOM. There are little boxes next to each one of the left sensor units, which can be distinguished by the pulsing green light. Once you have got past these units then head through the door to the next area, the Canyon. Canyon ------ Equip the Mine Detector and look at the radar to see the locations of the mines here; there are four in the middle, two on the right and one of the left. I recommend that you crawl over all these to collect them (Claymores). Also collect the ration on the left side and go onward for a cutscene. BOSS: Tank =============== Throw a chaff grenade (so that the main gun is disabled temporarily) and when it goes off, head North to the tank. Now hang around the tank for the rest of the battle; if you are close (within about a screen's range should do it) then he cannot use his main gun. However there are still two methods of attack available to the tank; one is that gunners will appear from the top of the tank and shoot at you with machine gun fire. These are pulsing bullets, and so can be seen easily. The other method (perhaps not so intentional) is that the tank can run you over if you get too close. This hurts quite a bit (takes about half of your health away) so avoid getting too close. If you do get run over, then stay down or get into a crawling position; otherwise you will get hit again as the Tank rolls away. The best method of attack I found is by using the SOCOM; gunners appear from the top of the tank every so often, so go into first person and shoot them. Do this preferably when the tank is motionless, as it's hard to him them when the tank is on the move. To get a decent aim, go into first person and when the guard appears, press the A button to arm the SOCOM and it should autoaim onto the guard. Shoot straight away and you should get a hit. Keep doing this until the gunner dies, when another one takes his place. Do the same again and the boss is done for. You can attack using other methods, such as grenades (stand in front of the tank and produce a decent throw and it should land next to the gunner) but they are somewhat awkward to use. You can also use them to take out the Tank's tracks, which will slow the Tank down (you can do this with the Claymore mines you collected from the South of the Canyon too). However I would just stick to the SOCOM method, it's the easiest way to go. There are also ammunition at the North of the area and to the North East - collect these only when the Tank is close by otherwise Raven will get the opportunity to attack you with the main gun. =============== Nuke Building 1F ---------------- After the boss battle you will head into the Nuke Building. Head up the walkway on the left side to find a ration at the end. Head back and go down the main slope and crawl underneath the parting to the next area. You will get a codec saying that you cannot use any weapons due to nuclear warheads being stored here (although you can still use the chaff grenades, books and empty magazines). There are guards patrolling around the ground floor, and one on the balcony (near the lift). There are also camera's around (Eastern wall, and the corner to the North on the balcony). If you get spotted here then area is sealed off and filled with gas until the yellow caution mode appears, so hide somewhere and hope that you don't get spotted (the truck to the East is always a good spot). The lift is at the North West corner on the balcony. You can get there via the stairs in the East and West. Use distractions to avoid the guards to get there and don't be afraid to kill the guards by choking them. Be aware of the guard by the lift - I found it easier to wait until he is to the right of the lift (around the corner) then call the lift and press against the wall to the right that dents out a little. Choke him as he comes past and then enter the lift. The floor you want to go to is B1. Nuke Building B1 ---------------- Exit the lift and enter the large area opposite. Go right and collect the Nikita missile and some ammo, then exit. If you are quick enough you can do this without a guard noticing. You cannot enter any of the rooms in the large area South yet, however there is a ration in the men's toilets in the North West (as well as a book in one of the cubicles). Take the lift now to B2. Nuke Building B2 ---------------- Exit the lift and press against the right wall here to see the scientist we are looking for. Head through the two doors to the south and watch the cutscene. This area is filled with gas, and your route forward is blocked with an electrified floor. To progress you have to destroy the switchboard in the North West of this floor. Equip the Nikita and fire it to control the missile. Go down the corridor and turn right and right again into a lab like area. Hug the right wall (where the doors are) to avoid the cameras and head through the gap in the North West glass. Turn right into the room next door and the switchboard is on the left. Here is a diagram to aid you - +----------+--------+-------======== | |////////| | |¯*¯¯¯¯¯¯| | ******* | +---- *----+--------++=====+-------- Diagram of the West side of the | * X| | | Nuke Building B2 | * | | | | * +---------+=====+-------- S = Snake | * | | S | * = Nikita Missile route | * X| | * | X = Gun Placements | * +---------+ * +-------- / = Switchboard | * | | * | | * | | * | | * +---------+ * +-------- |X * | | * | | * | | * | | * +---------+ * +-------- | ***************** |X +----------------------------------- Remember that the Nikita missile slows down when it is turning and goes its fastest when it's on the straight and narrow. You don't have much time before the missile's fuel expires and explodes, so try and remain as linear as possible. Now that the floor is safe to walk on, head back North and refill your O2 gauge. Head South down the corridor now and enter the last room on the end and collect the Book and Gas Mask inside. Equip the Gas Mask, and exit the room and head South to the end of the corridor. Go East at the turning (ignore the West area for now; you cannot open many of the rooms yet) and enter the door at the end. Go next door and watch the awesome cutscene. Collect the FAMAS ammo to the right of you afterward, then head through the door to reach the laboratory. Watch the cutscene. BOSS: Ninja ================ First point I wish to make is that you cannot use firearms in this battle, simply because they are ineffective. The only way to deal damage to the Ninja is by means of punching (the B button). Attack the Ninja using the punch punch kick combo here until he teleports to the North East corner and talks about 'hand-to-hand combat'. Attack him again using the B button. However when you attack, move away afterward as most of the time he will attack you (as you are open). So do what he does; attack when he has finished his move as he is wide open for attack. His attacks come quick and fast; when he starts to move toward you, move out of the way. When you see him hovering in the air he is about to drop down below, causing a mini shockwave around him, so if you see him doing this steer clear then move in quickly and give him a punch combo. After getting his health down to about half way, he decides that he wants to play hide and seek by going into stealth mode and hiding around the room. Equip you Thermal Goggles and run around the room to find him. When you find him, attack him with a punch combo. If you cannot find him then wait in one place and he will approach you. You can attack him then no problem (as he thinks you cannot see him). After a while he will be injured, and he will fight you again. Unequip the Thermal Goggles. As you attack him he will teleport to the side or behind you, then attack (he may even teleport twice). To counter this, only throw one punch when you see him (so you aren't open to attack) then move out of the way when he attacks from his teleported position. After he has finished his attack, get him with a combo. Continue this method until he is done for. ================ Laboratory ---------- After the Ninja battle, watch the cutscenes between Snake and Otacon. Before exiting the Laboratory, be sure to check out the Mario and Yoshi statuettes in the North East corner, and the GameCube console with Wavebird in the central area. There is also various ammunition around the room. Exit the room. Nuke Building B2 ---------------- Head down the corpse filled corridor then back to the gas filled area. Equip the Gas Mask, and head to the West area where the four rooms are. You can enter all of these apart from the one at the bottom - most of them contain ammo and such, however the one on the end contains a pair of N.V.G (Night Vision Goggles). Head back to the lift and head up to floor B1. Nuke Building B1 ---------------- Meryl is on this floor disguised as one of the guards. She can be found in the Southern large area, on the West (check her arse when she walks to see if it's her or not). You have two options at this point; either frighten her so he runs off into the women's toilets, or you can wait for her to go in herself. An ideal waiting spot is in the lobby area (where the lift is), at the column on the far right. Wait her for a while and she will enter the women's bogs. Follow after her and watch the cutscene. After the cutscene, head into the large Southern area (there are no guards here) and raid the rooms. You can find Box 2 and a ration in the top left room, some Pentezemin plus various ammo in the bottom left room and some more ammo in the room at the opposite corner. Once you are finished here, head back out and take the corridor leading North and head through the door to the Commander Room. Commander Room -------------- After the cutscene, head into the room itself and wait for another cutscene to begin. When Meryl is possessed and is shooting at you, there are various methods of rendering her unconscious. The best way is via an M9 tranquiliser dart, otherwise you can use a Stun Grenade, or you can choke a few times (don't snap her neck) or by punching her a few times. Once she is taking five, you will get another cutscene where he will 'read your mind' (aka reading your memory card) for games that you have played. If you have either Super Mario Sunshine, The Legend of Zelda: The Wind Waker, Super Smash Bros. Melee or Eternal Darkness, then he will say that you have played them. After that and some other party tricks, he gets underway with the battle. BOSS: Psycho Mantis ======================== You start with a Hideo Blackout (don't worry, it's meant to happen). There are other things to make note of; if you stay in first person mode for a while then you will look through the eye's of Psycho Mantis (annoying, but it proves useful if you cannot find him). He will also slant the camera view at some stage - this is just another trick of his (or shall I say one of Silicon Knight's tricks... Eternal Darkness fans will know what I am on about ;]). The other _major_ thing you should do is change your controller to Port 4. This way he cannot read your mind (clever, eh?), and you will not be hampered again for the rest of the battle so feel free to shoot at him. This is essential for this boss fight. To damage him, use one of your weapons (I recommend the SOCOM) and shoot him in the head whilst in the first person view. He will attack him a variety of ways; one of them is he will go into invisible and appear, then throw a red energy ball your way. When he does this, you can see him using the Thermal Goggles, otherwise wait until he throws the red energy ball and dodge it, then look at the direction the ball came from and quickly shoot Mantis before he disappears again. His other methods of attack inside throwing items around, vases chasing you around and spinning chairs / suits of armor. You can shoot and destroy most of these, however I would just ignore them and attack Mantis. About halfway through the battle Meryl will be possessed again and will start attacking you. Knock her out, and she will she will arise once again, only this time she plans to blow her brains out. Quickly use the M9 Tranquiliser before she manages to do so. You will continue the battle again afterward, with the same attacks. Carry on until all of Mantis's life is depleted. ======================== After the battle, change your controller back to port 1 again and head through the passage in the North East. There is some ammo and a ration to the right of the stairs, then continue onward through the door ahead to the Caves area. Caves ----- You have no radar in this area, and you have to reach the other side. Below is a map of the caves area, with the #### sections being where the gaps are that you can crawl through to the area next to it. There are also various items and ammos around, so check the diagram with the key for these. To get through, head West then North up through the diagonal passage and crawl through under the rock in to the large open area. There are wolves here; for now you will have to ignore them and carry on. Head North to the far end, then West and South down the passage. Crawl through section on the right to an elongated section, with Meryl near the door to the North. /--\ /--\ Underground /----/ \--------/ P \ Passage \ | ^ \___/\ | ======= _____ \ /---\ | /R \ / \ / / \ | | | #### = Crawling locations / T \ / \ | \ | M | \ ¯¯ \ | T| | | M = Meryl \ | | / | | R = Ration \ | | | | | S = SOCOM ammo | | | | | | P = PSG1 ammo / | | \ | | T = PSG1-T ammo / | | ## | F = FAMAS ammo \ / / ## | Z = Pentazemin ammo \---\ /\__/ | ## | \-####-/ \_ _/ \ / \ \ _###__ |¯¯¯| \ \ /R \ |R | \ \ / _ Z| | | \ \ \F_/ \P_/ | | \ \ | | +-----------\ \---------------+ | | | | +------------------+ | +-=====------+ |S | V \___/ Commander Room Once you get to Meryl, before continuing onward have a Box on quick equip (equip a box then press L once to unequip it, and you can now quickly equip it again by pressing L once more). Now punch Meryl and QUICKLY equip the box. She orders the small wolf to attack you, so he pisses on the box. You now have the scent of the wolves on the box, so whenever you traverse through this area again equip the Box and you will pass through unharmed. Cool, huh? Once you are done, head north and through the door to the Underground Passage. Underground Passage ------------------- This first area is mined, and Meryl will walk between the mines and create a path with her footprints for you to take. The best way is to simply crawl straight through the area regardless, meaning that the mines don't explode and you pick up some Claymores in the process. Also, if you step on a mine here, Meryl will for some bizarre reason smack her ass. Nothing like "Snake! Are you alright!?" or anything concerning like that, no. Women. Once you make it through this area, a cutscene will cut in. After, you now have to find a Sniper rifle to fight Sniper Wolf with. Head South back to the Caves area. The PSG1 is located all the way back in the Armory. To get there, take this route (in case you have forgotten) - Caves > Commander Room > Nuke Building B1 > Nuke Building 1F > Canyon > Tank Hangor > Armory Remember to equip the scented box when going through the caves to avoid the onslaught of wolves, and that the Canyon is now populated with camera's and guard sentries. Armory ------ The PSG1 is located in the top left block. There are two guards hanging around here; to get into the block easily, knock on the Northern wall of this block, making sure that both guards notice and start heading your way. Now go right and walk between the top central and right blocks, then left over and into the top right block. Inside, crawl under the sensor beams and collect the PSG1 and some ammo. Now exit and head all the way back to the Underground Passage to fight Sniper Wolf. Make sure you take some Pentazemin with you (found in the South West room of the Southern area of Nuke Building B1). BOSS: Sniper Wolf ====================== As soon as you enter the Underground Passage area, head to one of the sides to avoid fire (the mines are gone now so need not worry about them). Crawl out from this corner, equip the PSG1, and take some Pentazemin. The crawling position and the Pentazemin will help you stop shaking when using the weapon. To use the PSG1, press A to fire, B is to zoom in and X is to zoom out. The first and hardest part about this battle is finding her initial location and getting the advantage. Stay zoomed out on the balcony section ahead and when you see her, zoom in and shoot her (preferably in the head for more damage). Once you have found her and kept her in your sights, then the battle is a breeze. Just then keep following her as she moves around and as soon as she is about to fire, take her down. If she manages to shoot you while you do this, your aim will become well off, so unequip then reequip the PGS1 and try again. Also note that you can see if she is hiding behind a pillar or corner by looking for her breath. The Thermal Goggles may help too. Remember to keep taking the Pentazemin when your aim becomes shaky. ====================== After the battle, head North down this long passage until you reach the end. There is a ration in the bottom left corner and various ammo under and on the balcony section. Now SAVE your game here (very important!) and head to the door in the North East. Watch the cutscenes. Torture Chamber --------------- After the cutscenes, as promised Ocelot will torture you with electric currents. To resist, press the A button repeatedly. To submit (when you are about to lose all your health) press the A button and the START button together. If you lose all your health then it's game over, with no continue available. I really hoped your saved after the Sniper Wolf battle. ;) A good method I found was to use two fingers when tapping. Thanks to the abnormally large A button, you can use two fingers to alternate when tapping away. Doing this (lightly tap to save energy) and switching hands between bouts helps maintain your life gauge better. Also once the electrocution has stopped, continue going to restore a little more lift afterward. This section is important in that this decides your ending. If you submit then you get one ending, whilst surviving the torture and resisting to it gets you the other one. I'll leave it up to you to what you want to do here. Medical Room ------------ Once you had three bouts of electric-based fun, you will be thrown into the cell. There will be some codec conversations. SAVE at this point, as if you resisted then you will have to go in for another session. If you submitted, then you don't. Either way after the torture wait until the guard heads to the toilet with a stomach problem, where Octacon will appear. He will give you a range of items - a Ration, a Level 6 Key Card, Ketchup and a Handkerchief. There are three ways to escape the cell at this point - 1 - As soon as the guard leaves the toilet, hide under the bed. He will come into investigate, at which point you crawl out and kick his ass. The best way to knock him out is to choke him. 2 - As soon as the guard leaves the toilet, lie on the ground and use the Ketchup. The guard will look in, thinking that it is blood, and investigate. Once he is in the cell, get up and kick his ass. The best way to knock him out is to choke him. 3 - Wait in the cell for a long time for the Ninja to arrive and bust you out. He will come along at the 6th toilet break since the Otacon conversation (that's about 11 minutes!). He slices the door into two, and then the guard comes out to bust your ass. The best way to knock him out is to choke him. Once you are out of the cell and the guard unconscious, head into the torture room and collect the large item there - this is all your equipment and such. Have a quick look through your items now for a Time Bomb; if you have it, then press the A button whilst it is open to throw it away. Exit through the North East door now while avoiding the camera in the corner. Holding Cells ------------- Before continuing, let's go get the Camera. Take the lift down to floor B2, the Armory. Armory ------ Ignore the guards and head through the door in the South. Armory South ------------ Head South here to the Horizontal passage. Detonate the right end wall of this passage and head through to the room opposite before the gun placements can notice you. There are two gun placements in this room; one at the North and South walls. Take them out using the SOCOM. Collect the Chaff Grenades to the South (ignore the Stinger missile ammo for now) and head through the gap in the fencing into the small enclosed area in the corner. The Camera is in here. Now exit and head all the way back to the Nuke Building 1F. Take the lift down to B2. Nuke Building B2 ---------------- Equip the Gas Mask and head South into the gas filled area. Head down the corridor, go left and enter the room on the corner. There is some Body Armor inside. This item reduces your damage by half when equipped, and so is very useful. You could get this later on in the game, but why not get it now, right? Anyway, head back to the lift up to B1. Nuke Building B1 ---------------- Head into the large area South, then the middle room to the West for some Medicine. Take it and it will stop you sneezing. Head into the room below (the South West room) and collect the PSG1-T, and some ammo. This isn't an essential weapon by any means, but it proves useful if you wish to tranquilise people instead of killing them. Now head through to the Commander Room. Commander Room -------------- Head straight through to the Caves. Caves ----- Head straight through to the Underground Passage. Now that you have Sniper Wolf's Handkerchief, you can equip it and use it to get past the wolves untouched. Underground Passage ------------------- Head North, and after the cutscene, keep going to the end. Collect the ammo around here if you wish, and when you are done, head through the door in the North East. As you enter, you are prompted to change to Disc 2. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3.02. Disc 2 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Communication Tower A --------------------- Go onward and collect the SOCOM and FAMAS ammunition at the corner, and then continue onward to the door. As soon as you walk through it, you trip the sensor beams and guards approach you (this cannot be avoided). PICK UP THE ROPE OPPOSITE and head South to the base of the tower. There are items on this floor here, but ignore them and takes the stairs upward. Equip your rations as enemies will follow you from behind, and they will be in front of you as you ascend as well. Equip your FAMAS as well as run and shoot at the same time (holding the A and B buttons together) to take down the guards that come from the front. You can tell that you are approaching some as you can see tracer bullets fired. Ignore the ones behind you. You can also use Stun Grenades, but sometimes they don't work that well. Keep going all the way to the top (the door halfway up doesn't work) and make your way round to the ladder in the South West corner. Press the Y button to head up to the top of the tower. At the top, grab the Stun Grenades at the side of the block and head onward for a cutscene. After, simply equip the Rope that you collected earlier and after the cutscene, you have the job of absailing down the outside wall of the tower while avoiding the Hind. To move, press the A button to kick away and then hold a direction down to go that way. To walk across the wall, then use the B button instead. You have to dodge gunfire and steam from the pipes as you descend; this is very easy, just head straight downward by tapping A and holding the Control Stick down. If you managed to forget collecting the Rope on the way here, then not all hope is lost. Hang off the ledge and drop down. You now have to make your way down the wall by means of shimmying and dropping down from pipe to pipe. Below is a diagram of the wall, with the pipe locations - START |===X===================| | | |=======================| | | | ========| | | |=======================| | | | ======== | | ======== | | -------- | FINISH The X button is to drop, and the Y button is to grab onto the piper. Remember that you need to tap Y when you are falling to grab onto the pipe below you. Drop down onto the pipe below, and go right to the end, drop down, and again, then go left a little, drop down twice onto the bottom most pipe and drop down on the far left and onto the A-B Connecting Bridge. A-B Connecting Bridge --------------------- At the bottom, use C4 on the door to make it work again. Now stand in front of the door, equip the PSG1 / PSG1-T and look down the walkway ahead. There are three guards at the far corner; take them out using headshots. They will run away and hide, but they will come back after a short while. You can also use a Nikita missile here, but it's far easier (and quicker) to use one of the sniper rifles. Once all three of the guards are disposed off, head down this walkway to the corner, where the Hind will appear once more. Quickly carry on down the walkway route to the indoors, where you will find the Stinger and some ammo. Head South through the door. Communication Tower B --------------------- Head South and try the lift (but to no avail) so head round the lift in a clockwise direction and go down the stairs until you reach the dead end. Now head back up to the lift for a cutscene. After, the path up the tower is clear, so head right of the lift and take the stairs up to the top of the tower. There are gun placements along the way, so throw a Chaff Grenade when you start, and throw another when the gauge (in the top right corner) is halfway so that the new one will come into effect when the current grenade stops. When you reach the top, collect the ammo and ration around and then take the ladder on the North wall up to the roof. Head out into the roof to fight the Hind. BOSS: Hind D ================= Always stay in North area here, around the two tankers as they provide sufficient cover from the gunfire. The Hind is the red mass on the radar, and you have to use the Stinger to shoot it down. Equip the Stinger and aim at the Hind; there are three targets available on the Hind and it doesn't matter which you choose. Lock onto the target (the square will become red and you will hear a continuous beep) and fire with the A button. He will fly all around the rooftop, so keep an eye on the radar for his location. Watch out for his fire, which are can be easily dodged thanks to the visible tracer bullets. When he says 'Eat This!' and fires a missile, stay away from the Southern area as possible as that area gets blown to smithereens. There is also some ammo over on the East side, and a ration to the West. At the end of the battle when his life is all gone, he will fly off into the distance then fire a final missile. When he does this, head over to the Southern area to avoid the explosion. ================= After the boss take the ladder back down into the tower and head back down to the lift. Remember to use the Chaff Grenades as you start descending and to throw another when the gauge (in the top right corner) is halfway so that the new one will come into effect when the current grenade stops. When you reach the lift, call it, enter and take it down to floor 1 (like the other lifts, the button is to the left of the door). In the battle with the stealth enemies, fire at them in first person and aim to get headshots to take them down quickly. You can easily see them without any aids, however you may want to equip the Thermal Goggles regardless. For comical effect and a quick battle, use the Stinger missile launcher. After the battle you reach the ground floor. Collect the ammo from all around the lift when head through the South East door. The corridors here have gun placements throughout, so throw a couple of Chaff Grenades and make your way through to the door on the end (be sure to collect the Pentazemin by the door before exiting). BOSS: Sniper Wolf 2 ====================== This is the same kind of deal as the first battle with Wolf. She will use the tree's here as a means of cover, so to find her easily, equip the Stinger to find her location, then change to the PSG1 / PGS1-T and take some Pentazemin. Like before keep watching her and stay ahead of her by shooting first. It's much easier to shoot her when she is on the move as well as she goes at a much reduced pace. Again if she shoots you and totally swings your aim (or if you lose her) then equip the Stinger to find her again. Remember to keep taking the Pentazemin when your aim becomes shaky, and this battle is a breeze. ====================== Snowfield --------- After the battle head North for a cutscene. Afterward it is time to explore this area. There are loads of rooms that surround the snowfield, so here is a list of what they contain (and in brackets the defences they yield). SE - Chaff Grenades, Grenades (Guns) E - FAMAS ammo, SOCOM ammo, PSG1-T ammo NE - Ration, Stun Grenade (Mines) N - Need a Level 7 Card Key to enter. NW - Box 3, Nikita ammo (Guns) SW - Bandage, Ration (Guns) There is a truck located in the South West as well, which contains a Bandage. There is also a secret Codec conversation to be had here as well - head to the South East corner of the Snowfield and head onto the higher ground, then look out to the East in first person. You will see a parachute in the tree, and you will receive a Codec conversation about it. Once you are done exploring this area, then head off to the North / North West room (it's to the left of the Level 7 room). Hide behind the crates as soon as you enter to avoid the gun placement in the corner, then take it out when it is turned away. Collect the SOCOM ammo from underneath, then destroy the other gun placement opposite and head down the stairway. Blast Furnace ------------- Head down the stairs and into the area ahead. There is a guard ahead, and I recommend that you take him out (with the amount of firepower at your disposal, you have no reason not to ;]). Head down the South West walkway to the ledge on the West wall that goes over the molten metal below. Press against the wall and make your way North over the ledge. Make sure that you are in the crouching position so that the crane doesn't knock you off. At the other side, head follow the walkway to the stairs and head down. There will be a guard down here, so use your judgement. From the bottom of the stairs, going West takes you to an area that would be good for hiding (it also has some ammo round there), South takes you to some C4 and a lift that takes you back up to the area above and going East takes you down some more steps to the area below. Explore the other areas then go East. Before heading through the door in the North East, you may want to go into the area opposite the door (especially if you haven't got the Body Armor). This is a small piped area containing various ammunition - watch out for the steam from the pipes however. Head over to the South West corner and crawl through under the pipes there to reach an area next to the molten metal. Take out the two gun placement that are at the corners, and grab the Body Armor from under the gun (if you already have this, then it will be some M9 ammo) and there are aome Stinger missiles and Chaff Grenades on the Southern wall. Once you are done here, head through the door in the North East. Cargo Elevator -------------- Go onward to the cargo elevator and press Y at the control station on the lift to take it down. After the cutscene you will have to fight a group of guards; it's best to headshot the lot in first person using either the SOCOM, FAMAS or M9. For comical effect and a quick battle, use the Stinger missile launcher. At the stop halfway, head to the East to the other lift (watch the gun placement in the middle) and before using it, collect the ammo and rations that surround it in the corners. Head down when you are ready. At the bottom, there is more ammo and rations around the crates, then head through the door to the Warehouse. BOSS: Vulcan Raven ======================= Always watch out for his position on the radar, and don't get too close to him (or in front of him) otherwise he will fire at you using his nasty minigun. Equip the Body Armor to reduce the damage you take here by half. Attack from the sides or behind him. By weapon of choice here is the Stinger; get to the side of him and fire from where he cannot see you. Below are two examples of in what examples you can use the Stinger without being spotted straight away by Raven (just make sure as soon as you fire you run away and hide). __ __ __ | | | | | | ¯¯ ¯¯ ¯¯ You stand next to him with a crate between you. __ ^ __ __ | | R| | S| | ¯¯ ¯¯ ¯¯ __ __ __ | | ^| | | | ¯¯ R ¯¯ ¯¯ He carries on walking, and you can see him walking onward, __ __ __ allowing you to fire at him with his back turned. | | | | S| | ¯¯ ¯¯ ¯¯ Here is another example. < R __ __ | | | | ¯¯ ¯¯ Raven is travelling either to the East or West, with you at the __ S __ turning. | | | | ¯¯ ¯¯ < R __ __ | | | | ¯¯ ¯¯ Just as he appears into view in front of you (regardless of him __ S __ turning toward you or carrying onward) fire a stinger and run | | | | away. ¯¯ ¯¯ You could also use the Stinger at a long distance away, and fire it from there. Other methods of attack include using the Nikita missile; however this is risky as you may not know his exact location and it leaves Snake wide open to attack. You could also use Claymores and lay them around the Warehouse (just make sure you don't tread on them), Grenades and C4. Any bullet based firearms don't work really that well, so don't try. It gets harder later in the battle when he starts to jog around, but just keep on your toes and you should be fine. There is a ration in the North East corner as well if you need it. ======================= Warehouse --------- After the battle, head North through the door. Warehouse North --------------- There are two trapdoors ahead of you (they are either side of the ration ahead) and if you want the ration, then collect it quickly then stick to one of the side walls to avoid falling down. There is a guard round the corner on the bridge, as well as one on the upper area to the East. There is Stinger ammo in this upper area. There area also two gun placements located either side of the door on the North wall. Underground Base ---------------- Head North and watch the cutscene. Head East and take the stairs up to the area above, then go left and then North up more stairs. There will be a guard in this area, so be on the lookout. Head West and head round the outside of this area to the South (where the Control Room is). There will be another guard on the West as well. I recommend that you take all the guards out in this area as you will be spending some time here. Head up the small steps to the Control Room, and watch the cutscenes. The PAL Key can be found in the drainage ditch on the ground level. For a quick way to get down there, go West to the corner and on the ledge here that's parallel to the Western wall, hang off it and drop down, tapping Y as you fall. You should grab onto a wire on the way down (if you don't then you die). Drop off onto the ground and then head into the Drainage Ditch via the stairs in the North West. Search everywhere within this ditch for the PAL Card Key. Note that there are several other items here too, such as the SOCOM Suppressor in the North West corner if you haven't collected it yet, rations and SOCOM ammo. You may also collect a Time Bomb, and if you do, throw it away by selecting it in the item menu and pressing the A button. You should find it after a while. If not then you will get a codec all from Master Miller telling you that a rat must have eaten it. If this is the case, then head to the South West corner of the area, and look toward the North West corner for a hole in the toe of the wall. A rat is running around here. If you cannot see it then equip the Thermal Goggles to aid you. Use the PSG1 to sniper it, or throw a grenade down to around where the hole is. If you take too long or get too close then the rat will retreat back into the hole, and if that happens walkway to the East side of the area then return back to the corner and try again. In any case once you get the PAL Card Key head back up to the Control Room. Take out the camera's within from the doorway with the SOCOM (one by the door, the other on the far end of the room) then head inside. Go to the three laptops in the North side of the room. Approach the left orange one with the PAL Card Key equipped and press the Y button in front of it to activate PAL Code no.1. For the next two codes (freeze and warm the key), you have two options - the long normal method, and the far shorter (and not as apparent) method. In terms of plot there isn't any difference, you still get the same Codec calls and conversations whichever method you choose. Anyway they are - 1 - The normal method. Did you notice the two rooms on way to here, the Blast Furnace and the Warehouse, and their hot and cold temperatures respectively? Well head back to the Warehouse and remain there until the PAL Card Key is blue, then hurry back to the Control Room and insert it into the central laptop. For warming the key, head all the way back to the Blast Furnace an remain there for a while until the PAL Card Key is red, and then head all the way back to the Control Room and insert it into the right laptop. This takes a long time to do, but is the regular method. 2 - The shorter method. Head over to the South East corner of the Underground Base (on the top balcony) and hang off the ledge. Locate yourself inline with the isolated ledge below with the two pipes on the wall. Drop down and tap the Y button to hang onto this ledge. Pull yourself up, and equip the PAL Card Key. There are two pipes here; Steam and Liquid Nitrogen. Shoot the Steam pipe to instantly heat the key, and the Liquid Nitrogen pipe to freeze the key. Start with freezing, then drop down onto the wire below, onto the ground, then head back to the Control Room and insert it into the central laptop. Do the same again after with the Steam pipe and the right laptop. Once you have activated all three of the PAL codes, you will receive a Codec call. After the room will seal off and fill with gas. Equip the Gas Mask and call Octacon on your Codec on frequency 141.12. He will call you back shortly after and open the door for you. Exit the room and watch the cutscenes. BOSS: Metal Gear Rex ========================= Equip the Body Armor and run South to keep away from Metal Gear. You have to shoot the radome on Metal Gear's left shoulder, that's your right (it's the circle) with the Stinger. So lock onto it and shoot away - it sometimes doesn't lock on, and if that's the case then move to a different position and try again. If will shoot missiles at you (you can hear them being fired, and you can tell if Metal Gear is about to do it as it goes into a squatting formation). When it does so, run out of your position and keep running until all three missiles have hit the ground, then continue shooting the radome. If you get close enough, then Metal Gear will use a powerful laser attack, and also a stomp move - the camera will change before the stomp, so RUN and roll out of the way of the leg, which also creates a shockwave. There is also a gun fire attack too. The bottom line is not to get too close to Metal Gear - Stinger missiles will reach from a good distance. Once you have got it's health down to nothing, watch the cutscenes afterward and the next part of the battle will begin. The cockpit is opened up, and that is your new target (the central target on Metal Gear). When it starts, head South again and keep your distance. Same sort of attacks again. There is ammo around the edges if you need it, but this boss shouldn't be to much of a hassle. ========================= Watch the cutscenes. BOSS: Liquid Snake ======================= You will have three minutes to complete this battle. You have no weaponry, so hand to hand combat is how you play it. He will dodge your attacks, so to counter this, only punch once and if he shifts out of the way, adjust quickly and let rip with a combo. If you go straight in with a combo and he moves, then you are wide open for attack. Later in the battle he will try and ram you with his head; this is easy to spot, so either attack him before he can do this or move out of the way. It is quite damaging, so try not to get hit by too many of these rams. Another attack is when he gets up off the ground, he will kick as he gets up. Stay out of his way when he gets up, then attack him shortly afterward. It's a fairly easy battle once you get used to his attacks. If you get knocked off the edge, then simply get back up and keep going. Also to get his dog tag in this battle, knock him off the edge and he will drop them onto the arena. ======================= Watch the cutscenes. Escape Route ------------ You have ten minutes to escape the base. Head left and collect the Ration by the stairs, then continue left to a car park. There is another Ration in the South West corner, so collect that one as well and equip them. Fight off the guards until the Keys are found and the car is started, and when it is, approach the back of the left car and press Y to climb on board. You will now command the gun; go into first person and shoot the drum here to create an exit. At the checkpoints, again go into first person and shoot the drums at either side to progress. After two checkpoints, another jeep will turn up and give chase. Shoot out the headlights to stop being blinded, then continuously shoot at the driver (line the person up with the retangular crosshair) until the end. CONGRATULATIONS!! ENJOY THE ENDING!! =============================================================================== -------------- 4. BOSSES -------------- =============================================================================== BOSS: Revolver Ocelot ========================== Equip rations and the SOCOM. Shoot revolver in the head using the first person view for more damage. He will hide round the pillars and shoot at you (he can rebound bullets off walls as well). Watch his bullet count (next to your life gauge) and when this is empty, he will reload giving you a chance to attack. You may as well as attack also when he is, just hide behind a pillar and use the L and R buttons to move to the side. You can also shoot the pipes on the walls to blind him for a short while. There is ammunition around the room if you need it, and don't shoot Baker or the C4 planted on the pillars! ========================== BOSS: Tank =============== Throw a chaff grenade (so that the main gun is disabled temporarily) and when it goes off, head North to the tank. Now hang around the tank for the rest of the battle; if you are close (within about a screen's range should do it) then he cannot use his main gun. However there are still two methods of attack available to the tank; one is that gunners will appear from the top of the tank and shoot at you with machine gun fire. These are pulsing bullets, and so can be seen easily. The other method (perhaps not so intentional) is that the tank can run you over if you get too close. This hurts quite a bit (takes about half of your health away) so avoid getting too close. If you do get run over, then stay down or get into a crawling position; otherwise you will get hit again as the Tank rolls away. The best method of attack I found is by using the SOCOM; gunners appear from the top of the tank every so often, so go into first person and shoot them. Do this preferably when the tank is motionless, as it's hard to him them when the tank is on the move. To get a decent aim, go into first person and when the guard appears, press the A button to arm the SOCOM and it should autoaim onto the guard. Shoot straight away and you should get a hit. Keep doing this until the gunner dies, when another one takes his place. Do the same again and the boss is done for. You can attack using other methods, such as grenades (stand in front of the tank and produce a decent throw and it should land next to the gunner) but they are somewhat awkward to use. You can also use them to take out the Tank's tracks, which will slow the Tank down (you can do this with the Claymore mines you collected from the South of the Canyon too). However I would just stick to the SOCOM method, it's the easiest way to go. There are also ammunition at the North of the area and to the North East - collect these only when the Tank is close by otherwise Raven will get the opportunity to attack you with the main gun. =============== BOSS: Ninja ================ First point I wish to make is that you cannot use firearms in this battle, simply because they are ineffective. The only way to deal damage to the Ninja is by means of punching (the B button). Attack the Ninja using the punch punch kick combo here until he teleports to the North East corner and talks about 'hand-to-hand combat'. Attack him again using the B button. However when you attack, move away afterward as most of the time he will attack you (as you are open). So do what he does; attack when he has finished his move as he is wide open for attack. His attacks come quick and fast; when he starts to move toward you, move out of the way. When you see him hovering in the air he is about to drop down below, causing a mini shockwave around him, so if you see him doing this steer clear. After getting his health down to about half way, he decides that he wants to play hide and seek by going into stealth mode and hiding around the room. Equip you Thermal Goggles and run around the room to find him. When you find him, attack him with a punch combo. If you cannot find him then wait in one place and he will approach you. You can attack him then no problem (as he thinks you cannot see him). After a while he will be injured, and he will fight you again. Unequip the Thermal Goggles. As you attack him he will teleport to the side or behind you, then attack (he may even teleport twice). To counter this, only throw one punch when you see him (so you aren't open to attack) then move out of the way when he attacks from his teleported position. After he has finished his attack, get him with a combo. Continue this method until he is done for. ================ BOSS: Psycho Mantis ======================== You start with a Hideo Blackout (don't worry, it's meant to happen). There are other things to make note of; if you stay in first person mode for a while then you will look through the eye's of Psycho Mantis (annoying, but it proves useful if you cannot find him). He will also slant the camera view at some stage - this is just another trick of his (or shall I say one of Silicon Knight's tricks... Eternal Darkness fans will know what I am on about ;]). The other _major_ thing you should do is change your controller to Port 2. This way he cannot read your mind (clever, eh?) but at time during the battle he will be able to read it again. If he does, then bump it up to the next port along (controller port 3, then port 4). This is essential for this boss fight. To damage him, use one of your weapons (I recommend the SOCOM) and shoot him in the head whilst in the first person view. He will attack him a variety of ways; one of them is he will go into invisible and appear, then throw a red energy ball your way. When he does this, you can see him using the Thermal Goggles, otherwise wait until he throws the red energy ball and dodge it, then look at the direction the ball came from and quickly shoot Mantis before he disappears again. His other methods of attack inside throwing items around, vases chasing you around and spinning chairs / suits of armor. You can shoot and destroy most of these, however I would just ignore them and attack Mantis. About halfway through the battle Meryl will be possessed again and will start attacking you. Knock her out, and she will she will arise once again, only this time she plans to blow her brains out. Quickly use the M9 Tranquiliser before she manages to do so. You will continue the battle again afterward, with the same attacks. Carry on until all of Mantis's life is depleted. ======================== BOSS: Sniper Wolf ====================== As soon as you enter the Underground Passage area, head to one of the sides to avoid fire (the mines are gone now so need not worry about them). Crawl out from this corner, equip the PSG1, and take some Pentazemin. The crawling position and the Pentazemin will help you stop shaking when using the weapon. To use the PSG1, press A to fire, B is to zoom in and X is to zoom out. The first and hardest part about this battle is finding her initial location and getting the advantage. Stay zoomed out on the balcony section ahead and when you see her, zoom in and shoot her (preferably in the head for more damage). Once you have found her and kept her in your sights, then the battle is a breeze. Just then keep following her as she moves around and as soon as she is about to fire, take her down. If she manages to shoot you while you do this, your aim will become well off, so unequip then reequip the PGS1 and try again. Also note that you can see if she is hiding behind a pillar or corner by looking for her breath. The Thermal Goggles may help too. Remember to keep taking the Pentazemin when your aim becomes shaky. ====================== BOSS: Hind D ================= Always stay in North area here, around the two tankers as they provide sufficient cover from the gunfire. The Hind is the red mass on the radar, and you have to use the Stinger to shoot it down. Equip the Stinger and aim at the Hind; there are three targets available on the Hind and it doesn't matter which you choose. Lock onto the target (the square will become red and you will hear a continuous beep) and fire with the A button. He will fly all around the rooftop, so keep an eye on the radar for his location. Watch out for his fire, which are can be easily dodged thanks to the visible tracer bullets. When he says 'Eat This!' and fires a missile, stay away from the Southern area as possible as that area gets blown to smithereens. There is also some ammo over on the East side, and a ration to the West. At the end of the battle when his life is all gone, he will fly off into the distance then fire a final missile. When he does this, head over to the Southern area to avoid the explosion. ================= BOSS: Sniper Wolf 2 ====================== This is the same kind of deal as the first battle with Wolf. She will use the tree's here as a means of cover, so to find her easily, equip the Stinger to find her location, then change to the PSG1 / PGS1-T and take some Pentazemin. Like before keep watching her and stay ahead of her by shooting first. It's much easier to shoot her when she is on the move as well as she goes at a much reduced pace. Again if she shoots you and totally swings your aim (or if you lose her) then equip the Stinger to find her again. Remember to keep taking the Pentazemin when your aim becomes shaky, and this battle is a breeze. ====================== BOSS: Vulcan Raven ======================= Always watch out for his position on the radar, and don't get too close to him (or in front of him) otherwise he will fire at you using his nasty minigun. Equip the Body Armor to reduce the damage you take here by half. Attack from the sides or behind him. By weapon of choice here is the Stinger; get to the side of him and fire from where he cannot see you. Below are two examples of in what examples you can use the Stinger without being spotted straight away by Raven (just make sure as soon as you fire you run away and hide). __ __ __ | | | | | | ¯¯ ¯¯ ¯¯ You stand next to him with a crate between you. __ ^ __ __ | | R| | S| | ¯¯ ¯¯ ¯¯ __ __ __ | | ^| | | | ¯¯ R ¯¯ ¯¯ He carries on walking, and you can see him walking onward, __ __ __ allowing you to fire at him with his back turned. | | | | S| | ¯¯ ¯¯ ¯¯ Here is another example. < R __ __ | | | | ¯¯ ¯¯ Raven is travelling either to the East or West, with you at the __ S __ turning. | | | | ¯¯ ¯¯ < R __ __ | | | | ¯¯ ¯¯ Just as he appears into view in front of you (regardless of him __ S __ turning toward you or carrying onward) fire a stinger and run | | | | away. ¯¯ ¯¯ You could also use the Stinger at a long distance away, and fire it from there. Other methods of attack include using the Nikita missile; however this is risky as you may not know his exact location and it leaves Snake wide open to attack. You could also use Claymores and lay them around the Warehouse (just make sure you don't tread on them), Grenades and C4. Any bullet based firearms don't work really that well, so don't try. It gets harder later in the battle when he starts to jog around, but just keep on your toes and you should be fine. There is a ration in the North East corner as well if you need it. ======================= BOSS: Metal Gear Rex ========================= Equip the Body Armor and run South to keep away from Metal Gear. You have to shoot the radome on Metal Gear's left shoulder, that's your right (it's the circle) with the Stinger. So lock onto it and shoot away - it sometimes doesn't lock on, and if that's the case then move to a different position and try again. If will shoot missiles at you (you can hear them being fired, and you can tell if Metal Gear is about to do it as it goes into a squatting formation). When it does so, run out of your position and keep running until all three missiles have hit the ground, then continue shooting the radome. If you get close enough, then Metal Gear will use a powerful laser attack, and also a stomp move - the camera will change before the stomp, so RUN and roll out of the way of the leg, which also creates a shockwave. There is also a gun fire attack too. The bottom line is not to get too close to Metal Gear - Stinger missiles will reach from a good distance. Once you have got it's health down to nothing, watch the cutscenes afterward and the next part of the battle will begin. The cockpit is opened up, and that is your new target (the central target on Metal Gear). When it starts, head South again and keep your distance. Same sort of attacks again. There is ammo around the edges if you need it, but this boss shouldn't be to much of a hassle. ========================= BOSS: Liquid Snake ======================= You will have three minutes to complete this battle. You have no weaponry, so hand to hand combat is how you play it. He will dodge your attacks, so to counter this, only punch once and if he shifts out of the way, adjust quickly and let rip with a combo. If you go straight in with a combo and he moves, then you are wide open for attack. Later in the battle he will try and ram you with his head; this is easy to spot, so either attack him before he can do this or move out of the way. It is quite damaging, so try not to get hit by too many of these rams. Another attack is when he gets up off the ground, he will kick as he gets up. Stay out of his way when he gets up, then attack him shortly afterward. It's a fairly easy battle once you get used to his attacks. If you get knocked off the edge, then simply get back up and keep going. Also to get his dog tag in this battle, knock him off the edge and he will drop them onto the arena. ======================= =============================================================================== --------------- 5. DOG TAGS --------------- =============================================================================== Dog Tags are extra items that you can get from enemy soldiers and some of the bosses. When you have one or more dog tags on you, then an icon will appear in your items list. The dog tags that you have collected can be then viewed in the Dog Tag Viewer within the SPECIAL menu (found on the main menu). There are dog tags for every difficulty, so to get them all, you have to go through from Very Easy to Extreme. To get a dog tag from an enemy, you must hold them up. To do this, approach an enemy from behind and point a gun at them. Snake will say 'Freeze!' and the enemy will raise his arms. Now lower your weapon by pressing the Y button while you are holding the A button . A good idea when doing this is to hold A with the ball of your thumb, then hold Y with your tip then release A so that you don't fire. This is very useful if you have a noisy weapon or you want to conserve ammunation. Now head round to the front of the enemy and point your gun either at his head or his crouch. He will then give a dog tag over if he has one. You can tell if he has a dog tag as he will have a telltale flash of light around their necks (or you can see them through the thermal goggles). Once you have the dog tag, either kill them, knock them out or simply walk away (the guard will just lower his arms and then call his buddies using his radio if you leave him for a short while). If you have Stealth, then getting dog tags is a lot easier. Hold them up like usual (either from front or behind as they cannot see you) and then unequip your stealth (and possibly change to the Bandanna if you have it to conserve ammo if you choose to fire it at the guard). It's easier as you don't have to worry about getting to the side or behind of the guard before holding him up. Some areas have about four guards in (Armory and the Warehouse are prime examples) and so it's sometimes hard to hold guards up without others noticing. Try and lore single guards away to more sucluded areas (watch where the guards hang around before doing this to get a good idea of where a sucluded area is) by walking on noisy flooring, throwing a magazine or knocking on a wall. Remember that not EVERY guard in the game has a set of dog tags, and that each enemy will only give you one set of dog tags each. Check the lists throughout this section for the locations of all the guards that have them, and read through the notes section that is below the table as some have special conditions for appearing. For bosses, once you have defeated a boss shake their corpse to receive it. Otherwise they will leave it behind, or there are other special causes to get their dog tag. Check the notes section along with the lists below so you know how to get them all. The names on the dog tags are those of both the development team (not satisfied enough with just their name in the credits ;]) and from a competition that was held on the Konami website (which I entered, and didn't win). And what do you get for getting dog tags? Nothing! It's just an interesting extra that you can participate in to add some replay value to the game. Anyway, good luck and have fun collecting! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.01. Very Easy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Check the Notes below the table before going after the Dog Tags! +-----+--------------------------------+------+-----+------------------+ | ID | Name | DOB | BLD | Location | +-----+--------------------------------+------+-----+------------------+ | 000 | Ryan M Mccarthy | 0206 | O | Helipad | | 001 | Alexandre Ignatoff | 0326 | A | Helipad | | 002 | Hyan Sup Kim | 0205 | O | Helipad | | 003 | Bruno Petit | 0709 | O | Tank Hangar | | 004 | Yuu Shinohara | 0426 | O | Tank Hangar | | 005 | Hector S Garcia | 1208 | -- | Tank Hangar | | 006 | Young Chan Park | 1122 | B | Armory | | 007 | Rathana Darrh Sang | 0827 | -- | Armory | | 008 | Scott Derby | 0522 | B | Canyon | | 009 | Johnny Kichmaier | 1004 | -- | Canyon | | 010 | Jerimiah W Harte | 0804 | A | Canyon | | 011 | Alejandro Garcia | 1007 | AB | Nuke Building B1 | | 012 | Menelaeos Papadiminitriou | 0527 | -- | Nuke Building B1 | | 013 | Zaheer Omar | 0728 | A | Blast Furnace | | 014 | Ryan Callender | 1106 | -- | Blast Furnace | | 015 | Mamoru Mizuno | 1015 | B | Warehouse | | 016 | Jin Zhao | 1216 | O | Warehouse | | 017 | Tomoyuki Marumo | 0313 | B | Warehouse North | | 018 | Jason Clarke | 0622 | -- | Warehouse North | | 019 | Mikiyasu Kambasyashi | 0929 | A | Underground Base | | 020 | Gary Goemans | 0629 | O | Underground Base | | 021 | Johnny Sasaki | -- | -- | Nuke Building B1 | | 022 | Meryl SilverBurgh | -- | -- | Nuke Building B1 | | 023 | Psycho Mantis | -- | -- | Commander Room | | 024 | Sniper Wolf | -- | -- | Snowfield | | 025 | Vulcan Raven | -- | -- | Warehouse | | 026 | Liquid Snake | -- | -- | Supply Route | +-----+--------------------------------+------+-----+------------------+ Notes ----- 005 - This guard is in the room to the North East on the ground floor of the Tank Hangor, which you can enter from the Ocelot boss fight onward. Make sure that the guard isn't looking at the door before entering, then using the crates sneak round and hold him up. 008 to 010 - These appear once you have done the Tank battle and have returned after. Take out the cameras in the Canyon as well (two near the Northern door, and two in the middle at either side, on the pillars. 015 to 016 - These only appear in the Warehouse once you are doing the PAL Key part of the story. 021 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to Nuke Building B1 and go into the Southern area; she is in the South West corner. Tranquiliser her then shake her before she wakes up to get this dog tag. 022 - When with Meryl (either in Nuke Building B1, the Commander Room or the Caves) tranquilise her and shake her before she wakes up to get the dog tag. 023 - Once you defeat him, shake his body to get the dog tag. 024 - Once you defeat her, shake her body to get the dog tag. 025 - Once you defeat him, he leaves his dog tag behind. Go South and collect it (by his minigun) 026 - Knock him off the edge during the final battle and the dog tag will appear for the taking. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.02. Easy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Check the Notes below the table before going after the Dog Tags! +-----+--------------------------------+------+-----+------------------+ | ID | Name | DOB | BLD | Location | +-----+--------------------------------+------+-----+------------------+ | 000 | Sasa Radosevic | 0709 | A | Helipad | | 001 | Huang Rongsheng | 0301 | O | Helipad | | 002 | Damian Di Carlo | 0319 | A | Helipad | | 003 | Randy W. McAllister | 0505 | -- | Tank Hangar | | 004 | Carlos Costa | 1026 | O | Tank Hangar | | 005 | Federico A Elli | 0827 | -- | Tank Hangar | | 006 | Kevin Leung | 0517 | -- | Armory | | 007 | David Falcon Marrero | 0511 | AB | Armory | | 008 | Elran Joseph Ettinger | 0822 | O | Armory | | 009 | Miguel Barrieiro | 0623 | A | Canyon | | 010 | Jan Olbrich | 0811 | -- | Canyon | | 011 | Alistair Kan | 0524 | B | Canyon | | 012 | Benjamin T Turner | 0520 | O | Nuke Building B1 | | 013 | Hank Van Den Brink | 0913 | -- | Nuke Building B1 | | 014 | Daijyu Satu | 0821 | B | Blast Furnace | | 015 | Ryan G Vicera | 0304 | O | Blast Furnace | | 016 | Diogo M Fernandes | 1010 | O | Warehouse | | 017 | John D Eriai | 1107 | -- | Warehouse | | 018 | Chris Kohler | 0418 | O | Warehouse North | | 019 | Pat RW Hart | 0806 | O | Warehouse North | | 020 | Matt Davies | 0422 | -- | Underground Base | | 021 | Aurore Portet | 0909 | -- | Underground Base | | 022 | Johnny Sasaki | -- | -- | Nuke Building B1 | | 023 | Meryl SilverBurgh | -- | -- | Nuke Building B1 | | 024 | Psycho Mantis | -- | -- | Commander Room | | 025 | Sniper Wolf | -- | -- | Snowfield | | 026 | Vulcan Raven | -- | -- | Warehouse | | 027 | Liquid Snake | -- | -- | Supply Route | +-----+--------------------------------+------+-----+------------------+ Notes ----- 005 - This guard is in the room to the North East on the ground floor of the Tank Hangor, which you can enter from the Ocelot boss fight onward. Make sure that the guard isn't looking at the door before entering, then using the crates sneak round and hold him up. 008 - This guard only appears when you come back to the Armory to get the PSG1. Get the Dog Tag from him now, as you cannot again! 009 to 011 - These appear once you have done the Tank battle and have returned after. Take out the cameras in the Canyon as well (two near the Northern door, and two in the middle at either side, on the pillars. 016 to 017 - These only appear in the Warehouse once you are doing the PAL Key part of the story. 022 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to Nuke Building B1 and go into the Southern area; she is in the South West corner. Tranquiliser her then shake her before she wakes up to get this dog tag. 023 - When with Meryl (either in Nuke Building B1, the Commander Room or the Caves) tranquilise her and shake her before she wakes up to get the dog tag. 024 - Once you defeat him, shake his body to get the dog tag. 025 - Once you defeat her, shake her body to get the dog tag. 026 - Once you defeat him, he leaves his dog tag behind. Go South and collect it (by his minigun) 027 - Knock him off the edge during the final battle and the dog tag will appear for the taking. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.03. Normal =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Check the Notes below the table before going after the Dog Tags! +-----+--------------------------------+------+-----+------------------+ | ID | Name | DOB | BLD | Location | +-----+--------------------------------+------+-----+------------------+ | 000 | Michael L P Janes | 0317 | O | Heliport | | 001 | Paul Rogozinski | 1001 | B | Heliport | | 002 | Rich Barnes | 0920 | A | Heliport | | 003 | Kalle Seponpoika Viitanen | 0627 | A | Tank Hangar | | 004 | Dan Amadio | 0714 | A | Tank Hangar | | 005 | Kate Dyson | 0221 | AB | Tank Hangar | | 006 | Kaleb T Heil | 0714 | AB | Armory | | 007 | Kevin Gordon | 0320 | A | Armory | | 008 | Carlos A Ortega | 1004 | O | Armory | | 009 | Edward A Holmberg | 0705 | A | Canyon | | 010 | Suneel C Buggal | 1229 | -- | Canyon | | 011 | Ken Alguire | 1014 | O | Canyon | | 012 | David Miner | 1206 | -- | Nuke Building B1 | | 013 | Steven Tieu | 0130 | -- | Nuke Building B1 | | 014 | Souta Asaka | 0803 | O | Blast Furnace | | 015 | Paul Caporicci | 0113 | O | Blast Furnace | | 016 | Akitaka Tosaka | 1118 | O | Warehouse | | 017 | Carey Murray | 0731 | O | Warehouse | | 018 | Brian L Hanson | 1129 | A | Warehouse | | 019 | Eric Dechaux | 0312 | AB | Warehouse North | | 020 | Essam Khilil L Obaidi | 0722 | AB | Warehouse North | | 021 | Vong Chan Phuc | 0603 | -- | Underground Base | | 022 | Patrick Ingoldsby | 0506 | A | Underground Base | | 023 | Johnny Sasaki | -- | -- | Nuke Building B1 | | 024 | Meryl SilverBurgh | -- | -- | Nuke Building B1 | | 025 | Psycho Mantis | -- | -- | Commander Room | | 026 | Sniper Wolf | -- | -- | Snowfield | | 027 | Vulcan Raven | -- | -- | Warehouse | | 028 | Liquid Snake | -- | -- | Supply Route | +-----+--------------------------------+------+-----+------------------+ Notes ----- 005 - This guard is in the room to the North East on the ground floor of the Tank Hangor, which you can enter from the Ocelot boss fight onward. Make sure that the guard isn't looking at the door before entering, then using the crates sneak round and hold him up. 008 - This guard only appears when you come back to the Armory to get the PSG1. Get the Dog Tag from him now, as you cannot again! 009 to 011 - These appear once you have done the Tank battle and have returned after. Take out the cameras in the Canyon as well (two near the Northern door, and two in the middle at either side, on the pillars. 016 to 018 - These only appear in the Warehouse once you are doing the PAL Key part of the story. 023 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to Nuke Building B1 and go into the Southern area; she is in the South West corner. Tranquiliser her then shake her before she wakes up to get this dog tag. 024 - When with Meryl (either in Nuke Building B1, the Commander Room or the Caves) tranquilise her and shake her before she wakes up to get the dog tag. 025 - Once you defeat him, shake his body to get the dog tag. 026 - Once you defeat her, shake her body to get the dog tag. 027 - Once you defeat him, he leaves his dog tag behind. Go South and collect it (by his minigun) 028 - Knock him off the edge during the final battle and the dog tag will appear for the taking. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.04. Hard =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Check the Notes below the table before going after the Dog Tags! +-----+--------------------------------+------+-----+------------------+ | ID | Name | DOB | BLD | Location | +-----+--------------------------------+------+-----+------------------+ | 000 | Mark Ernest Torio | 1014 | B | Heliport | | 001 | Alex H Higgins | 1266 | O | Heliport | | 002 | Li Shi Dan | 0814 | A | Heliport | | 003 | Kristopher Schmitt | 1224 | O | Tank Hangar | | 004 | Arthur Manuel Szpinski | 0409 | A | Tank Hangar | | 005 | Kevin S Weng | 0316 | O | Tank Hangar | | 006 | Michael A Williams | 1229 | O | Armory | | 007 | Patrick M Michalishyn | 0917 | O | Armory | | 008 | Julliard Ej Emilien | 1019 | -- | Armory | | 009 | Ross Lillo | 0529 | O | Armory | | 010 | Andy E Turner | 1022 | -- | Canyon | | 011 | Nouri Frederic | 0309 | A | Canyon | | 012 | Eric J Holmes | 0605 | -- | Canyon | | 013 | Alex G Fisico | 1121 | O | Canyon | | 014 | Jong Dong Kim | 1208 | A | Nuke Building B1 | | 015 | Navid Masserrat | 1210 | AB | Nuke Building B1 | | 016 | Jad V Jureidini | 0824 | O | Blast Furnace | | 017 | John Michciel V Lim | 0217 | O | Blast Furnace | | 018 | Andrew M Long | 0727 | O | Blast Furnace | | 019 | Bruno Aimedia | 0324 | O | Warehouse | | 020 | Dmitriy Sergeeritch Kovalev | 0121 | AB | Warehouse | | 021 | Oscar M Grandell | 0303 | -- | Warehouse | | 022 | Fernando Makio Toshimoto | 0131 | O | Warehouse North | | 023 | Christopher J Barbour | 0924 | A | Warehouse North | | 024 | Jose Maria Castillo Sealla | 0905 | A | Underground Base | | 025 | Michael R Klingensmith | 0726 | O | Underground Base | | 026 | Doug Tooley | 0910 | O | Underground Base | | 027 | Johnny Sasaki | -- | -- | Nuke Building B1 | | 028 | Meryl SilverBurgh | -- | -- | Nuke Building B1 | | 029 | Psycho Mantis | -- | -- | Commander Room | | 030 | Sniper Wolf | -- | -- | Snowfield | | 031 | Vulcan Raven | -- | -- | Warehouse | | 032 | Liquid Snake | -- | -- | Supply Route | +-----+--------------------------------+------+-----+------------------+ Notes ----- 005 - This guard is in the room to the North East on the ground floor of the Tank Hangor, which you can enter from the Ocelot boss fight onward. Make sure that the guard isn't looking at the door before entering, then using the crates sneak round and hold him up. 009 - This guard only appears when you come back to the Armory to get the PSG1. Get the Dog Tag from him now, as you cannot again! 010 to 013 - These appear once you have done the Tank battle and have returned after. Take out the cameras in the Canyon as well (two near the Northern door, and two in the middle at either side, on the pillars. 019 to 021 - These only appear in the Warehouse once you are doing the PAL Key part of the story. 027 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to Nuke Building B1 and go into the Southern area; she is in the South West corner. Tranquiliser her then shake her before she wakes up to get this dog tag. 028 - When with Meryl (either in Nuke Building B1, the Commander Room or the Caves) tranquilise her and shake her before she wakes up to get the dog tag. 029 - Once you defeat him, shake his body to get the dog tag. 030 - Once you defeat her, shake her body to get the dog tag. 031 - Once you defeat him, he leaves his dog tag behind. Go South and collect it (by his minigun) 032 - Knock him off the edge during the final battle and the dog tag will appear for the taking. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 5.05. Extreme =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * Check the Notes below the table before going after the Dog Tags! +-----+--------------------------------+------+-----+------------------+ | ID | Name | DOB | BLD | Location | +-----+--------------------------------+------+-----+------------------+ | 000 | Leon Shi | 0314 | O | Heliport | | 001 | Itoh Yuuichi | 0503 | O | Heliport | | 002 | Justin C Weber | 0430 | B | Heliport | | 003 | Augusto M Piccio | 0912 | O | Heliport | | 004 | Nam Huan Ho | 0320 | O | Tank Hangar | | 005 | Vlad A Parfyonor | 0119 | A | Tank Hangar | | 006 | Kris O R Sutton | 1215 | O | Tank Hangar | | 007 | David P Newman | 0419 | -- | Armory | | 008 | Tres Feia | 0406 | AB | Armory | | 009 | Kyle P Wright | 1103 | A | Armory | | 010 | Markus A Lindgrist | 0209 | -- | Armory | | 011 | Ted Traver | 1106 | -- | Canyon | | 012 | Solid Emad Vlaaj | 1104 | AB | Canyon | | 013 | Seosamh Gowran | 0808 | O | Canyon | | 014 | Kiba Wang Amada | 1031 | A | Canyon | | 015 | Iori Oda | 0426 | B | Nuke Building B1 | | 016 | James O' Reilly | 1017 | -- | Nuke Building B1 | | 017 | Tomotaka Morita | 0903 | B | Blast Furnace | | 018 | John H Weaver | 0607 | A | Blast Furnace | | 019 | Jaeho Song | 1129 | O | Blast Furnace | | 020 | Todd Maclntyre | 1020 | -- | Blast Furnace | | 021 | Mike Lisman | 0905 | O | Warehouse | | 022 | Wai K Lan | 0826 | B | Warehouse | | 023 | Kenichi Rou Kudo | 0604 | B | Warehouse | | 024 | Inhyuk Lim | 0116 | B | Warehouse | | 025 | Eric Gatrieau | 0619 | A | Warehouse North | | 026 | Brad Furminger | 1123 | AB | Warehouse North | | 027 | Theo Colin Tyler King | 1115 | A | Underground Base | | 028 | Robert G Pring | 0630 | O | Underground Base | | 029 | Jun Yo Kim | 0514 | B | Underground Base | | 030 | Paris Alexandre | 0828 | A | Underground Base | | 031 | Johnny Sasaki | -- | -- | Nuke Building B1 | | 032 | Meryl SilverBurgh | -- | -- | Nuke Building B1 | | 033 | Psycho Mantis | -- | -- | Commander Room | | 034 | Sniper Wolf | -- | -- | Snowfield | | 035 | Vulcan Raven | -- | -- | Warehouse | | 036 | Liquid Snake | -- | -- | Supply Route | +-----+--------------------------------+------+-----+------------------+ Notes ----- 006 - This guard is in the room to the North East on the ground floor of the Tank Hangor, which you can enter from the Ocelot boss fight onward. Make sure that the guard isn't looking at the door before entering, then using the crates sneak round and hold him up. 009 - This guard only appears when you come back to the Armory to get the PSG1. Get the Dog Tag from him now, as you cannot again! 011 to 014 - These appear once you have done the Tank battle and have returned after. Take out the cameras in the Canyon as well (two near the Northern door, and two in the middle at either side, on the pillars. 021 to 024 - These only appear in the Warehouse once you are doing the PAL Key part of the story. 031 - This Dog Tag belongs to Meryl in disguise. After the Ninja battle go to Nuke Building B1 and go into the Southern area; she is in the South West corner. Tranquiliser her then shake her before she wakes up to get this dog tag. 032 - When with Meryl (either in Nuke Building B1, the Commander Room or the Caves) tranquilise her and shake her before she wakes up to get the dog tag. 033 - Once you defeat him, shake his body to get the dog tag. 034 - Once you defeat her, shake her body to get the dog tag. 035 - Once you defeat him, he leaves his dog tag behind. Go South and collect it (by his minigun) 036 - Knock him off the edge during the final battle and the dog tag will appear for the taking. =============================================================================== --------------------- 6. GHOST PICTURES --------------------- =============================================================================== This section will be included in a future version of this FAQ. =============================================================================== ---------------------------- 7. SECRETS / UNLOCKABLES ---------------------------- =============================================================================== This section contains all the unlockables, secrets, Easter eggs and extra hidden things that you may not know about. Thanks to the GameFAQ's codes page and their respective contributors for the codes listed, which is my source. Also thanks to Merca for allowing me to nab some of his codes from his guide. Cheers mate! ----------- Unlockables ----------- Completing the game once (regardless of ending) unlocks the... • Camera (you need to complete the game with it however) • Boss Survival Mode Completing the game (with the Otacon ending - submit torture) unlocks the... • Stealth • Otacon demo Completing the game (with the Meryl ending - resist torture) unlocks the... • Bandana • Meryl demo Completing with both endings unlocks the... • Tuxedo Snake • Snake suit Meryl • Crimson Ninja Completing the game three times (regardless of ending)... • Changes the end credit music to the Metal Gear Solid theme. Completing the game (with the Otacon ending as Tuxedo Snake) unlocks the... • Otacon demo (alternate costumes) Completing the game (with the Meryl ending as Tuxedo Snake) unlocks the... • Meryl demo (alternate costumes) ------- Secrets ------- • On the title screen, you can alter the speeds of the DNA strands in the background by using the shoulder buttons. Holding L slows them down, and holding R speeds them up. • You can zoom in on the in-game cutscenes by pressing the R button. You can then move around using the C-Stick. • The save icon on the memory card will be Otacon once you have completed the game once. • The save icon on the memory card will be the Ninja once you have completed the game twice. • You can annoy Mei Ling by calling her up then choosing not to save over and over again. After a while she will complain, then say nothing, and eventually she will stick her tongue out at you. =D • When you are paired with Meryl during parts of the game, you can play around with her. Punching or shooting her causes her to punch you in retaliation (this sadly cannot be avoided) and staring at her makes her uneasy! • When you first see Meryl in the Holding Cells (overhead in the air duct) exit the air duct and return again she will be in her underwear! ;) • Later when she is disguised as a guard and you have to wait for her to enter the ladies toilets (Nuke Building B1; before the Psycho Mantis battle) if you enter straight after she goes in, she doesn't have time to change properly and she will be in her underwear during the following cutscene. • When you visit the Underground Passage for the first time and have to head through the patch of mines, step on one and Meryl will slap her ass at you. • Killing ravens on the Cargo Elevator means that in the cutscene with Vulcan Raven before his boss battle, he will mention something about your bird slaughtering. • When escaping from your cell in the Medical Room, ignore Johnny (the guard) and head straight to the torture room in the North. He will then approach you, but he gets another crap attack and just heads into the toilet instead! Knock on the toilet door after and he will make groaning noises. :) • You may notice that you cannot enter the Medical Room toilet. Well if you exit the room and re-enter again, the toilet is accessible. Nothing notable in there, but it's somewhat posh. • There is also a secret Codec conversation to be had in the Snowfield - head to the South East corner of the Snowfield and head onto the higher ground, then look out to the East in first person. You will see a parachute in the tree, and you will receive a Codec conversation about it. • Having or not having the SOCOM in the cutscene in the Holding Cells after escaping the DARFA chief's cell changes what happens somewhat. • Shooting at rats after a while causes Campbell to contact you by CODEC and have a belly at you. ----------- Easter Eggs ----------- • There are Mario and Yoshi statuettes in the North East corner of the Laboratory. Shooting Mario shows you a 1UP symbol, and shooing Yoshi will cause him to make a noise. • There is a GameCube and a Wavebird on the central desk of the Laboratory. There is even the GameCube menu displayed on the nearby television screen! • There is a Zone of the Enders 2 poster on the North wall of the Laboratory. • The Books that you can lay down to distract guards with have images of Alexander Roivas from Eternal Darkness on them! • The inside of the locker door in the top right block of the Armory has a Eternal Darkness inside. • In the Psycho Mantis cutscene before the boss battle, he will read your mind (or rather your memory card) and say what games you are playing. If you have Super Mario Sunshine, The Legend of Zelda, Super Smash Bros. Melee or Eternal Darkness, then he will mention them. • In the Commander Room, on the North wall are three pictures of people. There is cut-scene director Ryuhei Kitamura on the left, Hideo Kojima in middle (the creator / producer of the Metal Gear series) and on the right is Denis Dyack, the President of co-developer Silicon Knights. Feel free to shoot these off the wall. ;) ----------------- Glitches / Errors ----------------- • The game will freeze up from time to time - the GameCube will make clicking noises and the game will have an error. You have to switch it off at which point. If this happens to you then don't worry, everyone's version does it now and again (Metroid Prime doesn't it a lot). I recommend that you save as much as you possibly again to avoid a lot of lost data due to these errors. • You cannot see Snake's shadow while in first person mode. • Watch the cutscene in Nuke Building B2 where the Ninja kills the bunch of guards. You may notice he slices one into two. However when you investigate the bodies afterward, there is no corpse here that is like that. • Repeatedly shoot a nearby target with a stinger to make the game slow down to a crawl. ---------------------- Other / Messing around ---------------------- This is a list of things that you can do in the gameplay that isn't really obvious or is hidden, and also things you can try out if you are bored or want a laugh. If you have found any else that is hidden or is fun to do, then give us an email and I'll consider placing it here. • Rolling up or down a set of stairs causes Snake to collapse in a heap. • You can shoot sacks of flour. This creates a fine mist in the area which can blind guards and enables you to see sensor beams. • You can shoot fire extinguishers. This creates a fine mist in the area which can blind guards and enables you to see sensor beams. • You can shoot some pipes in some of the areas, which can blind nearby guards and also harm you. • Although most lights (sadly) cannot be shot, there are some that can. They are bar ones with heavy gridding over them (as seen in some of the blocks of the Armory area). • Water ripples when you shoot it. • The ravens in the Cargo Elevator sometimes crap on you if you look up at them in the first person mode. • The electric flooring in the Nuke Building B2 can be fun to play around with. For example setting Books onto it sets them alight, and throwing grenade based weapons at them and they will explode quicker. • Die in first person mode and the screen will crack. • Some computer monitors can be destroyed by being shot / punched. A good example is the laptop in the Holding Cells; punch it a few times and it will fold back a couple of times. • You can drop down onto guards from a railing to knock them out. However there are little opportunities to do this. • You can shoot a guard's radio and destroy it (its the gray box on their lower backs). Doing this means they cannot call for help. • You can knock the doors off lockers by attacking them with punches or a weapon. If the locker can be opened then the door will fall outward, and if it is locked then it will fall inward. • You can set C4 on guard's backs. • Hold up a guard and shoot his arm or leg. He will continue to be held up, but his injured limb with act limp and shake. You can shoot one arm and a leg before he dies. • Hold up a guard and shoot one arm, one leg and destroy his radio then leave him alone. He will limb away, try and call for help to find that his radio doesn't work, then continue to limb around the area for ages! Very funny. • Hide in a locker with the stealth equipped and knock. The guard will open the door to find no one there. • Equip a box and make a guard pick it up from over you. JUST as the box is being unequipped and taken from you, equip the stealth and the guard will act all confused. Collect the box afterward remember! =============================================================================== ------------ 8. FAQ'S ------------ =============================================================================== =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Q. What is Meryl's Codec Frequency? I don't understand where you get it from... A. It is 140.15. You get it from the back of the 'package' as Baker said, which is really the back of the game case! You can see it in the screenshot of the Codec conversation between Snake and Meryl. Clever, huh? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Q. I cannot hit Psycho Mantis in the boss battle! Help! What am I doing wrong? A. Change your controller to Port 2. If he is able to read your mind again then bump it along a port. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Q. What do I get for collecting the Dog Tags? A. Nothing.. just the satisfaction that you can get them, that's all. ;) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =============================================================================== ------------------------------------ 9. CONCLUSION AND SPECIAL THANKS ------------------------------------ =============================================================================== That's just about it, folks. I hope that this document has been of aid in one form or another, and that it has been easy to use. If you could, please either ask me questions, suggestions, comments or contributions at crazyreyn_faqs@hotmail.com. Also could you rate this FAQ so I could get some feedback. Thank you for reading. +--------------------------------------------------------------------------+ | Special Thanks to these who have contributed to the guide in some way... | +--------------------------------------------------------------------------+ CJayC (Gamefaqs) - For accepting this guide and for creating the best site on the internet. Thanks! http://www.gamefaqs.com IGN - For accepting this guide and for creating an awesome video games site. Thanks! http://www.ign.com Konami / SK - For creating a superb update to a classic title! ASCII Generator - For producing the text ASCII for my Crazyreyn sig. Thanks, and is a great site if you need any ASCII text. http://www.network-science.de/ascii/ Don Fleming (El Greco)- For correcting the date of which the original MGS was released. Thanks! Merca - For telling about the controller info for the Psycho Mantis battle, for critiquing the guide and for letting nab some of his secrets from his guide. Cheers mate, and be sure to check out his _great_ work! http://www.gamefaqs.com/features/recognition/39691.html +-------------------------------------------------------------+ | Special Thanks to these who are my good GameFAQS friends... | +-------------------------------------------------------------+ Robert Lane (Lanerobertlane) Richard Arnett (Guitarfreak86) Ryan Harrison (RHarrison0987) Thomas Carter (Carter12) Duncan Hardy (Super Nova) Rebecca Skinner (Karpah) Martin Dale-Hench (Fox) Brian Sulpher (BSulpher) Trace Jackson (Meowthnum1) Richard B. (Gbness) Steve McFadden (Psycho Penguin) Chris Noonan (Merca) Colin Scully (me frog) Tom Hayes (THayes) And everyone else at the FAQ Contributors board! :) If I have forgotten you, then please contact me and I'll fix your name up here! ------------------------------------------------------------------------------- ___ / __|_ _ __ _ ____ _ _ _ ___ _ _ _ _ | (__| '_/ _` |_ / || | '_/ -_) || | ' \ \___|_| \__,_/__|\_, |_| \___|\_, |_||_| |__/ |__/ http://www.gamefaqs.com/features/recognition/27600.html ------------------------------------------------------------------------------- By Crazyreyn (crazyreyn_faqs@hotmail.com) Copyright (c)2004 Matthew Reynolds. All rights reserved. +------------------+ | Copyright Notice | +------------------+ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ================================END OF DOCUMENT================================