"Metal Gear 2: Solid Snake" Walkthrough/Transcript FAQ
Version 2.0 (March 17, 2006)
written by Elbryan42
This document Copyright 2006 Elbryan42
==============================================================================
The original concept of this FAQ was to transcribe the fan translated script
for the MSX version of Metal Gear 2: Solid Snake. Now, however, as of March
15, 2006 an official translation and North American localization is available
in the form of an extra for Metal Gear Solid 3: Subsistence.
So, being that the game is finally available on the western shores, this FAQ
will now reflect that. There is, however, a new section detailing the
differences between the Subsistence version (which was also released for
cell phones in Japan) and the original MSX version.
So, the script is now here, but it's no longer for the purpose to educate
people. :P But, since the original intent was to transcribe, the walkthrough
is not only for the game, but to get to each conversation in the game. I
found this easier compared to trying to explain where in the game each
conversation takes place.
Due to getting every conversation, this walkthrough may not be the fastest
way to complete the game, but there is a mini-walkthrough at the end for a
spoiler free, fast way through the game for those who want to enjoy the game
and it's great storyline on their own.
This walkthrough DOES NOT detail how to emulate the original MSX game, or
where to get the ROM. You're on your own there. Also, I decided not to
include the manual (besides the tap codes) as the game relays the storyline,
enviornments, and such rather well.
I will not provide the Official Soundtrack (distributed by Konami) either,
however, I ripped the music from the game myself. The info is in the
soundtrack section.
Lastly, there's a section called "Stuff You Must Know". It's very important
you refer to this section whether you wish to use the walkthrough or not. You
may not even be able to play that far into the game without the information
in this section.
I think I have a reasonable strategy for this game, if you know of better
techniques, or if any of my info is incorrect, feel free to email me at:
[email protected]
==============================================================================
***********************
**00. Version History**
***********************
Version 1.0
-----------
-First release, all complete.
Version 1.1
-----------
-Fixed some spelling mistakes, removed music rip ftp info because it's
against the GameFAQs rules, and my ftp is down.
Version 1.2
-----------
-Added (by popular demand) an ASCII map of the swamp maze. See section 12.
Version 2.0
-----------
-FAQ is now heavily Subsistence based.
-Updated the script with the official translation.
-Added a new section "Subsistence vs MSX"
-Added a new section "Stuff You Must Know"
-Revised certain parts like the Legend, The Metal Gear Series, and the
Introduction.
==============================================================================
*********************
**TABLE OF CONTENTS**
*********************
01. The Metal Gear Series
02. Subsistence vs MSX
03. Stuff You Must Know
04. Controls and Gameplay
05. Fox Hound and Allies
06. Weapons
07. Items
08. Walkthrough/Transcript
09. Spoiler Free Walkthrough
10. Bosses
11. Tap Codes
12. Soundtrack/Sound Test
13. Swamp Maze Map
14. Special Thanks
15. Legal Crap
==============================================================================
*****************************
**01. The Metal Gear Series**
*****************************
The Metal Gear series is created by Konami developer Hideo Kojima. The series
is dubbed as "Tactical Espionage Action". The games are the first games to
have stealth, not action, as the basis of the gameplay. This makes the
gameplay quite different, and though it takes some time to get the feel of
sneaking around, it's quite addictive. The series is also known for it's
ability to weave an story as intriguing as it is exiting.
The first game in the series is Metal Gear, released for the MSX Home
Computer in 1987. It takes place in the year 1995, where a nation in South
Africa called Outer Heaven has claimed to have a mysterious weapon that
can launch a nuclear strike from anywhere on the face of the planet. Nothing
is known about the terrorists' leader. The Special Forces Unit, Fox Hound
has sent in their top agent, Grey Fox to investigate. Grey Fox is captured,
however, and they send in their rookie agent, Solid Snake, to rescue Grey
Fox and stop the threat before it's too late. Grey Fox is rescued, and
the weapon is revealed as Metal Gear, a bipedal walking battle tank. Snake
destroys Metal Gear, and faces the true enemy, Big Boss, his commanding
officer! In a climactic battle, Snake prevails and Outer Heaven is
destroyed.
Metal Gear was ported to many systems, the most popular of which is the
Nintendo Entertainment System. It also came out for the IBM PC and the
Commodore 64.
In 1990, Metal Gear 2: Solid Snake was released. Since this FAQ describes
the story, I won't go into detail. The year is 1999. In Central Asia,
a new nuclear power emmerges called Zanzibar Land. Not only do they have
the most firepower in the world, they have also captured Dr. Kio Marv,
the scientist who created "Oilix" an organism that secretes oil. Solid
Snake is called out of early retirement to rescue Dr. Marv and save the
world. Until 2006, this game only existed in Japan.
Also in 1990, a spin off of Metal Gear was released for the NES called
Snake's Revenge. It doesn't fit into the Metal Gear timeline, and Hideo
Kojima has nothing to do with it. I won't get into the story, as I've
barely played it, and it's irrelevant to the series.
After a long break, the third game in the series was released in 1997
for the Sony Playstation. It's name is Metal Gear Solid, the first game
to adopt the now famous name. The game takes place in Alaska in 2005 where
terrorists are demanding the remains of Big Boss, or else they'll launch a
nuclear strike. Snake is called upon once again to save the world. This
time the Metal Gear is Metal Gear Rex, which now uses a rail gun to deliver
the nuclear threat undetected. Along the way, Snake meets comrades like
Meryl and Otacon, and now classic enemies like Liquid Snake and Revolver
Ocelot.
Metal Gear Solid was also released as Metal Gear Solid: Integral on the PC
and in Japan for the Playstation. It featured more VR Missions and extra
difficulty modes. The extras were released in North America for the
Playstation called Metal Gear Solid: VR Missions.
In 2000, Konami released Metal Gear: Ghost Babel for the Game Boy Color. It
takes place either between Metal Gear 2 and Metal Gear Solid or possibly as a
VR Mission to train Raiden for Metal Gear Solid 2. It has Snake intruding
Galuade, another nation that's a threat to the entire world. The story is
just as top notch as the rest of the series, and the gameplay is very similar
to Metal Gear 2: Solid Snake and Metal Gear Solid. When it was released in
North America, it was renamed as simply Metal Gear Solid, to sell more copies.
In 2001, Metal Gear Solid 2: Sons of Liberty was released for the Playstation
2. It's 2 stories. The first has Snake on a tanker getting evidence of a new
Metal Gear created by the Marines. The second part takes place on a waste
disposal plant, where you play as Raiden, a new Fox Hound member, to uncover
the truth behind the plant's secrets and stop a chemical spill of devastating
proportions.
Metal Gear Solid 2 was later released for the X-Box, PC, and Playstation 2
as Metal Gear Solid 2: Subsatnce, which includes more VR Missions, more
options, more difficulties, and Snake Tales, which are additional missions
that allow you to play as Snake in the plant.
In late 2003, Metal Gear Solid: The Twin Snakes was released for the
Nintendo Gamecube. It's a remake of the original MGS, with the extra gameplay
mechanics from MGS2. It also had redone music and cutscenes. Not much
strategy wise or gameplaywise has changed. The team behind it is Silicon
Knights, the designers behind Eternal Darkness.
In 2004, Metal Gear Solid 3: Snake Eater was released for the Playstation 2.
Not really a Metal Gear Solid game, since Solid Snake isn't in the game. It
follows a mission as Big Boss, the legendary soldier, in the 1960s. It's the
first Metal Gear game to take place in the outdoors. It added such gameplay
elements such as stamina, hunting for food, and camouflage. It also honed the
already excellent gameplay from MGS2.
Finally, in 2006, Metal Gear Solid 3: Subsistence. It's an update of MGS3
with more Snake vs Monkey missions, Demo Theatre, Boss Survival, the first
ever North American versions of MSX Metal Gear and Metal Gear 2: Solid Snake
(yay!), and the biggest part, an online mode of Metal Gear Solid 3.
Sometime in the near future (likely 2007) Metal Gear Solid 4: Guns of the
Patriots will be released for the Playstation 3. It will conclude the story
set forth by Metal Gear Solid 2.
==============================================================================
**************************
**02. Subsistence vs MSX**
**************************
This section will detail what's different in Subsistence from the original
MSX version:
-Character portraits have been changed.
-New, official translation. Font for the text is also included to allow
lowercase, uppercase, and more punctuation. It also allows for more
characters to be viewed, making it easier to read.
-Controls feel much smoother.
-Crawl is now it's own button as opposed to punch and weapon at the same time.
-Transciever frequencies are saved in memory like in MGS games.
-Extra modes and features like Easy Mode, Boss Survival, and Infinite Bandana.
-Some new graphics for items have changed (ie. Rations now look different).
-You can now lay a total 16 landmines on screen instead of 6.
-Cigarettes now decrease your health bar slowly.
-New character names:
-Gustava Heffner instead of Natasha Markova
-Drago Petrovich Madnar instead of Petrovich Madnar
-Johan Jacobsen instead of Yosef Norden
-George Kasler instead of George Kessler
-Black Ninja instead of Black Color
-Four Horsemen instead of Ultra Box
-Jungle Evil instead of Predator
-Night Fright instead of Night Sight
-Blowable walls now have a question mark appear when you're punching.
==============================================================================
***************************
**03. Stuff You Must Know**
***************************
First and foremost, this game has a copy protection from way back in the
diskette days. Much like Metal Gear Solid's Meryl's codec frequency on the
back of the case, these require you to have the game manual to get past
certain parts in the game. Two out of the three parts in Metal Gear 2: Solid
Snake can be solved using the tap codes (see the Tap Codes section), and
another requires you to refer to a picture in the manual.
Well, I'll tell you what the answers are. Mainly because the now North
American localized release of Metal Gear 2: Solid Snake (in Metal Gear Solid
3: Subsistence) DOES NOT provide you with the manual, although you paid for
the game.
So, the first point you need to the manual is to decipher the code that
someone's tapping on a wall, after you follow a Green Beret through a
forest. The frequency is 140.82. The next point you need the manual is
when Campbell changes his frequency for the first time, telling you to find
it on a picture in the manual. His new frequency is 140.66. Lastly, Campbell
changes his frequency one last time, this time telling you to use tap codes.
The new frequency is 140.24.
So there you go.
==============================================================================
*****************************
**04. Controls and Gameplay**
*****************************
Metal Gear 2: Solid Snake's controls are as follows:
D-Pad: Move Snake
Circle: Punch
Square: Fire Weapon
X: Crouch
Start: Pause
Select: Transceiver
L2: Items Menu
R2: Weapons Menu
Pausing the game in Subsistence will allow you to save, load, view the
instructions (button setup) and quit the game.
The original MSX's controls are as follows:
Cursor Keys: Move Snake
N: Punch
Space: Fire Weapon
N + Space: Crouch
F1: Pause
F2: Weapon Menu
F3: Items Menu
F4: Transceiver
F5: Save Menu
This is a game of stealth. You must stay out of your enemy's site at all
times, if possible. You have a radar, which shows the current screen and the
8 surrounding screens as well. You're the red dot, the enemies the white
dots. If you're spotted, you'll go into alert mode, which scrambles your
radar. If you stay out of sight long enough, you'll be in caution mode, which
has the enemies looking for you. If they don't find you in a certain amount
of time, you'll be back in sneaking mode, with full radar.
Your surroundings can cause sounds, whether it's a metal floor, squeaking
sand, or tiles. This can be used to your advantage to lure enemies, but
usually it's best to crouch and crawl, the only way to stay silent. You can
knock on walls to lure enemies as well.
If you kill an enemy without alerting the guards, they may drop Ammo Packs
or Rations. Also, if you have a Ration equipped, when your life meter drops
to zero your life will be automatically refilled.
On Subsistence, the game now keep track of your frequencies. To access the
frequencies you've used, press down, and then circle to call the person you
have selected.
==============================================================================
****************************
**05. Fox Hound and Allies**
****************************
Solid Snake
Snake's first mission was to infiltrate Outer Heaven and rescue Grey
Fox. He fulfilled his mission and also destroyed Metal Gear, a walking
battle tank, defeat Big Boss, and destroy Outer Heaven. His new mission
is to penetrate Zanzibar Land and rescue Dr. Kio Marv, the engineer of
OILIX.
Holly White
A worldwide famous journalist, and now an operative for the CIA, Holly
penetrated Zanzibar Land under the guise of the journalist. Being there
longer than Snake, she provides him with important information about his
surroundings and the politics of Zanzibar Land.
Dr. Kio Marv
Dr. Kio Marv is a Czech scientist and biological genius, responsible for
creating OILIX, a bio-organism that secretes oil. His findings would
prove useful for the world's oil shortage, but he was kidnapped and
taken to Zanzibar Land.
Gustava Heffner (Natasha Markova on MSX)
Gustava, a Gold Medalist at the Calgary Olympics, joined the STB and was
captured in Zanzibarland along with Dr. Kio Marv.
Colonel Roy Campbell
Colonel Campbell was made Fox Hound's commander after Big Boss lost the
job. He's Snake's commanding officer, and provides Snake with mission
objectives.
McDonnel "Master" Miller
Master Miller was responsible for training Fox Hound recruits in boot
camp. He's Snake's inspriational and battle tactics contact. Lots of
useful information can be obtained from him.
George Kasler (George Kessler on MSX)
Kasler is Snake's invaluble asset in taking on the dangerous foes he
faces in of Zanzibar Land.
Johan Jacobsen (Yosef Norden on MSX)
The most informative animal expert in the entire world, Jacobsen
provides Snake with information on creatures of all kinds.
==============================================================================
***************
**06. Weapons**
***************
Handgun
A semi-automatic pistol used as the standard sidearm in the U.S.
military. Can be fitted with a suppressor. Can also be reloaded.
Sub Machine Gun
A lightweight American SMG. Hold down the [Square] button for full-auto
fire. Can be fitted with a suppressor. Can also be reloaded.
Grenade
A U.S.-made fragmentation grenade. Detonates upon contact with the
ground. Drops at targeted point.
Stinger Missile
Move radar crosshairs using the directional buttons. Press the [Square]
button to fire. Can attack enemies offscreen but on radar.
RC Missile
After firing, use the directional buttons to manually control the
direction of the missile, and guide it to the target.
Plastic Explosive
A lightweight, high performance, moldable explosive. Can be detonated
offscreen, if within radar range.
Mine
Use [Square] button to set. Crawl over to pick up. Mine detector shows
mines on radar as white dots. Up to 16 can be set at a time.
Camouflage Mat
Matches any type of terrain. Press the [Square] button to set. Walk over
to pick up. Crawl underneath to hide.
Gas Grenade
Crowd-suppression grenade. Releases CN gas on detonation. Do not use
downwind of target.
Mouse
A dummy robot used to disable noise mode. Press [Square] button to
dispatch.
Lighter
An ordinary dollar-store lighter. It's use is unknown.
==============================================================================
*************
**07. Items**
*************
Cigarettes
Surgeon General's Warning: Cigarette smoking may be hazardous to your
health.
Bandana **Subsistence only**
Solid Snake's Bandana. (Infinity) symbol is sewn in.
Binoculars
Allows you to see one screen up, down, left, or right of your present
location.
Night-Vision Goggles
Goggles that make night seem like day. Let you see in even the darkest
places.
Gas Mask
Doubles the length, and slows the depletion of the O2 guage in poison
gas areas. Also works against gas grenades.
Body Armor
The "Silent Partner Special", a bulletproof vest that halves damage
recieved by enemies. Only works against bullets.
Oxygen Tank
Doubles the length and slows the depletion of the O2 guage underwater.
Refills itself automatically when you surface.
Mine Detector
When equipped, mines are displayed on the radar as white dots. Also
displays mines you have laid.
Hang Glider
Completely useless in battle. Its use is unknown.
Cardboard Box
An ordinary cardboard box. According to the label, it's bound for
Zanzibar Land. It's use is unknown.
Bucket
A metal bucket used for cleaning bathrooms. Looks pretty solid. Its use
is unknown.
Cold Medicine
Contains lysozyme chloride, to help fight nasal congestion. Helps stops
sneezing, runny nose, stuffy nose, and teary eyes.
Cassete Tape
The cassette tape found in Gustava's locker. Contains a recording of
Zanzibar Land's national anthem.
Egg
An egg taken from the bio lab. Doesn't look edible. It's use is unknown.
Egg
An egg taken from the bio lab. Doesn't look edible. It's use is unknown.
Brooch
Gustava's brooch. It's embossed with the seal of Zanzibar Land. Its use
is unknown. It smells like Gustava.
Card 1
An IC card of the type used in Zanzibar Land.
Card 2
An IC card of the type used in Zanzibar Land.
Card 3
An IC card of the type used in Zanzibar Land.
Red Card
A master card that replaces cards 1 through 3.
Card 4
An IC card of the type used in Zanzibar Land.
Card 5
An IC card of the type used in Zanzibar Land.
Card 6
An IC card of the type used in Zanzibar Land.
Blue Card
A master card that replaces cards 4 through 6.
Card 7
An IC card of the type used in Zanzibar Land.
Card 8
An IC card of the type used in Zanzibar Land.
Card 9
An IC card of the type used in Zanzibar Land.
Green Card
A master card that replaces cards 7 through 9.
Cartridge
The game cartridge left behind by Dr. Marv. The OILIX microfilm is
hidden inside.
Ration [B1 Unit]
Press the [Circle] button to recover life. Contains beef, pork, ham,
and eggs, tuna fish, chocolate, and crackers.
Ration [B2 Unit]
Press the [Circle] button to recover life. Contains beans and meatballs,
beans and franks, and beef and potatoes.
Ration [B3 Unit]
Press the [Circle] button to recover life. Contains sliced ham, chicken
and turkey, spaghetti, cheese, and coffee.
Spray
A laquer spray made from dimethyl ether and LP gas. The can says "Do not
use near open flames." Metallic gray in color.
==============================================================================
******************************
**08. Walkthrough/Transcript**
******************************
----------
| Legend |
----------
Note: There used to be a Legend here with abbreviations for the characters.
With the official translation, and the updated game, the conversations now
allow for more characters on the screen, so the need for abbreviations in the
game isn't needed. Thus, I won't abbreviate either.
I will, however, show you the speaking characters and their frequencies (if
available):
Solid Snake = No Frequency
Colonel Roy Campbell = 140.85, 140.66, 140.24
George Kasler = 140.93
McDonnel "Master" Miller = 140.38
Holly White = 140.15, 140.76
Dr. Kio Marv = 140.51
Black Ninja (aka Kyle Schneider) = No Frequency
Drago Petrovich Madnar = 140.82
Johan Jacobsen = 140.40
Deepthroat = 140.00
Kid = No Frequency
Running Man = No Frequency
Red Blaster = No Frequency
Gustava Heffner = No Frequency
Gray Fox = 140.27
Four Horsemen = No Frequency
Jungle Evil = No Frequency
Big Boss = No Frequency
Pilot (Charlie) = 140.00
Throughout the walkthrough, the items that are picked up are in [brackets]
and if there's a door the IC Card that is required will be in (parentheses).
Also, if a tranceiver conversation requires you to call a certain freuquency,
the instruction will be marked with two asterisks (**).
-------------------
| Opening Credits |
-------------------
Konami Presents - 1990
Game Programming - Isao Akada
Game Programming - Toshinari Oka
Demo Programming - Hiroyuki Fukui
Character Design - Shuko Iwamoto
Character Design - Tae Yabu
Character Support - Yoshihiko Ohta
Scenario - Hideo Kojima
Mechanical Design - Tomohiro Nishio
Music Compose - Musahiro Ikariko
Sound Effect - Kazuhiko Uehara
Game Design - Hideo Kojima
---------
| Intro |
---------
It is the late 1990s...
The world is emabarking on an age of peace and stability.
Relations between the Cold War superpowers have thawed.
Regional conflicts are being resolved. The thread of nuclear war is now
thing of the past.
But there is some who do not desire peace...
An atmosphere of tension begins to build in the Middle East.
A military junta comes to power in Zanzibar Land, a small nation
bordering the USSR, China, and the Middle East.
Zanzibar Land attacks nuclear weapon disposal sites around the world,
seizing those weapons that are still intact, and becomes the world's
only nuclear power.
It then begins to invade its neighbors at will.
After renouncing nukes forever, the world is once again threatened by
the specter fo nuclear war.
Meanwhile, the world's oil supply, which was to last another 40 years,
suddenly and unexpectedly dries up. Without a safe and alternative
source of energy, the world faces a severe energy crisis.
It is in these dire circumstances that Dr. Kio Marv, a Czech biologist,
develops "OILIX" a microbe that can synthesize high-grade petroleum.
With this discovery, global tensions are once again on the rise. On his
way to attend an American scientific conference, Dr. Marv is kidnapped
by agents of Zanzibar Land.
With its nuclear weapons and the secret of OILIX, Zanzibar Land plans to
achieve global militar domination.
A tiny microbe, only a few microns wide, is about to change the world
forever.
--------------------------------------------------------
| Walkthrough Part 1: Penetrating the Zanzibar Complex |
--------------------------------------------------------
You begin the game with Solid Snake emmerging from the darkness. After
you take cover, the transceiever comes up as Snake contacts Colonel Roy
Campbell.
**140.85**
Snake:
This is Snake... I've reached the infiltration point.
Campbell:
Snake... Right on time, as always.
Let's get started... Commencing Operation Intrude F014.
Let's go over this one more time. Your mission is to infiltrate
Zanzibar Land and rescue the kidnapped Czech biologist, Dr. Kio
Marv.
Snake, we've provited you with a new anti-personnel sensor. Try
switching it on.
Snake:
Roger... OK, it's on.
Campbell:
The white dots are enemy soliers. The red dot is your current
position.
The radar is equipped with several other types of sensors as well.
They should warn you of any unseen dangers.
Snake:
What's the radar's effective range?
Campbell:
Take a look at your radar display. It shows a 9-screen area
centered on your position. However, it may not work in small,
enclosed spaces.
Also, if the enemy spots you won't be able to use the radar. The
enemy will use a jammer to scramble it.
Snake:
Got it. ...Where can I find Dr. Marv?
Campbell:
Well... Dr. Marv has a transmitter implated in one of his molar
teeth.
When you get close to him, he'll show up as a red dot on your radar.
Snake:
So I just have to keep an eye out for the red dot...
Campbell:
Snake, use frequency 140.85 for all future communications with me.
...Good luck.
...Over and out.
**If you contact Campbell, you'll get one of these responses:
**140.85**
Campbell:
Remember that you won't always be able to procure supplies, and
plan accordingly...Over and out.
Campbell:
If you get into trouble, give McDonnell Millar a call. He used to
be our survival master. A good man to know.
He's also and idea man. Feel free to ask him anything. He'll help
you think of a solution.
His frequency is 140.38...Over and out.
Campbell:
If you need to know anything about mercenareies or enemy weapons,
ask our mercenary expert George Kasler. He knows everything.
He used to work for us as a military adviser. You can trust him.
His frequency is 140.93.
We'll pick up the tab for the info... just don't ask him about
whale cuisine...Over and out.
Campbell:
Put yourself in the enemy's shoes. Imaging you're the enemy
commander., or the game designer, in charge of guarding that area.
You might see possibilities you couldn't see before...Over and out.
Campbell:
Fight when you have to fight. Kill when you have to kill. Those are
the rules on the battlefield, in a shooting game...Over and out.
Campbell:
Your mission is to avoid contact with the enemy, not to eliminate
them. Forget everything you've ever seen in action movies... Over
and out.
Campbell:
There are two ways for the enemy to find you. One is by sight, the
other is by sound. Sound travels at 340 meters per second at room
temperature. If the wind is right, it can travel enormous distances.
The key is to operate silently. If you make a noise, get ready for
a fight immediately...Over and out.
Campbell:
Watch out for floors that make noise when you walk. Not even those
noise-absorbing boots you're wearing can eliminate footstep noise
completely.
Crawl to move across those types of floors...Over and out.
Head north, take out the guard. Go east, take [Ration B1] from the truck.
Go north, answer transceiver call.
**140.85**
Campbell:
Use crawling to sneak through gaps in the fence...Over and out.
Crawl through gap in fence. Then south, west, west, north, crawl through
fence gap. Go east, crawl through fence gap, go north. Answer transceiever
call.
**140.85**
Campbell:
You can't sneak in through the front door. Use the vents...Over and
out.
Go east, grab the [Handgun] from the truck. Enter the vent to gain entry to
the Zanzibar Complex. In the vent, pick up the [Ammo]. Exit the vent in
the far northeast to get into the Zanzibar Complex.
----------------------------------------
| Walkthrough Part 2: Zanzibar Complex |
----------------------------------------
**From this point on, McDonnel Miller will answer your calls, he'll give
one of these responses:
**140.38**
Master Miller:
Whatever happens, don't give up. Do whatever it takes to survive!
...Over and out.
Master Miller:
It's not fear itself that makes the difference between a hero and a
coward.
It's whether you've got the mental fortitude to overcome that fear
and get the job done...Over and out.
Master Miller:
You can drink your own saliva, but never spit it out.
The enemy can tell how tired you are by looking at the saliva on
the ground or on plants. They can even estimate how long ago you
were there.
So don't spit in public. It's a dangerous habit...Over and out.
Master Miller:
Your ability to survive depends on the limits of your mental
strength. In the end, it all comes dow to your will to live...Over
and out.
Master Miller:
You should wait 30 minutes after eating before playing games. The
blood flow shfits to your stomach, and your brain doesn't function
as quickly.
That's when your attention level is at its lowest. So you should
wait 30 minutes after eating, before you start playing...Over and
out.
Master Miller:
Adversity only makes the human will stronger...Over and out.
Master Miller:
When faced with a difficult task, just tell yourself, I can do it,
and do it.
Imagine how happy you'll be when you succeed. Don't picture the
GAME OVER screen, even if you make a mistake.
Keep your spirits high, and use the power of positive thinking.
...Over and out.
Master Miller:
When replenishing your fluids, you shouldn't drink any more than
100 cc's at a time.
When it absorb's fluids, your body burns an amount of energy equal
to the temperature difference between your body and the fluid.
That's because it has to raise the fluid's temperature to match
your body's temperature. It also makes your blood thinner, slowing
your brain functions.
So don't drink too much soda while you're playing...Over and out.
Master Miller:
Lonliness is something that seeps into the cracks in your heart.
Boredom is what causes those cracks to appear...Over and out.
Master Miller:
When making decisions on the battlefield, there's no single right
answer. Just trust your ouwn judgement...Over and out.
Head west one screen, answer the transceiver call.
**140.15**
Holly:
I'm Holly, Holly White.
I infiltrated Zanzibar Land a month ago, posting as a journalist.
So I know pretty much how thing work around here... I'll help you
any way I can.
My frequency is 140.15. Call me... Later!
**If you contact Holly, you'll get one of these responses:
**140.15**
Holly:
There are two elevators in the Zanzibar building.
The east elevator stops on floors 1, 2, 3, and 4 while the west
elevator stops on floors 2, B1, and B2.
The elevators are different from the ones in Outer Heaven. They
don't come unless you call them.
Got all that? ...See ya.
Holly:
Zanzibar is full of children, right?
That means there must be lots of small places for them to crawl in
and hide...See ya.
Holly:
There's a bathroom on the 4th floor. That's where the soldiers'
living quarters are.
There's also a sauna, a mess hall, a locker room, and a barracks.
...See ya.
Holly:
All the doors are controlled by computer.
They need a specific IC card to open...See ya.
Holly:
It's not in the blueprints, but...
The kids say the Zanzibar building and the tower building are
connected underground...See ya.
Holly:
The Zanzibar building has 2 underground floors and 4 above-ground
floors.
The first floor houses the central command, the hangar, and the
factory.
The second floor is the deck, the third floor is used for R&D, and
the fourth floor is living quarters for the soldiers.
The armory and powder house are on B1, and the drainage ditch on
B2...See ya.
Holly:
There are lots of children living in Zanzibar Land. They're war
orphans, from all over the world...
They're just innocent kids, so they won't hurt you...See ya.
Holly:
The dust chutes on each floor lead to the trash compactor on floor
B2.
You can use them as an escape route, but watch out for that trash
compactor...See ya.
Holly:
The Zanzibar buidling and the tower building use the same source of
water.
Maybe that means they'r connected through the drainage ditch!
...See ya.
Holly:
There's a map in the command room that shows the layout of the
entire compound.
You should check it out...See ya.
Holly:
This isn't a good time to talk! Call me later, OK?
Head down the stairs, go west, north, west, up the stairs, enter the control
room door. Examine the map, take out the guards when they salute. Exit the
room, go east, up, west, take elevator to FLOOR 2F.
Head east, enter door, pick up [Card 1]. Exit room go north, pick up [Ration
B2] and enter door (1) and get the [Binoculars]. There's also [Ammo] in the
south-west corner of this floor. Go back to the elevators and take the right
one to FLOOR 3F.
Go north (1), north, east (1), avoiding the sensor trap, head south.
**If you call Miller now he'll give you this response:
**140.38**
Master Miller:
Cigarette smoke allows you to see infrared beams...Over and out.
Eqiup Cigarettes, avoid sensors, go south, enter door (1). Equip Cigarettes
again, avoid sensors, collect [Gas Mask], exit room (1) . Go north, north,
west (1), south, south (1), south (1), kill guard before he can shut
the lights off (switch on south west corner of room). Open northern-most door
(1), equip Gas Mask, go east, north (avoid the camera), then go through
the west door (1). Approach Dr. Kio Marv.
Marv:
Heh heh heh... Foolish FOXHOUND!
Dr. Marv isn't here! Figures that FOXHOUND would use such a cheap
transmitter... You guys are really behind the times.
Black Ninja:
I am Black Ninja, the former member of NASA's extrerrestrial
enviornment special forces unit.
Now let's see how strong the world's most advanced black ops unit
really is!
Show me what you've got, FOXHOUND!
**If you contact George Kasler during the fight, here's his response:
**140.93**
Kasler:
Black Ninja...Nobody ever heard of him until two years ago. His
past is a total mystery. Some kind of high-tech ninja from NASA's
extraterrestrial enviornment team.
He's quick like a throwing star, specializing in lighting-fast
attacks. Keep in mind, he's not a seasoned pro like us. He's one
of them Right Stuff types - an astronaut.
But that actually makes him tough to take down. With a pro, you
know pretty much what he's gonna do. But with an amateur, who the
hell knows?
For now, just wait and see what he can do. That's what you're good
at. I'm counting on you cowboy! ...Over and out.
BOSS 1: BLACK NINJA
-------------------
When you get near Black Ninja, he'll teleport out of the way. Also, every
few seconds he throws 3 throwing stars at you. The trick is to stay at the
bottom of the screen and he will stay within the central enclosure. Just
run back and forth to avoid the throwing stars, and between his shots,
shoot at him with the handgun. Just have rations equiped when you fight
him and you'll outlast him.
Black Ninja:
...Snake...
Snake:
Who are you? ...How do you know my name?
Black Ninja:
It's... It's me... Schneider. Kyle Schneider. Remember me?
Snake:
Schneider? ...You were in the Resistance in Outer Heaven!
But... I thought they killed you!
Black Ninja:
You've still got a lot to learn, Snake.
I was almost killed, but not by them. By you, and your country.
Snake:
What are you saying, Schneider?
Black Ninja:
...Snake, after you destroyed Metal Gear,
NATO launched a massive bombing campaign against Outer Heaven.
All of us Resistance fighters... and the children of Outer
Heaven... the didn't care about any of us.
There was no escape from the flames... They died like animals in
a cage.
Snake:
I... can't believe this...
Black Ninja:
Think about it. The children of Outer Heaven were originally war
orphans and refugees from all over the world.
They were a liability... and NATO didn't want to deal with them...
Snake:
...No...
Black Ninja:
You're no different. They'll forget about you, too... But he wasn't
like them...
Snake:
Who?
Black Ninja:
He came... and saved us from annihilation.
He forgave us for what we'd done. He gave us a new land to call
home... A new family...
Snake:
He did...? You mean...
Black Ninja:
Snake, you'll understand soon... what a wonderful man he is...
Snake... I owe you a debt. There's no hate between us. I'll tell
you where Dr. Marv is.
It's what he would want me to do... Find the man who's guarding the
cell where Dr. Marv is being held.
Follow that man... and he sould lead you straight to the cell.
You can tell him by his green beret. He should be on the first
floor. Got that? A green beret.
Follow the man in the green beret!
Pick up [Card 2], but don't go out the north door (2), because you'll
be blocked by sensors. Instead, exit through the east door (1), then south,
west, west (1), north, north (1), east (1), get past the sensor trap,
then equip the Cigarettes again. Wait for the camera in the next eastern
room to start going down and then go east. This should give you enough time
to navigate through the sensors, enter the door (2), then pick up the
[Mine Detector] and exit. Go west, then go down the dust chute.
This takes you to FLOOR B2. Avoiding the garbage trap, exit south (1), then
south, south, west, then north through the door (1). Take the elevator to
FLOOR B1, which is the armory.
If you go north, the door in the north-east corner (1) has [2 Ammo Packs],
but go through the south door (2), go into the left most room (1) to
get 2 [Plastic Exolosives], then go east and enter the southernmost room
(2) for the [Sub Machine Gun]. Go back to the elevator and go to FLOOR 2F.
Go west and go through the door (2) to get the [Suppressor], then go back
to the elevator and take the right elevator to FLOOR 1F.
Go east, south, west, down the stairs, east, north, north, then through
the door (2). Follow the Green Beret out the door.
-----------------------------------------------------
| Walkthrough Part 3: The Forest, Desert, and Swamp |
-----------------------------------------------------
Follow the Green Beret through the forest. After every corner or so, he'll
stop and turn around, so be careful. If he notices you he'll run off and
you'll have to start following him again. When you get to the small building,
kill the soldier and enter the building (2).
Though the building appears empty, someone's tapping a code on the wall.
**If you call Campbell now he'll give you this response:
**140.85**
Campbell:
It's a tap code. They were used to communicate in North Vietamese
POW camps.
Before that, they were used during the Korean War. Instructions
deciphering the code should be written in the software manual.
...Over and out.
The game manual had the solution to this. Note that Subsistence's manual
doesn't have the answer. Or anywhere in the game, see the Tap Codes section
for the solution.
**Anyways, the code is 140.82, a transceiver frequency. Call it.
**140.82**
Snake:
This is Solid Snake. Come in...
Dr. Madnar:
Ah, you figured out my code...
Snake:
Where's Dr. Marv?
Dr. Madnar:
It's been a while. Eh, Solid Snake?
Snake:
Dr. Drago Pettrovich Madnar? How did you...?!
Dr. Madnar:
Marv and I knew each other from the Prague academy. We didn't
speak each other's language, but were were scientific comrades,
after a fashion.
I was captured along with Marv while we were in America.
Snake:
Where is Dr. Marv?
Dr. Madnar:
He was moved from here to the tower building a few days ago. It's
a tall buidling a few kilometers north of here.
Snake:
Dammit, I'm late again! So Marv's in the tower building?
Dr. Madnar:
Snake, can you guess why they've left me alive?
Snake:
They must need you for something... and that means...
Dr. Madnar:
Yes... Metal Gear. Snake, it is here... In Zanzibar Land.
They've already completed a new Metal Gear. The you you destroyed
three years ago was only a prototype...
The new, improved Metal Gaer is many, many times more powerful.
They're also working on a light version for mass production.
Snake:
Then it was Metal Gear that attacked the nuke disposal sites...
Dr. Madnar:
Precisely. Metal Gear is a nuclear-equipped walking tank. It's
true power is unleashed only when it is armed with nuclear
weapons.
Zanzibar Land now has the only nukes in the world. And now they
have their sights set on OILIX, a miracle energy source.
Snake... Now that you know all this, perhaps you can guess who is
behind it...?
Snake:
Big... Boss?!
Dr. Madnar:
The very same! With Metal Gear and OILIX, he plots to rule the
world. We cannot let the secret of OILIX fall into his hands!
Science is not meant to be used only for killing. Marv's will is
strong, but his heart is weak. We must hurry!
I don't know how long he can withstand their torture.
Snake:
If they use drugs on him, he won't last long...
Dr. Madnar:
Marv and I were both carrying microtransmitters inside our bodies.
They were given to us by a female agent from STB.
You could get in touch with her if you knew her frequency.
Snake:
Madnar, what are you going to do?
Dr. Madnar:
The wall separating us is made of Chobham armor plate. You can't
blast your way through it. Just leave me here and go rescue Marv,
Snake.
Snake:
All right. I'll come back for you later.
Dr. Madnar:
Snake...
My daughter Ellen is a fan of yours. She's not married yet, and I'm
afraid I...
...Oh, and I have a zoologist friend, Johan Jacobsen, who lives
around here. You can reach him on frequency 140.40.
He'll tell you anything you need to know about animals...
Snake:
Don't worry. I'll make sure you get home in time for your
daughter's wedding.
Dr. Madnar:
Thank you, Snake...
**You can re-call him if you'd like:
**140.82**
Dr. Madnar:
Snake, have you found Marv yet? ...I don't know how long he can
hold out. You have to hurry! ...Over and out.
**You can now contact Johan Jacobsen:
**140.40**
Jacobsen:
Why does FOXHOUND use animals for code names, anyway? Who came up
with the idea that animals are so warlike?
People, that's who. I just don't get it... Over and out.
Leave the building, go south, south, east, east, then north. Answer the
call.
**140.00**
#####:
Snake! Watch out! You're in a minefield!
Snake:
Who are you?
#####:
I'm your number one fan. Keep up the good work.
**If you call Campbell now he'll give you this response:
**140.85**
Campbell:
Use a mine detector in a minefield to display the mines on the
radar. You can pick up mines by crawling over them...Over and out.
**If you call Holly now and you don't have the Mine Detector, she'll give
you this response:
**140.15**
Holly:
There's a mine detector on the 3rd floor of the Zanzibar Building.
...See ya.
Equip the Mine Detector. Crawl over the mines to pick them up. Go north,
north, and answer the transceiver.
**140.15**
Holly:
That's singing sand. Imported all the way from Okinawa, Japan.
It squeaks when you walk on it. The sound will give your position
away, so be careful...See ya.
Crawl to get past the guards. In the southern truck are [2 Ammo Packs] and
the northern truck has a [Ration B1]. Go north, then north again then north
one more time to find a Hind-D taking off! Get some cover, and call Kasler.
**If you contact Kasler during the fight, here's his response:
**140.93**
Kasler:
Hind D... Just hearing that name makes my knees go all wobbly.
Heh heh... Weight capacity 12,000 kg, top speed 250 kph, top
altitude 4500 meters.
It's armed with missles and a Vulcan cannon, and protected by
titanium armor. A real beast of a chopper.
You don't sstand a snowball's chance in hell if it starts strafing
you from above.
They used to say that if you saw a Hind D coming at you, you might
as well say your prayers. But stinger missiles evened the odds a
little bit.
With stingers, you can knock that buzzard out of the sky... Over
and out.
**If you contact Campbell during the fight, here's his response:
**140.85**
Campbell:
The combat speed of that chopper is roughly 250km an hour, about
half the speed of a propeller aircraft, so you can keep it in your
sights for a long time.
A helicopter is most vulnerable when it's turning. Get into
position and shoot it down before its next attack! ...Over and out.
**If you call Holly now she'll give you this response:
**140.15**
Holly:
I heard they keep stinger missiles in the armory on the northeast
side of the swamp, for the Hind D to use.
...See ya.
Leave the battle for now, since you need Stinger missles to fight the Hind-D.
Go south until you get to the forest again, then go east. There's a kid at
the edge of the swamp.
Kid:
They told us this is a bottomless swamp, and it's too dangerous to
get close... But...
I saw a big truck driving through here. You believe me, right?
There's a path through the swamp where you won't sink. You just have to
test each step before you make it. Once you know where the path is it's
easy to remember.
NOTE: For a map of the way through the swamp, please refer to section 13.
The path takes you south, west, east, north, then east. There's another kid.
Kid:
Trucks come in and out of here all the time.
Step into the swamp again on the north edge of the dry land. The path takes
you north to a small building. Kill the guard, enter the door (2). In the
building, go through the north door (2). You will then meet Running Man.
Running Man:
A visitor! What a pleasant surprise! ...And just in time, too.
I was about to go for a little run.
I am Running Man, the world's fastest mercenary. No man can keep
up with me!
See for yourself!!
...pant...pant... What do you think? Pretty fast, eh? But I'm just
getting warmed up!
Hear that sound? That's nerve gas. Defeat me before the gas gets
to you, and you might survive.
The clock is ticking... Let the race begin!
**If you contact Kasler during the fight, here's his response:
**140.93**
Kasler:
Running Man... He was a sprinter at the Barcelona Olympics. Ran the
100-meter dash in 9.69 seconds.
Then he got busted for doping and joined up with a terrorist outfit
in Europe.
There's no way you're gonna catch up to him. It's like a snake
trying to catch a cheetah. You're gonna have to set a trap and
catch him.
Plant a trap in his path and you might have a chance.
'Course, that's if you can do it before the gas gets there. The
trick here is to use his speed against him...Over and out.
BOSS 2: RUNNING MAN
-------------------
Immediately equip the Gas Mask and the Mines. Luckily the Mine Detector
isn't needed to see the Mines you place. To defeat Running Man, run around
in circles through the 4 screens laying mines. The narrow passage between
the two eastern screens is the easiest places to catch Running Man. He'll
be finished quickly.
Running Man:
...You... you used my speed against me... What's your name?
Snake:
Snake... Solid Snake.
Running Man:
...Snake...? The cheetah has lost to a snake...? How could this
happen?
Snake:
...Guess you weren't fast enough.
Pick up [Card 3], and go south. Before leaving the building, enter the
eastern door (3). Talk to the kids there.
Kid:
I know what that is! It's a stinger missile!
They took some to the factory on the west side of the Zanzibar
building's 1st floor the other day. Said they were gonna put them
on some tanks.
Kid:
I hate people who use guns!
Go back through the swamp, the forest, and to the Zanzibar Complex. Directly
south of the entrance is the door you want. Enter the door (3) and go
south, then south again. Pick up the ammo, and enter the western door (3).
Pick up the [Stinger Missile], exit the room, go north, then north again. Go
east, south (2), then east. Enter the door (3), and pick up the [Red Card],
which opens up Cards 1, 2, and 3 doors. Go north, east, then down the dust
chute.
Go to the elevators, and go to Floor B1. Go south (3), east, then north.
Go into the southmost door (3), and to get the 2 [RC Missiles]. Go back
to the elevators and do to FLOOR 2F, then take the right elevator to FLOOR 1F.
Go around to the northern exit, through the jungle, north through the desert,
and get ready to fight the Hind-D.
BOSS 3: HIND-D
--------------
The Hind-D is easy. Stay in the corner that intersects the 4 screens that
makes the battle area. When the Hind-D starts attacking, simply change to
another screen. Equip the Stingers and shoot at a screen as the Hind-D is
about to enter it. You'll hit it every time. The battle is over fast.
Go north, then north again and you come to the Tower Building. Go west and
enter the vent to pick up the [Ration B2]. Then go east, then east
again. Answer your transceiver.
**140.85**
Campbell:
You're good with a cardboard box, right? Why not posing as part of
the cargo?
I'm changing the frequency for our future communications.
The new frequency can be found in a photo in the software manual.
...Over and out.
Once again, there's no manual, and no way to find out in Subsistence. The
frequency is 140.66 for contacting Campbell from now on.
Get the [Cardboard Box] from the truck. Equip the Cardboard Box and get on
the conveyor. This takes you inside the tower building.
--------------------------------------
| Walkthrough Part 4: Tower Building |
--------------------------------------
You're finally inside the Tower Building. Go north. Answer your transceiver
call.
**140.15**
Holly:
Snake! I'm in trouble! They discovered my identity and now I'm a
prisoner! Help me!
Just when I finally managed to contact Dr. Marv...
Snake:
Where are you?! Give me your location!
Holly:
I don't know. I was blindfolded. I think it's somewhere in the
tower building... Oh yeah!
Snake! ...I hear noises! Off to the left... I hear an elevator!
And to the right... I hear a noise like a pump. There's water
flowing in front of and behind me.
Snake:
Water in front and behind... a pump to the right... and an elevator
to the left? I think I've got a pretty good picture now.
Holly:
Snake, I don't think they know about my radio yet. But come quick!
I'll be waiting.
Crawl into the hole for [Ration B2]. Then go north. Follow the spiral
around until you get to the second elevator. Take the elevator to FLOOR B1.
Go south, then west. In the first door (Red) are 2 [Ammo] packs and the
second door (Red) has 2 [Plastic Explosives]. Go west and talk to the kid.
Kid:
Are you friends with the blond lady mister?
Go north and enter the room (Red) to find another kid.
Kid:
The one-eyed man told us to tell him if we saw a man wearing green
clothes.
The blond lady says he isn't here.
Exit the room, go east, and enter the door (Red). Punch the eastern wall
until you find a hollow spot. Set the Plastic Bomb and blow the wall. Go
east, and approach Holly.
Holly:
Thanks, Snake, you saved me!
Snake:
...
Holly:
What's wrong?
Snake:
I... didn't think you'd be this pretty.
Holly:
What, you thought I'd be ugly?
Snake:
I should have met up with you sooner.
Holly:
Snake, about Dr. Marv... I'm pretty sure he's OK.
Snake:
Pretty sure? I thought you said you'd made contact.
Holly:
Well, I haven't actually met him. He's under armed guard
somewhere... But he sent a message by carrier pigeon. It might be
some kind of clue.
Snake:
A pigeon? ...Where is it now?
Holly:
I found it, but it flew away just as I was about to catch it... I
saw it heading up the elevator in the tower building.
Snake:
Toward the roof?!
Holly:
The bad guys are looking for it, too. We have to find it before
they do. It's our only clue to Dr. Marv's whereabouts.
Snake:
A pigeon hunt... What are you going to do?
Holly:
I'd only get in your way. I want to gather a little more info. I'm
starting to like this place less and less... And then this happens.
Snake:
If this keeps up, I'm really gonna let 'em have it!
I see you've still got spirit... Just don't do anything crazy.
Holly:
The enemy migh tbe listening in, so let's change our frequency to
140.76. Ok, Snake?
Oh, and I made a copy of my IC card. It's card 4. Here, take it...
See you later, Snake... Take care of yourself.
Snake:
Holly!!
Holly:
What..?
Snake:
That's the kind of thing you'd say to your boyfriend when you kiss
him goodbye.
Holly:
...Then what, Snake? ...What should I say?
Snake:
Stay alive, and we'll meet again sometime...
Holly:
...Deal.
Go back to the elevator and go back to the first floor.
**If you call Holly you'll get one of these responses:
**140.76**
Holly:
I'm pretty sure there's a spiral staircase between floors 10 and
20. It's kind of a steep climb, but hey, you need the excercise.
...See ya.
Holly:
The tower building is a military base. It was built so that you
can see all of Zanzibar Land from the top...See ya.
Holly:
There are three elevators in the tower building. The north elevator
stops at floors 1 and 10. The central elevator stops at floors B1,
1, and 20. The south elevator stops at floos 1 and 30...See ya.
Go back to the first elevator. Take to to FLOOR 10F. There's a kid outside
the elevator.
Kid:
There used to be a veranda south of here, but the passage is buried
now.
Go east. Knock on the southern until you hear a hollow sound. Bomb the wall.
There's a kid on the other side of the wall.
Kid:
South of here, I found a bunch of things that look like green
pineapples.
Go west. In the corner is another hollow wall. Bomb it and go south. There
is another kid.
Kid:
South of here, I found a bunch of things that look like green
pineapples.
Go east, test the wall for a hollow sound, blow the wall. There's a kid on
the other side.
Kid:
The one-eyed man is like our daddy. He doesn't like grown-ups.
Enter the room (Red) for a [Ration B2], [Ammo] and a [Plastic Explosive].
Exit the room and go west. Enter the room (4) for 3 [Grenades]. Go back to
the elevator and go back to FLOOR 1F. Go to the center of the spiral, enter
the hole to get a [Ration B3]. Go to the third elevator and take it to FLOOR
30F. As you exit, you encounter Red Blaster.
Snake:
Wh... What is this? ...A booby trap?
Red Blaster:
That's right. A trap clever enough to catch a fox. Or should I say,
a FOXHOUND?
I am Red Blaster, and you're not going anywhere. My grenades will
see to it that your death is slow...and painful.
**If you contact Kasler during the fight, here's his response:
**140.93**
Kasler:
Red Blaster... He's an elite assassin who likes to blow things up.
He'll set booby traps all around to pin his target down, then use
those grenades he always carries to finish the job.
Snake, give him a taste of his own medicine! He's bound to be
hiding behind a wall or something.
But you can flush him out with a grenade of your own! ...Over and
out.
**If you contact Holly now, without any grenades, here's her response:
**140.76**
Holly:
Grenades? I heard there's some on the south side of the 10th floor
of the tower building...See ya.
BOSS 4: RED BLASTER
-------------------
Simple boss. Red Blaster lobs grenades down at you, and that's pretty much
it. Equip your Grenades, and push against the barriers in the first room to
get rid of them. All you have to do to beat the boss is to throw grenades
at him while circling the wall to avoid his grenades.
Go south from the boss area to the stairwell. Simply follow it to get to
FLOOR 31F. When you get there, Holly will contact you.
**140.76**
Holly:
The door to the roof is painted shut to prevent trespeassers.
But it's jury-rigged, so you can probably blow it up pretty
easily with plastic explosives...See ya.
Use the Plastic Explosives on the wall to blow it, and get to the rooftop.
Once there, contact Jacobsen.
**140.40**
Jacobsen:
That's a wood pigeon, specially trained to act as a carrier
pigeon. Did you know there are over 260 species of pigeon in the
world?
They're 40 centimeters long and are found from Erope all the way
to South Asia. Dr. Marv probably brought that one with him.
Pigeons are very timid, and very sensitive to noise. If you get
too close, they'll sense you and fly away. Yet for all that,
they're notorious gluttons.
They feed mostly on grain... I got an idea!! If you have some
beans or potatoes, you can use them as bait!
I just got a large order of fries myself... Oh, right. Tough to
find a burger stand on the battlefield, eh? ...Over and out.
**If you contact Miller now, here's his response:
**140.38**
Master Miller:
You can find beans, grains and the like inside rations. Take a look
inside your B2 unit.
It's got beans and meatballs in tomato sauce, beans and franks in
tomato sauce, and beef and potato stew.
That ought to be enough to attract a pigeon...Over and out.
Equip the Ration B2 and get close to the pigeon when it lands.
Snake:
Huh...? There's a piece of paper tied to the pigeon's leg.
HELP! WIS.OhIO KIO MARV...
Only H is in lowercase... Some kind of message from Dr. Marv?
What could it mean?
Call Miller on the transceiver.
**140.38**
Master Miller:
WIS.OhIO... Only the H is lowercase? Hmm... I've got it! It's a
digital number.
You see what I'm getting at, don't you, Snake? ...Over and out.
You can call him again for a better hint.
**140.38**
Master Miller:
WIS.OhIO... Try turning it upside down. They're not letters -
they're numbers. It's a clue to Dr. Marv's frequency.
But look at it. Only the H was in lowercase. It's not a very clever
code. Almost as if someone is telling you to read it upside down...
0140.51M...Over and out.
So call 140.51.
**140.51**
Marv:
Tady je Marv. Co mam delat? Chceme jenom mir.
Delame pouze svrj ukol. Pevne doufam, ze me zachranite. Mrj puiteli.
Drahy puiteli!
Snake:
...What's he saying...? I can't understand a word. Better ask
Madnar.
So call Madnar.
**140.82**
Dr. Madnar:
Marv can only speak Czech and Slovakian. He's also the wary type,
and especially so in his current prediciment.
Snake:
What about you, Madnar?
Dr. Madnar:
I can only spean Russian and English... Wait I've got it! Gustava
can speak to him!
Snake:
Gustava? ...Is that the STB woman who was protecting you?
Dr. Madnar:
She'll be able to understand him, and Marv trusts her as well.
Snake:
Is this Gustava still alive?
Dr. Madnar:
Not to worry. Gustava is no ordinary woman. She is a seasoned
professional.
When we were captured, she alone managed to steal an enemy uniform
and escape.
No doubt she's hiding somewhere in Zanzibar Land, waiting for her
chance.
Snake:
Does she have a radio?
Dr. Madnar:
No, it was taken away right after we were captured... The only
thingI know is that she's wearing an enemy uniform.
Snake:
There must be some kind of clue I can use...
Dr. Madnar:
Here's your clue: she's a woman. Don't be fooled by her enemy
disguise... The are no woman soldier in this fortress.
That's all you need to know.
Gustava is a woman. Why not set up an ambush someplace that only
a woman would go? Like the ladies' restroom...
Over and out.
Now you have to go back to the Zanzibar Complex. So, get back to the FLOOR 1F
and exit at the bottom of the spiral (4). Go south through the desert, then
west through the forest, and south into the Zanzibar Complex.
-------------------------------
| Walkthrough Part 5: Gustava |
-------------------------------
Go to the elevator and take it to FLOOR 3F. From there, go south, then south
again. Take the northernmost door (Red), equip the Gas Mask, go east, north,
then through the north door (4). Collect the [Gas Grenade] and exit. Go
back south, then west. Now take the other door (Red), with the Gas Mask.
Go east, then north, and go through the door (4). Turn on the light in the
next room, and go through the door (4). In the next room, kill the three
guards, and enter the door (Red). Beware of traps and the guard and pick up
the [Night-Vision Goggles].
Return to the elevator and take the west door (4). Go into the northeast
door (4), then north (Red), east (Red), south (Red), and pick up the
[Mouse]. Now go back north, west, south, and south. Now take the northwest
door (Red), and north (Red), and pick up another [Mouse]. Go south, then
south. Now get enter the room in the middle (4) and grab the [Ration B3].
Exit the room, go south, and enter the room (Red) to pick up the [RC
Missile]. Exit the room, go west, enter the room, and pick up the [Mines].
Exit, go north, and enter the room (4). There's a kid in there.
Kid:
I hate people who use guns!
Exit the room and go back to the elevators. Take the elevator to FLOOR 4F.
Go west (4), north, north, west (wait for the camera to go up before
moving), south, then east into a door (Red). There's a kid inside.
Kid:
There's only one bathroom here. It's on the southeast side of this
floor... But I'm too scared to go there at night...
Exit the room, go south, enter another room (Red) with another kid.
Kid:
If you catch a cold, go to the infirmary and they'll give you some
medecine.
Go south (4), and equip your Night-Vision Goggles. Crawl through the hole,
and talk to the kid.
Kid:
There's a bunch of soldier mannequins over there.
Go south (Red), east (Red) (one hidden real soldier), north (three real
soldiers), east (4). In this area, one of the guards is Gustava in
disguise, so don't kill anyone. Head east, and enter the door (Red), to
get a [Ration B2] and a [Ration B3]. Exit the room, go south, then east.
Enter the mens lavatory and pick up the bucket. Exit the lavatory, and hide
until one of the guards enters the ladies bathroom. Enter the bathroom to
meet Gustava.
Snake:
Gustava?
Gustava:
...Yes, that's me... I am Gustava Heffner of the STB.
And you must be Solid Snake... We're after the same thing. Why
don't we work together and save Dr. Marv?
Snake:
...Have we met somewhere before?
Gustava:
Hm. Typical western man. Always ready with a pick-up line...
Snake:
Now I remember! You're Gustava Heffner, the Ice Princess. You took
the gold at the Calgary Olympics.
Gustava:
...You must be mistaken.
Snake:
I don't think so. I know I've...
Gustava:
Enough of this! What about Dr. Marv?
Snake:
I made contact with him over the radio, but he doesn't speak
English.
Gustava:
Then he's safe...Good. I'm glad he had that surgery to implant the
microtransmitter. Snake, lend me your radio...
Snake:
The frequency is 140.51.
**140.51**
Gustava:
Tady je Gustava.
Marv:
Marv.
Gustava:
Pane doktore! Jak se citite?
Marv:
Dekuji. Citm se dobue. Gustava. Vypadate velmi dobue.
Gustava:
Kda jste? Pane doktore?
Marv:
Na severu vezakr je rozedlina. Za ni maji koncentrak. Tam jsem.
Gustava:
Urcite Vas zachranime.
Marv:
Jsem vdecny. Dekuji.
Gustava:
Snake, Dr. Marv is safe... for now. He says there's a large crevice
to the north of the tower building. The prison is on the other side.
Dr. Marv also expressed concern about Dr. Madnar.
Snake:
Don't worry. Madnar is safe. Right now, we have to get Marv out of
there... Got it?
Gustava:
I know a shortcut to the crevice. There's an old sewer running
under here. We can take that elevator down. Let's go.
Snake:
Whoa! There's a an elevator there? What do you know...
Take the elevator down to FLOOR B3. Avoid the sweepers in this area. Go
north. Pick up the [Ammo] in an alcove in the north-west of this room.
Go north (avoiding traps), north, west, north, and west. Take the elevator
to FLOOR 1F. You will find Dr. Madnar.
Dr. Madnar:
Oh! ...Gustava! Snake!
Gustava:
Doctor, you're all right!
Snake:
...You've lost some weight, Madnar...
Dr. Madnar:
And you haven't changed a bit, Snake.
Gustava:
Snake, we must hurry! Dr. Marv is waiting!
Dr. Madnar:
You mean Marv is still alive?
I though I could escape through the passageway, but the elevator
wouldn't open from the inside.
Snake:
Gustava, you and the doctor get behind me. We're moving out!
Dr. Madnar:
No, wait! Snake, I have something to give you.
I swiped it from a guard... It's card 5.
Gustava:
Lead the way, Snake. I'll follow you.
Now, with [Card 5], go back into the elevator, and back down to FLOOR B3.
Go east, east, then north through the door (5). Go north, then north again.
Dr. Madnar;
Snake, wait! I can't go on... I must rest a little...
Gustava:
Snake...?
Snake:
All right... we'll take a short break.
Dr. Madnar:
Please excuse me, I... have some business to take care of.
Gustava:
...How odd...
Snake:
Give the guy a break. He's an old man. He can't hold it like he
used to.
Gustava:
No, I mean us... A world-renowned scientist, and former Olympic
athlete, and an ex-special agent, trudging together through a
sewer...
Snake:
...Fate can be funny sometimes.
Gustava:
Fate? Yes... perhaps you're right... You know, when I was a little
girl, my mother used to tell me stories.
About Poland during World War II, about the Warsaw uprising. My
mother spent days in the sewers under the city fleeing from the
Nazis.
Her skin and clothes were caked black with mud... You could not
even see her face... My mother and I are much alike. We are both
haunted by war.
Snake:
...Gustava, why'd you quit skating and join STB? You'd think an
Olympic medalist would get the royal treatment, even in the East.
Gustava:
...Not exactly. It was something about the ice... It felt... cold.
Snake:
The ice...?
Gustava:
Snake, are you married?
Snake:
...No, I don't have a family. You?
Gustava:
I'm all alone... And it's not because I like being single either.
Perhaps I simply never had the chance.
Snake:
What about a boyfriend?
Gustava:
...Once... only once... I though about getting married. It was back
when I was still skating.
I was deeply, madly in love... It still hurts to think about it. He
was a Western man. His name was Frank Hunter.
He was handsome, well-mannered, inteligent... But always afraid.
I would have thrown it all away for him. My family, skating,
everything... I would have followed him anywhere.
Snake:
You would have defected?
Gustava:
Yes... But it was not to be. The West rejected my bid for asylum at
the last minute. Some sort of politcal reasons... I still don't
understand.
Snake:
They probably just didn't have room for you. It happens all the
time.
Gustava:
Ever since, my family and I have lived a nightmare... We lost our
right to compete, were branded as refuseniks... I had no choice but
to go into STB.
But I have no regrets. When I was on the ice, I knew only the ice.
Now I know so much more... I've even killed a man.
Snake:
What about him? Did you ever...?
Gustava:
I never saw him again... Our Berlin Wall was too high for either of
us to climb.
Dr. Madnar:
Hello again! Sorry to keep you waiting.
Snake:
That was some bathroom break.
Gustava:
...Let's go, Snake.
Go north, then north again. Take the elevator up to FLOOR 1F. Exit the
elevator, equip the Mine Detector, and go west, then west again. Be careful
of the mines and head north.
Snake:
A bridge!!
Gustava:
We can only cross it one at a time.
Dr. Madnar:
Let me go first. I haven't got long to live anyway. No one will
miss me if I fall.
It's all right! You can come across!
Gustava:
OK, I'll go next... See you on the other side.
It's safe, Snake! Hurry and cross over!
It's all right! Come on!
Move toward the bridge. A missile will blow up the bridge, hitting Gustava,
and tossing her aside.
Snake:
Gustava!
...Gu.. Gustava...
Gustava:
...Ah... Snake...
I knew I couldn't do it... couldn't find my footing off the ice...
I was always skating around... I never learned to plant my two feet
on the ground and walk...
Snake:
The ice is starting to thaw between the East and West. Gustava,
it's time to start planting your feet on the ground... take control
of your life and start living!
Gustava... don't give up now...
Gustava:
It's too late for me... I've seen enough people die already to
know... that I'm beyond saving.
...Just my luck. Just when I'd met someone wonderful again...
Snake:
I would have liked to see you skate again.
Gustava:
Th... Thank you... Take this... it's card 6. And this... it's my
brooch. To use it, you...
Snake:
How? How do I use it?
Gustava:
I... can't... hold on...
...Frank...
Dr. Madnar:
Snake!!
SNAKE!!
Dr. Madnar is taken away by some guards. Just then some mammoth legs
appear...
Snake:
...Metal... Gear?
Gray Fox:
Snake!! It's me. Gray Fox!
Snake:
Gray... Fox...
Gray Fox:
This bridge is closed!! I'm taking Madnar with me!
Tell you what, Snake. For old times' sake, I'll do you a favor and
let you live, IF you get your sorry carcass out of here! ...You
hear me? Go home! Now!
Think it over, Snake... Ha ha ha ha!
Snake:
Fox! You won't get rid of me that easily!
---------------------------------------------
| Walkthrough Part 6: Tower Building Escape |
---------------------------------------------
Ok, Gustava gave you [Card 6] and the [Brooch]. Go south. Holly will call
you on the transceiver.
**140.76**
Holly:
Snake, you remember the veranda in the tower they use for parachute
jump training? If you have a hang glider, you can jump from there
straight over the crevice.
There should be a hang glider on the east side of the 1st floor of
the Zanzibar building.
I saw it once at Thanksgiving...See ya.
Using the Mine Detector to navigate the mines, collect 3 [Mines] from the
truck, then go east. Once again being careful of mines, collect the stuff
from the trucks. The first truck has a [RC Missile] and a [Gas Grenede],
the second truck has 3 [Ammo] packs, the third truck has 2 [Grenades], and
the last truck has a [Ration B1] and a [Plastic Explosive]. Go back west and
through the door (6). Go south, south, east, then east again. Exit the
building (4). Now head back (again) through the desert and forest to the
Zanzibar Complex.
Ok, from the start of the Zanzibar Complex, go east, south (Red), east,
north (Red), west through the door (6), and pick up the [Blue Card], which
opens up ID 4, 5 and 6 doors. Go east (Blue), north (Red), east, then
down the dust chute again.
Now, head back to the elevator, then north (Blue), northwest, there's a kid
there.
Kid:
The water in the ditch is freezing. You'll catch a cold if you stay
in too long.
Go back west, then southwest along the bottom, then south. There's another
kid there.
Kid:
I heard this ditch is connected to the next building by a jet
stream.
Go back to the elevator and take it to FLOOR B1. Go south (Red), then go into
the eastern room (Blue) for [3 Ammo Packs]. Go east, then into the northern
room (Blue) for [2 Grenades]. Go north, and into the northern room (Blue) for
a [Stinger Missile] and [2 Ammo Packs]. Go north, then into the door (Blue)
to get the [Body Armor]. Go south, south, west, and west (Blue). Pick up the
[Ammo] and enter the door (Blue) for [2 Grenades]. Go north, pick up
another [Ammo] and enter the door (Blue) for a [Mouse] and an [0xygen
Tank]. Go north, enter the west room (Blue) for [2 Gas Grenades] and the
east room (Blue) for a [Camouflage Mat]. Head back to the elevator and take
it to FLOOR 2F, then take the right elevator to FLOOR 4F.
Go west (Blue), north, west, north, then into the door (Blue). There's a kid
inside.
Kid:
Gustava's locker is the one in the upper row, all the way to the
right. She always uses it when she comes out of the sauna.
Go south, south, then west into a room (Red). There's a kid.
Kid:
The grown-ups always stand at attention when they hear the national
anthem. It's one of their weird rules.
Now go east, north, east, east, and into the south door (Blue). There are two
kids there.
Kid:
Wanna know a secret?
You know Gustava's brooch? It changes shape when you put it in the
sauna or the freezer.
Kid:
If you catch a cold, go to the infirmary and they'll give you some
medicine.
Exit this room, go into the north door (Blue). Now go east, then south
(beware, the tile floor makes a sound), south, and through the door (Red).
In this room, don't turn on the light, it wakes the guards. Equip your
Night-Vision Goggles, go north, enter the door (Blue), pick up the [Cold
Medicine], go south, south, then enter the south door (Red). You are now in
the sauna, and the Brooch will now turn into a key, but it takes time. Hide
beneath a bench, a soldier will be coming in right away. After he leaves, go
north (Red), west (Red), north, north, then west. Go into the fourth locker
on the top (Brooch) and pick up the [Cassette Tape]. Go into the first locker
on the bottom, there's a kid inside.
Kid:
Ah, you found me! ...We're playing hide and seek.
Go east and down the dust chute. Go to the elevator, take it to FLOOR 2F,
then take the right elevator to FLOOR 1F. Go east, south, west, down the
stairs, east, south, east. Open the door (Blue), and equip the Cassette.
Run north, north, kill the guard, go through the door (Blue), and pick up
the [Hang Glider]. Now exit this building and through the forest, and to
the small island in the swamp. Go into the door (Blue), equip the Cardboard
Box and get on the conveyor. This will take you directly to the Tower
Building.
Go to the second elevator, and take it to FLOOR 20F... However, it will only
take you up to 19F, at which time, your transceiver will come alive.
**140.27**
Gray Fox:
Snake!
Snake! ...It's me, Gray Fox.
Snake:
Fox!
Gray Fox:
You should have listened to my warnings, Snake. Now I'm afraid our
friendship is at an end.
That elevator is going to be your tomb.
Snake:
What?!
Gray Fox:
Do you hear that sound? That's a assassination team. They
specialize in confined spaces...
I'm sure you'll put up a good fight.
Snake:
The ceiling---!!
Gray Fox:
It was nice talking to you one last time, Snake... Over and out.
Then the next boss appears...
Four Horsemen:
We are the Four Horsemen, a top-secret assassination squad.
We get our orders directly from the President.
Consider this an honor... we only fry the big fish!
**If you contact Kasler during the fight, here's his response:
**140.93**
Kasler:
The Four Horsemen... A assassination squad assembled from former
SAS, GSG9, and UDT, specializing in enclosed spaces.
They're all seasoned vetrans who'll kill a man without blinking
an eye. You'd be crazy to try and take 'em all on at once.
Best to pick 'em off one by one instead...Over and out.
BOSS 5: FOUR HORSEMEN
---------------------
The Four Horsemen is a simple to beat boss if you know how. Equip your Body
Armor and your Sub Machine Gun. In the elevator, start off below the yellow
line, off to the side. Now only the top one and the one to the far side will
hop down at once. Concentrate on the one to the side. Then it's one on one.
Kill the one on top, then move over. Kill the other side one, then go above
the yellow line and kill the last one. Just be sure to keep your eye on
your life and refill when needed, but make sure to re-equip your Armor.
Beating The Four Horsemen gets you [Card 7], but breaks the elevator.
So head to the first elevator, and take it to FLOOR 10F. From there, blow
the west wall with a Plastic Explosive and go west, avoid the sensor traps,
and open the door (7). Once again, equip the Body Armor and the
Sub Machine Gun. As you go through the door, guards will notice you and the
race will be on. Keep running up the stairs, shooting guards along the way.
On FLOOR 13F there will be some breakable barriers to slow you down. FLOOR
16F has 2 [Ammo] packs, FLOOR 17F has a couple of pit traps, and FLOOR 19F
has another [Ammo]. On FLOOR 20F, open the door (7).
Enter the room (Red), there's a child inside.
Kid:
The one-eyed man is like our daddy. He doesn't like grown-ups.
Go east, south, then enter the door (Blue). Pick up the [3 Ammo Packs]. Go
north, then east, avoiding cameras and guards. Enter the room (Blue). There's
another child inside.
Kid:
That veranda was made for parachute jumps.
But if you had a hang glider... I bet you could jump even farther!
Exit the room, go north, then west. You'll get a call.
**140.00**
#####:
It's me. Your number one fan. You can only jump from there when the
wind's blowing north.
It normally blows south, but sometimes it changes, just for an
instant.
That's your chance. Don't miss it. Keep up the good work.
Equip your Gas Mask, and throw a Gas Grenade, and if the arrow points north,
you're ready. But Snake won't jump, he's too nervous. Equip your Cigarettes
to calm his nerves, then equip the Hang Glider to make the jump.
---------------------------------------------
| Walkthrough Part 7: Rescuing Dr. Kio Marv |
---------------------------------------------
Now that you're across the crevice, go west, and through the door (7). You'll
meet the next boss.
Jungle Evil:
I've been waiting for you, Snake! I am Jungle Evil, the undisputed
master of the jungle ambush.
Let's see whether you're a real snake or not!
**If you contact Kasler during the fight, here's his response:
**140.93**
Kasler:
Jungle Evil... A former hunter from Rex Command. He's an expert in
jungle guerilla combat.
In the jungle, he's more beast than man. They say he wiped out two
entire companies on his own in Vietnam and Yemen...Over and out.
BOSS 6: JUNGLE EVIL
-------------------
Jungle Evil's quite easy. Equip your Body Armor and Grenades. Wait for him
to appear (it's kinda random) and throw a grenade in his general direction.
The splash damage should hit him easily. Repeat until he's dead. There's also
a chance that if you stay at the bottom of the screen (right up against the
fence), he'll also appear at the bottom of the fence (most of the time not
being able to shoot forward!). Either way, keep shooting at him and he'll be
dead in no time.
Killing Jungle Evil gets you [Card 8]. Go through the door (8) in the
northwest corner of the boss area, and enter the building (8).
Avoid the cameras by ducking under the tables and go north (8). Go west
(Blue) and pick up the [Egg], then go along the north path east, then east,
and pick up another [Egg]. Exit west through the door (7), and go south
(8), then south again (8).
**Once outside the building, contact Jacobsen.
**140.40**
Jacobsen:
From what you're telling me, I can tell it's some kind of egg.
Either a reptile egg or a bird egg...
Which reminds me. When you're boiling an egg, you've got to time
it just right, so that it doesn't burst on you...Over and out.
Go south (8), south, south (7), east, east, then east. By now one
of the eggs would have hatched.
**Contact Jacobsen.
**140.40**
Jacobsen:
That's probably a type of boa. It's nocturnal and has a gentle
disposition. But it's a snake, and snakes love to eat. It'll eat
just about anything.
I bet it'd love to eat your rations. Better get rid of it quick.
Use the [Circle] button to let it go.
When the snake reaches the egg's shell, let it go...Over and out.
So, go into your inventory, and the snake probably is hatched. Before it gets
to your Rations and eats them, get rid of it by pressing space when it moves
over its eggshell. Now your rations are safe.
Collect [4 Ammo Packs] from the first truck and a [Grenade], a [Gas Grenade]
and a [Ration B1] from the second truck. Avoiding the sensor traps, go
east, then east again. That truck contains 3 soldiers and a [RATION B1].
Go north (into the compound), then west. Enter the shed (8) and talk to the
kids inside.
Kid:
They keep the animals in a room northwest of here.
Kid:
I hear owls at night... It's so scary. I can't sleep.
Kid:
Know what? At night, they turn off the power. So all the laser
fences get turned off, too.
Then we get to play inside, as long as the grown-ups don't catch us.
Exit the shed, and go east, east, north, and north. Take the [Rations B1].
Go south, south, and west.
**Contact Jacobsen again.
**140.40**
Jacobsen:
That's a Zanzibar wood owl. As I'm sure you know, owls are
nocturnal hunters. There are about 120 species found throughout the
world.
The Zanzibar wood owl is about 20 centimeters long and is found
primarily in Central Asia.
It lays white eggs every 2 to 7 days. Incubation is carried out
exclusively by the female. With genetic modifications, the eggs
can hatch in a few days.
Because that owl is nocturnal and because it always hoots right
after sunset, people in Zanzibar Land use it to tell the time.
In fact, they rely on the owl so much that if one of them hoots
during the day, people will think it's nighttime...Over and out.
Equip the Owl. Soon it will hoot, and the guard will open the laser fence.
Kill the guard.
**If you contact Holly inside the Detention Camp, here's her response:
**140.76**
Holly:
Not even I can tell you about the prison. Sorry! ...See ya.
Go up the eastern stairs, go east. Enter the door (Red), and
pick up the [Ammo], [Grenade] and [Plastic Explosive]. Exit the building,
go west, down the stairs, east, north, and enter the building there (Blue).
There are 2 kids inside.
Kid:
I want chocolate! Mister, do you have a B1 ration?
B1 rations have chocolate in them.
Kid:
The one-eyed man is like our daddy. He doesn't like grown-ups.
Exit the building and go south, west, go up the western stairs, then west
again, and into the building (Red). There's a kid inside.
Kid:
There's lots of rats in jail. They steal all kinds of things and
take them back to their nests.
The grown-ups put out sulphuric acid to try and get rid of them.
Exit the building, go north, north, pick up the [Ration B1] and enter the
door (Blue). Once in the building, being careful of the sweeper, go south,
around the wall, north, and through the door (Red). Go east, and into the
building (8). Take out the guards, and take the elevator to FLOOR B3.
As you exit the elevator, you'll get a call.
**140.66**
#####:
It's me... your number one fan. Snake, watch yourself.
You've got company - Night Fright, the last surviving member of the
Whispers... You know, the legendary guerilla unit.
Snake:
Night Fright...
#####:
He's wearing a state-of-the-art camouflage suit that makes him
practically invisible.
Not only that, he'll attack you with a gun that's completely silent.
No one has ever seen his face. You know what you have to do, right??
Snake:
Lucky me... I've got a fan club.
#####:
Use your ears, Snake! ...Over and out.
**Seems that Deepthroat hacked into Campbell's frequency. Call Campbell.
**140.66**
Campbell:
I'm changing my frequency. I'm sending the new frequency by tap
tap code. You'll have to decipher it...Over and out.
Once again, no manual with Subsistence. Campbell's new frequency is 140.24.
**If you contact Campbell during the fight, here's his response:
**140.24**
Campbell:
Listen to his foosteps. Use them to figure out where he is. There
are four types of floors in there, and four kinds of footstep
sounds.
When the enemy shoots at you, aim for the muzzle flash. He's bound
to bethere...Over and out.
**If you contact Kasler during the fight, here's his response:
**140.93**
Kasler:
Night Fright? Snake, did you just say Night Fright?! You have no
idea how much trouble you're in.
He's the las surviving member of the Whispers, a legendary guerilla
unit. In a jungle fight, he even puts the Green Berets to shame.
He's got the latest in camo technology. You can't see him at all.
In fact, NOBODY's ever seen him.
And that includes me! That's why they call hime the Phantom
Assassin.
Snake, I think your luck might have just run out...Over and out.
BOSS 7: NIGHT FRIGHT
--------------------
Equip your Body Armor and the Sub Machine Gun. Each of the four screens have
different sound-emitting floors so you can hear which screen Night Fright
is on. When you see Night Sight shoot, shoot where the shots come from, and
keep shooting. If you catch him against a wall, he won't have much places to
run and keep shooting. So keep shooting, he'll keep getting stunned and stay
in one place.
Go into the door (8) in the northeast screen.
**Before you touch those puddles of sulpheric acid, contact Miller.
**140.38**
Master Miller:
How to deal with sulphuric acid? Hmm... let's see... You could
neutralize it if you had something with caustic soda in it...
I got it! ...You got any chocolate on you? That ought to do the
trick.
Sulphuric acid reacts with the sugar in the chocolate to produce
carbon and a rubbery substance, C12H22O11... table sugar.
See if you can find some chocolate...Over and out.
**If you contact Miller again, he gives this response.
**140.38**
Master Miller:
You know, I'll bet you could find some chocolate in a ration. Take
a look inside your B1 unit.
It's got chocalate in it. Use it to react with the sulphuric acid.
...Over and out.
Equip your Ration B1 before you go over the pools of sulpheric acid.
It'll dilute them. Once you get to the door, you'll find none of your ID
Cards work, and Night Fright neglected to give you anything, so you'll have
to look for it. Exit the room and come back again. You'll should get a call.
**140.00**
#####:
You should be able to get card 9 from Jungle Evil!
Snake:
Don't you mean card 8? He only had card 8.
#####:
No, he was in charge of cards 8 AND 9.
He must have dropped it somewhere. Check the area he was in! The
card should be there. Keep up the good work.
Go back to the Jungle Evil boss area and get the [Card 9] hidden behind
the crates in the northeast screen. Now go all the way back and enter that
door (9). Madnar and Marv are inside.
Dr. Madnar:
Ah! ...Snake, you're too late. He's alrady past away.
His heart couldn't take it anymore.
Snake:
What... what's that bruise on his neck?!
Dr. Madnar:
Not to worry, Snake. Marv may be dead, but the plans for OILIX are
safe.
Marv was a very careful man. He left behind a copy of the plans in
case of emergency.
He had a reputation as a video game enthusiast. He even used to
have then shipped to him from the West every month.
A few days ago, he hid some microfilm in the circuit board of one
of his game cartridges.
It was an MSX cartridge, made by a Japanese company named Konami.
Snake:
MSX... That's the world's best-selling brand of computer, isn't it?
Dr. Madnar:
Then, he hid the cartridge inside that locker.
Snake:
Where's the key?
Dr. Madnar:
I don't know... I couldn't get it out of him. I mean... He never
told me!
You will recieve an urgent call from Holly.
**140.76**
Holly:
Snake! You're in danger!!
Snake:
Holly! What's wrong?
Holly:
Snake, it's Madnar... I thought there was something strange about
him, so I had the Agency check him out.
After he was recued from Outer Heaven... apparently things didn't
go well for him.
His radical theories were rejected in the West.
He was dismissed as a madman and shut out from the scientific
community. And as time went on... he was forgotten.
Madnar wasn't exactly happy with the scientific community either.
He must have been searching for some way to get back at them.
...That's when Zanzibar Land talked him into becoming a double
agent.
He'd use his status as a scientist to feed technological secrets
from East and West to Zanzibar Land...
Snake:
and, Dr. Marv's disappearance...?
Holly:
Right. The timing is too pefect. Madnar must have given them every
detail of Marv's itinerary in the U.S.
Madnar was after OILIX all along. That's why he wanted to go to
America with Marv.
Dr. Madnar:
I'm afraid you've got me, Snake.
I gave up everything to be a part of your world... Even the country
I was born and raised in...
But your world had nothing but contempt and abuse for me.
I just wanted... to finish Metal Gear!
It is the culmination of all my life's work in robotechnology.
But your politicians were only interested in nonsense like SDI,
NEDW, and brain bombs!
I passed on the scientific secrets of the East and the West to
Zanzibar Land...
And in return, they aided me in my efforts to improve Metal Gear.
Snake:
Madnar, did you kill Dr. Marv?
Dr. Marv:
...Yes! He would not share the secret of OILIX with me!
And it was I who caused Gustava's death on the bridg eby contacting
Fox from the sewer!
Snake:
The bathroomo break...!
Dr. Madnar:
Snake, I know Marv - no, Gustava - game you the key to the locker!
Give it to me!!
BOSS 8: DR. DRAGO PETROVICH MADNAR
----------------------------------
Easy boss. Equip the RC Missiles, Rations, and keep hitting him from
behind. Nuff said.
------------------------------------------
| Walkthrough Part 8: The Final Conflict |
------------------------------------------
You have to head back to the Zanzibar Complex one more time. As you exit the
room, you'll get a call from Campbell.
**140.24**
Campbell:
Gustava's brooch seems to be made out of a memory alloy. Try
changing the temperature of the brooch...Over and out.
Head back to the entrance to Jungle Evil's boss area. Equip the Cardboard
Box, and get on the conveyor. You are now at the Tower Building. Exit the
building, through the door (Blue) at the bottom of the spiral. Once again, go
through the desert and the forest to the Zanzibar Complex. Once inside, go
east, south (Red), east, north (Red), and east (9). Inside is the [Green ID
Card] which opens up ID 7, 8 and 9 doors. Go west (Green), north (Red), east,
and down the dust chute. Go to the elevator, take it to FLOOR 2F, and then
take the right elevator to FLOOR 4F. Go west (Blue), north, north, west,
south, south, east (Red), south (Blue), south (Red), east (Red), north, east
(Blue), east, then east (Red) into the freezer. Wait for the brooch to turn
to the key, then exit, go south, east, into the ladies bathroom, and down
the elevator to FLOOR B3. Go north (Blue), north, west, north, east, north
(Blue), north 5 times, and into the elevator. Take the elevator up to FLOOR
1F, go west, west, west, west, and south (Blue). Back in the Tower Building,
go east, east, then north through the door (Green). Equip the Cardboard Box,
and hop onto the conveyor. Make your way back to Marv's containment cell,
and open the locker with the (Brooch).
Inside the locker, crawl into the opening, but don't touch the rodents.
Contact Jacobsen.
**140.40**
Jacobsen:
Well, that sounds like the highly poisonous Zanzibar hamster.
There are 1,183 different species of mice in the world.
Hamsters are rodents, belonging to the mouse family. They grow to
be about 25 to 28cm long, and are found across northern Eurasia,
and in Iraq.
That variety was probably bred to be a house pet. House mice are
very cautious creatures. They won't come out of their nests with
humans around.
Their favorite food is cheese... That's it! Cheese! You can use
cheese as bait! Do you have any on you?
Too bad you're not here. I just ordered a pizza myself...Over and
out.
**If you contact Miller now, here's his response:
**140.38**
Master Miller:
Cheese, huh... You probably already know this, but the B3 ration
has cheese in it.
Just the thing to attract rats, don't you think?
By the way, I know a restaurant that serves a killer cheese
fondue... I'll have to take you there sometime...Over and out.
So equip your Handgun and Ration B3. Shoot the rodents as they come out of
the hole. When they're all dead, crawl north, and pick up the [Cartridge].
Crawl back south, then out of the locker. Madnar will talk to you.
Dr. Madnar:
S... Snake...
Snake... he'll never let you get away.
He'll use it... he'll use Metal Gear.
I have one last gift... for my daughter Ellen...
I'll tell you... how to destroy it.
Snake:
How to destroy the new Metal Gear?
Dr. Madnar:
Try as I might, I could not reconcile East and West in my heart of
hearts.
But Ellen is different, Snake... you must do this for Ellen, the
daughter I left behind.
Snake:
How do I destroy Metal Gear?
Dr. Madnar:
The armor is thinnest on the legs... Use grenades on the legs. It
is the only way...
Just then a trap door will open up below you. When you land, Fox will speak.
Gray Fox:
The final delusion of a senile old man. There's no way to destroy
this Metal Gear, Snake!
Snake:
Fox!! ...Where are you?
Gray Fox:
Come and find out, Snake. Go through the front door!
In the east door (Red) are [3 Grenades] and the south door (Red) has 2 [Ammo]
packs and a [Ration B2]. Enter the north door (Blue).
Gray Fox:
Snake...I'm not the same as I used to be. And neither is Metal
Gear.
I'll show you what fear really is. Prepare to taste defeat!
BOSS 9: METAL GEAR D
--------------------
Metal Gear D is quite tricky at first, but follows a basic pattern. At all
times, stay out of it's way. If you get stomped on, you die instantly. Get
into this pattern: If it's moving down, move up along the wall, when
it starts shooting the vulcan cannon, move down quickly (as it moves up),
throw a grenade at its leg, then retreat to the top corner (either side),
just as it shoots its missiles at you, they should hit the wall instead.
Then it'll advance again while you're already in the top corner. Repeat
until Metal Gear D is destroyed.
Gray Fox:
The cartridge is mine, Snake! ...Burn in hell!
You're on fire! Campbell will call you.
**140.24**
Campbell:
Snake! Your Items are on fire! Throw away all your weapons and
equipment! Quickly! Use the [Circle] button!
So go through your entire inventory, discarding everything, even if it
doesn't look like it's on fire. Go south, then west.
Snake:
Where am I?
Gray Fox:
The perfect ring for the final battle.
It's been a while, Snake... Here we are, back in the minefield...
What say we go at it hand to hand!
Snake:
A chicken fight?
Gray Fox:
The two greatest rivals in FOXHOUND... I've been waiting for this
moment for a long time.
Snake:
Fox!
I'll beat some sense back into you!
Gray Fox:
Snake!
It's time for you to learn why they call me Fox!
Kasler will message you.
**140.93**
Kasler:
Gray Fox... Real name, Frank Jaeger. Former member of FOXHOUND.
He was the last man to hold the tile of Fox in the Big Boss era.
Decorated five times...
Snake:
Yeah, I know all about how good he is... Better than anyone else.
I fought with him.
He's a cold-blooded hunter. He never lets his prey escape.
Everybody in the unit respected him. Looked up to him.
Kasler:
That may be, Snake... but do you know about his past? It might help
you out...
10 years ago, we in the mercenary trade knew him as Hunter. That's
what Jaeger means in German.
Back then, he was involved with some woman from the Eastern bloc.
He tried to get her to come over the fence, but it all fell through.
Apparently the West wasn't interested in taking her. That's when
Frank started to hate the politicos.
Snake:
What was the woman's name?!
Kasler:
She was an Olympic skater. Name was Gustava Heffner... Real fine
woman. Movie-star type.
Snake:
G... Gustava...Heffner?!
Kasler:
Snake! If you manage to beat Fox... I'll tell everyone that Solid
Snake is the greatest mercenary in the world.
...Over and out.
BOSS 10: GRAY FOX
------------------
First of all I have to mention that the room is outlined in mines, so be
careful. Everytime Fox attacks, he throws three punches, making him an easy
target. The best strategy I found is NOT to play chicken. Stay in one general
spot, and when Fox gets close, punch him. If you hit him, he'll retreat and
keep running. If he starts punching, just get out of his range and he'll
start circling you again. Keep hitting him as he goes by.
Gray Fox:
Snake...
Looks like it's finally time for me to give up the title of "Fox".
Snake:
Fox...Why?
Gray Fox:
I'm not like you, Snake... My situation is more... complicated.
Big Boss might have been just another CO to you, but he saved my
life - twice. This was way before I joined the unit.
The first time, I was a half-white living in Vietnam... It was
after the war, and half-whites were being sent into forced labor
camps.
He saved me from that living hell. Just like he saved all the
children here...
The second time was in Mozambique. I was being tortured as a
RENAMO soldier, and he saved me again. They'd cut off my ears and
my nose...
Snake:
And this is your idea of paying him back?!
Gray Fox:
No, you've got it all wrong. I hate war. Just like all the kids
here. But... I need it.
War is all we know. We can't make it in the normal world. We need
the battlefield to survive.
Big Boss gives us a place to fight. Conflict is in our blood. We
can't deny it.
I was born on the battlefield... And I'll die on the battlefield.
All I can do is fight, Snake... all I can do is fight.
Making people happy... making a woman happy... is something I
could never do.
Snake:
You mean...
Gray Fox:
Guess I was always fated to die in action.
Snake:
Rest easy, Fox. I swear I won't turn out like you.
Gray Fox:
Won't turn out like me... I'll have to remember that. ...Fight
hard, Snake. ...Don't let your fans down.
Snake:
My fans?! ...It was you, wasn't it? ...You wer ethe voice on the
radio!
Gray Fox:
Call it payback for being so selfish... See you on the other side,
Snake.
Snake:
You won't be alone, Frank. Gustava is waiting for you.
Gray Fox:
...Gustava...
...Thank you... Snake...
Pick up the [Cartridge]. You hear a voice...
?????:
Over here, Snake!
The west door opens, go through.
?????:
Over here, Snake!
The north door opens, go through. You will then see Big Boss!
Snake:
Big Boss... you're alive?!
Big Boss:
Snake...
Welcome to Zanzibar Land... I knew you'd come back to me.
Snake:
I came to get rid of the nightmares I've been having for the past
three years.
Big Boss:
The nightmares? They never go away, Snake. Once you've been on the
battlefield, tasted the exhilaration, the tension... it all
becomes part of you.
Once you've awakened the warrior within... it never sleeps again.
You crave ever bigger tensions, ever bigger thrills.
As a mercenary, I'd think you would have realized that by now.
You care nothing for power, or money, or even sex. The only thing
that satisfies your cravings... is WAR!
All I've done is give you a place for it. I've given you a reason
to live.
Snake:
I would have never made you for such a hypocrite, Big Boss...
Big Boss:
You saw those children, didn't you? Every one is a victim of a war
somewhere in the world. And they'll make fine soldiers in the next
war.
Start a war, fan its flames, create victims... Then save them,
train them... And feed them back onto the battlefield.
It's a perfectly logical system. In this world of ours, conflict
never ends. And neither does our purpose... our raison d'etre.
Snake:
So there's plenty of job opportunities... Is that what you're
trying to say?
Big Boss:
On the battlefield, you and I are valuable commodities. But back
"home", we're nothing but dead weight.
If we're lucky we might get the attention of some two-bit
journalist from a chaep tabloid.
You and I are doomed to remain here until we die like dogs on the
battlefield.
Snake:
...I've only got one fight left. To free myself of your grip, to
rid myself of these nightmares... Big Boss, I will defeat you!
Big Boss;
It doesn't matter who wins here. Our fight will continue. The loser
will be liberated from the battlefield, and the winner will remain.
And the survivor will live out the rest of his days as a soldier.
Snake:
It doesn't have to be that way. I'm not like you. I love life!
Big Boss:
Very well, Snake. I'll release you from your sufferibng. As your
former commander, I'll do you one last favor... and put you out of
your misery.
Snake:
I don't need any more favors from you!
Big Boss:
Really?... And just how do you expect to beat me in your condition?
With no weapon?
Snake:
Never give up. Fight until the end. Always believe you will
succeed, even when the odds are against you. ...Those are your
words.
Big Boss:
Even I make mistakes from time to time.
Snake!
This will be our final battle... Let's end this once and for all!
**If you contact Kasler during the fight, here's his response:
**140.93**
Kasler:
Big Boss...
There's not a mercenary in the world who hasn't heard of him. He's
a like a god, a living legend.
Snake:
I already know all that! I need new information!
Kasler:
OK, OK... but this is only a rumor, understand? Three years ago,
when Outer Heaven fell, Big Boss was seriously wounded. He almost
died...
He lost both hands, both feet, his right eye, and his right ear.
But somehow... he survived.
Then an Eastern bloc despot took an interest in him. Probably
couldn't resist getting his hands on a soldier of Big Boss's
caliber.
They decided to use Big Boss as a guinea pig for Madnar's Snatcher
project.
I don't know the details, but apparently it involved turning him
into a cyborg. Now he's half man and half machine. Hard to believe,
I know.
But if it's true, Snake, you're way out of you're league. None of
techniques is going to do so much as put a scratch on him.
Snake... give it up... There's no way you can win this time...
Over and out.
**If you contact Campbell during the fight, here's his response:
**140.24**
Campbell:
Snake! Big Boss is no longer your CO! He's just another madman!
Got that? Put aside your personal feelings.
Stay focused! You can't afford to lose this battle! There's nothing
more we can do for you.
The whole world is counting on you, Snake! Good luck! ...Over and
out.
**If you contact Miller during the fight, here's his response:
**140.38**
Master Miller:
Snake, that guy is a monster. You can't beat him with just your
fists. Use your head! Isn't there something you can use as a
weapon?
BOSS 11: BIG BOSS
-----------------
Before you even think about fighting Big Boss you must equip yourself. Pick
up the 3 [Rations B1] from the outer perimiter. Enter the second door on
the top and grab [Card 6], then the second door on the bottom (6) to
grab [Card 1]. Next, the fourth door on the top (1) to grab [Card 2],
then the first door on the top (2), which has [Card 3] in the hole.
Next, the third door on the bottom (3), for [Card 4], then the fourth
door on the bottom (4) for the [Lighter]. Go to the third top door (4)
next for [Card 5], then finally the first door on the bottom (5). You
have have to use a Ration B1 to dilite the acid and get the [Spray].
To fight Big Boss, equip the Spray and the Lighter to create a flamethrower.
Simply avoid his shots and use the flame thrower on him. Use the crates in
the northeast corner to avoid his shots and use the attack him through the
crates (the flamethrower goes through). He'll be dead before long.
Big Boss:
Snake!!
It's not over yet...
It's not... over... yet...
It's not... over... yet...
Snake... Sn... a...
The escape door opens. Go through it, as you walk north, Holly will sneak
up behind you.
Holly:
Freeze!
It's OK! It's ME, Snake.
Snake:
Holly?!
Holly:
Did I scare you?
Snake:
Whew... that was a close one. So... what's going on? What are you
doing here?
Holly:
You said it yourself. Stay alive, and we'll meet again sometime.
Snake:
...So I did.
Holly:
Ugh... that uniform is much to tight in the chest... Ahh, I feel
much better now.
Here, I stole this gun from the enemy. You can have it.
Snake:
Yeah... I can see how it'd be hard for a woman to use. Thanks.
Holly:
...So it's all over now. Right, Snake?
Snake:
No... I still have one more job to do.
Holly:
...You can't be serious...
Snake:
I'm dead serious, Holly.
Holly:
Snake... no, you can't...
Snake:
...Heh heh heh. ...You want me to call you a cab?
Holly:
...Oh my god... That wasn't funny, Snake!
**140.00**
Snake:
This is Snake. Come in, Charlie.
Pilot:
This is Charlie. Go ahead, Snake...
Snake:
I've got the cartridge. I'm ready to return to base. Making my way
to the rendezvous point now!
Pilot:
Roger that. I'll meet you there. ...Any passengers?
Snake:
...Just one. Blond, with a cute face.
Pilot:
Sounds like a dream... Over and out.
Snake:
Holly, we've got to run as fast as we can to the rendezvous point.
Think you can keep up?
Holly:
...Is that a proposition, Snake?
Snake:
I'll take that as a yes.
Go north 5 times, pick up the [Ration B1], then north, and north again.
Take the elevator to FLOOR 1F. Pick up the [Ration B1] and run east, north,
north, north, north. Snake will call Charlie.
**140.00**
Snake:
What the hell is taking you so long? We're going to be here till
Christmas!
Pilot:
This is Charlie. I'm 10 kilometers from the rendezvous point.
Hold tight a little longer! Over and out...
Snake:
Hurry!!
Keep shooting guards as they come onto the screen.
Snake:
Damn it!! I'm out of ammo!
Holly:
Snake!!
The soldiers will surround you and Holly. Just at the last minute, gunfire
hails down from above, descimating the soldiers. You hear the helicopter
approach.
Holly:
It's the chopper... We're saved!
**140.00**
Snake:
Charlie... you're late!
Pilot:
Sorry, man. I didn't want to disturb you two lovebirds.
Snake:
Think we'll be home in time for Christmas?
Holly:
We'll be home in time for dinner, Snake.
Snake:
Let's go then...
I'm looking forward to Christmas dinner. I'm sick of these rations.
The helicopter lifts off, and flies off into the sunset. The ending credits
roll.
---------
| Staff |
---------
ORIGINAL STAFF PORTING STAFF
GAME PROGRAMMING ASPECT
Isao Akada
Toshinari Oka PROGRAM
Hiroyuki Fukui Masaki Takeda
SCENARIO DESIGN
Hideo Kojima Sessyou Kagawa
GRAPHIC DESIGN SOUND
Shuko Fukui Kojiro Mikusa
Tomohiro Hishio Yoshitaka Ju
Tae Yaru
Yoshihiko Ohta LINE PRODUCER
Yukio Sato
MECHANICAL DESIGN
Tomohiro Hishio KONAMI
SOUND EFFECT SOUND
Kazuhiko Uehara Kazundri Hideya
Ryoji Makimura
MUSIC COMPOSE
Masahiro Ikariko PROGRAM
Mutsuhiko Izumi Masayuki Kobatashi
Yuko Kurahashi Konio Takabe
Tomoya Kurahashi Yuki Korekada
Tomoya Tomita
Kazuhiko Uehara DESIGN
Yuji Takehouchi Juntaro Saito
Tsuyoshi Sekito
LOCALIZATION
LOGO DESIGN Schedule Management
Haoki Satoh Satoshi Hirano
MODELING SUPERVISION
Tomohiro Hishio Toshikazu Matsuhara
ILLUSTRATION PRODUCER
Yoshiyuki Takani Hideo Kojima
SPECIAL THANKS PRESENTED BY
Mr. Wajiki Konami 2006
Mr. Inque
Parapin Harada
Yumiko Hashioka
GAME DESIGN
Hideo Kojima
PRESENTED BY
Konami 1990
------------
| Epilogue |
------------
Campbell:
Good work, Snake. Have you thought about... coming back to the unit?
Snake:
...The nightmares have stopped. I'm a free man now.
Campbell:
I see... that's too bad. By the way, about that cartridge... Is it
really the one Dr. Marv hid his plans in?
Holly:
Why don't we open it and find out?
Snake:
No need for that. The cartridge I brought back is Dr. Marv's, no
question about it. Just put it in the MSX.
Campbell:
All right... here goes.
Holly:
...Huh? ...Nothing's happening.
Campbell:
What on earth... Of course! Snake was right! There's no doubt about
it - this is Dr. Marv's cartridge!
Holly:
What are you talking about? ...I don't see anything.
Snake:
Here, look closer... Dr. Marv left his signature on it... Right
here. It says "Kio Marv."
Holly:
I see it now! ...It's written backwards.
Campbell:
This is going to do the world a lot of good...
Snake:
Dr. Marv's last performance.
Holly:
He really loved games, didn't he? From the bottom of his heart.
Campbell:
Dr. Marv was entangled in a pointless political game... and it
cost him his life.
Holly:
But... the game he left behind will save us all. Right, Snake?
Snake? ...Where'd he go? Colonel, Snake's gone!
Campbell:
...Snake? ...Where's he off to now?
Holly:
Snake! SNAKE! ...He promised to take me out to dinner. How low can
you get?
--------
| Cast |
--------
The casting credits will roll.
Roy Campbell
Holly White
George Kasler
Drago Petrovich Madnar
Johan Jacobsen
Master Miller
Kio Marv
Frank Jaeger - Grey Fox
Gustava Heffner
Big Boss
Hind D
Metal Gear D
AND
Solid Snake
==============================================================================
********************************
**09. Spoiler Free Walkthrough**
********************************
Spoiler Free Part 1: Penetrating the Zanzibar Complex
-----------------------------------------------------
-North, east, [Ration B1] from truck, north, crawl through fence, south,
west, west, north, crawl through fence, east, crawl through fence, north,
east, [Handgun] from truck, crawl north into vent
-[Ammo] from vent, northeast
Spoiler Free Part 2: Zanzibar Complex
-------------------------------------
-East, down stairs, west, north, west, up stairs, east, north, west, take
elevator to FLOOR 2F
-East, [Card 1] from room, north, [Binoculars] from room (1),
[Ration B2], west, south, take elevator to FLOOR 3F
-South (1), south, east through top door (1), east, north, west (1)
-Fight Boss 1: Black Ninja
-[Card 2], north (2), [Gas Mask] from room (1), north, north, east,
[Mine Detector] from room (2), west, down dust chute to FLOOR B2
-South (1), south, south, west, north (1), take elevator to FLOOR F2
-West, [Silencer] from room (2), east, take elevator to FLOOR F1
-East, south, west, down stairs, west, north, north, north (2)
-Follow Green Beret west, north
Spoiler Free Part 3: The Forest, Desert, and Swamp
--------------------------------------------------
-Follow Green Beret through the forest to a building, enter building (2),
call 140.82
-Exit building (2), south, south, east, east, east (at southern path).
-In the swamp, go south, west, east, east (on northern path), onto island,
north, north, enter building (2), north (2)
-Fight Boss 2: Running Man
-[Card 3], back to Zanzibar Complex, south (3), south, [Stingers] from
room (3), north, north (3), east, south (2), east, north (3), [Red ID
Card], south (Red), west, north (Red), west, north
-East, north, east, north, equip Mine Detector, north, north, 2 [Ammo] packs
from south truck, [Ration B1] from north truck, north, north, north.
-Fight Boss 3: Hind D
-North, north, east, [Cardboard Box] from truck, equip Cardboard Box, get
on conveyor
Spoiler Free Part 4: Tower Building
-----------------------------------
-North, [Ration B2] in crawlspace, go around spiral to second elevator, take
to FLOOR B1
-South, west, 2 [Ammo] packs from first room (Red), 2 [Plastic Explosives]
from second room (Red), west, north, east, enter door (Red), bomb east wall,
east.
-[Card 4], west, south, east, east, north, take elevator to FLOOR 1F
-Take first elevator to FLOOR 10F, east, bomb south wall, bomb southwest
corner, south east, bomb wall, [Ration B2] [Ammo] [Plastic Explosive] from
room (Red), west, 3 [Grenades] from room (4), east, west, north, east,
west, take elevator to FLOOR 1F
-Go to center of spiral, [Ration B3] from crawlspace, take third elevator to
FLOOR 30F
-Fight Boss 4: Red Blaster
-East, south, up stairs to FLOOR 31F, bomb north wall, north. equip Ration
B2, go to pigeon when it lands
-Call 140.51, call 140.82, go back to elevator, take elevator to FLOOR 1F,
exit south of building (4)
-Back to Zanzibar Complex
Spoiler Free Part 5: Gustava
----------------------------
-Go to elevator, take elevator to FLOOR 3F, south (Red), south, east through
top door (Red), east, north, north (4), [Gas Grenade], south (4), south,
west, west (Red), east through bottom door (Red), east, north, north (4),
north (4), north (Red), [Night-Vision Goggles], back to elevator
-West (4), northeast door (4), north (Red), east (Red) south (Red),
[Mouse], north (Red), west (Red), south (Red), south (Red), northwest door
(Red), north (Red), [Mouse], south (Red), south (Red), [Ration B3] from
middle room (4), south, [RC Missiles] from room (Red), west, [Mines] from
room, back to elevator, take elevator to FLOOR 4F
-West (4), north, north, west, south, south, east (Red), south (4), equip
Night-Vision Goggles, crawl through hole, south (Red), east (Red), north,
east (4), east, [Ration B2] [Ration B3] from room, south, east, wait for
soldier to enter ladies bathroom, enter bathroom
-Take elevator to FLOOR B3, north, [Ammo], north, north, west, north,
west, take elevator to FLOOR 1F
-[Card 5], take elevator to FLOOR B3, east, east, north (5), north,
north, north, north take elevator to FLOOR 1F, equip mine detector, west,
west, north, approach bridge
Spoiler Free Part 6: Tower Building Escape
------------------------------------------
-[Card 6] [Brooch], south, [3 Mines] from truck, east, [RC Missile]
[Gas Grenade] from first truck, [3 Ammo Packs] from second truck,
[2 Grenades] from third truck, [Ration B1] [Plastic Bomb] from fourth
truck, west, south (6), south, south, east, east again, south (4).
-Back to Zanzibar Complex.
-East, south (Red), east, north, (Red), west (6), [Blue Card], east
(Blue), north (Red), east, down dust chute to FLOOR B2
-South (Red), south, south, west, north (Red), take elevator to FLOOR B1
-North, 2 [Ammo] packs from northwest room (Red), south, south (Red),
2 [Plastic Explosives] from west room (Blue), 3 [Ammo] packs from east room,
east, [Sub Machine Gun] from south room (Red), 2 [Grenades] in north room
(Blue), north, 2 [RC Missiles] from south room (Red), [Stingers] 2 [Ammo]
packs from north room (Blue), north, [Body Armor] from room
-South, south, west, west (Blue), [Ammo], 2 [Grenades] from room (Blue),
north, [Ammo], [Mouse] [Oxygen Tank] from room (Blue), north, 2 [Gas
Grenades] from west room (Blue), [Camouflage Mat] from east room
(Blue), south, south, east, take elevator to FLOOR 4F
-West (Blue), north, east, north (Blue), south, south, east (Red), equip IR
Goggles, north, [Pills] from room (Blue), south, south (Red), hide under
bench, wait for guard to leaves and Brooch to change shape, north (Red),
west (Red), north, north, west, [Cassette] in fourth locker on the top
(Brooch), east, down dust chute to FLOOR B2
-South (Red), south, south, west, north (Red), take elevator to FLOOR 2F,
take right elevator to FLOOR 1F
-East, south, west, down stairs, east, south, east, north (Blue), equip
Cassette, north, north, kill guard, [Hang Glider] from room (Blue), go
to swamp, through swamp to island, south (Blue), equip Cardboard Box, get
on conveyor to Tower Building, take second elevator to FLOOR 20F
-Fight Boss 5: Four Horsemen
-[Card 7], take first elevator to FLOOR 10F, bomb west wall, south (7),
equip Body Armor and Sub Machine Gun, go up spiral stairs, 2 [Ammo] packs
on FLOOR 16F, [Ammo] on FLOOR 19F, enter FLOOR 20F (7)
-East, south, 3 [Ammo] packs from room (Blue), north, east, north, west,
equip Gas Mask, throw Gas Grenade, when arrow points north, equip Cigarettes,
equip Hang Glider, north
Spoiler Free Part 7: Rescuing Dr. Kio Marv
------------------------------------------
-West, north (7)
-Fight Boss 6: Jungle Evil
-[Card 8], North (8), north (8), north (8), west, [Egg], east, east,
[Egg], west (7), south (8), south (8), south (8), south, south (7),
east, east, east, kill snake that appears in inventory by pressing space
when it moves over the eggshell
-4 [Ammo] packs from first truck, [Grenade] [Gas Grenade] [Ration B1] from
second truck, east, east, [Ration B3] (and soldiers) from truck, north
-East, east, north, north, [Ration B1], south, south, west, equip Owl,
up east stairs, east, [Ammo] [Grenade] [Plastic Explosive] from building,
west, down stairs, up west stairs, west, north, north, [Ration B1], west
(Blue), south, north, north (Red), east, north (8), take elevator to
FLOOR B1, call 140.66, call 140.24
-Fight Boss 7: Night Fright
-Back to Predator boss area, [Card 9] from northeast screen, back to
Night Sight boss area, north (8), equip Ration B1, north (9)
-Fight Boss 8: Dr. Drago Petrovich Madnar
Spoiler Free Part 8: The Final Conflict
---------------------------------------
-Back to before Jungle Evil boss area, equip Cardboard Box, get on conveyor
to Tower Building, back to Zanzibar Complex
-East, south (Red), east, north (Red), east (9), [Green Card], west
(Green), north (Red), east, down dust chute to FLOOR B2
-South (Red), south, south, west, north (Red), take elevator to FLOOR 2F,
take right elevator to FLOOR 4F
-West (Blue), north, north, west, south, south, east (Red), south (Blue),
south (Red), east, north, east (Blue), east, east (Red), wait for Brooch
to change shape, east (Red), south, east, into ladies lavatory, take
elevator to FLOOR B3
-North (Blue), north, west, north, east, north (Blue), north, north, north,
north, north, take elevator to FLOOR F1, go west, west, west, west, south
(Blue), east, east, north (Green). Equip Cardboard Box, get on conveyor
-Back to Night Sight boss area, north (Green), north (Green), enter locker
(Brooch), crawl in and out of hole, equip Ration B3, shoot rodents, enter
hole, [Cartridge], exit locker
-3 [Grenades] from east room (Red), 2 [Ammo] packs [Ration B2] from south
room (Red), north (Blue)
-Fight Boss 9: Metal Gear D
-Discard all of your inventory and weapons by pressing space over everything,
south, west
-Fight Boss 10: Gray Fox
-[Cartridge], west, north, 3 [Rations B1] from the outer perimiter, [Card 6]
from second top door, [Card 1] from second bottom door (6), [Card 2] from
fourth top door (1), [Card 3] in hole from first top door (2), [Card 4]
from third bottom door (3), [Lighter] from fourth bottom door
(4), [Card 5] from third top door (4), [Spray] from first bottom door (5)
-Fight Boss 11: Big Boss
-Go north, north, north, north, north, north, [Ration B1], north, north, take
elevator to FLOOR 1F, [Ration B1], east, north, north, north, north.
-Keep killing soldiers until helicopter picks you up.
==============================================================================
**************
**10. Bosses**
**************
BOSS 1: BLACK NINJA
-------------------
HISTORY: Snake's support from the Outer Heaven Revolt, Schneider was in Outer
Heaven when NATO decided to nuke the base. Big Boss, surviving as well,
gave shelter and life to the survivors, including Schneider. Owing his
life and future to Big Boss, Scheider underwent experiments from NASA
to create a hi-tech Ninja (a predecessor to the Ninja from Metal Gear
Solid). He used his new talents to become a mercenary for Zanzibar
Land. Though an amateur in combat, his hi-tech teleportation technology
and throwing stars make him a tough adversary.
When you get near Black Ninja, he'll teleport out of the way. Also, every
few seconds he throws 3 throwing stars at you. The trick is to stay at the
bottom of the screen and he will stay within the central enclosure. Just
run back and forth to avoid the throwing stars, and between his shots,
shoot at him with the handgun. Just have rations equiped when you fight
him and you'll outlast him.
BOSS 2: RUNNING MAN
-------------------
HISTORY: Though his name is unknown, he was a Medalist from the Barcelona
Olympics, completing the 100 Meter Run in 9.69 seconds. After the
ceremony, he was tested positive for dope and was stripped of his
Medal and his dignity. Seeking revenge on the world that shunned him,
he joined a group of European terrorists. His speed is unparalelled,
and aversion as a means to be the victor in combat, usually using means
such as poison gas to eliminate the enemies not fast enough to catch him.
The room will fill with poison gas, requiring you to defeat the Running Man
before your oxygen runs out. Immediately equip the Gas Mask and the Mines.
Luckily the Mine Detector isn't needed to see the Mines you place. To defeat
Running Man, run around in circles through the 4 screens laying mines. The
narrow passage between the two eastern screens is the easiest places to catch
Running Man. He'll be finished quickly.
BOSS 3: HIND-D
--------------
HISTORY: The Hind-D, a Russian gunship stolen from Russia by Zanzibar Land
for the revolt. It can carry 12,000 kilos of fuel, has a max speed is
200 KPH, and has a max altitude of 4500M. It's armament consists of
missiles and valcan guns.
The Hind-D is easy. First of all, you need Stingers. Contact Holly for their
location. Stay in the corner that intersects the 4 screens that makes the
battle area. When the Hind-D starts attacking, simply change to another
screen. Equip the Stingers and shoot at a screen as the Hind-D is about
to enter it. You'll hit it every time. The battle is over fast.
BOSS 4: RED BLASTER
-------------------
HISTORY: Red Blaster is a bomb and explosion expert, and a pyromaniac to the
core. He's part of the assasination elite from USSR Rumumba University.
He likes to get his enemies into a corner, and cook them with explosive
devices such as grenades. He relishes in the smell of burnt flesh.
Simple boss. Red Blaster lobs grenades down at you, and that's pretty much
it. Equip your Grenades, and push against the barriers in the first room to
get rid of them. All you have to do to beat the boss is to throw grenades
at him while circling the wall to avoid his grenades.
BOSS 5: FOUR HORSEMEN
----------------------
HISTORY: Not much is known about these assassins. This top-secret squad is
recruited by many outfits from around the world such as the SAS, GSG9
and UDT. They are hired to do people's dirty work, and have expertise
in close-quarter combat.
Four Horsemen is a simple to beat boss if you know how. Equip your Body Armor
and your Sub Machine Gun. In the elevator, start off below the yellow
line, off to the side. Now only the top one and the one to the far side will
hop down at once. Concentrate on the one to the side. Then it's one on one.
Kill the one on top, then move over. Kill the other side one, then go above
the yellow line and kill the last one. Just be sure to keep your eye on
your life and refill when needed, but make sure to re-equip your Armor.
BOSS 6: JUNGLE EVIL
-------------------
HISTORY: A hunter at heart and instinct. He used to be part of Rex Command.
He was in Vietnam, and has since favored guerilla tactics, annihilating
at least two army ranks. He prefers striking in secret from the
surrounding brush.
Jungle Evil's quite easy. Equip your Body Armor and Grenades. Wait for him
to appear (it's kinda random) and throw a grenade in his general direction.
The splash damage should hit him easily. Repeat until he's dead. There's also
a chance that if you stay at the bottom of the screen (right up against the
fence), he'll also appear at the bottom of the fence (most of the time not
being able to shoot forward!). Either way, keep shooting at him and he'll be
dead in no time.
BOSS 7: NIGHT FRIGHT
--------------------
HISTORY: Used to be part of the legendary guerilla squad Whispers, Night
Sight is called the the Unseen Assassin. No one alive has seen him. His
prototype stealth camouflage suit not only renders him impossible to the
naked eye, but also to radar as well. He attacks with a gun called Wei
Sheng Ciang, which makes little noise.
Equip your Body Armor and the Sub Machine Gun. Each of the four screens
have different sound-emitting floors so you can hear which screen Night
Fright is on. When you see Night Sight shoot, shoot where the shots come
from, and keep shooting. If you catch him against a wall, he won't have much
places to run and keep shooting. So keep shooting, he'll keep getting stunned
and stay in one place.
BOSS 8: DR. DRAGO PETROVICH MADNAR
----------------------------------
HISTORY: During the Outer Heaven Revolt, Petrovich was forced to create the
Metal Gear prototype when Big Boss kidnapped his daughter, Ellen. Snake
rescued him and his daughter, and with Petrovich's help, took advantage
of Metal Gear's weaknesses and defeated the walking battle tank. After
Outer Heaven was destroyed, Petrovich, driven mad by the incident, was
employed by Big Boss once again to help in Zanzibarland.
Easy boss. Equip the RC Missiles, Rations, and keep hitting him from behind.
Nuff said.
BOSS 9: METAL GEAR D
--------------------
HISTORY: The newest version of Metal Gear, voluntarily created by Dr.
Petrovich Madnar. Faster, more heavily armored, and heavier weaponry. It
does have one weakness. It's legs aren't that well armored and can be
destroyed with an explosive weapon.
Metal Gear D is quite tricky at first, but follows a basic pattern. At all
times, stay out of it's way. If you get stomped on, you die instantly. Get
into this pattern: If it's moving down, move up along the wall, when
it starts shooting the vulcan cannon, move down quickly (as it moves up),
throw a grenade at its leg, then retreat to the top corner (either side),
just as it shoots its missiles at you, they should hit the wall instead.
Then it'll advance again while you're already in the top corner. Repeat
until Metal Gear D is destroyed.
BOSS 10: GRAY FOX
-----------------
REAL NAME: Frank Jaeger (Original name), Frank Hunter (American name)
HISTORY: Solid Snake's first mission was to rescue Grey Fox, an operative of
Fox Hound that was captured in Outer Heaven. After being rescued, Fox
played a vital role in destroying Metal Gear and bringing down Outer
Heaven. Since then, Snake and Fox became good friends. It was later
found out that Fox's real name is Frank Jaeger, or Frank Hunter when
he moved to North America. He fell in love with a figure skater named
Natasha Markova, but when her request for a green card was refused,
Grey Fox turned rogue and joined forces with Big Boss to seek revenge.
First of all I have to mention that the room is outlined in mines, so be
careful. Everytime Fox attacks, he throws three punches, making him an easy
target. The best strategy I found is NOT to play chicken. Stay in one general
spot, and when Fox gets close, punch him. If you hit him, he'll retreat and
keep running. If he starts punching, just get out of his range and he'll
start circling you again. Keep hitting him as he goes by.
BOSS 11: BIG BOSS
-----------------
HISTORY: Big Boss is the singlemost legendary soldier during the Cold War in
the 1960s. He was considered the ultimate soldier. He was taken out of
service in the early 1970s after serious injury. By the early 1990s, he
created Outer Heaven, using his cover as the leader of Fox Hound, as a
way of hiding his intentions from the U.S. Government. Solid Snake, the
greenest soldier under is command uncovered Big Boss's plot and defeated
him, ensuring the destruction of Outer Heaven. Thought dead, Big Boss
took the survivors of Outer Heaven and created a new military land,
Zanzibar Land. Due to his injuries after his battle with Snake, his body
was reinforced with an indestructible exoskeleton. Now a force to be
reconned with, Snake must fight him again.
Before you even think about fighting Big Boss you must equip yourself. Pick
up the 3 [Rations B1] from the outer perimiter. Enter the second door on
the top and grab [Card 6], then the second door on the bottom (6) to
grab [Card 1]. Next, the fourth door on the top (1) to grab [Card 2],
then the first door on the top (2), which has [Card 3] in the hole.
Next, the third door on the bottom (3), for [Card 4], then the fourth
door on the bottom (4) for the [Lighter]. Go to the third top door (4)
next for [Card 5], then finally the first door on the bottom (5). You
have have to use a Ration B1 to dilite the acid and get the [Spray].
To fight Big Boss, equip the Spray and the Lighter to create a flamethrower.
Simply avoid his shots and use the flame thrower on him. Use the crates in
the northeast corner to avoid his shots and use the attack him through the
crates (the flamethrower goes through). He'll be dead before long.
==============================================================================
*****************
**11. Tap Codes**
*****************
A couple times in the game, a secret code (similar to morse code) is used
called tap codes. The walkthrough provides the solutions to these codes,
but if you're curious about breaking the codes yourself, here's the chart.
Here's how you use the chart. For every character, there's a code. You count
the taps between the pauses for a coordinate. Say, if the code is 3, 2. Then
you would take the third row, and the second column. The character would be
'M'.
---------------------
| A | B | C | D | E |
---------------------
| F | G | H | I | J |
---------------------
| L | M | N | O | P |
---------------------
| Q | R | S | T | U |
---------------------
| V | W | X | Y | Z |
---------------------
| 1 | 2 | 3 | 4 | 5 |
---------------------
| 6 | 7 | 8 | 9 | 0 |
---------------------
==============================================================================
*****************************
**12. Soundtrack/Sound Test**
*****************************
To access the sound test, equip the Cigarettes and tune the transceiver to
frequency 140.07. Each time you access it, a random track is played.
Here's a list of the music in the game, and where it appears. The order of
the tracks is according to the official soundtrack. Two additional tracks
are listed that's not on the OST, "Lethal Jungle" and "Surprise!". Four
tracks were also remixed for Metal Gear Solid: VR Missions. These tracks
are "Frequency 140.85", "Level 3 Warning", "Imminent", and "Level 1 Warning".
01 - Theme of Solid Snake Opening Credits
02 - Zanzibar Breeze Intro (Story)
03 - A Notice Emmerging from the darkness
04 - First Instruction Initial Transceiver Conversation
05 - Frequency 140.85 Infiltration - Outside Zanzibar Complex
06 - Level 3 Warning Alert Mode
07A - Return to Dust (Part A) Infiltration - Vents
07B - Return to Dust (Part B) Infiltration - Basement
08A - Killers (Part A) Boss Encounter
08B - Killers (Part B) Boss Speech
08C - Killers (Part C) Boss Battle (Main)
09 - Tears Grey Fox's Death
10 - The Frontline Infiltration - Tower Building
11 - Chasing the Green Beret Forest Chase, Gustava Search
12 - Shallow Infiltration - Zanzibar Complex 2F
13 - Battle Against Time Boss Battle (Running Man)
14 - Advance Immediately Infiltration - Zanzibar Complex 1F
15 - Mechanic Boss Battle (Hind D, Metal Gear D)
16 - Imminent Infiltration - Forest, Zanzibar Complex
17 - Night Fall Holly Conversation, Mandar Rescue
18 - Level 1 Warning Infiltration - After Madnar Rescue
19 - An Advance Madnar Conversation, Boss Death Speech
20 - Reprieve of the Doctor Infiltration - Secret Tunnel
21A - Natasha's Death (Part A) Gustava's Death (Encounter)
21B - Natasha's Death (Part B) Gustava's Death (Speech)
22 - Zanzibarland National Anthem Part 1 Gustava's Cassette
23A - Swing Swing Sound Test Bonus Track 1
23B - "A" Jam Blues Sound Test Bonus Track 2
24 - Zanzibarland National Anthem Part 1 Gustava's Cassette (Streched)
25 - Lethal Jungle Boss Battle (Night Fright) **Not on sndtrk
26 - Under the Cloud of Darkness Infiltration - Madnar's Cell, Roof, Bridge
27 - Fight into Enemy Territory Hang Glider Infiltration Demo
28 - Infiltration Infiltration - Gustava Chapter
29 - In Security Holly Capture, Boss Trap
30 - Wavelet Gustava Conversation
31 - Big Boss Infiltration - Metal Gear Bunker
32 - Surprise! Surprise Encounter **not on sndtrk
33 - Spiral Spiral Stairs Battle
34 - Escape Escape to Helicopter
35 - Return Helicopter Rescue
36 - Red Sun Ending Credits
37 - Farewell Cast Roll
38 - Afterimage Player Death
39 - Disposable Life Game Over
So you ask, where can I get the soundtrack? It's rather impossible to find.
EBay would be your best bet, but it's rare even there. Good luck.
Also, be sure to check out J-War's H.Q. He's a music master that's remixing
all of the tracks, quite beautifully. They're not done yet, but there's a
sample file on the site that has to be heard to be believed. The address is:
http://j.war.free.fr/eng/ (Note: Website is currently down)
==============================================================================
**********************
**13. Swamp Maze Map**
**********************
Getting through the swamp can be tricky. So, due to many requests, I've
included an ASCII map of the way through. You start on the lower path
(the one without the child). Hope this helps those who are having trouble
with this part.
LEGEND:
Edge of the screen
= Dry Land
# Trees
- or | Path through the swamp
######==============####.### . ===================
######=====######===####.### . =================##
######=====######===####.==== . =================##
===========######=======.====--------------| . =================##
===========######=======.==== | . =====###########
########################.## | . =====###########
########################.## | . | ###########
..........................................|.............|..............
########################.## | . | ###########
# . | . | ###########
# |------| . |---------| . | ###########
# | | . | . | #
# |----| |----------------| . |----------| #
# | . . | #
# | . . |------| #
# | . |--------------| | #
# |-----| . | . | | #
# | . | . | | #
# |-----------------------------| . |===============#
# . . ===============#
# . . ===============#
.......................................................................
==============================================================================
**********************
**14. Special Thanks**
**********************
A few people to thank. First of all, thanks to Konami and Hideo Kojima for
making this excellent game, and all the other games in the series. Also,
thanks to those who were involved in the translation of this game. If it
weren't for you, Metal Gear 2: Solid Snake would not be as popular as it is
now. Thanks to the staff of the now defunct Metal Gear Edge
(
http://www.classicgaming.com/metalgear/) for a great site and though it's
old and not updated anymore, still is THE place to go for classic Metal
Gear goodness. Lastly, thanks to J-War for help with the soundtrack (names,
music extraction, etc).
==============================================================================
******************
**15. Legal Crap**
******************
This Walkthrough/FAQ was created and copyrighted by Elbryan42.
You can use this for personal use, but please don't distribute this without
my permission. No part of this this is to be taken and used as your own work.
Metal Gear and Metal Gear 2: Solid Snake are copyrighted by Konami.