METAL GEAR FAQ/WALKTHROUGH
for METAL GEAR SOLID 3: SUBSISTENCE (PS2)
by Matthew Floratos
Contact:
http://metalgearscholar.blogspot.com
zanzibarbreeze [at] windowslive [dot] com
CONTENTS
--------
1. Introduction
2. Tips and Tricks
3. Walkthrough
3.1. Part One: Infiltrate Outer Heaven, Rescue Gray Fox
3.2. Part Two: Find Dr. Madnar
3.3. Part Three: Find Dr. Madnar continued
3.4. Part Four: Rescue Dr. Madnar’s Daughter, Ellen
3.5. Part Five: Destroy Metal Gear
4. Legal
5. Credits
1. INTRODUCTION
---------------
This guide is intended for the PlayStation 2 version of Metal Gear; that is the
one packaged with Metal Gear Solid 3: Subsistence. Strictly speaking this
doesn't mean it won't be compatible with the original MSX version, as all
weapon locations and bosses remain the same. Rather, some of the names of the
characters have been changed, and Big Boss talks better English.
This is a text-only version of the guide as GameFAQs guidelines do not allow
for .PDF files. This guide was originally meant to be read with accompanying
maps and diagrams that help to guide the player through more difficult sections
of the game. The text is still adequate - the maps just served as a supplement.
If you want to see the original maps, you can find them at
[
http://metalgearscholar.blogspot.com]. Eventually a .PDF version of the guide
as well as a PSP formatted version will be available, making the guide
portable.
Please enjoy the guide! If you have any comments or corrections for me to make
please email me at the address referenced at the start of this guide, or make
a comment on the website.
2. TIPS AND TRICKS
------------------
ABOUT GUARDS: You should definitely fear guards. They can move very quickly
as soon as they see you. Not only that, but their bullets reach much further
than yours do, and above all they can shoot at an angle, meaning they can hit
you while remaining out of your range.
LINE-OF-SIGHT: Guards suffer from a major problem in Metal Gear: they are
restricted to a single, pixel-thin line of sight at right angles. If you stay
slightly below this line of sight you can always evade their view, even if
you’re exactly parallel to them.
ELIMINATING GUARDS: Most guards can easily be eliminated by staying slightly
out of their line of sight and punching them. Eliminating a guard in this
fashion often results in them dropping ammunition or rations, like in
Metal Gear Solid. This occurs more often in lower difficulty levels.
GUARD DOGS: Guard dogs are relentless and will not hesitate to follow you
across several screens. Eliminate them upon sight using the handgun or
sub-machine gun.
RANKS: With every five prisoners of war you rescue, your rank will be
promoted up one position, or star. If you kill a POW you’ll be demoted one
rank. The higher your rank, the more health you have and the more ammunition
you can keep, as depicted by the following table:
AMMUNITION BOXES: Ammunition pickups give you more ammunition for the handgun,
sub-machine gun, grenade launcher and rocket launcher.
RESPAWNING: Metal Gear is plagued by an infamous glitch that can be used to
your advantage throughout the game. As you may have noticed, any guards
respawn whenever you leave the screen and reenter again. This occurs even if
you enter rooms or trucks located on the screen. As a haphazard solution to
this, the programmers designed the enemy paths so that when the guards respawn
they will usually be facing away from you, thus avoiding unpreventable alerts.
However, this design also applies to weapons and some equipment, such as
ammunition and rations. If you collect a pickup, exit the room or truck, and
reenter again you will find that the pickup has reappeared, allowing you to
always stock up as much as you can. This guide is written assuming that you
don’t use the respawn loophole, so its use is at your discretion.
3.1. PART ONE: Infiltrate Outer Heaven, Rescue Gray Fox
-------------------------------------------------------
BUILDING ONE, GROUND FLOOR
The game begins with the protagonist and player character, Solid Snake,
making his way into Outer Heaven. You’ll receive a call from Snake’s mission
controller, Big Boss who describes the mission to you: infiltrate Outer
Heaven, rescue Gray Fox and destroy Metal Gear. Metal Gear allows you to save
frequencies like the games in the Metal Gear Solid series. You can access
frequencies by pressing down on the transceiver screen. It is worth to note,
however, that the staff will rarely respond unless you contact them from a
specific area. Even so, Big Boss will tell you his frequency is 120.85.
When you gain control of Snake you’ll find yourself outside Outer Heaven’s
Building One, on the ground floor. Heading inside you’ll immediately get a
call from Big Boss – signified by the calling tone (that only you can hear)
and the word “CALL” flashing in red at the bottom of the screen. Press the
Select button to answer. Big Boss will suggest that you not be discovered
during your mission. Press Select again to exit the transmitter screen.
Whenever you come back onto the same screen while you’re on a floor where you
received a transmission, you’ll get the call signal again – it’s the same
transmission, but is just a result of the game code. As such, ignore repeat
calls such as this. There are no enemies on this screen. Don’t head to the
right just yet, as you’ll have to go there soon. Instead head up a screen.
Two guards will be patrolling here, and are harmless as long as you are not
in their field of vision. Guards see directly ahead of them or where they are
pointing their heads, strictly in a straight line. As such, you can often be
facing them or be parallel to them in a corridor but they will not see you
because you are not in their “line of sight”. Essentially, they can see across
the whole screen, so you should attempt to stay out of that sole line of sight.
Sneak through and head through the opening to the right.
In this open field lie three trucks. You can enter a truck by entering from
the back. The left truck contains Rations. Rations can be used by highlighting
them in the items menu (L2) and pressing the confirm button (circle).
Equipping them, unlike in the Metal Gear Solid series, will not restore your
health if it falls to zero. Exit the left truck but do not enter the second
truck. If you wait at the left side of the truck, a guard will eventually
come out after approximately eight seconds. He will then patrol around the
truck, starting off by heading up the right side. This allows you to enter
the truck when he leaves his position and collect the essential Card 1.
Because the game requires that the player switches cards very often to open
different doors, all cards from here on in will be highlighted in bold. Exit
the truck. You’ll find that the guard has disappeared, but will reappear
again if you wait as you did before. Head into truck on the right, where you
will find a pair of Binoculars – not the most useful item in Metal Gear.
Upon collecting the three items, head back left one screen. Before we continue
it’s advisable that you backtrack slightly in order to collect the very useful
gas mask. Doing so now will avoid a much larger journey back a few minutes
into the future. From this position, go down one screen and right one screen.
The guards will have their backs turned to you, allowing you to continue
scooting straight past them and onto the next screen towards the right. The
sole door here requires that you use Card 1. Equip it in the items menu and
press up against the door to open it. Inside you’ll find a guard, but don’t
worry: he’ll soon fall asleep (albeit for a brief period of time). As soon as
he does, approach him and punch him out (circle button). Collect the Gas Mask
from the desk, and head back out through the door, left one screen through the
two guards and left again to the starting position.
It’s now time to proceed further through the building, but before doing so a
slight detour will ensure that you collect two very useful weapons. Head up a
screen and past the familiar enemies here. There are more guards on this
screen, but after following their methodical actions they should not be
difficult to pass undetected. Head up a screen again. On this top-most screen
you’ll see two guards in dark red gear and an elevator: ignore them and head
right one screen. Of interest here are three trucks: you cannot open the two
doors yet. Enter the left-most truck which juts out a bit compared to the
other two. In here you’ll find a Handgun. Two things prevent you from using
it: no ammunition and no suppressor. Without a suppressor the sound of firing
the handgun will alert all enemies on the screen, and could even force the
whole floor into alert mode depending on your position. As such, until you
procure a suppressor do not use the handgun unless you need to defend yourself
when already in alert mode. Exit the truck and hide behind it on its left side.
Like in the clearing before, a guard will come out of the far-right truck
providing you wait patiently (a guard will also pop out of the center truck,
but head back inside – do not enter this truck, guards await you within). As
soon as he leaves the area you can enter the far-right truck to collect Mines.
Three of these can be placed per screen, but they will alert the guards when
tripped, and aren’t very useful against patrolling troops – save them for
bosses.
Exit the truck and head back left one screen. The two guards prevent you from
using the elevator straight away. If you wait for a while, they’ll announce
that it’s the end of their shift and they’ll shift themselves off to the right,
allowing you to head into the elevator.
BUILDING ONE, WEST ELEVATOR
At this point the real mission begins. Snake’s first objective is to discover
the whereabouts and subsequently rescue missing FOXHOUND agent Gray Fox. In
the elevator, the first floor is off limits, so head up two floors and exit
on the second floor.
BUILDING ONE, SECOND FLOOR
On the second floor you’re immediately greeted with the sight of two cameras.
As soon as you procure the cardboard box cameras will get much easier to sneak
past; for now you’ll have to make do with the environment for cover. Ignore
the camera that runs across the top wall of the structure in the center – the
camera on the left wall is a much greater concern, but is relatively simple to
evade by passing under the center structure and hiding on its right side. As
soon as you’re in the clear, head down one screen by the right side.
Two guards patrol this room. On the right side you can hide behind the crates
and take out the guard once he has his back turned to you. The guard patrolling
near the open door on the left, where you need to make your way to, can be
passed around using the crates in the center of the opening. Head through the
open door on the left.
In here you’ll find a box of Ammunition. This box rather widely stocks up your
handgun, and (when you get them) your sub-machine gun, grenade launcher and
rocket launcher. You’ll need to use Card 1 to go unlock the door on the
southern wall. A man is tied up in the center of this room: he is one of the
many Prisoners of War you’ll encounter throughout the game. It is important
that you release all of the POWs you can: not only does your rank increase,
thus allowing you to carry more ammunition and have more health, but it is
also essential that you have a high rank for events later in the game. To free
a POW, just bump into him. Often they’ll give you essential information – if
you don’t plan on reading this guide in depth, this can be very useful.
Finally, POWs are not invincible: if you punch them or discharge a weapon at
them, they will die. This results in a drop in rank, which can be disastrous
at later stages in the game. Free the man and open the door on the right,
which also requires Card 1. Equip your gas mask before heading through – the
next room is filled with gas, which will lower your health at a very quick
rate.
As long as you have your gas mask equipped you won’t lose health. Big Boss
will call you to tell you to equip your gas mask, which you should have
already done – don’t answer the call if you don’t want to waste time. Head
through the maze of crates. The door at the bottom also requires you equip
Card 1; you will lose a little bit of health, but hastiness will naturally
curb the damage done.
You’ll find yourself in a little alcove in the next screen with a guard fast
approaching. The easiest way to deal with him is to punch him out on his
approach. On the left side of the screen are two doors, protected by a camera
that shifts up and down. With the whole screen to yourself it should be easy
to move around undetected. The top door remains unlockable at this stage, so
open the bottom door instead with Card 1. You’ll find another Prisoner of War,
who’ll inform you that Gray Fox infiltrated Outer Heaven but was captured by
the enemy. Exit to the right out of the room. Quick feet here should help you
dodge the camera and the regenerated soldier as you head to the right to the
next screen.
The sole door on this screen will be open for you; head through. In here
you’ll meet your first rolling pin. The metallic pin rolls from side to side,
and touching it means instant death. This room, unlike others to come, has an
alcove for you to the left so you can wait and judge your movements. In the
alcove you’ll find Plastic Explosives. Like mines, they really only serve
their purpose, which gained infamy from the Metal Gear games – use them only
to destroy poorly built walls. Plastic Explosives run on a timer. After
approximately one and a half seconds they will automatically detonate, harming
anything in their way. Your next goal should be to head through the open door
on the right side of the room. Use the doorway from which you entered at the
bottom as another safe haven, and time yourself to run through the open
doorway as soon as the pin hits the very left side of the screen. Since Snake
can only run in right angles, you will definitely find yourself cutting it
very fine at times, but hopefully you can make it through uneventfully.
The presence of large structures should make it very simple to evade the lone
patrolling guard on this screen. Heading right, the two guards on the next
screen are much more difficult to deal with. Do not hesitate to hide in the
alcoves and spend a minute or so watching their patrol patterns. Both soldiers
tend to cover themselves when not in their own personal alcoves – the best way
to eliminate them is to dash and hide in the center alcove at the bottom of
the screen, then take out the left-most soldier when he is in his little
niche, before moving on to the last soldier on the right. When the coast is
clear move proceed to the right.
Two cameras and one patrolling guard greet you on this screen. Hide behind the
row of three crates down the bottom to avoid the top-most camera. Punch out
the guard as soon as he approaches your position. The only room you can enter
at this point is the bottom door, which is under surveillance by a camera. Use
Card 1 to enter through the door when it shifts to the right. Inside you’ll
find Card 2, thus making new areas available to you. Upon leaving the room the
lone guard will have respawned again; take him out and use your newly acquired
Card 2 to enter the room at the top. Pick up the Rations inside and exit the
room again. If you avoid the cameras and the new guard again and head up one
screen, you’ll find an electrified floor. As soon as you tread on the floor
you’ll start losing health. Big Boss will call you to inform you that you need
to use a remote-controlled missile to destroy the power box on the opposite
wall (something which will be familiar to those that played Metal Gear Solid).
The missiles are rather close to your position, so don’t worry about
contacting Schneider. To get the remote-controlled missiles you need to
backtrack. Card 2 actually allows you to skip the electrified floor entirely,
as the doors at the top of the level open with Card 2. You should collect the
missiles before making the decision to skip the electrified screen, though,
so go down one screen and head back left two screens.
When you enter the room with the rolling pin, you’ll have to move immediately
as you’ll be out of position. Duck down through the exit and head left one
screen here to get back to the area with the two doors, surveillance camera
and guard. The RC missiles are through the top door on the left wall. The door
opens with Card 2. Once you’re in, collect the Remote-Controlled Missiles. Use
them only when necessary – they’re in fairly short supply, and upon detonation
they will alert any guards on your screen. Before you exit, you can take one
of two possible paths. It is possible to go around the electrified area
through the top of the level – however, this puts you out of place with
collecting items near the electrified area, meaning you would have to go out
of your way to backtrack. This guide will go through the area with the
electrified floor for new players.
Head out of the room and proceed back five screens to the right to where you
were previously. You’ll have to deal with the rolling pin and all the guards
again, but by now this should be simply going through the motions. Head up
one screen to the electrified floor. Give yourself some room – the
remote-controlled missiles are super quick in Metal Gear. Face to the left
and fire the missile. With quick movements you should be able to send the
missile into the gray and red power switch, disabling the floor. As soon as
it stops flashing, it’s safe to tread on the floor. Head up one screen through
the crates.
The two guards here should pose few problems. As you need to head through the
door on the right, you’ll have to take out the guard patrolling around that
area. Card 1 will unlock the door here. Enter and rescue the Prisoner of War.
He’ll tell you about Diane, a member of resistance that apparently has good
knowledge of Outer Heaven and its guards – you can contact her on 120.33. Exit
the room and head up one screen. The two guards here will only move if you
stick around for a long time, but they’re stationed well behind the concrete
structure, so sneaking left one screen is simple.
Three guards in red are stationed in this area, and you can stay out of their
line of sight by hugging the walls of the large block in the center. You’ll
have to take them out while making your way to the door at the top of the
screen. The door here requires Card 2, and inside you’ll find the Cardboard
Box – a staple of Metal Gear games to come. The cardboard box is actually
very useful in Metal Gear, especially so in avoiding cameras, as they cannot
detect you if you stay stationary in the box while they shift over. Exit the
room and go through the door on the left, which will also open with Card 2.
This screen has a large room in the center and two guards that patrol the
boundaries of the room, moving up and down. Quickly head down and position
yourself near the door. Four guards await you inside – before entering, equip
your handgun and make sure you have enough rations. Card 2 allows you inside
the room. As soon as you enter the four guards will see you and will start
zooming around the room while firing at you. Use your handgun from a distance
and punch them when you find them near you. Upon eliminating them you’ll be
awarded the suppressor, which you can pick up. This silences your handgun, and
as soon as you get it your sub-machine gun: providing you have enough
ammunition, use them as much as you’d like now. Use Card 1 on the door on the
right and inside you’ll find a Grenade Launcher. This is powerful, but should
be saved for bosses. Head left through the door back to the previous room.
Before you proceed, it is advisable that you have a minimum of four
remote-controlled missiles, although around six or seven would be optimum. You
will need to use quite a few of them soon and they will not be readily
available where you’ll be positioned. A quick trip through the gas room back
to the room with the two doors should take but a minute.
As soon as you’re ready to continue, head down through the door out into the
open again and right one screen. Head right one more screen here, back to the
stationary two guards and the elevator. They have a tendency to watch each
other, but if you keep an eye on their heads you should notice the slight
window that opens – eliminate the left-most guard first before proceeding to
the elevator.
BUIDLING ONE, EAST ELEVATOR
Your next destination will be the first floor. Take the elevator down to two
levels above the basement and exit.
BUILDING ONE, FIRST FLOOR
Two cameras cover the first screen here. You should proceed south, ignoring
the camera moving horizontally at the top of the screen, and hiding from the
camera moving vertically by using the crates. They provide very little cover
so equipping the cardboard box and remaining stationary (even when behind the
crates) would be advised. Proceed down one screen to find a guard patrolling
the corridor in the center of the screen. Almost instantly he’ll fall asleep,
but it won’t last forever: sneak past him and head down through the crates.
While this area may look unguarded, in between the funny looking metal boxes
are infrared beams. If you trip them you’ll activate an alert phase. Soon the
infrared goggles will become available, but as of yet you’ll have to creep
your way through. Head straight down in between the center of the two rows of
infrared boxes so you hit the concrete wall. From here, go straight to the
right until you hit the side of the screen and head down one screen.
The door is where you need to get to, and the infrared beams are slightly
more complex here. There are three infrared sensors to your immediate left –
head in between the second and the third sensors from the top. Stop as soon
as you pass between them and head down until you hit the bottom of the screen.
From here head left until the end of the tri-row of infrared sensors, where
you should head up to the top of the screen (but don’t cross over into the
previous screen). Hug the walls of the structure with the door and use Card 1
to enter. In here you’ll find another Prisoner of War. If you’ve already
rescued all of the other POWs as this guide has suggested, your rank should
go up. Your rank will increase by one star with every five POWs you rescue.
With each promotion you’ll be able to hold more ammunition and rations.
Killing a POW will reduce your rank by one star, and will reduce the amount
of ammunition and rations Snake carries respectively.
Exit the room. You now have to make your way back through the infrared sensors
and up two screens to the area with the guard that falls asleep very quickly.
When you arrive, eliminate him this time, as you’ll want to take the top left
path and exit from the top left side of the screen. The next screen is a
little corner; continue to the left.
On this screen three guards patrol. The goal is to continue to through the
passageway under the wall; the guard that walks vertically up and down the
screen is the real danger. If you take him out, the only enemy you need to
eliminate is the soldier occupying the lower half of the screen. Once the
coast is clear, continue to the left.
Here, a camera will pass between the two doorways. It never crosses the center
point from either doorway, so to the sides are the safe havens. Upon entering
the door on the right you’ll find ammunition. After collecting it, head out.
Getting through the doorway on the left is quite simple: wait until the camera
is over the left doorway, hide in between the two doors underneath the
cardboard box (make sure you remain motionless), and once the camera passes to
the right door head through the left doorway. Here you’ll find some more
plastic explosives. Exit and use the cardboard box technique to exit right a
screen back to the area with the three guards. From here, you’ll need to get
back to the elevator: through the screen with the three guards and exiting to
the right, continuing through the small corner, eliminating the sleeping guard
and exiting through the top-right passageway, sneaking past the camera here
using the crates or the cardboard box to hide, and into the elevator.
BUIDLING ONE, EAST ELEVATOR
Take the elevator down one floor, back to the ground floor of Building One.
BUILDING ONE, GROUND FLOOR
This is a new area of the Ground Floor, directly opposite from the screens
you’d traversed previously. The only enemy you should really worry about here
is the one traveling around the right passageway; eliminate him and use the
tanks for cover as you head down to the next screen.
This is one of the more challenging areas of the early parts of the game. The
trick with these three cameras is, as before, to use the cardboard box and
slowly inch to the door on the left side of the corridor. It is essential that
you keep an eye not only on the two cameras on the left but also on the sole
camera on the right; it can be disastrous to forget about its presence.
Eventually a large enough window will open up for you to equip Card 2 and head
through the door. Inside you’ll find another Prisoner of War, who’ll inform
you that Gray Fox has been taken to a secret cell. Exit from the room. Back
out in the corridor, equip your cardboard box again and use the bottom box for
cover as you continue down to the next screen.
The two guards in this area can be surprisingly fast, and they have a clear
line of sight to where you are when you emerge on this screen. Stay out of
their thin field of vision and eliminate both of them. Use Card 2 to head
through the door on the right. Inside you’ll find a Sub-Machine Gun. This gun
is very useful as it sprays rounds at different intermittent angles. Its only
downfall is its fast rate of fire – you’ll find the ammunition running out
rather quickly. Use it best while your health is low, and especially during
the alert phases. Exit through the left, back into the corridor and, after
eliminating the guards, use Card 1 to head through the door on the left. Here
you’ll find another Prisoner of War. He’ll give you the hint that you’ll have
to allow yourself to be captured if you want to find the secret cell. Exit
from here and head down one screen again.
The two guards on this screen provide no challenge for the patient player,
especially with the cover. Head left after taking out the guards, where you’ll
find yourself suddenly captured. The screen will wipe to black . . .
BUILDING ONE, BASEMENT
Captured, huh? Big Boss will call you as soon as you gain control of Snake.
He’ll tell you to get out of the cell and rescue Gray Fox. Throughout Outer
Heaven some of the walls are weaker than others – you can find them by
punching the walls. Not only will they make a strange, ‘bounce’-like noise,
but a question mark will appear over the weaker walls in question, as opposed
to normal walls. The left wall of the cell has a weak section near the top.
Punch the center-top of the left wall until you find the weak portion of the
wall, and continue punching until the wall breaks completely. Head through the
wall to find Gray Fox.
3.2. PART TWO: Find Dr. Madnar
------------------------------
BUILDING ONE, BASEMENT
After rescuing Gray Fox, you’ll have to break out of his cell. The weak
section of wall here is in the center of the bottom wall – punch it several
times to break through. Exit the cell through the new passage. From here you
can only head right one screen, and to the first boss of the game.
SHOTMAKER
Shotmaker uses a shotgun loaded with buckshot ammunition to attack you. There
is one safe haven on the screen: hide behind the crates in the lower right
corner, and Shotmaker will not be able to hit you. The first matter that
needs addressing is recovering your equipment. If you call Big Boss, he’ll
tell you that your equipment should be close by – he suggests punching doors
to open them. Do so with the closest door to you; the right-most door on the
bottom of the screen. Inside you’ll find your Equipment. Leave the room and
resume hiding behind the crates. The simplest way to deal with Shotmaker is
to fire remote-controlled missles at him: guide them from behind your crates
and around to his position. He won’t hide behind his side of the crates,
making it easy for you. Approximately four missiles should eliminate him.
When the fighting has ended use Card 2 to head through the left door on the
bottom wall. In here you’ll find a box of ammunition and Card 3. Now’s a good
time to look at your equipment. You’ll see a new icon in your equipment: a
red dot-like transmitter. If you leave this in your equipment any enemies on
the screen will be immediately alerted to your position. Press circle to
dispose of it, and leave the room. Use the new Card 3 on the door on the right
wall to leave the confinement area.
Immediately next to you when you enter will be a guard dog. Shoot it before
it causes any trouble. Head up one screen. On this new screen, punch around
the center of the left wall until you find the weak section. Punching won’t
destroy the wall here: place some plastic explosive to make a new passage.
Inside the new room you’ll find a Uniform: this will be put to good use later
on in the game.
Head back down one screen and eliminate the dog again. From here, head around
the outside of the wall and right one screen. Punch the around the center of
the bottom wall here to find the weak section, and plant some plastic
explosives. Inside the new room you’ll find some more plastic explosives and
more ammunition. You’ll need to use quite a few plastic explosive sets in the
upcoming piece. If you run out, restock here.
The goal now is to break through several walls and get to a room in the center
of this large six-screen area. Go left one screen to where you entered the
area. If you punch the right wall just opposite the door, you’ll find another
weak section of wall. Place some plastic explosive to blow the wall apart.
Proceed right and take the passage that heads right to the next screen. As
you’re heading through these tight corridors guard dogs may chase you: just
eliminate them as soon as you see them. On this screen, follow the path
around and continue up. Keep going up in the next screen. The next screen
you’ll travel into will be a dead-end: punch the left wall in the same fashion
as you have been doing to find the weak section, and place plastic explosive.
Head through the break in the wall and continue down. Follow the path all the
way around – through approximately five screens – until you reach a dead end.
There’s no weak wall here, so head back one screen. If you punch the bottom
wall here you’ll find another weak section. Use more plastic explosives and
follow the path around until you reach a door. Use Card 3 to open the door.
Inside you’ll find a Bomb Blast Suit, which will only be of use on the roof.
Better you find it now than have to backtrack later.
Now, head all the way back to the opening of the spiral maze – a journey of
eleven screens. From the opening, head up around the outside walls,
eliminating any dogs along the way. When you reach the top make the turn
right and follow the path until you reach the elevator. Head in.
BUILDING ONE, EAST ELEVATOR
Take the elevator up two floors to the first floor.
BUILDING ONE, FIRST FLOOR
Now back to more familiar sights. Avoid the surveillance camera around the
crates and head down one screen. The sleepy guard will succumb again,
eliminate him and follow the left path up and around to the area with the
three guards in red. Take them out and use Card 3 to open the door on the left
wall. The small room is empty. Before you continue to the left prepare
yourself to dash quickly towards the bottom of the screen: there’s a rolling
pin in the next screen, and there are no alcoves. You’ll have to be quick.
As you proceed through you’ll come out into an area with a long row of crates
and a single guard stationed behind them. It’s very easy to just run past
him, as you should, and down to the next screen. The guards here tend to
converge but they’re simple to hide behind and eliminate thanks to the many
crates around. Continue down to the next screen. The two guards here are also
relatively simple to just sneak past; head through the open door on the left.
Inside will be three guards surrounding some mines on a desk. Thankfully,
they’re all asleep. As long as you don’t touch them they pose no problem.
Take them out and pick up the mines before exiting again. Next, use Card 3 to
head through the door on the right. The Prisoner of War inside will inform
you that the only way to reach the courtyard is by parachute. Exit the room
and take out the guards again before heading down to the next screen.
Here you’ll see a portion of the room with gray-colored tiles. Near the
bottom are a power box and a guard covering a door. If the guard sees you
he’ll dash quickly to activate power to the floor, electrifying you if you
find yourself standing on the gray tiles. You could use the crates to sneak
around the guard and kill him, but it’s much easier to use remote-controlled
missiles to take out the guard. If you take out the power box by this method
with the guard still around, he’ll go into alert mode and reinforcements will
arrive: do not hit the power box, hit the guard. As soon as it’s safe to
cross the gray tiles use Card 3 to open the door near the bottom. Inside the
room are Infrared Goggles. You can use the goggles to see the infrared traps.
Now head back all the way to the fork point with the sleeping guard. You have
to traverse the infrared traps again. Along the way, be very wary of the
rolling pin – take your time and leave the room and reenter if you have to.
A single touch will bring instant death. Take out the sleeping guard after
passing the room with the three red guards. Head down one screen to the area
with the infrared traps. Use the infrared goggles to see the lasers, and
traverse the maze on this screen and the screen south of here. When you get
to the open, head one screen left. A lone guard patrols around this massive
room. Head through the door here with Card 3 and rescue another Prisoner of
War. He’ll tell you about Dr. Madnar’s whereabouts. Exit the room and use
Card 3 again on the door to the left, where you’ll encounter the second boss.
MACHINE GUN KID
Machine Gun Kid is very similar to Shotmaker. This time, however, he’ll spend
a lot more time moving around the top part of the level. Take cover from his
rapid fire behind one of the concrete structures. Use the remote-controlled
missiles to attack him, just as was done with Shotmaker. Just like Shotmaker,
approximately four missiles will defeat him.
After defeating Machine Gun Kid use Card 1 on the door at the top of the
screen. Inside the room you’ll find the Parachute, which you’ll need to get
to the courtyard. Your next waypoint is the elevator, which is relatively
simple to get to from this position: head right two screens and then proceed
up through the infrared traps (use the goggles), the sleeping guard and the
surveillance camera.
BUILDING ONE, EAST ELEVATOR
The next place you need to get to is the roof, which is the top floor. Take
the elevator as high up as you can.
BUILDING ONE, ROOF
As soon as you exit you’ll get a call from Big Boss. He’ll tell you about a
wind barrier on the roof that can only be passed by wearing a bomb blast suit.
Luckily, you collected one in the basement. Keep it equipped while you’re on
the roof. If you’re running short on remote-controlled missiles, you can
quickly go down two screens past a few guards. A small room at the bottom of
the screen (which requires Card 3) has remote-controlled missiles. You’ll
need several soon to destroy another power box. Head left from the elevator
screen to a screen similar to that in setup like the area where you just faced
Machine Gun Kid. The three guards should remain oblivious to your presence if
you stay behind the structures. Proceed left.
Two guards here will patrol around several containers. Sneak around them and
continue left. Another two guards shouldn’t pose any challenge. Keep running,
down this time. Here, an open door leads to a room with some ammunition. Soon
you’ll need to use your grenade launcher against a famous boss: make sure you
have ammo for it. Continue down to another empty screen. Go around the
structure and use Card 2 to open the door on the left. Inside you’ll find
another Prisoner of War. Exit and backtrack up two screens and right one
screen. Evade the guards and head down through the opening in the railing.
A black abyss greets you. You have to cross two screens of swaying bridge.
Even though it may seem irrational, the best way to approach both bridges is
to move as quickly as possible. Stay in a straight line, but make adjustments
if you need to. Stepping off the bridge means instant death. The upcoming
segments will be much more challenging.
As soon as you clear both bridge screens you’ll come out on the other side of
the roof. A new enemy will greet you here – the following guards use jetpacks
to keep an eye on the area. Inevitably you’ll be spotted: the alert will track
from area to area, so you have to move fast. Use rations if you need to, and
don’t spend too much time firing at the troops, as they tend to respawn. Head
left one screen and use the remote-controlled missile to destroy the power
box on the opposite side of the screen. The jetpack guards tend to career into
the missiles, so you might need to use up a few. As soon as it’s safe to walk
on the floor use Card 3 to open the door. The jetpack men will inexplicably
follow you inside: move quickly to collect the Mine Detector here and exit
again. From here it’s relatively simple: keep moving to the right through
three screens. When you encounter the third boss, the alert will end.
HIND D
The Hind D is seemingly a staple of the Metal Gear series making an appearance
in three of the canonical games. It’s at its easiest here, as a major flaw
allows you to attack it while remaining unharmed. If you stand directly left
of where the cockpit is – i.e. hugging the crates – the fire from the Hind D
will not hit you. Attack it with grenades using the grenade launcher: put the
crosshairs over the black window and fire. After fifteen to twenty shots the
Hind will explode, allowing you to pass.
Head up after defeating the helicopter. The only place you can go from here is
off the balcony to the left. On the tiny screen here, equip your parachute
and run off the balcony. An animation of Snake parachuting down several floors
will play, and eventually land in Building One’s courtyard.
BUILDING ONE, GROUND FLOOR
Back on the ground floor again! Three guard dogs lie dormant – eliminate them
as quickly as possible and head down one screen. This part of the courtyard is
mined. Equip your mine detector and the mines will show up on the screen,
allowing for you to navigate slowly through them. The only truck you should
enter here is the truck on the right: entering the truck on the left would
spell disaster, sending you back outside the courtyard. In the right-hand
truck you’ll pick up Card 4. Head up one screen and left one screen. Take
care of the dogs here and use Card 4 to open the left-most door, leading into
a room. Inside you’ll find another Prisoner of War. He’ll give you more
information about Dr. Madnar. Exit and use Card 4 to head through the top door,
back into Building One.
This very early screen still has some use: if you don’t have a full capacity
of mines yet, hide and let the soldier come out of the right-most truck. Go
in after him to get some more. Use Card 4 again to head through the door on
the right. A screen of six crates and four soldiers greets you. Ignore them
and keep heading right to the east elevator screen. Sneak past the guards to
the elevator.
BUILDING ONE, EAST ELEVATOR
Just a quick backtrack here to pick up the useful body armor: head back down
to the basement.
BUILDING ONE, BSEMENT
After exiting the elevator, head around the outside to the right. You’ll
encounter two dogs along the way, dispose of them. As soon as you reach the
bottom keep heading left. On the same screen where you entered after
defeating Shotmaker, you’ll see a door at the bottom right edge of the
screen. Use Card 4 to open it. Inside you’ll find the Body Armor. This is
will be very useful for upcoming boss battles. Equipping it will reduce any
damage taken by half. Make your way back around the outside to the elevator.
BUILDING ONE, EAST ELEVATOR
Take the elevator back up to the ground floor.
BUILDING ONE, GROUND FLOOR
From here, head left one screen. You can actually get away without eliminating
any of the guards here. If you need to take them out, though, do so, and use
Card 4 to head through the door at the top.
3.3. PART THREE: Find Dr. Madnar continued
------------------------------------------
BUILDING ONE/BUILDING TWO PASSAGEWAY: DESERT
You’re now out of Building One and heading to Building Two. The desert is
mined, however, so equip your mine detector to navigate the minefield. The
truck on the right will send you back into Building One so don’t enter it.
The truck on the left contains plastic explosives, if you need any. Go up one
screen and pass through the last minefield. You’ll be bombed by overhead
aircraft on the next two screens: if you’re unlucky enough to be hit you’ll
lose a great deal of health. The truck provides some temporary shelter, and
inside you’ll find some rations. You’ll need quite a few for the upcoming
boss. Continue head up two screens until you reach the tank.
TANK
The tank is quite an easy battle; it does require patience, however. Equip
your mines and ready your rations. If you take cover and watch the movements
of the tank, you see that it tends to move back and forth. The best way to
defeat it is to place mines in front of its treads and then run back to cover,
repeating the process until it explodes. There are two dangers: firstly, the
tank’s machine guns tend to drill at you. Make sure you are quick with rations
if you’re running low on health. Secondly, if you cross the tank’s turret
there is a chance that the tank will fire a shell at you. Should this shell
hit its mark it will cause massive damage. If you’re patient and repeat the
process with the mines, you’ll eventually be rewarded.
Upon defeating the tank you’re free to head up. Keep proceeding north until
you reach a screen with several crates and three guards. After the guards
converse, Big Boss will call you and tell you that you need an enemy uniform
to get into Building Two. Luckily, you already have one from Building One’s
basement. He’ll also tell you about a change in his frequency to 120.13. If
you equip the uniform, the guards out here naturally won’t attack you. On
approach they’ll even open the door for you, allowing you passage into
Building Two.
BUILDING ONE, GROUND FLOOR
Ignore the water in front of you for now and proceed to the left. The two
guards here can often be very perceptive: make sure you stay out of their
line of vision. Take out the guard on your side of the screen while he is
patrolling, and head through the door using Card 4. Inside you’ll find mines
and ammunition. Make sure you have at least ten rounds for the grenade
launcher. Exit and move quickly to avoid the guard’s view on the opposite
side, taking out the same guide again. Head right to the previous screen and
move up into the water. Follow the drain to the left until you reach the door
in the water. Use Card 4 to open it. Ahead of you is one of the hardest
bosses in the game, due solely to the speed at which it will catch and kill
you. Ready the grenade launcher and head through the doorway.
BULLDOZER
As soon as you enter the tight corridor run up slightly and start firing
grenades. Eight grenades will do the bulldozer in. If you need to move back
because of the approaching vehicle, do so; just make sure your rate of fire
continues. If the bulldozer touches you it’s game over: as such, leaving the
room if the bulldozer comes too close is better than dying.
The path is clear as soon as it’s done in. Head up to the next screen, where
you’ll face a different type of infrared sensors: these ones flash on and off
and change direction. Equip your infrared goggles to see more clearly.
Navigate through them to the top of the screen and enter the elevator.
BUILDING TWO, WEST ELEVATOR
Take the elevator all the way up to the roof.
BUILDING TWO, ROOF
The guards will be alerted to your presence as soon as you set foot on the
roof, so you’re going to have to deal with it. Make your way down to the door
near the bottom left, eliminating any enemies along the way. Use Card 2 to
open the door. Inside you’ll find another Prisoner of War, who’ll give you
more information about Dr. Madnar. Leave the cell and continue left,
eliminating enemies as necessary. Four guards will attack you here, but keep
trucking south past, through all the enemies and structures until you reach a
screen with a room in the center and more jetpack guards. Use Card 4 to
unlock the door in the center. A jetpack enemy awaits you inside. Take him
out and collect the ammunition and Card 5. Exit the room and continue to the
right. The sole door here unlocks with Card 5. As soon as you enter the
elevator here you’ll be safe.
BUILDING TWO, EAST ELEVATOR
Take this elevator down to the basement.
BUILDING TWO, BASEMENT
Guard dogs await you upon exiting the elevator. Eliminate them and use Card 5
to exit from the south. Here, several options are given to you. If you need
more rations, ammunition or plastic explosive, you can go through the
top-right door with Card 3. Use your gas mask in the corridor, and if you go
up all the way there’ll be an open door with the three items waiting
inside . . . as well as a rolling pin. Back in the main room, the top left
door unlocks with Card 5 and leads to a Prisoner of War. Exit there and use
Card 5 again to unlock the left door. The following passageway is filled with
gas, so equip your gas mask to avoid loss of life. In the gas hallway head up
the path until you can’t proceed any further. On the opposite side of the
dead end, you should see two paths – one heading up and another heading down.
Punch the wall of the path heading up to find the weak section. Just as
before, use plastic explosive to blow out the wall and continue.
Go up one screen and use Card 1 to unlock the door directly ahead of you.
Inside, you’ll find another Prisoner of War. Equip the gas mask before
exiting the room. Proceed left one screen. Here, use Card 5 to enter the room.
In here you will see a person that appears to be Dr. Madnar. Before you
approach him, know that in reality the man is an imposter. As soon as you
regain control of Snake the floor will start to open up into a trap, and if
you don’t move back fast enough you’ll fall in. Approach “Dr. Madnar”. The
man will tell you that the real Dr. Madnar is on the second floor, at which
point the floor will begin to open up. After that’s done head through the
open door on the left. In this room you’ll find Card 6. Before approaching
the next boss, you should collect what ammo and rations you can at this point
and destroy the rest of the wall barriers in the basement. Head back to the
fake Dr. Madnar’s room and use Card 5 to open the door before equipping the
gas mask.
Exit and head down. Follow the path around the left, down, and then to the
right through several screens until you come to a door that unlocks with
Card 5. Inside, you’ll find rations. Exit again and head right. Head down at
a small corner until you reach another dead end: punch the center of the left
wall until you find the weak point and break through. When you walk through,
hug the crates as you walk left and eventually up. There is a trap in the big
open space that leaves just enough space for walking around the crates.
Through the open door on the left side of the screen you’ll find two
ammunition caches.
From here, head back to the fake Dr. Madnar’s room. Make sure to hug the
crates as you exit to avoid the trap, and follow the path all the way back to
the door which, in case you forgot, opens with Card 5. Head left through here
back to where you picked up Card 6. Use Card 6 to exit that very room through
the bottom door. In the passageway, use Card 6 again to head through the door
on the left wall.
FIRE TROOPER
Fire Trooper is a former GSG 9 operative who makes good use of a flamethrower.
The flames are wide reaching, but Fire Trooper suffers from much the same
problem as the Hind D: a blind spot that you can utilize. Hug the top wall on
the right side of Fire Trooper and approach the corner. From here, the spray
of your sub-machine gun can easily reach him, and twelve rounds should be
sufficient to eliminate him. If for some inexplicable reason you run out of
sub-machine gun ammunition you can use your handgun. The best way to do this
is to stick close to him and get in his little alcove if possible. Definitely
equip the body armor if this is the case, and use rations if need be.
Enter the elevator blocked by Fire Trooper.
BUILDING TWO, WEST ELEVATOR
Take the elevator back to the ground floor.
BUILDING TWO, GROUND FLOOR
Upon exiting you’ll be back in an infrared area. As always, use the infrared
goggles to see where the interchanging lasers are and time your movements.
You want to head to the right to the next screen. This screen is devoid of
anything on your side, so continue down a screen. Here you’ll see a guard
patrolling the left side of the screen near a door, and a guard patrolling
around the bottom of the screen where you would exit. Enter the water and
maneuver around the shallow side. The shallow water is a much lighter blue –
don’t enter the darker blue yet, because you don’t have an oxygen tank, and
entering there means an instant loss of health. Come out around the other
side and take out the guard patrolling across the bottom, and then take out
the guard on the left. Use Card 2 to enter through the door into the room
where you’ll find an Antenna. Upon collecting the antenna, Big Boss will call
you and tell you that the transceiver was jamming, but it’s okay now. His
absence was not noticed.
Exit from this room and take out the guard again. You’ll need to take out the
guard across the bottom, because the next place you need to go is to head down
a screen. You’ll see that you’re at the front of Building Two. Head left one
screen from here. Take out the guard and use Card 6 to enter in before the
guard on the opposite side sees you. Inside you’ll find the Flashlight, which
can be used to illuminate dark areas (obviously). Exit from the room and head
back right one screen and up one screen, taking out guards wherever necessary.
You should now be back where the room with the antenna was. Staying on this
side of the water, head right one screen and up one screen, taking out guards
on your side along the way. The only door here is on the right side. It opens
with Card 5, and inside you’ll find another Prisoner of War. He’ll tell you
that the drainage system leads to Building Three. You must now make your way
back to the elevator (head out the door and around the barrier blocking you
from entering the drainage system. As soon as you come back to the opening,
cross it and head up and to the left across several screens). Remember to
equip the infrared goggles before making your way to the elevator.
BUILDING TWO, WEST ELEVATOR
Take the elevator up to the first floor.
BUILDING TWO, FIRST FLOOR
The guards might see you when you exit from the elevator. Proceed down the
right side of the screen, heading down to the next screen, eliminating any
hostiles as necessary. Head right here to the next screen. On this screen
you’ll see two elite guards on the top and the bottom, with crates in between.
As long as you stay in between the crates you’ll be safe. The two guards here
are the Bloody Brads, who are also mechs created by Dr. Madnar. They’ll only
attack you if you pass below or above the crates on their respective sides.
You can’t do anything about them now: you’ll need a rocket launcher to destroy
them.
Head through the center of the crates and use Card 5 to pass through the door
on the right side of the screen. Three guards patrol this screen. Hide behind
the crates just at the door and take out the guard patrolling in front of the
top-left door. Use Card 3 to unlock the door and enter the room. Inside is a
Prisoner of War, who’ll tell you about Jennifer. Jennifer’s frequency is
120.48, but the POW says that she’s got quite a high nose and will only talk
to you if you’ve got a very high rank. No matter, because you’ve been
following this guide and have rescued all the POWs without killing any of
them. Exit the room. Take out the guard patrolling in front of you again,
and call Jennifer (120.48). She won’t answer if you don’t have a four-star
ranking. She’ll tell you that she has a rocket launcher ready for you. Take
out all the guards on the screen, and head to the top-right door. Opening it
with Card 6, inside you’ll find a Rocket Launcher. Before you can use it on
the Bloody Brad mechs, however, you’ll need ammunition. Exit the room and
head back left one screen.
Back with the two mechs, you need to get to one of the doors that they are
guarding. The bottom-left door opens with Card 1. If you’ve got very low
health, you better heal up with a ration – undoubtedly you’ll get hit by the
Brad. As soon as you’re through take out the guard ahead and continue to the l
eft. Four guards patrol the next screen. Luckily you can hide behind cover
and watch their methodical movements. Eliminate as many of them as you need
to, allowing you to get to the open door, where you’ll find three boxes of
ammunition and two guards waiting for you. Collect the munitions and defeat
the guards before heading back out and proceeding up one screen. You’re now
back on the other side of the first screen. Use Card 6 to open the door and
head into the room.
3.4. PART FOUR: Rescue Dr. Madnar’s Daughter, Ellen
---------------------------------------------------
BUILDING TWO, FIRST FLOOR
Inside you’ll find Dr. Madnar. What you really want is to find out about
Metal Gear – but Madnar won’t tell you anything until you rescue his daughter,
Ellen. As soon as you regain control of Snake, exit the room and head down
one screen. Get through the four guards and head right and back to the room
with the two Bloody Brads. Because defeating them gives you Card 7, and since
you just got ammunition for the rocket launcher, you might as well defeat
them now.
BLOODY BRAD(S)
The two Bloody Brads never pose any real danger – all you need to do is duck
in and out behind the crate cover and fire rockets at them. It’s very likely
that they’ll hit you a couple of times. Observing their movements is paramount
here: they rush you, but proceed back to the center as soon as you leave.
Therefore, change intermittently between attacking the bottom one and the top
one. This gives them time to return to the center, allowing you to have the
biggest window in attacking them. Each can only stomach approximately four
rockets before they keel over. After defeating both of them, Card 7 will
appear where the top Bloody Brad was.
Now, all the doors are open to you without having to fear attack from the
Brads. Head through the top-left door using Card 1. Defeat the enemies across
the path as you follow it to the right. You find a single door on your side of
the path here. It opens with Card 6. Guards await you inside – eliminate them
and collect the Antidote from the desk. It will come in use later. Head back
down the path to the room where you fought the two mechs.
From here, head through the door on the top-right using Card 2. Eliminate the
guard ahead and continue through to the right. On this screen await three
guards. Kill them all. You need to get through the door on the top-right, but
it’s nothing-doing. Call Jennifer (120.48) and she’ll tell you that she’s
unlocked the door. Head in and collect the Compass on the desk. This will,
like the antidote, be needed soon. Exit the room, eliminate the guards and
head back to the room where you fought the Bloody Brads.
The last door you haven’t been through is the bottom-right door. Card 5 lets
you in to find more guards. Get rid of them and use Card 5 again to open the
door on the left side. Inside you’ll find a Prisoner of War, who’ll tell you
about the Scorpion Desert. Exit the room and head right one screen. The
sleeping guard here can be easily taken care of. Card 5 opens the door up the
top. Through it is another rolling pin, so get ready to exit back through the
door once you’ve seen it, so you can time your passage right. There’s also a
trap on the right side of the room. Once you’re through, enter the elevator.
BUILDING TWO, EAST ELEVATOR
Take the elevator down to the basement.
BUILDING TWO, BASEMENT
Guard dogs await you upon exiting the elevator, like last time. Eliminate
them and use Card 5 to exit from the south. You’ll get a call from Schneider
to let you know about the gas. Use Card 5 again to open the door on the left
side. Equip the gas mask before continuing. You must now follow the path all
the way around to the room at the very end. Head up two screens, right and up
again, left for three screens, down and to the right again, before heading
down. Go through the broken wall that you blew up to the left. Remember to
hug the crates as you follow them to the left and then up, as in the center
there is a trap. As soon as you’re in the clear head down through the door
with Card 6.
BUILDING ONE/BUILDING TWO PASSAGEWAY: BASEMENT
You’ll notice that the area is dark as soon as you enter. Diane will call you
and tell you to watch out for traps. Equip your flashlight to light up the
entire screen. This area is the hardest in the game, only because of the
sheer unfairness of it all: the traps tend to be quite hectic, and can
activate when you think you’re in the clear, leading to death. This first
screen is free of traps. Head down the left side to the next screen.
On this screen, hug the top crates and follow them right and then down. Do
not continue to the right. Go straight down until you hit the crates at the
bottom of the screen. Hug the crates around here now, following them to the
right, then down slightly and to the left. You’ll activate the trap as you go
down, but should clear it in time. Center yourself at the bottom of the
screen and continue down to the next area.
This screen’s a little tricker. If you step forward a bit you’ll activate the
trap in the center. Move back as soon as you see it expanding. There’s another
trap that connects to its bottom right corner. Move quickly down the side of
the center trap and click back in behind it as soon as you pass it to avoid
the trap that will activate. Proceed down to the next screen.
Head down until you hit the center of the crates in the middle of the room.
Hug the crates and head to the right, and then down. As soon as you start
going down, continue until you get down to the next screen.
This screen is the last with traps and the hardest to boot. Hug the left side
of the crates on the right. You can see the door on the bottom of the screen.
There is a very slim passage that connects to the center of the bottom of the
right-crate fixture. Hugging the crates on the right, head down and around the
right, activating the first trap. As soon as you’re in line with the door, go
directly down. The trap on the right will activate, but hopefully you’ll be
out of harm’s way. Use Card 1 to unlock the door.
BUILDING ONE, BASEMENT
You’re now back in Building One. The guard dogs here will wake up and see you,
use your weapon to eliminate them. Head down to the next screen where two more
guard dogs await. Use Card 6 to open the door to the right and enter. In the
room you will occasionally hear a voice say “Help me!” It’s Ellen. Head to the
right side, but hug the bottom wall around to the right wall as there is
another trap in the center of the room. Punch the center of the right wall to
find the weak section, plant plastic explosives, and destroy the wall. Head in
to find and free Ellen.
3.5. PART FIVE: Destroy Metal Gear
----------------------------------
BUILDING ONE, BASEMENT
Now that you’ve rescued Ellen you have to get back to Dr. Madnar, get
information about destroying Metal Gear, then destroy Metal Gear and escape
from Outer Heaven. Leave the room and hug the crates again. Card 6 allows you
to exit though the door where you came in. Your goal now is to get back
through the traps to Dr. Madnar. It is possible, of course, to go all around
through Building One, back through the desert and into Building Two, but it’s
a bit of a journey. It’s much simpler to go through the traps.
Go up through the two screens of dogs and use Card 1 to exit Building One
again. You’ll never be back again.
BUILDING ONE/BUILDING TWO PASSAGEWAY: BASEMENT
Head up through the traps again. It’s much easier this time around – use the
diagrams/walkthrough supplied just before to make it through. Don’t forget to
equip the flashlight.
BUILDING TWO, BASEMENT
When you get back to the screen where you first entered the trap area, don’t
forget to hug the crates as you leave the room. Equip the gas mask before
going through to the passage. Follow it around back to the starting room,
then head through the middle door using Card 3 to get back to the elevator.
BUILDING TWO, WEST ELEVATOR
Take the elevator back up to the first floor.
BUILDING TWO, FIRST FLOOR
Exit from the elevator. Eliminate any guards along the way here as you head
left one screen and up through the top-most door (Card 5). Head left slightly
here and use Card 1 to open the bottom-left door. Head through and left one
screen, and up two to find yourself back to Dr. Madnar’s cell. Card 6 lets you
in.
Dr. Madnar will tell you how to destroy Metal Gear. It seems the only way is
to plant plastic explosives on its legs in a rather peculiar order. The order
he notes is right leg, right leg, left leg, right, left, left, right, left,
left, right, right, left, right, left, right . . . but he’s forgotten the
last one. The last one is for the right leg. Dr. Madnar will also tell you
about destroying the Bloody Brads . . . oops, we’ve already done that. As
soon as you regain control, leave Dr. Madnar and make your way back to where
you fought the Bloody Brads.
From here, leave the room on the left, go up one screen and head into the
elevator.
BUILDING TWO, WEST ELEVATOR
Since the elevator doesn’t seem to be able to go down, head up to the roof:
you’ll have to take the west elevator down.
BUILDING TWO, ROOF
You’ll come under attack here again. That’s okay, though – head right one
screen and down two screens. The room here has ammunition if you need it. The
door opens with Card 4. Otherwise, head right one more screen and through the
door with Card 5. Head into the elevator.
BUILDING TWO, EAST ELEVATOR
Take the elevator down to the ground floor of Building Two.
BUILDING TWO, GROUND FLOOR
Two guards will open fire at you as soon as you leave the elevator. Eliminate
them and use Card 5 to exit the room. This room is empty but there’s a trap on
the right side of the crates in the center. Hug the left and top walls and use
Card 5 to exit here. You’ve dealt with the guards here before, do so again
and enter the water. Swim around the shallow water to the other side and head
right. On this screen, head up until the water gets too deep and step out on
dry land. Head down one screen and eliminate the guard on this little corner.
Continue around the path killing any further guards until you reach a door.
It opens with Card 6 – inside you’ll find plastic explosives. Make sure
you’ve got a full repository: you’ll need them against Metal Gear. Go back
around the path to where you got onto the land and head up one screen. Head
left from here and through the door (Card 7) to the Scorpion Desert.
BUILDING TWO/BUILDING THREE PASSAGEWAY: SCORPION DESERT
The Scorpion Desert is easy to get through as long as you remember several
points. Firstly, keep your compass equipped at all times, as even if you
follow the directions Snake will still become “lost”. Equipping the compass
makes sure you get to where you need to go. The scorpions will shift towards
Snake. If they make contact, they’ll bite and poison you, and you’ll start to
lose health: no matter, just use the antidote in the items menu, jus like you
use the rations, to cure yourself. You can use the antidote an infinite
amount of times.
Keep heading north past four screens of scorpions and one blank screen. On
the sixth and last desert screen, seven trucks await you and enemies will
begin coming out of the trucks to attack you. Big Boss will call you and
unhelpfully tell you to enter the truck on the far right – enemies await
you if you do. Only two trucks are of any use here: the second truck from
the left, which contains ammunition, and the fourth truck from the left which
contains two boxes of ammunition. After doing that use Card 7 to head through
the door in between the trucks, into Building Three.
BUILDING THREE, GROUND FLOOR
Inside Building Three four guards will spring and attack you. Shoot them off
as Big Boss rings to tell you to enter the door on the left. Don’t do it: it
requires Card 1, but has a big pit trap almost as soon as you enter. Head to
the top-right corner of the room and then walk a few feet left. Punch the top
wall to find the weak section and plant plastic explosives. Head through the
gap and hug the right wall as you head up to the next screen.
There are several traps here as you head to the elevator. Hug the top crates
and head left and up. Stay up in that little corner between the two crates,
and don’t move. Wait for the trap south of you to expand fully and then start
walking left slowly, just above the trap now behind you. A trap above you
should activate. Head straight all the way left so you hit the wall, and hug
the wall to go up and around until you reach the elevator.
BUILDING THREE, ELEVATOR
There’s only one option here: take the elevator all the way down to what is
the 100th floor basement.
BUILDING THREE, BASEMENT
No enemies as soon as you exit here, but there are cameras. Jennifer will call
you and tell you about an oxygen tank beyond the wall. Hide behind the
structure in the center of the room to avoid the cameras, and punch on the
bottom wall just opposite. Plant the plastic explosive and head through to
find the Oxygen Tank. This is of no use in rooms with gas, but it will allow
you to swim in deep water. Now, do exactly that: head back to Building Two!
BUILDING THREE, ELEVATOR
Head back up to the ground floor of Building Three.
BUILDING THREE, GROUND FLOOR
Don’t forget to avoid the traps: go slightly left and hug the walls. The trap
next to the elevator should open up as you exit. Use the crates as a guide to
head around, and head down one screen through the door (Card 7).
BUILDING TWO/BUILDING THREE PASSAGEWAY: SCORPION DESERT
Equip your compass to get through the Scorpion Desert, use the antidote if
necessary.
BUILDING TWO, GROUND FLOOR
Head right from here and go into the water. Equip the oxygen tank, and you’ll
be able to head into the deep water without losing health. Swim north through
four screens, and come back out on land. Avoid the guards here. The next
screen has electrified floors with a small platform which you must step on
immediately from the previous screen to avoid harm. Stick to the railing
immediately from where you exited and head directly up to the next screen.
Use the remote-controlled missile to destroy the panel around the corner.
Through the door near the panel is ammunition, you can get it if you need it
using Card 1, but you will have to destroy the panel again with another
remote-controlled missile. Make sure you have at least one more to destroy
the floor coming back from where you’re about to go. If you don’t need the
ammunition head through the door on the right instead using Card 7.
DIRTY DUCK
You’ll meet the next boss as soon as you enter. The boss is surrounded by
three Prisoners of War. As soon as the fight begins, Jennifer will call you
to tell you that Dirty Duck has Card 8. Furthermore, one of the POWs is her
brother . . . if you kill him, she won’t help you anymore. Jennifer’s brother
is the front-most one, in front of Dirty Duck. That’s okay though, because
you have to get behind Dirty Duck. There’s a trap in the center of the room,
so hug the left wall and go all around, following the crates until you get
behind him. Here, Dirty Duck’s boomerangs will not touch you. Pump ten rounds
into him with your handgun: be very careful that you do not hit the POW in
front of Dirty Duck. Once he’s dead you’ll get Card 8.
Rescue the POWs. Jennifer’s brothers will identify himself. He’ll tell you
that when you’re escaping from Outer Heaven that you should climb that ladder
on the left. Exit the room.
From here, there’s only one last destination before you can finish the game:
Card 8 will allow you access to Metal Gear, back in Building Three. However,
you will need at least twelve rockets for the rocket launcher and a minimum
of eighteen plastic explosives. Having rations would also be a good idea. You
now need to get back to the basement of Building Three. If you need
directions, look back in the walkthrough to where you crossed earlier. Don’t
forget to avoid the traps before the elevator on the ground floor of Building
Three.
BUILDING THREE, BASEMENT
The cameras here won’t alert the guards, they’ll only fire lasers: if you
don’t stop moving, they won’t catch you. When you exit head to the right and
use Card 8 to open the door. Inside you’ll find the last Prisoner of War.
Leave the room again and head to the right. Big Boss will call you and tell
you to turn off the PlayStation®2. “Turn the game console off now!” Don’t
worry about that, of course, and continue down the corridor. Use Card 8 to
open the door after the cameras, and equip the gas mask before heading
through.
On this screen, don’t head through the door at the top: it leads to a trap.
Instead, go to the top-left corner, step a few feet to the right and punch
the top wall. Plant plastic explosive and head through. There’s a trap here
on the next screen: hug the left wall and go around until you reach the door.
Card 1 will open it.
This next room is mined, but is still filled with gas. Keep you gas mask on
and hug the left wall until you get to the door, which requires Card 1. This
next screen’s floor is also electrified, but this time there’s no panel.
Jennifer will call you and tell you that you’ll have to run through. Use a
ration if your health is not at its maximum and run to the door.
METAL GEAR
The Metal Gear fight is rather easy considering how much the weapon has been
hyped up. Its only defense are cameras that fire lasers. As already stated,
you have to plant plastic explosives in a specific order on its legs. In
order to avoid the damage from the cameras, run back and forth between the
two sides and press the weapon button as you cross the leg which you need to
plant explosive on. Don’t forget that you have body armor available to you if
you need it. The order is:
Right
Right
Left
Right
Left
Left
Right
Left
Left
Right
Right
Left
Right
Left
Right
Right
If you get one wrong, the sequence won’t reset: rather, the Metal Gear won’t
take any damage – you’ll know this because the bipedal tank won’t flash to
signify damage. Execute the sequence and watch the Metal Gear explode. Top
your health up if you need to before continuing on to the right.
BIG BOSS
The countdown has begun. You have to defeat Big Boss and escape Outer Heaven
before the timer drops to zero. Diane will call to speak to you. You must
defeat Big Boss using your rocket launcher. Just like with the Bloody Brads,
pop in and out of cover. Depending on the difficulty level, Big Boss will die
with four or up to ten rockets. He’ll fire his handgun at you, but this
shouldn’t be too much of a problem.
If you equip your cigarettes after the fight you’ll have more time to escape.
The door at the top will open for you. Head through and don’t forget to climb
the left ladder. As soon as you reach the surface the game will be over.
4. LEGAL
--------
This guide is copyright Matthew Floratos 2009. You may save this guide to your
computer to print it off. You may not download, save, edit or use this file
for the purpose of promoting, advertising, endorsing or implying a connection
with you (or any third party).
The author (Matthew Floratos) will not be liable for any loss or damage which
you may suffer as a result of or connected with this guide/file.
All characters, story-lines, plot-lines and other material included in this
guide are copyright of thier respective owners.
5. CREDITS
----------
- The latest version of this guide can be always be found at
http://metalgearscholar.blogspot.com . Large updates will be cross-posted
at GameFAQs.
- Maps, diagrams and a rich text version of the guide is available at
http://metalgearscholar.blogspot.com . Also available is this text-only
version, a printer-safe version without color, a .PDF version of this file
and a PSP formatted version that runs in the internet browser of the PSP.
- Thanks to CyberGamba for allowing use of his maps.
- I have other guides planned for the future, including ones for Metal Gear 2:
Solid Snake, the NES version of Metal Gear, and of course Snake's Revenge.
You can find these guides and related files now and in the future at
http://metalgearscholar.blogspot.com .