Sat, 11 Nov 2000 21:33:11 -0500 (EST) __ __ __ /_ \/ \/ \ / _ _ /______ _______ ______ __ ________ ______ ______ ______ / / | / | // ____//__ __// __ // / / ______// ____// __ // __ / / / / / / // /___ / / / /_/ // / / / ____ / /___ / /_/ // /_/ / / / / / / // ____/ / / / __ // / / / /_ // ____// __ // __/ / / / / / // /___ / / / / / // /___ / /___/ // /___ / / / // /\ \ /_/ /_/ /_//_____/ /_/ /_/ /_//_____/ /_______//_____//_/ /_//_/ \_\TM METAL GEAR FAQ version 1.01 by Wilson Lau for NES Copyright © 2000 Wilson Lau This FAQ is best viewed in Courier, 10 point font. This FAQ may be distributed FREELY so long as it remains unaltered AND is the latest version (see below for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. In addition, this FAQ may not be used for personal gain by submission to game magazines, web sites, etc. Email any changes, typos, etc. to me at darktoshi@yahoo.com. Metal Gear is copyright © 1988 Konami Industries Co. Ltd. ----------------------------------------------------------------------------- You may find this FAQ and all future revisions at: ----------------------------------------------------------------------------- Dark Toshi's Home Page (me) www.geocities.com/TimesSquare/Realm/4610/ GameFAQS www.gamefaqs.com ----------------------------------------------------------------------------- CREDITS ----------------------------------------------------------------------------- Game Manual Story, enemies, weapons, items. GameSages Game Genie codes, "TOOOU" password. Video Power (TV show) "DIANE" password. Stan Lau "GMMMM" password. J. Soler Japanese Metal Gear story. Background story of Snake, Big Boss, Grey Fox, Dr. Petrovich, Ellen, Diane, Jennifer, Schneider. Schneider's frequency & odd message in front of gas mask room. Joel David Pena Diplan "F.... YOUUU" password. Ken Gifford Used his Metal Gear FAQ to confirm building names and locations of items. Maze zone solution. Magician Type 0 His Metal Gear FAQ prompted me to make this one. ============================================================================= CONTENTS ============================================================================= I. FAQ History II. Story III. Controls IV. Gameplay V. Weapons and Equipment VI. Friends and Foes VII. Maps VIII. Walkthrough IX. Secrets and Codes X. Did You Notice? XI. Frequently Asked Questions XII. Credits XIII. Disclaimer ============================================================================= I. FAQ HISTORY ============================================================================= Version 1.01 (11/11/00) [87.5k] Added new secret password Version 1.01 (05/22/00) [87.2k] Japanese Metal Gear story Background story for Snake, Big Boss, Grey Fox, Dr. Petrovich, Ellen, Diane, Jennifer, Schneider Building location map Schneider's frequency More Did you notice?'s Alternate "DIANE" password Minor typos, formatting changes, new credits Version 1.00 (04/25/00) [81.5k] Initial release ============================================================================= II. STORY ============================================================================= English Manual -------------- Vermon CaTaffy, Terrorist at Large Colonel Vermon CaTaffy, a once tranquil shepard boy, who grew up on the remote banks of the Sam River in outer Mongolia with his 27 sisters, turned to terrorism at an early age. Now after years of pillaging innocent people, he has taken control of outer heaven, a small nation on the outskirts of South Africa. Here, he is sole tyrant and radial dictator. He rules with bullets and bombs, and in only in a few months he has outlawed democracy and turned harmless villagers into mercenaries for a global terrorist network. But his biggest threat is yet to come. For, as an obsessed madman, he has created the Ultimate Super Weapon. It's CaTaffy's greatest dream and the world's most hideous nightmare. It's called Metal Gear. And it must be destroyed before the crazed Colonel unleashes his violence across the globe. How to tackle CaTaffy Your mission, Solid Snake, is to seek out and destroy the Metal Gear, nothing less. To triumph, you must gather necessary information, weapons, and equipment as you press forward into the enemy's domain. Weapons and equipment can be found and captured in three various ways. Find them in enemy trucks. Find them in enemy storehouses. Or snatch them directly from certain enemies. Of vital importance as you proceed on your perilous mission, is how well you communicate with Commander South back at Fox Hound's HQ. Whenever you see a flashing "Call Sign" it means that he's trying to reach you with key info. Get in touch with him on the double, using your transceiver. Also know now that CaTaffy has 5 heavily fortified strongholds located throughout Outer Heaven, and you must discover then search each before accomplishing your ultimate task. The strongholds have between 1 and 3 floors. You'll move from floor to floor using elevators, and along the way you'll rescue grateful hostages who'll offer crucial information as to the whereabouts of Metal Gear. When you rescue a predetermined number of prisoners you'll be promoted, and as your rank increases so will your vital sign. On the negative side, if you botch it up and get a hostage killed you'll immediately be demoted. Be warned, though, about the Strongholds. They aren't cake walks. Each, in fact, is surrounded by loyal CaTaffy guards, and it's up to you elude them without triggering hidden alarms. The mission finally ends when you die. Or when you win. A little bit about yourself Recruited from the Marines after an heroic performance in the Grenada invasion, you were given the code name "Solid Snake" because of your ability to strike quickly, quietly and with deadly accuracy. Japanese Manual --------------- The year: 19XX, the world was split between East & West. Outer Heaven, a military fortress nation located 200 km north of Galsburgh, South Africa. It was founded during the late 1980s by a mercenary that was heroic and insane at the same time. It is rumored that Outer Heaven is developing a top-secret weapon that could change warfare forever. To investigate this rumor, the Western nations called upon Top Secret Army Fox- Hound. Fox-Hound sends its best member, Grey Fox, to Outer Heaven. A few days later, communication with Grey Fox is lost. His last message was simply two muttered words: "metal gear....." Western nations once again called upon Fox-Hound. This time Fox-Hound sends its newest member, Solid Snake, to rescue Grey Fox and to get more info about "Metal Gear" and report it to Big Boss, commander-in-chief of Fox-Hound. ============================================================================= III. CONTROLS ============================================================================= Up : move up Down : move down Left : move left Right : move right B : punch A : fire currently equipped weapon, cancel command Select : bring up mode selection screen Start : start game, pause/resume game ============================================================================= IV. GAMEPLAY ============================================================================= The screen is divided into two sections: action field and status bar. The action field is where you'll move around, infiltrate enemy HQ, and engage the enemy. The status bar contains vital information about your status. Below is an explanation of the status bar. Action Field .-----------------------------------------------. | 1 4 | \ | 3 | > Status Bar | 2 5 | / '-----------------------------------------------' 1. Your Vital Sign If the Life Graph reaches zero, you're history. You'll gain strength, on the other hand, via promotions and captured rations. 2. Rank The number of stars reflects your rank. 4 stars equals "The Honor of Royal Dragoon," the highest rank in Fox Hound. Killing a prisoner of war will result in a demotion of 1 star. Ranking affects your life total, the amount of ammo you can carry, and the number of rations you can have. It also determines where you start off after you continue. Promotion table Continue Location ------------------------------------------------------------------------- Rank 1 Rescued 0 POWs Jungle Rank 2 Rescued 5 POWs Building #1 entrance Rank 3 Rescued 10 POWs Building #1 right elevator Rank 4 Rescued 15 POWs Outside Building #1 rear Ammo/Ration table Rank | Gun | M.Gun | Mine | Plastic | Remote | Grenade | Rocket | Ration -----+-----+-------+------+---------+--------+---------+--------+-------- 1 | 50 | 50 | 5 | 5 | 5 | 15 | 5 | 3 2 | 100 | 100 | 10 | 10 | 10 | 30 | 10 | 6 3 | 200 | 200 | 15 | 15 | 15 | 60 | 20 | 9 4 | 250 | 250 | 20 | 20 | 20 | 60 | 30 | 12 3. Transceiver Call Sign The word "call" flashes when someone is attempting to reach you. The frequencies used are: 120.13 Big Boss (new code) 120.16 Schneider (new code) 120.33 Diane 120.48 Jennifer 120.79 Schneider 120.85 Big Boss 120.91 Diane (new code) 4. Weapon Displays the weapon you are currently using. The weapon's ammunition is displayed to the right of the weapon's name. 5. Equipment Displays the equipment you are currently using. ============================================================================= V. WEAPONS AND EQUIPMENT ============================================================================= Weapons ------- Baretta M92F Lethal hand gun that fires one bullet at a time. Silencer may be attached. Ingram MAC-11 Semi-Automatic submachine gun with continuous fire. Silencer may be attached. M79 Grenade Launcher Its name says it all. Rocket Launcher Speaks for itself as well. Silencer Attach to Baretta or submachine gun, to keep your mission hush-hush. Plastic Explosives Explodes with timer when set. Remote Control Missile Can be guided with control pad. *Note you can't move while missile is moving. Mine You may set these mines in key locations. Up to 3 mines allowed on each screen. Equipment --------- Bomb Blast Suit Protective gear which shields you from explosions Body Armor Reduces enemy damage by 50% Binoculars All you to see one screen ahead without risking your life to enter it. However, they cannot be used when is a room. Gas Mask Only means of survival in gassed out areas. Antenna Allows you to use transceiver in areas where enemy is jamming devices are located. Mine Detector Allows you to discover enemy mine positions. Infrared goggles Used to detect infrared alarm sensors Flashlight Used to see in underground passages Oxygen Tank Keeps you breathing underwater Compass Helps you navigate through uncharted deserts. Antidote Saves you from poison, including scorpion bites Iron Glove Allows you to locate hidden doors by punching various walls. Uniform Try it on and see what happens Rations Crucial nutrition need to restore your vital Sign. Cardboard Hmmmmm, it could be valuable or it could be a trap. Cards 1-8 each card opens a door. Of course, the card number must match the door number. Cigarettes Bad for your health and Snake's favorite. Gives you more time to escape. Transmitter Alerts the enemy of your presence. Discard it immediately. ============================================================================= VI. FRIENDS AND FOES ============================================================================= Friends (good guys) ------------------- Solid Snake A rookie who just joined Fox-Hound. Operation Intrude N313 is his first mission. Commander South aka Big Boss Chief commander of Fox-Hound. After his career in special forces like Green Beret, SAS and GSG9, he became Fox-Hound chief commander. He gives tips to Solid Snake about various things like the usage of weapons and equipment through wireless communication. Grey Fox He is considered as a sort of leader in Fox-Hound due to his durable physique and super intelligence. He has a "FOX" title, the highest rank in Fox-Hound. All contact with him has been lost since he infiltrated Outer Heaven. Dr. Petrovich Madnar A brilliant scientist. He was captured by Outer Heaven while trying to seek asylum in the U.S.A. Since then, he developed weapons against his will, while his daughter was held hostage. He developed TX-11 (Arnold) and TX-55 (Metal Gear). Ellen Petrovich Dr. Petrovich's only daughter. Former Bolshoi Ballet star. She was captured by Outer Heaven to blackmail her father. Diane A resistance member. Former vocalist of a positive punk band called Thin Wall. She uses her female charm for her intelligence activities. She knows a lot about the mercenaries and war machines of Outer Heaven. Jennifer A resistance member. To save her brother, who was captured in Outer Heaven, she crept into Outer Heaven as one of its medical staff. She supports you physically. Kyle Schneider Formerly an architecture engineer and now a resistance leader. He was forced to be one of Outer Heaven's designing staff, but joined underground forces after his wife and children were killed. He develops resistance activities with his acute inner sense and leadership. He knows a lot about the internal structure of the fortress. Foes (bad guys) --------------- The Electrocutioner Likes to activate the electrified floors. Corporal Watchman Guards areas by holding a position. Soldier of Fortune Fires many bullets at you. Trained Killer Scorpions Their deadly sting will poison you. Checkpoint Charlie He only allows uniformed personnel to pass. B.A. Dozer Often falls asleep while on duty. The Dogs of War Trained dogs. Their bark is worse than their bite. Bosses ------ Shotgunner Enjoys spraying a rain of bullets out. No one has ever escaped him alive. Machine Gun Kid Shoots bullets from his machine gun. Can only fire downward though. Twin Shot Shoots bullets in all directions downward and throws grenades. There's 2 of them. Arnold Twins who are immune to nearly every weapon you possess. Tank Fully armored tank. Shoots bullets in all directions downward. Can run over you. Bulltank A bulldozer converted to a tank. Kill it before it runs you down. Fire Trooper This soldier enjoys turning the heat up. Give him a taste of hot lead. Coward Duck Holds hostages while throwing boomerangs at his enemies. Truly cowardly. Super Computer Responsible for controlling all of Metal Gear's functions. Big Boss Leader of Outer Heaven and Fox Hound. Rumored to be greatest soldier alive. ============================================================================= VII. MAPS ============================================================================= Here are the maps of Metal Gear's buildings. The maps are only an approximation. Each screen is represented by 5 x 8 block below. Notation -------- 0 Door is unlocked 1-8 Card key needed to open door A Ammunition B Boss C Surveillance camera D Dog e Elevator G Guard I Infrared sensor m enemy land mine P Pit R POW T Truck X Electrified floor W Water == Door %% Jeep # Background/decoration/wall @ Death (by falling down) ! Electrified floor control panel . Placemarker (For mapping purposes but not in game) ---------------- Truck Navigation ---------------- This is a map of where the trucks in the game go. ~~~~~~ ~~~~~~~~~~~ Jungle Building #1 ~~~~~~ ~~~~~~~~~~~ nothing ________==________ ____ / ____ ____ |____| |____| |____| ____ ____ \ \ |____| |____| rations to Building #3 \ \ ____ card #1 to Building #1 |____| \ to Jungle ~~~~~~~~~~~ ~~~~~~~~~ Building #3 Tank area ~~~~~~~~~~~ ~~~~~~~~~ Tank _______==_______ ----------------- ____ ____ |____| |____|- to Building #1 \ ____ ____ guard |____|- to Tank area / |____| / \ ____ / rations |____| to Maze \ Zone 1 ----------------- 2 box of ammo & Bldg #4 (1 Screen) --------------- ----------------- ____ <-- to Maze Zone 2 |____|- Plastic Explosive (building #5) ____ |____|- to Jungle ____ --------------- _______4____|____|- card #4 \ Desert \__ to Bldg 1,(C2) ------------------ Building Locations ------------------ Bldg #3 _|_____7____|_ | .. .. | Bldg #5 | .. | |____6_____|__________| .. |_ | Maze | | Zone | |__________ _____________________|_ | | | | | Desert | ^ _| |_ | | | | | Desert | | _| |_ | | | | | Desert | | _| |_ <-- Need compass to pass Underground tunnel | | connects Bldg #4 | | & Bldg #5 _|____7_____|_ | | | | | Bldg #2 | | _|____U_____|_ | | | | | .. .. | | _| |_ | | | | | | V _| |_ | Tank | Bldg #4 | | |____3_____|__________| |_ | Maze | | Zone .. | |__________ __________ |_ | | | | | | _| |_ | .. | | .. ..| _|____4_____|_ | | | Bldg #1 | _|____1_____|_ | .. .. | | .. | _|__________|_ | | ------ Jungle ------ A B _|________|________| |#################| |#################| 1 |# %%G#| |# | _|############## | |##### | |# D %%| 2 |# %% %D| |# D | _ |# ## #| |# # #| |# #D #| 3 |# ## #| |# ## #| _ |# ## #| |#### | | #| 4 |#T G #| <-- Truck contains binoculars |#### #| _ |#### ##| |###G ##| |#### ##| 5 |#### ##| |### G #| _ |## ####| |### ####| | | 6 | D ## | |### ##| _ |### #| |### #| |## #| 7 | __ | | G|__|G | _ | | | | |%% G | 8 | T G | <-- Left truck contains card #1 |_____T__| Right truck leads to building #1 _ |________| | | | A B ----------- Building #1 ----------- 1st Floor --------- A B C D ______________________ Hand Gun (left truck) / Guards (middle truck) / Mines (right truck) / _____________ to south side of Tank area (see / / Truck Navigation above for details) _|__e_____|________|___4____|____e___| | G G _ _ | G G | | # # ## _| | || ## G #PP#G| 1 | # # ## | |_|_|| ## #PP# | | |_| 4 G G | _| ## ________|___________ ##| | ## #| | |## ##| |G ## PP#| | |## # C#| 2 | G## PP#| | |#2 # ##|<-- POW (D2) |# #### #| | |#C C##| _|# #### #|________|_______1|## # ###|<-- Gas Mask (C2) | |## ##| | G |# # ##| 3 | # # # ### # ## # G|1 G 2#|<-- POW (left door) | G G # # # # |# G## #| Submachine gun (right door) _| # # # . . |## #| | # # # | G_ #| | ############### | | | |<-- Truck (get captured inside) 4 | # # # G| |_| ## | | #G## ##### ## | ## | _|_________________ ____1___|________| | G | |T T | |% | | T % | _ |________| | | | | | A B C D 2nd Floor --------- A B C D _______________________ Plastic Explosive (left / door) _|________|________|________|____e___|Ammo (right door) | | |# G # | |---3----| 3 # G# ##C# | 1 | |--0-C--0|# # # ### | | ###### | |# # # C | _| G |____________G__#_# # | | | | | # | | ### ###| | | ##### | 2 | # G ##| | | G | | G #G #| | |### ####| _|## ## ##|________|________| | |## #| | |-I | Mine -->|#0 #| Iron | | | III-| 3 |## 1| Glove | | I I | POW -->|## #| | | | | _| G ##|__1_____|________| 2## I |<-- POW | XXXX| B | | | | |####XXXX| # # # | ###### I-I-I | 4 |####X#XX| # # # |G###### | | Infrared -->|#!3#X#XX4 # # # 3 #3#### III I |<-- POW Goggles _|_XGXXXXX|________|______________|__| | | | | | | \ \_____________POW \_________________________Machine Gun Kid A B C D 3rd Floor --------- * A B C D Silencer, Grenade Launcher _ ______________ Cardboard in room \ / _| _|__e_____|________|__2_____|____e___| |## ### G G | G ##G G| |## C# ##### | # ## ##### | 1 |#C ## ##### |G### ## #### | |## #2### 2 ### ## ### | _ ________|## # #|________|______G____####__| | # A |# ## #| | |# #### | | |# # ## 2 R | |# #### #| 2 | 0 # ##G#| | | G#### 1|<-- POW | |# G #| | |# G #| _|___1____|########|________|________| !####| | | | | |XXXXXXXX| | | #### | | |####XXXX| 3 | R 1 # | | |XXXXXXXX| | | # ###| | |XXXX####| _|________|__#___1_|________|________|XXX | Remote | | ### ####G##G###### | Missile -->| 2 ## ####0 # #### ## ###2C# ###| 4 |--------|C ## ###0# # ###| | R 1 ## # # # ### ## ### C1#|<-- Card #2 _|________|__________#________#__#____________| | | |^ | |^ | | | Plastic Explosive Rations * A B C D Roof ---- A B C D _|________|________|________|________| | G # # G #### | | # # # G # # # ##E# | 1 | # # # # # # # # # # | | G # # # G# G# # # | _| ### ___ ____________ | Ammo -->| 0## |@@ @@@| | #####G| | ### |@@@@ @@@| | ##### | 2 | ## |@@@ @@@| | ## | | ## |@@ @@@@| | G ## | _| #### |@@ @@@|________| ## | POW -->| #2## |@@ @@@| | ## | | ## |@@ @@@@| |### | 3 | ## |@@@ @@@| |#### G| | # |@@@@ @@@| |####### | _|########|@@ @@@|________|#2##3##_|<-- POW, Dr. P (gone) |####XXGX ###### B# B# |<-- Twin Shot Mine Detector -->|3!##XXXX ## | 4 |XX#XXX# ## ######### G | |XG#XXX# G G | _|XXXXXXX____________________________| | | | | | A B C D ----------- Building #2 ----------- 1st Floor --------- A B C To Bldg #5 ________________ (see Truck \ ______to Underground Lock Navigation _|___e____|___7____|___ /___| section) | |_____ |***| | | I I I | #| |***| 5<-- POW 1 | | 5| |***| |<-- Card #6 (B1) | I I I | | #| **| | _|___4____| | #| | **| | | | | | |_____| **| | Bulltank -->| |B| |_ * | | 2 | | | 2 | ********** | |<-- Antenna (B2) | | |___| |____ _______|G | Ammo -->|4_|4|__5|_____ ________G__|<-- Rations (A2 right door) |G |W| G |####e###| | |W|__________ |# ##| 3 | |WWWWWWWWWWWWW| | #PP##| | |WWWWWWWWWWWW | 5 #PP##| _|______________U|_|________| | | | | A B C 2nd Floor --------- A B C ______ Antidote / __ Compass / / _|___e____|________|_6____1_| | G G | G G # # | | ##### | ######### #G | 1 |G##6##G G # G |<-- Dr. Pettrovich (A1) | ## ## | # G###### #G | _| ## ## |_1_#_2###### #___| | ## # | B |#5# ##6#|<-- POW (C2 left door) |### G# ###### |# # ## #|<-- Rocket Launcher (C2 R door) 2 | G ###| 5 # ##G#|<-- Arnold (B2, holds Card #7) |## # | ###### | G#### #| _|#### # |_1_B_5__|____G___| Ammo -->|0 ##G | ### | | | ## G| ###G |____0___|<-- to elevator 3 | # # | G### #G# | |G ## | #0 G| # # | _|_____#_____#_____|________| \___POW A B C Underground Lock ---------------- A Ammo ______ __ Coward Duck, 3 POW \ / _|_!1___7_| | XX#X X| |###X#XXX| 1 |###X#XXX| |XXXX#XXX| _|XX XXX X| | ____ | |G |G| 2 | __ | | |G|WWWW|G| _| |WWWW| | | |WWWW| | | |WWWW| | 3 | |WWWW| | | |WWWW| | _| |WWWW| | | |WWWW| | | |WWWW| | 4 | |WWWW| | | |WWWW| | _| |WWWW| | | |WWWW| | | |WWWW| | 5 | |WWWW| | | |WWWW| | _| |WWWW| | | |WWWW| | | |WWWW| | 6 | |WWWW| | | |WWWW| | _|_|WWWW|_| | \_____to building #2 A Roof ---- A B C _|________|________| | | ###### G G G | | ###e## ### | 1 | ## ## G### | POW -->| #2 ## # | _|__GGG____ # | | # | | # | 2 | # | |G #G G| _ | #### | | # |________ | ### | 3 | ### ##### | | ##4 # # e |<-- Card #5 _ |____G_________G__| | | | | A B C ----------- Building #3 ----------- 1st floor --------- A _|___e____| | ## | | PP###| 1 | PP ##| | PP#PP | _| PP#PP | | # | |##### ##| | | 2 1 GGG| _|___7____| | | A Sub Basement 100 ---------------- A B _|________|_0_0_0__|<-- Escape (take left door) | B | |<-- Super Computer | | # # # | 1 | 0 B |<-- Big Boss | G G G G| # # # | _|___0____|________| |XXXXXXXX| |######XX| 2 |XXXXXXXX| |XXX#####| _|_1_#####| | e ##| |##e e ##| 3 |## e ##| | e ##| _|______5_| | | | #####| 4 | # PP | | # PP | _|# ##_8__| | # | | #### # | 5 | | |####### | _|______8_|____e___ |#C### ##C## #C#| | # | 6 | ######## ## | | ####C### ## 8<-- POW _|_____________7___| | | \__Oxygen Tank A B ----------- Building #4 ----------- A B C D E to Underground _______ Tunnel \ _|______1_| | | | | D D| | #D# # | 1 | # # # D| | # | _| #####|___ | | | | | # | 0 | 2 |G#G|_6__|__| <-- Cell with Ellen | # | <-- Bomb Blast Suit _|_6______|________ _____________2___ Shotgunner -->| | B | | | ##### | # | ############## | 3 | ##### # 3D # # | Grey Fox -->| #0### | ###| # # | _|________|_2__0___|2_#___3_____3____| | | ^ |\ |### ### ## # ###| Card #3 _____________/ | |## # to Tank area 4 | |### ### | |### ##### ## ##| | |###_###### ## ###| stolen equipment \__ Maze Zone A B C D E ----------- Building #5 ----------- A B C _|____6___|________|________|<-- Dr. Pettrovich | _| |__| ##|<-- Fire Trooper | | B | ########### 0#|<-- Plastic Explosive 1 | | | #0#######1# |<-- Flashlight (B1) | | 0 # # | POW (C1) _|_|______|_____# ##### # # | | #|### # # | | ################ # # | 2 | ### # ### | | #5######_ # ## |<-- Rations _|________ | #__ _#######_3| | | | # ###0#|5###### |<-- POW | | # P | # # | | 3 |_0| # 0 # # | |<-- Ammo | ## | # # 5 | _|___6____|____#___|___6____| \______________________to Underground Tunnel A B C Underground Tunnel ------------------ A _____to building #5 / _|___6____| | # | | ### ##| 1 | # | | # ## | _| ### | | ## | | PP ###| 2 | PP PP| |##### PP| _| | |# PP | |# PP ##| 3 |#PP# PP#| |#PP# PP#| _| | | ###PP | |PP PP | 4 |PP PP###| |###PP | _| | | ## # | | ## # | 5 |PP PP PP| |PP PP PP| _|__###1##| \__to building #4 A ============================================================================= VIII. WALKTHROUGH ============================================================================= This walkthrough will guide you from the beginning to the end. Use as much/little as you wish. The rules of thumb to remember while playing are: Infiltrate, not obliterate Your mission is stealth. Killing wastes ammo and possibly energy depending on if you get hurt. Kill when necessary but otherwise avoid engaging the enemy. You hesitate, you die Probably the most important rule. The guards will notice you if you don't take them out quickly. Pausing will give the guards the split second to notice you. Remember, hit them hard and hit them fast. You didn't earn the name Snake because you were merciful. Stun and run You don't have to kill the guards. It sometimes pays to just punch them to temporarily stun them. Then just run past them before they recover. This rule can be ignored once you've obtained the silencer. ------ Jungle ------ Items: Binoculars, Card #1 POWs : none Boss : none Solid Snake has just landed in the jungles of South Africa. Thus, Operation Intrude N313 begins. Your mission, if you choose to accept it, is to infiltrate the enemy fortress, Outer Heaven, and to destroy the weapon known as Metal Gear. This is a solo mission so don't expect backup. First things first. Use the transceiver to hear what Big Boss has to say. When you're ready, head right to the next screen. You'll see a guard. You can do two things here. The first is to walk up next to him and punch him 3 times to kill him. The second is to wait until he says "I'm getting sleepy." Then just walk past him. Beware that the guard will say "I feel asleep" afterwards but he will NOT be sleeping. Anyway, head down to the screen below. You'll now see dogs lying in wait. There's no point in trying to sneak by them so we'll run past them. First, head down so you're above the pair of jeeps. Now walk to the left and stop when you reach the jungle sticking outward. Now walk all the way down so you're above the "tip" of the jungle at the middle of the bottom of the screen. The dogs should now be alerted to your presence. Don't panic and walk to the right. Then walk down to the next screen. It's another dog. Just walk straight down. The dog will chase you but you won't get hurt. On the next screen, there is a guard and a truck. Without hesitating, quickly run down and punch the guard out from ABOVE. If you try to punch him from the right, he'll spot you before you reach him. Enter the truck to get the binoculars. Before you leave, I'll let you know now that the guard outside is ready and waiting. So when you're ready, storm out the door. The minute you leave and the screen fades to black, quickly press DOWN. The guard will notice you when you come out of the truck and he'll fire at you. By pressing DOWN, you'll avoid the bullet. Now face right and have your fists flying to nail the guard as he runs into them. Now head down to the next screen. There will be 2 guards. They'll begin facing to the right. Quickly punch the top guard from the right. Then charge down and punch the guard at the bottom. If you want to take your time, you can simply just take out one guard and then hide out in one of the alcoves. It doesn't matter which one, but just make sure you keep out of the bottom guards line of sight. In any case, head down to the screen below. It's a lone dog in your way. Just punch its lights out and then stay to the right side. Now head down. Punch the right guard. You might get spotted. Then head down. Don't move. You'll now be standing right behind a guard. Wait for his back to be turned before you punch him. If you punch him when he's looking to the left or to the right, there's a good chance he'll be alerted to your presence. After dispatching him, take care of his buddy to the left. Enter the truck on the left to get card #1. Ok, remember how you got spotted when you left the truck with the binoculars? Well, the same thing is going to happen now, only with 2 guards instead of one. So exit the truck and while the screen is still black, press DOWN. You'll emerge from the truck and get spotted. The left guard will fire a bullet at you as you move down. It will miss. Once you've moved down, take a step left and then about face. Keep punching and both guards will come down and get hit. Now that that's over with, head on over to the truck on the right. The truck will move and you'll find yourself outside of building #1. ----------- Building #1 ----------- Items: Card #2, Card #4, Cardboard, Grenade Launcher, Hand Gun, Land Mines, Plastic Explosive, Rations, Remote Control Missile, Silencer POWs : 7 Boss : none You're now outside building #1. There's a guard by the door. Ignore him for now. The next few steps will be confusing for you right now but follow my directions to the letter. See the maps of the trucks if you're still confused. Enter the truck in the upper left. Grab the rations inside. Use the transceiver trick (See Secrets and Codes section) to get the current max of 3 rations. Now step outside. The guard will spot you and run to the right. Wait for him to pass you. Then walk up to his level and face right. Start punching and he'll get hit. Enter the truck to the right. You'll now be outside building #3. There will be 4 trucks. Enter the one just below you. You'll now be at the Tank area. The truck you just came out of has rations inside. You have the max now but for future reference, you can use it to restock your ration supply. Don't go up to the next screen because Tank is there. Instead go down two screens. You'll now be outside the rear side of building #1. Enter the topmost truck to grab the plastic explosives. Next, enter the truck in the lower right corner. Grab card #4. To see something strange, try radioing frequency 120.79. Finally, enter the middle truck to head back to the jungle. Defeat the guards and enter the truck on the right to go back to building #1. Now that the side trip is over, hide somewhere. Then wait a little bit and the guard will leave. As he is leaving, take the opportunity to enter building #1 by using card #1. There's a row of jeeps in front of you. Head north through the opening in the first row of jeeps. Now go to the right so you're standing against the right wall. Now head north. Radio resistance leader Schneider at frequency 120.79 and hear what he has to say. A guard on the next screen will spot you and start running down towards you. Just run straight past him and into the room up top. There's a guard inside the room. Walk up a step and have your fists flying. The guard will walk right into them. Grab the gas mask and leave. Once the screen turns black, rapidly press the punch button. If you did it right, you'll emerge from the room and start punching the guard at the door without him noticing you. Now go left while walking along the top wall. You'll see a trio of guards. Head up the right passage at the top. The passage will now widen up after a few steps. There's a pit there so use the pit trick (see Secrets and Codes section) to stop the pit from opening. If you use the radio and switch to frequency 120.79, resistance leader Schneider will introduce himself. Head up. Now head to the right. You'll see 3 trucks. Grab the hand gun from the left most one. Then enter the middle one but quickly leave because there are only guards inside. Now enter the right truck to grab the land mines. Now you probably noticed that whenever you leave the middle and right trucks, the guard will spot you. Well to avoid getting hurt, just exit one truck. Then quickly enter the truck next to it. Exit that truck and enter the left truck. Now safely leave the screen. As long as you walk along the top wall, the guard will not spot you. Head for the elevator doors. Enter and ride the elevator to the 3rd floor. Stay along the left wall to avoid getting detected by the security cameras. Head down. Enter the door to the left. Grab the ammo and stock up until you have the max of 50 (for now). Don't use the gun even though you have ammo because the gun makes a loud noise that the guards will hear. Stick with fisticuffs for now. Use card #1 to open the door below where you'll find your first POW. Go through the door on the right. IMMEDIATELY put on the gas mask after you enter the next room because it's full of gas. Head for the door on the other side. Lean against it before switching back to card #1 to open the door. This will minimize the amount of damage you take from the gas although you'll always take a little bit because you can't wear the gas mask and use the card key at the same time. On the next screen, there will be 2 doors to the left and a security camera. Skip them for now and head right. Then enter the door. Inside the room are the plastic explosives. They are guarded by a huge rolling pin that will kill upon contact so keep your distance. Wait for it to roll the other way before moving. Now go through the door on the right. Head right. Two guards will emerge from their alcoves. Stay along the top wall. Walk over and punch the first guard. Then do the same to the second one. Now head right. Two more doors and two more cameras await. Skip the first door and go to the door on the right side. Use card #1 to enter. Grab card #2 inside the room. Now head back to the door you skipped. Use card #2 to open it. Use a ration before you grab the rations in the room. You'll be at full power. You'll recall that the gas room took a little energy off. Now head back left to the 2 doors that I told you to skip from before. When you get back there, use card #2 to open the top door. Grab the remote control missiles inside. Then use card #1 to enter the bottom door. Rescue the POW and then leave. The camera will spot you and guards will be heading your way. Enter the remote control missile room before they reach you. Now exit. The camera won't spot you. Now make your way back to the screen with card #2. Head up and you'll see an electrified floor. Look along the top wall. Notice the purple panel? Use a remote control missile to destroy it. This will stop the electricity. Now stay along the left wall. Then head up. A guard will start walking down. Position yourself parallel to the wall sticking outward so that your fist will hit the guard as he comes down. Now the other guard will be moving up top with his back turned. Quickly head over to the door. Use card #1 to open it. Rescue the POW in the room and you'll gain a new frequency (120.33) with which to contact resistance fighter Diane. Using the frequency in the room will contact Steve who says that she is out shopping. Leave the room and head up. Hide behind the walls and knock out the guard on the right. Then take care of the guard on the left. Position yourself in the middle of before heading left. Now run against the left wall. Then step down and position yourself so you can hit the guard on the bottom as he walks to the right. After killing him, step over to the right so that you are not in the top guard's line of sight. Don't leave the screen though. When the top guard turns around, charge up and punch him. Forget about the third guard and use card #2 to enter the door at the top wall instead. Grab the cardboard inside the room. Now go through the door on the left which requires card #2. Quickly enter the room in the screen before the guards spot you. The door requires card #2 which you still are using. Grab the silencer inside. Up until this point, you've been punching the enemies because the gun made a loud noise. Well the silencer solves this problem. You can now shoot your enemies instead of punching them. Just watch your ammo supply though. Open the door on the right with card #1. Grab the grenade launcher inside. The ammo for the grenade launcher is the same as the one for the hand gun. You won't be using it for a while so don't worry about not having ammo for it. Leave the rooms and head to the right. Go another screen to the right. Take the elevator down to the 2nd floor. There will be security cameras. Head down. You'll see a sleeping guarding. Take him out and head down. The next two screens contain infrared sensors that you must avoid. Since we don't have the infrared goggles, just head down until you touch the wall. See the narrow gap to your right. Go through it to the screen below. Now take a step to the left. Stand against the wall with the door. This will prevent the sensor below you from detecting you. Now walk to the door. Use card #1 to enter. Rescue the POW and you'll gain a rank for rescuing 5 POWs. Now head back to the right. Go up and before you go up to the screen with the sleeping guard, move over to the right a little bit so you're out of his line of sight. Then head up and walk past the guard. Take the upper left path to avoid the cameras on the next screen above. There are now 3 guards in your way. Take them out. You don't have the right card key to open the door on the left so skip it and head to the left. There are two doors, both of which are unlocked. Stock up on ammo and plastic explosives before you leave. Now head back to the elevator. Go down to the 1st floor. There's a pit between the 4 crates so walk to the side of it. Head down to the next screen. Use card #2 to enter the door on the left. Hurry because you'll most likely be detected by the camera on the right. Rescue the POW inside. Then head down to the next screen. You'll be spotted immediately. Let the lead fly as you kill the guards. Go to the right door since you still have card #2 equipped. Grab the submachine gun inside. Now go to the left door. Use card #1 to open the door. Rescue the POW inside. Then head down one more screen. Take out the guard and enter the truck. Walk to the left and a guard will arrest you. ----------- Building #4 ----------- Items: Armour, Bomb Blast Suit, Card #3, Rations, Transmitter, Uniform POWs : 1 (Grey Fox) Boss : Shotgunner You'll now be inside a solitary cell. All your weapons and equipment have been confiscated. Big Boss will tell you to search the walls. Punch the center wall section of the left wall to find a hidden door. If you don't find it, keep punching. Hidden doors will make a different punch sound than a solid wall. Head left and you'll find missing agent "Grey Fox." Now punch the south wall to find a hidden door. Exit and head right where you'll meet the first boss, the Shotgunner. Boss: Shotgunner Atk : Shoots a spray of bullets at you Weak: 10 bullets, 4 Mine/Plastic/Missile, 1 Rocket Try radioing Diane on 120.33 for fun. You can use any weapon you possess to defeat him. The safest is the remote control missiles since you can hide out in the lower right corner and shoot him. However, we'll use the hand gun to conserve the missiles. When you first enter the screen, run to the lower right door. Grab your equipment back. You'll notice that an item called the "Transmitter" has been added to your inventory. It's a device that will alert the enemy to your presence so use it to remove it from your inventory. That is, unless you like a harder game. Now, head up and keep going up until you touch the north wall. The Shotgunner can no longer hit you with his shots. Stand to the far left wall. Take a step down. Then turn to the right and fire at the Shotgunner. He'll be gunned down in 10 shots. Now use card #2 to enter the room on the lower left. Grab card #3 inside the room. Then head over to the door on the right wall. Use card #3 to open the door. On the other side is a dog. Hit it from behind. Then use card #2 to open the door below you. Grab the armor inside. Now head up. Shoot the dog and head right. Use card #2 to enter the room at the top. Grab the bomb blast suit inside. Now head down and to the left. Use card #3 to open the door. Get the uniform inside. Now head to the right and use card #3 to open the door. Leave building #4 and head right. You'll now be in the Maze Zone. Head right one more screen where you'll be at the Tank area. You'll remember this area as the one you passed by during the beginning of the game when I directed you during the truck run. Since you're not powerful enough to face Tank, head south. Use card #4 to enter building #1. ----------------------- Building #1 (revisited) ----------------------- Items: Ammo, Infrared Goggles, Iron Glove, Mine Detector POWs : 4 Boss : Machine Gun Kid, Twin Shot You might want to restock your weapons, notably the remote control missiles. When you're ready, head right to the elevator. Take it to the 2nd floor. Head left. Take out the guards and use your recently obtained card #3 to open the door on the left. Go through to the next door. The room has another rolling pin in it. Quickly follow it until you're above the doorway at the bottom. Then head down before the pin gets you. The guard in the screen will move to the right. Therefore you should move to the left. Hug the wall as you head down. Three guards are here. Head down and punch the left one. Then take out the middle guard while his back is turned. The right guard should now be no problem with the other two gone. Then take the left path down. Head into the open doorway on the left. Inside the room are 3 guards fast asleep. Behind them are the land mines. Punch/shoot them and grab the mines. Then head out the door and use card #1 to open the door on the right. Rescue the POW inside. Now head down. You'll see deactivated electrified floor panels below you. Slowly sneak down to the guard and take him out before he spots you. If he spots you, he'll try to activate the electric control panel at which point you'd better run or fire a missile to destroy the panel. Use card #3 to open the door on the left. Grab the infrared goggles in the room. Then use card #4 to open the door on the right to fight the boss, Machine Gun Kid. Boss: Machine Gun Kid Atk : Runs left and right shooting a stream of bullets downward. He only fires down. Weak: 10 bullets, 4 Mine/Plastic/Missile/Grenade When the fight starts, immediately head up. Make sure you're hugging the left wall. Now you're safe from Machine Gun Kid since he can't fire at you. Just don't let him touch you. Radio Diane (120.33) to find out what you can use. You're probably low on missiles so we'll use bullets to take this guy out. Line up with Machine Gun Kid. Face the right but make sure you tap the control pad when pressing RIGHT otherwise you'll move too far to the right. This will enable Machine Gun Kid to hurt you by contact. Fire 10 bullets and the fight is over. Now use card #1 to open the door. Grab the iron glove inside. Use card #3 to open the right door in Machine Gun Kid's room. Use card #3 to open the door. Rescue the POW and your rank will now be 3 stars since you rescued 10 POWs. Now is the best time to restock your inventory, especially the remote control missiles and rations. Leave the room and head right. You'll recall this area as the infrared sensor area from a while ago. Equip the infrared goggles and you'll be able to see the lasers. Walk around them and head up. Walk around the next set of sensors. Then take out the guard on the next screen above. Head for the elevator at the top. Use it to go to the roof. Big Boss will tell you to equip the bomb blast suit so do that. Heading down leads to a dead end so go left instead. Take out the right guard first. Then sneak over and get the middle guard. Skip the left guard and head left. Eliminate both guards. Pass the southern exit and head left. Stay along the top of the screen so the guard won't notice you. Take him out and head down. The door is unlocked to the right so enter and restock your ammo. Then head down and use card #2 to open the door. Rescue the POW inside. Then head back to where I told you to skip the southern exit. You'll now see a moving bridge. If you fall off, that is, by touching any of the "black", you will die. Therefore it is important that you take your time when crossing. Try to position yourself so that you only have to walk vertically instead of horizontally. The reason is that you're more likely to fall off if you walk horizontally and vertically instead of just vertically. Cross the bridge and head down to find yet another bridge. Take your time again and head down. Head left but stay along the top wall. Punch out the guard to the left. Do NOT get detected or else the guard on the left will activate the control panel. All the blue floor tiles are electric panels so you'll die if you get spotted. Anyway, head to the left and hide behind the wall separating you and the left guard. Wait for the guard to stop facing the right before killing him. Use card #3 to open the door. Grab the mine detector inside. Now head right. Take the lower path right. As always, hug the walls to avoid detection. Take out the 2 guards to the right. Now hug the south wall and head right to fight another boss. Boss: Twin Shot Atk : Bullets fired downward in all directions and grenades thrown downward. Weak: 10 Grenades When the fight starts, run all the way to the right. See the empty alcove to the right of the twins? Run up to it quickly. Radio Diane (120.33) to find out what to use. Now the fight is essentially over. The Twins are unable to attack you but you can attack them though. Only the grenade launcher will work so equip it. You'll notice that you're at the perfect distance to hit the Twins so fire 10 grenades at the right Twin. Do NOT enter the room yet or else the Twin you just killed will revive. Stand where he used to be and fire 10 more grenades at his brother. The fight is over now. Use card #3 to enter the right door where you'll discover that Dr. Pettrovich is not to be found anywhere. Use card #2 to open the left door and rescue the POW who reveals that Dr. Pettrovich is now in building #2. That's where you'll now go. ----------- Building #2 ----------- Items: Ammo, Antenna, Antidote, Card #5, Card #6, Card #7, Compass, Rations, Rocket Launcher POWs : 4 Boss : Tank, Bulltank, Arnold Head north to the truck with rations. Max out your supplies before heading north. You'll finally be able to fight Tank now. Boss: Tank Atk : Spray of bullets in all directions downward. Weak: 11 Mines You can use the trick (see Secrets and Codes section) but defeat it once and for all. It'll be a pain later on anyway. Radio Diane (120.33) to find out Tank's weakness. Just equip the body armor and stand in front of Tank. Use the transceiver trick (see Secrets and Codes section) if you want to "push" Tank back. Then just place 11 mines (3 at a time) to defeat Tank. Head up to the next screen. Use the mine detector to safely walk through the mine field. On the next screen, put on the uniform. You can now beat up the guards, touch them, use missiles, etc without them getting alerted. After you've had your fun, radio Big Boss and Schneider to find out their new frequencies. Then enter the door to building #2. Head left. Use card #4 to open the door and grab the ammo inside. Now head back to the entrance. Walk into the water. Head left. Equip the grenade launcher. Then use card #4 to open the door where you'll fight the next boss. Boss: Bulltank Atk : Will crush you if you don't defeat it in time. Weak: 8 Grenades This boss is easy if you know what to use. Diane won't be available on this one so you're on your own. The minute you appear on screen, DO NOT MOVE. Just rapidly throw grenades at Bulltank. If you didn't start throwing grenades when you first appeared, you will die. Bulltank will die after 8 grenades. Now use card #4 to open the door up. It's a room of infrared sensors. Use the infrared goggles to detect the lasers. The lasers will blink this time. The easiest path is the one to the left of the elevator doors. Just wait for the beam to disappear and head up. We'll be back here quite often so don't worry about what I'm about to tell you. Enter the elevator. Skip the 2nd floor and head up to the roof. The elevator is one-way if you didn't notice. Defeat the 3 guards below you. Then use card #2 to open the door on the left. Rescue the POW inside. Now head right, staying along the southern wall. Then head down before the guards spot you. Shoot the lone guard below you and head down. Defeat the guard by the door and use card #4 to open the door. Grab card #5 inside the room. Head to the right where you'll find the elevator down. Defeat the guard by the door and enter. Inside is a small room to the elevator and a guard is watching the door. Defeat him and head for the 1st floor. We'll come back to the 2nd floor later. There's a pit below you so don't walk in the area between the crates on the right and the 2 crates to the left. Head left. You'll see that you're now at the entrance to building #2, only you're on the other side of the water now. Head up to the north wall. Then head left. Punch the guard. Then use card #5 to open the door. Grab the rations inside and stock up before you leave. Head to the right. Now head up. Don't move because the guard to the left will detect you. When his back is turned, shoot him. Then use card #2 to enter the room on the left. Grab the antenna inside. Then equip it to receive the call from Big Boss. Now head out and to the right. Pass the water for now. As always, hug the walls to avoid detection. Follow the path around to the next screen above. Use card #5 to enter the room on the right. Rescue the POW inside who reveals that the lock you just passed outside the room connects with building #3. Now head back to the water. Enter it and follow the shallow water around to the right. Stay on the north part of the shallows because the south part leads to a dead end. When you reach the end of the shallows, head left and then down. Follow the small path around the corner. Take out the guard to the left. Then head up. On the next screen above, use card #5 to enter the room to the right. Grab card #6. Now head back out. Go down a screen. See the area past the wall to your left? Follow the water around until you reach that spot. Then head up. Hug the north wall as you go left. You're back at the infrared sensors now. Take the elevator up to the 2nd floor. Punch the guards to your left and to your right. Then shoot the guard on the far right. Head right. Blast the guard in front of you. Then hug the north wall. You'll avoid detection. Take out both guards as you head right. Use card #6 to open the door to your right. Grab the antidote in the room. Head back out. Stay along the north wall. Take out the guards. Then use card #1 to open the door at the bottom of the screen. You're now in the room of the boss Arnold. You don't have the proper weapon to kill Arnold yet (the POW said rocket launchers are needed). You'll be back later so head down for now. See the lower right door? Use card #5 to open it. Head down. Take out both guards. Then enter the unlocked door at the bottom. Rescue the POW in the room and you'll be promoted to the highest rank of 4 stars. Head back to Arnold's room. Use card #5 to open the door to the right. Take out the guard and then use card #5 to open the door at the top. Rescue the POW inside who tells you to radio Jennifer at frequency 120.48. Step outside the room. Head to the room on the right. Radio Jennifer. Note that she will not answer if you do not have 4 star ranking. She'll respond and inform you that the rocket launcher is in the room (if you don't radio her, nothing will be in the room). Use card #6 to open the door. Grab the rocket launcher inside. You've got the weapon to kill Arnold with but alas, you have no ammo. That won't be a problem in a moment. Head out the room and back to Arnold's room. Use card #1 to open the lower left door. Follow the path down to the left. Take out the guards. Then go to the open door. Grab the ammo inside. Restock until you're maxed out. Then head out of the room. Go up to the next screen. You'll be spotted. Just have your guns blazing as you charge up to the top. Use card #6 to open the door. Inside is Dr. Pettrovich. Shoot him. Hey, you didn't lose a rank! Surprise! That was an imposter. If you move up, a message will still appear even though he's dead. After telling you to die, a pit opens up. Step back to avoid dying. Now head back to Arnold's room. Boss: Arnold Atk : Just runs at you causing damage through contact. Weak: 4 Rocket (each Arnold) This is a pretty easy fight. The only damage Arnold inflicts is through contact. Equip the body armor. Then stand as far away as you can from either Arnold while still staying parallel with them. Fire 4 rockets to defeat each Arnold. Grab the card #7 that appears after you've defeated them. Use card #2 to open the upper right door. Take out the guard and head right along the north wall. Punch out the left guard. Get close to the two guards on the right. When they face the right, quickly charge between them and fire a shot at both. Then radio Jennifer (120.48). Use card #1 to open the door up top to the compass room. Grab it and head back to Arnold's room. Use card #5 to open the lower right door. Head right. Shoot the sleeping guard. Then enter the door. Wait for the rolling pin to pass before moving. Use the elevator to go to the 1st floor. Take out both guards in the room afterwards. Now head left and then up to get back to the area outside the antenna room. Follow the water around like you did when you went to get card #6. When you reach the end of the shallow water, head up instead of down. Follow the path around to the left. Use card #7 to open the door out of building #2. You'll now be in the desert and on your way to building #3. ------------- Building #3-5 ------------- Items: Ammo, Card #8, Flashlight, Oxygen Tank, Plastic Explosive, Rations POWs : 8 (Dr. Pettrovich, Ellen, Jennifer's brother) Boss : Coward Duck, Firetrooper, Super Computer, Big Boss. You'll need the compass to travel through the desert. Equip it and head north. Shoot the scorpions. They'll poison you with their stinger. If you get poisoned, use the antidote to counteract the venom. Head north and you'll soon reach building #3. You'll remember the trucks outside. Enter the bottom truck to replenish your ammo. If you wish, you can now make a detour side trip to restock all your weapons and rations. Use card #7 to enter the building. You'll be spotted immediately. Take out the guards. Big Boss will tell you to enter the room on the left. Use card #1 to open the door but don't enter it. Why? Because it's a room with a pit inside. Stay along the right wall. Head up. Now the next screen has 3 pits on it. Use the pit removal trick (see Secrets and Codes section) to safely pass although you can use normal means to pass (more difficult). Take the elevator down to sub basement 100. There are now 2 security cameras. These cameras will fire lasers at you so stay out of their sight. Use card #7 to open the door at the bottom. Grab the oxygen tank. Now head back up the elevator. Leave the building and cross the desert back to building #2. Use card #7 to open the door. Head right. See the dark water that you couldn't cross from before? You can now cross it with the aid of the oxygen tank. Equip it and head up the lock. Take out the guards at the top of the lock. Then head up. The floor is electrified so find the safe spot to stand. Destroy the control panel. Then use card #7 to open the door on the right. It leads to a boss. Boss: Coward Duck Atk : 3 Boomerangs, holds 3 hostages, pit present in room Weak: 10 Bullets, 4 Mine/Plastic/Missile/Grenade, 3 Rockets This boss is truly a coward. He's holding 3 hostages and dares you to attack him. Don't listen to him. Radio Diane who will tell you what to use. Jennifer also radios you. Her brother is the middle hostage. Okay, back to the fight. Walk left until you hit the wall. Then head straight up. You'll rescue the left POW. Then hug the north wall. Turn and face Coward Duck. You're safe from his shots. You can use any weapon to kill him but just shoot him 10 times with the hand gun to conserve the weapons. He'll leave card #8 behind. Rescue the other POWs in the room. Then head out. Don't bother with the other room on the left because all it contains is ammo. Now head back out to the desert. Head up to screen between the desert and building #3. Head left now. You'll be in the Maze Zone. Go LEFT, LEFT, UP, LEFT to pass through it. Use card #6 to enter building #5. Schneider will radio you. Use card # 5 to open the left door at the top. Rescue the POW inside. Use card #3 to open the door on the right. Equip the gas mask once you're on the other side. Head up. Enter the unlocked door above to find a room with plastic explosives. Watch out for the rolling pin. Now exit and head left. Enter the open door. Grab the flashlight. Now exit. Punch the wall to the left of the room. A door will open up. Enter to fight a boss. Boss: Fire Trooper Atk : Flame thrower in front of him. Weak: 15 Bullets, 6 Mine/Plastic/Missile/Grenade, 3 Rockets. Walk up and hug the wall. Then follow it and stand next to Fire Trooper. Radio Diane for fun. Then blast the trooper 15 times. Now use card #6 to open the door. Inside will be the real Dr. Pettrovich. He says you'll have to rescue his daughter, Ellen, in building #4. So head back out to the first room of this building. Then use card #5 to open the door on the left. Equip the gas mask and punch the wall above to find a hidden door. Follow the path around to the next door. Use card #1 to enter the room. Rescue the POW inside. Then head left. Follow the path around again to the next door. Use card #5 to open the door. The room has rations inside so restock your supply. Head right. Then head down. Punch the left wall about halfway down to find another hidden door. There's a pit above you so walk along the bottom of the screen to avoid getting killed. Punch the wall northwest of the door at the bottom of the screen to find a hidden door. Grab the ammo inside the room. Use card #6 to open the door at the bottom of the screen. Suddenly the screen is all black. Use the flashlight to see. Now Diane will radio you. It seems the next area will be filled with pits. Use the pit removal trick to safely pass. It will still be dangerous but not as dangerous as crossing without the trick. After 4 screens of pits, you'll reach the door at the bottom. Use card #1 to open the door. The room is filled with dogs. Take care of them and head down. Blast the guards below you. Then use card #6 to enter the door to the right. It appears to be an empty cell. There's a pit inside. Hug the south wall and follow it along until you reach the right wall. Punch it to find a hidden door. Ellen is in the room on the other side. Rescue her and then head back out. Use card #6 to open the door at the bottom. The next screen should be familiar to you. It's the solitary cell that you found Grey Fox in. Anyway head right to get and use card #3 to eventually leave the building. Head right past the maze zone. Then head south to reach the trucks. Ride them until you're back outside building #3. Then head through the maze zone to get to building #5. Go back to Dr. Pettrovich who will now reveal how to destroy the Super Computer. Now leave building #5 and head for building #3. It would be wise to restock your weapons now if you haven't already done so. Enter and head down to the sub basement 100. Hug the right wall to avoid the camera's lasers. Use card #8 to open the door. Rescue the POW inside. Now head left. Stay along the walls to avoid the cameras. Use card #8 to open the door. Put on the gas mask once you're on the other side. Skip the door to the right and head for the open passageway on the left. Use card #5 to open the door. Equip the gas mask once you're on the other side. There are mines in the room. Just hug the right wall until you reach the door to avoid the mines. Use card #1 to open the door. The floor is electrified but there doesn't seem to be any control panel to deactivate it. In fact, there isn't any so you'll have to make a run for it. Use rations when you're about to die to make it across. Head for the door to fight the Super Computer. Boss: Super Computer Atk : 4 guards in the room. Weak: 16 Plastic Explosives The easiest boss fight of them all. Shoot all the guards first. Then just walk up to the Super Computer and plant 16 plastic explosives. The fight is over. The base's self destruct sequence has been activated. Head through the door on the right to fight the leader of Outer Heaven. Boss: Big Boss Atk : Fires single shot to the left or downward, depending on his location. Retreats a lot. Weak: 10 Rockets. It's true. The Fox Hound Supreme Commander, Big Boss, was behind the enemy fortress too. This won't be too hard of a fight. Radio Diane who will tell you that she can't help. Jennifer suggests you use a cigarette. Use it to add 1000 seconds to the timer. Now walk around so you lure Big Boss to the bottom of the screen or to the right side so that he just moves back and forth without firing at you. Then shoot 10 rockets at him. Big Boss is no more. However, it's not over yet. There's 3 doors to choose from, but only one is the right one. If you recall, Jennifer's brother said to take the left elevator so do that. You'll know it's the right one because it's the only elevator in the game that you can fire a weapon in. Have your guns blazing as you head up and escape. Outer Heaven is destroyed and Operation Intrude N13 is a success. ============================================================================= IX. SECRETS AND CODES ============================================================================= Secret Tricks ------------- Stop the pits As you know, when you get near a pit, it will open up and kill you if you don't move back in time. However, you can stop the pits from opening by simply entering the weapon mode or the equipment mode. Note that this trick only stops pits from continuing to open. Already open pits will remain. Also, this code will "cover" up the pits as if they never opened. Be sure you know where the opened part of the pit is because it is still there for all intents and purposes. Reset the items Use the transceiver to reset items in a room. Useful to reload ammo, rations, etc. Skip Super Computer You can access Big Boss's room without having to destroy Super Computer by entering/exiting Super Computer's room and pushing RIGHT immediately after you leave but before the screen fades to black. If done correctly, you'll wind up in Big Boss's room with no timer. *Note you can't use the cigarettes as a result. Skip Tank You can actually skip past Tank by walking up to the building on the right side. Then as Tank comes forward, it will release a spray of bullets. Notice the narrow gap between tank and the right wall? Well, run out and let a bullet hit you. Then quickly line up against the wall and run up before your temporary invincibility wears off. You'll walk up to the next screen, thus passing Tank. A riskier method is to stand in front of Tank, get hit by a bullet, and quickly charge right through Tank. Note that you will die if you fail to make it using either method. Disappearing Guards You can make guards disappear by using the transceiver. They'll appear soon afterwards though. You can extend their time of disappearance or make them disappear altogether by first punching them and then using the transceiver. Reposition Bosses You know how bosses like to move around right? Well, sometimes you'd like to hit them with a grenade launcher but they're always out of range. You can correct this problem by using either the weapon, the equipment, or the transceiver mode. Bosses always have an initial position they begin at in the room. Using the transceiver will reset them to this position although any damage they have received is still intact. This trick is useful for hitting Machine Gun Kid with grenades and to "push" Tank back. Standard Passwords ------------------ The following passwords are normally obtained in the game. Code Description ----------------------------------------------------------------------------- 5ZZZZ YZZZG Outside building #1 rear. All weapons, items, ammo max UOOOU UYRZZ (includes transmitter). All POWs rescued. Super Computer NZZZX and Big Boss still alive. 5ZZZZ YZZZG same as above but without transmitter UOOOU UYRZZ NZRZP GZZZZ YZZZE Same as code #1 but Super Computer destroyed. MO5OU UYRZZ NZZZF OZZZZ YZZZG Same as code #1 but Big Boss dead. Super Computer is still UOOOU UYRZZ alive. NZZZH WZZZZ YZZZE Same as code #1 but Super Computer and Big Boss dead. MO5OU UORZZ NZZZL Secret Passwords ---------------- The following passwords are not normally obtained in the game. Credits to Video Power (game tips show) for the "DIANE" codes and Stan Lau (my brother) for the "GMMMM". The rest come from Game Sages. Code Description ----------------------------------------------------------------------------- GMMMM MMMMM Start in building #4, solitary cell. Destruct sequence MMMMM MMMMM begun. Grab card #3 and exit the building. Let timer run MMMMM out. Continue and you'll be in front of Super Computer. DIANE ELLEN Start outside of Super Computer. Super computer is JENNY FERBY destroyed. Kill Big Boss. GBOSS DIANE ELLEN Same as above code but no oxygen tank in equipment. JENNI FERBI GBOSS 3LLLL LLLLL Just been captured. You have extra items not normally LLLLL LLLLL obtained at this point in the game. LLLLL TOOOU TOOOU Outside of Super Computer. Big Boss dead. Just escape. TOOOU TOOOU TOOOU ____K YOUUU Replace the underscores with the "F" word. OKKKK JUANN CARLO ============================================================================= X. DID YOU NOTICE? ============================================================================= - The bad English in the game? Examples: 1. Big Boss: First, attempt to contact missing our "Grey Fox." location: Jungle comment: Contact who? Who's missing our "Grey Fox." 2. Guards: I feel asleep! location: Jungle comment: Feel or fell? Doesn't really matter since he doesn't sleep after he says this. 3. Snake: The truck have started to move! location: Any moving truck comment: Is Snake riding one truck or two? We'll never know thanks to his stellar use of subject verb agreements. 4. Big Boss: I forget to tell you something! location: Gas room in Building #1 comment: More fine use of English by Big Boss. 5. Big Boss: Now, locate the Grey Fox's hidden cells. Check the way! location: Building #4, solitary cell comment: Find Fox's cells? Wasn't he in only 1 cell? "Check the way!" yeah, I'll check it if I knew what "the way" was. Reminds me of Final Fantasy Tactics' phrase "I had a good feeling!" 6. Snake: I have recaptured our weapons and equipment. location: Building #4, equipment room comment: I thought you WERE Snake. Why would he say "our" then? He certainly can't be aware of "you." o_O 7. Dr. Pettrovich: Out-foxed! The real Dr. Pettrovich is in building #5. Die Fox Hounder! location: Building #2, 2nd floor, first room. comment: Just a spelling error here. Also humorous how he can say this even after you've killed him. 8. Diane: Hi there! This is Diane! That guy Arnold gurding the door there--he's invincible! Better get outta here! location: Building #2, 2nd floor, Arnold's room. comment: More spelling errors. It should be "Better get outta there!" and not "here" 9. Jennifer: Jennifer here. I got a compas for you. Over. location: Building #2, 2nd floor, compass room. comment: More spelling errors. 10. Diane: The only way to defect the enemy without killing each other is to use the hand gun! location: Building #2, 1st floor, Coward Duck's room. comment: Defeat Diane, not defect. A world of difference a letter makes. 11. Fortress: The enemy fotress destruct mechanism has been activated! location: Building #3, Sub basement 100, Super Computer's room. comment: Another spelling error. - Snake will hold the same looking gun for every weapon he equips, even if he's not using a gun at that moment. - Cigarettes are actually a good thing in the game. - Grey is spelled the English way as Grey. - Snake says he found "Armor" but it is referred to as "Armour." - Jennifer radios you in building #3, sub-basement 100 using frequency 120.79 even though this is Schneider's frequency. - Schneider reveals the location of the mine detector when you radio him in front of the gas mask room AND when you radio him outside of building #1's rear side. He should have told you where the gas mask was. There are other areas where such strangeness occurs as well. - Schneider can still radio you after he was "killed." - No one in the game tells you how to solve the Maze Zone even though you're expected to be able to cross through it. - The secret "DIANE" password are the names of the characters in the game. ============================================================================= XI. FREQUENTLY ASKED QUESTIONS ============================================================================= Q. How do I pass the Maze Zone? A. Go LEFT, LEFT, UP, LEFT Q. Where is the compass? It's not in the room! A. Radio Jennifer at 120.48 when you're outside the room. She'll put the compass inside. (*side note, I quit the game because of this problem but I solved it by accident in 1991.) Q. Where is the rocket launcher? It's not in the room! A. Radio Jennifer at 120.48 when you're outside the room. She'll put the rocket launcher inside. (*side note, I quit the game because of this problem but I solved it by accident in 1991.) Q. I radioed Jennifer but she doesn't respond. A. You need to have a rank of 4 stars before she'll respond. Q. How do I get past the electrified floors? A. Use a remote control missile to destroy the purple control panel on the wall. Q. How do I destroy the Super Computer? A. Use 16 plastic explosives. Q. I used 16 plastic explosives but the Super Computer is still alive. A. You need to rescue Dr. Pettrovich's daughter, Ellen, first. The doctor will then tell you that you need to plant 16 plastic explosives to destroy the Super Computer. Only after he says this can you actually destroy it. Q. What are the cigarettes for? A. You'll be able to use them after you've destroyed the Super Computer to add 1000 seconds of time to the timer. Q. I just recovered my items after getting captured, but the enemy always spots me. A. You'll need to dispose of the item called "transmitter" from your equipment. This device alerts the enemy to your presence. Q. Why did I lose a rank? A. You shot a POW. DO NOT SHOOT ANY POWs in the game! ============================================================================= XII. CREDITS ============================================================================= Game Manual Story, enemies, weapons, items. GameSages Game Genie codes, "TOOOU" password. Video Power (TV show) "DIANE" password. Stan Lau "GMMMM" password. J. Soler Japanese Metal Gear story. Background story of Snake, Big Boss, Grey Fox, Dr. Petrovich, Ellen, Diane, Jennifer, Schneider. Schneider's frequency & odd message in front of gas mask room. Joel David Pena Diplan "F.... YOUUU" password. Ken Gifford Used his Metal Gear FAQ to confirm building names and locations of items. Maze zone solution. Magician Type 0 His Metal Gear FAQ prompted me to make this one. ============================================================================= XIII. DISCLAIMER ============================================================================= This FAQ is neither affiliated nor endorsed by Konami Industries Co. Ltd. It may be distributed FREELY so long as it remains unaltered AND is the latest version (see above for where to obtain the latest version). It is intended for PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, electronic, or any other means. Do not try to sell it even if no profit is made off this work. In addition, this FAQ may not be used for personal gain by submission to game magazines, web sites, etc. Email any changes, typos, etc. to me at darktoshi@yahoo.com. Copyright © 2000 Wilson Lau.