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Metal Gear Solid
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Metal Gear Solid Walkthrough

Introduction

Hideo Kojima's masterpiece Metal Gear Solid has gone down in history as being one of, if not THE, most popular PlayStation games of all time. No other game since has drawn gamers into a story in such a cinematic fashion as this game did.

Since the original PlayStation release, the developers have gone back and refined the game by releasing Metal Gear Solid: Integral (in Japan). In addition to including all of the different difficulty levels that the US version of the game featured, it also had an entire third disc of extra VR Missions. By playing through those, players could unlock a photo mode where they could take pictures of Mei Ling along with additional game modes such as a very cool Mystery Mode. Also new to the game was the ability to play as the popular Ninja in a couple special levels.

Instead of re-releasing the game in the US as Integral, Konami re-packaged the additional VR Missions and gave US gamers Metal Gear Solid: VR Missions.

Now, over two years after the original Japanese release of Metal Gear Solid, the game is being released on the PC platform. This guide will give you a complete (nearly spoiler-free) walkthrough that is compatible for every version of the game, story and character details, weapon and item lists, a link to our previously posted VR Missions guide, secrets, and pictures of some of the various extras related to the game.

Story

An elite group of Next Generation Special Forces lead by members of FOX HOUND has attacked and captured an Alaskan nuclear weapons facility.

Their demands state that the US government hand over the remains of their former commander (Big Boss) within 24 hours or they will launch a nuclear weapon.

Solid Snake’s mission comes in a two phases. First, he needs to rescue both DARPA Chief Donald Anderson and the President of Arms Tech Kenneth Baker, both are being held captive in the facility.

Next, Snake needs to investigate weather or not the terrorists have the ability to actually launch a nuclear weapon, and stop them if they do.

 

Weapons and Equipment

When Solid Snake is launched via torpedo into the Alaskan base, all he has on him is a pack of cigarettes and a scope. Being the resourceful tough guy that he is, Snake will find various weapons and items throughout the game that will help him save the world once again.

Weapons:

Socom:

This is the first weapon you will find, but you won’t use it for too long (only for one boss or so), as you will soon locate the next weapon – the FA-MAS. Although later in the game you will find a suppressor for the weapon, which will make it a little more useful.

FA-MAS:

The next gun you will find after the Socom will be the FA-MAS. This is a very useful weapon that fires off multiple shots at once.

Nikita:

This is one of the more unique weapons in the game. It launches a single missile that you can steer left and right. If you hit the look button, you are able to control it in a first person perspective.

Stinger:

While this is also a missile launcher, you are unable to control the rockets like you can with the Nikita. Still, it is a powerful weapon and absolutely necessary to beat some critical bosses.

PSG1:

This is the sniper rifle that you will use against Sniper Wolf the first time you encounter her, as well as some enemies after you do battle on top of the communication tower.

Grenade:

Useful for taking out enemies with a nice explosion, grenades will only be very useful one time in the game.

Chaff Grenade:

These are the most useful of any grenade as they can scatter the signals of cameras and wall mounted turrets, which will allow Snake to safely pass by unnoticed.

Stun Grenade: The Stun Grenades can be used to knock an enemy to the ground for a short period of time.

C-4:

These plastic explosives can be placed on a wall or on the ground, and can be used to blast holes in certain types of walls.

Claymore: Similar to C-4, these are mines that can only be placed on the ground. Instead of Snake detonating them, they explode when someone gets near.

Items:

Cigarettes:

These are some of the first items that Snake starts out with. They can be used to spot laser trip wires, but since smoking is bad for your health they will eat away at your lifebar.

Rations:

The little brown boxes lying around the areas can refill Snake’s life. You can only carry 2 at a time when you start, but at the end of the game you will be able to carry as many as 5.

Scope:

As with the cigarettes, Snake begins the game with this item. It allows him view objects that are far away.

Thermal Goggles:

These optional goggles allow Snake to view the world through infrared lenses. They are very useful for seeing laser lines and hidden mines.

Gas Mask

This handy item will protect Snake from toxic fumes.

Cardboard Box:

There are actually a couple of these scattered throughout the game, and Snake can use them to hide from enemies.

Medicine: Your standard cold cure.

Diazepam:

This capsule will steady Snake’s nerves while using the Sniper Rifle.

Socom Suppressor: Silences the Socom.

MO Disc: Just a prop for the story mostly, the disc does nothing special in game.

PAL Disc: This disc becomes the key to stopping Metal Gear later in the game.

Key Disc:

This disc is used to open doors, and it gets upgraded throughout the game to give access to more areas.

Night Vision Goggles:

When wearing these, Snake can see in the dark.

Mine Detector: This object shows Snake where mines are in the area.

Camera: When you play through the game a second time, you will be able to use this Camera to take pictures of things.

Rope: Snake uses this to repel down a wall at a certain point during the game.

Ketchup: Otacon brings this to Snake, and it can be used to fool a certain guard…

Handkerchief: Once belonging to Sniper Wolf, this cloth will make the wolves like Snake.

Special Items:

Bandanna: Beat the game with the good ending to receive this item. It gives you infinite ammo.

Stealth Camouflage: Beat the game with the bad ending to be able to use this item from Otacon. It makes you invisible to all enemies except bosses.

 

 

Basics

Metal Gear Solid is a game of stealth. The less you are seen, the easier the game will be and you will receive a better ranking at the end of the game. In this section we will explain the basics of the game interface, as well as some tips on how the guards     behave in game.

Radar

In the upper right hand corner of the screen, you will find the very handy radar. This little screen shows the area that you are currently in, as well as any enemies, turrets, or cameras that are near by.

Guards, cameras, and turrets all have a "cone" of vision. When Snake enters this cone, they will be alerted to your presence, and they will naturally try to kill you.

Note: On the highest difficulty level, the Radar will not show a cone of vision.

Weapons and Items

Snake can access his weapons and items from menus in the lower corners of the screen. The left side contains the items, and the right side contains weapons.

A good tip is to keep your rations selected during combat, and Snake will automatically use them when your life gets down to zero.

Codec

Snake’s Codec keeps him in contact with various characters throughout the game. In that screen, the lower option stores Codec numbers that you have already used in memory, while to the top one pages the number you currently have selected.

The Codec numbers for each character in the game can be found in the Characters Section.

Guards

The various guards throughout the complex all act basically the same and you need to be careful when around them. Here are a couple tips about guards:

  • If Snake runs through a puddle of water, a guard will hear him and come to investigate.
  • Footprints in snow can also alert guards and cause them to investigate.
  • Guards are not deaf, so if you walk behind them they will hear Snake and probably turn around…

VR Training

In addition to learning the basics of the game interface, you also need to learn how to play the game successfully. Within the game itself is an extensive VR Training course that takes you through every aspect of the gameplay.

It is highly recommended to play through the training missions. Not only will it teach you what to do and what not to do, it will also make you a better player and fully prepared for the main adventure.

If the normal training was not enough, there is a whole set of VR Missions to play through.

When Metal Gear Solid Integral was released in Japan, it included a third disc of special VR Missions. These were eventually released as a separate game in the US titled called Metal Gear Solid: VR Missions.

 

 

 

 

 

 

 

 

 

 

 

 

Characters

Metal Gear Solid features a large cast of characters, each with their own histories and motives. The truth about most of these characters is revealed throughout the course of the game, but you can find some spoiler-free details about them (as well as their Codec # - if there is one) below:

Solid Snake

Once a FOX HOUND operator, Solid Snake was called out of hiding in Alaska by Roy Campbell.

His mission - infiltrate Shadow Moses island and stop FOX HOUND from making a nuclear strike.











 

Meryl Silverburgh

Codec: 140.15

The niece of Roy Campbell, Meryl gets caught up in Snake's mission - with results that can be tragic...
 

Codec: 140.15

The niece of Roy Campbell, Meryl gets caught up in Snake's mission - with results that can be tragic...













 

Roy Campbell

Codec: 140.85

The former commander of FOX HOUND, he was chosen for this mission because only he could get Solid Snake to accept the task of saving the world.













 

Mei Ling

Codec: 140.96

Besides saving your game when things get tough, Mei Ling also developed the radar and codec that Solid Snake uses throughout the mission.











 

Naomi Hunter

Codec: 140.85

The mission's medical officer, Naomi monitor's Snake's status as well as provides a little plot twist...













 

Otacon

Codec: 141.12

A huge fan of Anime, Otacon is an engineer for Arms Tech and was important in the design of the Metal Gear.

He gives help and advice to Snake from time to time. Also, he has been connected to Sniper Wolf.








 

DARPA Chief Donald Anderson

One of the two people Snake is ordered to find and rescue, the DARPA (Defence Advanced Research Projects Agency) Chief is being held by FOX HOUND.

The reason he came to the facility is unknown.










 

President of Arms Tech, Kenneth Baker

Snake's second target for rescue, it is also unknown why Kenneth Baker was at the nuclear facility.














 

Jim Houseman, Minister of the Department of Defence

Only seen once or twice in the game, Jim Houseman is the big guy overseeing the mission.















 

Natasha Romanenko

Codec: 141.52

A nuclear weapons expert, Natasha provides help and advice to Snake.














 

Master Miller

Codec: 141.80

Also providing advice to Snake, Master Miller was once a military instructor, although he is now more than meets the eye...












 

Ninja

The cyborg Ninja's identity is a mystery, but he may turn out to be an ally to Snake...















 

Revolver Ocelot

FOX Hound's resident sharpshooter, Revolver Ocelot is also a master of torture.















 

Psycho Mantis

Once a secret agent for the KGB, Psycho Mantis now uses his psychokinesis to help FOX HOUND read people's minds.














 

Sniper Wolf

An expert Sniper, she can wait out a target for a week without food or drink...
















 

Vulcan Raven

The giant Shaman is tough as a tank, and happens to drive one as well.














 

Liquid Snake

FOX HOUND's combat leader looks just like Solid Snake, which hints that they may be connected...















 

Decoy Octopus

Not much is known about FOX HOUND's master of disguise....
















 

Big Boss

The other ex-commander of FOX HOUND.
















 

Walkthrough

The story of Metal Gear Solid is split across two discs. This walkthrough will provide you with complete strategies to survive and complete any version (US, Japanese, or PC) of this classic game. You can find the walkthrough broken into sections below:

Note: All screenshots in this guide were taken using the PC version of Metal Gear Solid (which is actually Metal Gear Solid: Integral).

 

 

 

 

 

 

 

 

 

 

Disc 1, Part 1

Area 1: Dock

At the start of the game, Snake will emerge from his scuba dive in the dock area. You will be near a large box-like structure with no apparent way to get past it. Strangely, this is a part where some people seem to have gotten stuck right off the bat, when in reality it is pretty simple. All you need to do is crouch down and crawl under the pipe.

 

After the pipe, stop at the corner and press yourself up against the wall, as there is a guard that patrols the area nearby. Run to the right, while avoiding the puddle on the floor (it will alert the guards) and run to the farthest box and wait. Use your radar to monitor the movements of the two guards, and then wait until they are not looking in your direction. Run to the middle "hall" between the boxes and run all the way to the left until you reach the farthest wall. Then run towards the top of the room, at which point you will receive a call from Campbell who will inform you of the elevator. Run over to the upper right hand corner of the room to find a ration behind the forklift, and then wait for the elevator.

 

As soon as the elevator arrives, wait for the guard to exit it and move away from it, then run aboard to view the title credits and enter the next area.

Area 2: Heliport

As soon as you enter the area, Snake will witness a Hind-D taking off. After that, you will receive a Codec transmission from Campbell where you will be briefed and introduced to Mei Ling, who can save you game by contacting her on frequency #140.96. She will also explain to you how your radar works, before handing you off to Naomi Hunter and Campbell.

You need to enter the base, but the front door is too heavily guarded. To get in, you need to make your way to the small air duct on the left side of the building. Run to the right, and slither your way along the air conditioner boxes to find another ration. Be careful here, as there is one guard patrolling the area.

 

Up near the last box, is a security camera that will alert the guards if it spots you. Quickly run to the truck, jump inside and you can find your Socom hidden behind a box. You are now able to bust a cap in any guard who happens to notice you. Run up near to front door, and slide along the wall until Snake notices the surveillance camera. There is a guard snoozing in front of the vent, but crouch down and crawl inside to access the Tank Hanger.

Area 3: Tank Hanger

While crawling through the dark and dank tunnel, Snake will receive a call from Master Miller (Codec: 141.80). He and Snake will chatter for a while, and you will then be able to continue on your crawl through the tunnel.

 

You need to be very careful when you reach the end, as your radar does not work inside the confined space, and there are two guards in the room that you need to enter. Wait until you see a guard pass by the vent, and then exit and run to the bottom part of the room. Campbell will call and tell you about the elevator, but ignore that for now, as you need to get one crucial item from this area.

Walk along the bottom part of the room until you come to the left side. Slither along the wall and wait until the guards pass out of range. Then run up the stairs, and wait for the camera to move out of the way so your can get by. You need to slide yourself along the wall while waiting for it to move in the two directions.

 

Run along the catwalk to the right side of the room. Enter the small closet and run to the back of the room (careful, there is a camera here) to find the Thermal Goggles. These will be extremely useful very soon.

 

Return to the main floor (while avoiding the camera and guards on the way), and push the button. It takes a minute or two for the elevator to arrive, so quickly skirt over to the area under the stairs to find some Socom bullets, and a nice corner to hide until the elevator arrives. Get inside it, and press button B1 to go down to the Cell.

Area 4: Cell

When you enter the Cell, Mei Ling will contact you to say that the DARPA chief is showing up on your radar. Unfortunately he is locked away in a cell, and you can see no easy way to get him out. Thankfully, you are Solid Snake and that means there is nothing you cannot do. Run down the hallway and turn at the end of it to find a ladder. Campbell will call you and tech you how to climb it, so do that and enter more air ducts.

Down the first left tunnel in the ducts, you will find some Socom bullets, as well as a grate where you can spy on a guard while he is sitting on the toilet (why you would want to do this is you own business…).

 

Continue down the shaft to the end, where it turns once again to the left. The first vent shows you the first glimpse of Meryl in the game, and the final vent will give you access to the cell holding the DARPA Chief.

 

The chief will explain a lot to Snake, including some details on Metal Gear Rex. Throughout their conversation, Meryl will be listening in, and plotting her own escape. Toward the end of the scene, the chief will have a sudden heart attack and drop dead. Thankfully, he gave Snake his keycard as right before he died.

Once you have control again, you will hear some commotion outside, and you will also be able to find a ration under the bed (if you need it). Exit the room to encounter a very nervous "guard". After a short confrontation, an elite group of soldiers will burst in and open fire on the two of you. Use your Socom to mow down the enemies, and pick up the ammo and rations they drop as needed. When they toss three grenades into the room, move up into the doorway to avoid the blunt of the blast.

 

Even though you have the Level 1 keycard, you only able to open one of the doors in this area and it happens to be the one you just left (however there is some ammo in there if you need it). Enter the elevator and press B2 to go down one more level into the Armory.

 

 

 

 

Disc 1, Part 2

Level 5: Armory

This is the first time where those Thermal Goggles will come in useful. There are tap doors down a couple of the halls here, and they will kill Snake instantly if he steps on one. If you put on the Thermal Goggles, you will be able to spot them before you step on them. Run to the entrance of the top middle building, and use the Level 1 keycard to enter it. Inside you will find two cases of C4, which you will use very shortly. The lower middle building holds some Socom bullets, so grab them if you need ‘em.

 

There are three places in this area where you can use the C4. To the right and left of the elevator are to blue-ish patches of wall that bow away to reveal ammo (one has two trap doors in it – so use Termals and be careful). The other area is the crucial one. In the lower left hand corner of the room is a large blue patch of wall, planting C4 there will give you access to Armory Sth.

Area 6: Armory Sth

In this area, you will need to use C4 two more times. The first is on the right wall, and the second is on the top wall once you go through the newly opened hole.

Once you enter that last hole, you will find Kenneth Baker tied up to enough C4 to level a small country. You will also meet Revolver Ocelot, and have your first boss fight of the game.

 

This fight isn’t incredibly difficult seeing as it is your first big battle, but it still requires a little strategy. At the top of the screen you will see your life, Ocelot’s life and ammo count, as well as Kenneth Baker’s life. You must KO Ocelot while protecting Baker from any harm.

 

The way to fight Ocelot is to run around the room in circles while taking one shot at a time at him when you have a clear shot (more than one shot is a waste of ammo, as his is invincible for a few seconds after getting hit once). Also, keep an eye on Ocelot’s ammo, when he runs out he needs to reload, which leaves him vulnerable. If you run out of ammo, three containers of bullets are located in the area to refill your stores.

When Ocelot is down, the Ninja will appear and chop off his gun hand. After that, Baker will be freed and will give you another keycard before dying just like the DARPA Chief did.

 

The door at the top of the room is still locked to you, even with the Level 2 key, so return to the Armory, where you will be able to access some new rooms. The lower left one holds grenades, which you will want to snag to use in the next boss battle that is on the way very soon. The lower right one holds the FA-MAS gun and ammo for it, but it is guarded by two laser trip-wires. To get past these, put on your thermals, and crawl under them.

Exit that room, avoid the two new guards, and enter the elevator. Return to the first floor, and run to the right-most wall, and enter the door. At the end of this little room is a Socom Suppressor (silencer) that is guarded by a snoozing guard. You can either use a Stun Grenade or choke him from behind to grab it and then exit.

 

As Baker told you, there is a codec # on the back of your CD case. The number is 140.15, and it puts you into contact with Meryl. After a conversation, Meryl will say that she is able to open the cargo bay door, which will give you access to a new area. While waiting, you can go upstairs and finally enter the left door that you passed earlier to find the famous Cardboard Box and some Chaff Grenades.

Once the door is open, you need to use your Thermal Goggles to pass by the laser beams. If you touch one, the gas will enter the room and you will die. Wait until each beam is moving up before passing under it, and then use the keycard to open the door at the end of the hall.

Area 7: Canyon

In the Canyon you can either use a mine detector (if you found one) or your Thermal Goggles to locate the mines and avoid them. Follow the left wall and about halfway through the area, you will view a cut scene that introduces you to your next boss – Vulcan Raven.

 

This battle can be very annoying if you did not pick up those Chaff Grenades earlier. From behind some cover, toss a Chaff to scramble the tanks sensors so it cannot fire its cannon at you. Then run up and start tossing normal grenades into the centre area of the tank. It should only take four or five hits, and both soldiers inside will be killed and you will gain the 3rd keycard.

Area 8: Nuke Building

From the entrance, run up the catwalk to the left to find a ration (since you can now carry three at a time), then crawl under the door at the top of the room. Inside there are guards to avoid, and you cannot use weapons in this room due to the nukes scattered about.

Run along the bottom of the room to the left, and climb up the stairs. There is a guard the patrols the catwalk near the elevator, but you can crouch down in the middle of the staircase to avoid detection by him and the guards on the lower level. When the coast is clear, call the elevator and go down to floor B1.

Enter the room directly across from the elevator and carefully watch the guard’s movements. Your goal in here is the middle office on the right side of the room, where you will find the super fun Nikita Missile Launcher and some ammo for the cool weapon.

 

Exit the room, and re-enter the elevator and head to floor B2. This is where the Nikita comes into use. The room is filled with gas, and the floor is electrified. You need to fire off a Nikita and control it in first person mode to blow up the fuse box that you saw in the cut scene. To do this, fire the missile, hit the first person key, and turn right at the end of the hall. Guide it through the office, and through the two glass doors. Turn right sharply and enter the small room, then turn left to find the box and blow it up.

 

Once that is taken care off, you can walk down the hall. The first door on the right has a ration inside, while the third door has a very helpful gas mask guarded by a camera. Grab the gasmask, and then take the right fork of the hall to enter the next area, and face the Ninja one on one.

 

The Ninja fight is much more complicated than your previous battles, as the Ninja has a couple different ways of attacking, which are explained below:

  1. You will just be fighting the Ninja using normal 1 on 1 hand-to-hand techniques (no weapons).
  2. After a while of pounding, his attacks will increase, including a jumping stomp that is easy to avoid.
  3. Next, he will zip around the room while invisible. Use your Thermal Goggles to find him, and punch him. After a couple hits he will teleport again. Repeat until the next step.
  4. After that, he will teleport, stop, and then take one HARD swing at you. Dodge the swing and punch him. This is how you need to fight him until he gets down to a sliver of life.
  5. Once he is almost dead, he will zip around the room in a globe of electricity. This is the only time when a weapon will damage him; so use your Socom or FA-MAS to take off any remaining life.

When Ninja is defeated, Snake will meet Otacon though a very long story sequence. Toward the end of it, Otacon will offer Snake his assistance and will provide him with the Codec frequency to reach him on (141.12) as well as the Level 4 card.

Return to the elevator and go back to floor B1. When you enter the room across from the elevator again, a guard will notice you and immediately run out. Follow it into the room to the right of the elevator to reveal that it is really Meryl. After a little chat, you will receive the Level 5 card, which will give you access to a door at the end of the hall.

 

 

 

 

 

 

Disc 1, Part 3

Area 9: Commander Room

As you approach the door, Meryl will begin to act strangely. The reason for this will be revealed as soon as you enter the room at the end of the hall. Inside, you will encounter Psycho Mantis – FOX HOUNDS resident psychokinetic bad dude.

Of course, you must fight him and it becomes one of the most unusual and unique boss confrontations in any video game – console or PC. At the beginning of the fight, Meryl will be under Mantis’ control, and you must knock her out (but not kill her) in order to get to him. Do this by throwing her instead of punching (or use a Stun Grenade), since she won’t take that much damage.

 

Psycho Mantis can read YOUR mind, which means that he can tell what button you are about to press on your controller, thus he is able to react perfectly and your weapons are useless. The way to get around this is plug a second controller into the system and use that one to fight him once the words "HIDEO" appear on the screen.

When Mantis throws objects around the room, drop to your belly and wait until the sky is clear. Then jump up and pelt him with bullets from your FA-MAS. After a few rounds of this, he will once again take control of Meryl, and again you must KO her to continue. Immediately after you KO her, he will take control of her again and place her gun against her head. You’ll have to KO her VERY fast or else he will force her to kill herself. After that, you simply have to continue blasting him when you have a clear shot.

 

PC Strategy: Since Psycho Mantis required a very PlayStation-specific tactic to defeat in the console version; the battle will naturally be different in the PC. When the battle starts, switch over to using the keyboard (or gamepad if you are already using the keyboard) to defeat him.

Once Mantis is out of the picture, Snake and Meryl will travel together for a while. In the next area, you will need to travel through a short cave full of Wolf Dogs. They don’t really like Snake much, so use your Thermal Goggles to find your way through the cave quickly at which point you will arrive at the Underground Passage.

Area 10: Underground Passage

When you enter this area, Meryl will say how she knows that it is mined. Follow her footprints to safely pass the dangerous explosives that are hidden under the concrete.

 

After that short little scene, Meryl will be shot down by a sniper, the long distance sharpshooter of FOX HOUND – Sniper Wolf. Unfortunately, Snake does not have a sniper rifle of his own, but you can easily find one. All you need to do is run all the way back to the Armory and take one from there.

Once you have the PSG-1, return to where Meryl was shot to find her missing, but Sniper Wolf is still there waiting for you. Run over to either upper corner of the small square area and arm your rifle. To steady your shot, use Diazepan, and aim carefully. You can actually get two or three hits into her before she will move on. If you happen to run out of ammo, you can find more on each side of the small area you are in.

 

Even though you have depleted Sniper Wolf’s life bar, she is not done with you yet. Run forward, and climb up to where she was shooting at you to find some PSG-1 ammo, and then run to the door in the corner of the area. As soon as you approach it, guards will arrive with Sniper Wolf to take you captive.

When you awake you will find yourself strapped to an electo-torture device manned by none other than Revolver Ocelot. It appears as if he is still holding a grudge for your little skirmish earlier in the mission, and he wants to take it out of your hide.

This torture sequence is a turning point in the game. If Snake survives it, you will go on to view the "good" ending when you complete the game. If Snake gives up, the "bad" ending will be shown. Finally if Snake dies, it is GAME OVER with no option to continue.

 

To survive the torture, you must rapidly tap the CIRCLE (O) button over and over. The easiest way to do this will vary from person to person, but one way is to brace the controller against something like a controller and pound the button using your index or middle finger. Also, you cannot cheat by using a Turbo Controller; the game will know and will instantly fail you.

Once the torture is complete, Snake will find himself in a cell, and you need to escape. While waiting in the cell, you make be taken for more torture sessions depending on what difficulty you are playing the game on.

To escape from the cell, you can do two different things. The first is to call Otacon, who will come and give you a bottle of ketchup and a scarf. When the guard runs to the bathroom, use the ketchup, and Snake will lie on the ground and appear to be dead. The guard will come back, open the door, and Snake will be able to KO him and leave. This tactic affects events later in the game, so the second on is recommended.

That tactic is to again call Otacon (for the scarf as it will be useful later in the game), and once again wait until the guard runs to the bathroom. Then, hide under the bed until he comes back. Once again, the guard will return and open the door, allowing snake to leave.

 

You can find your items in a box next to the torture machine, then exit out of the right door to find yourself in the Cell area from earlier in the game.

Board the elevator and make your way back to where you fought Sniper Wolf. When you are in the middle of the field where you battled Vulcan Raven’s M1 tank, Deepthroat will call you and tell you that there is a bomb in your items. Scroll through your items (not weapons), until you see an item with a number on it (it should be between 45 and 60). Press the O button to use it, and Snake will toss it away.

Continue onto the Sniper Wolf tower, and enter the door where you were captured earlier to arrive in the Communications Tower.

Area 11: Communications Tower

You have now reached the point in the game where events start to really speed up and become much more exciting. The tower run is one of the fastest paced sequences in the game, and is very cool.

 

As Snake enters one of the outer rooms of the tower, a camera right above the doorway will spot him, and alert the guards (you will also find a Rope and Stun Grenades here – grab both). Unfortunately, Snake has nowhere to run and hide, so he cannot evade them, and thus he must fight. If you want bloodshed, equip your FA-MAS and fire while you run. On the other hand, you can avoid a lot of battle if you just use Stun Grenades. When you reach the first doorway, Otacon will tell you that it cannot be opened, but you can still reach the other tower via the roof, so continue your way up.

When you finally reach the roof, Liquid Snake appears in the Hind-D that you saw earlier in the game. After blowing up the walkway to the other tower, he taunts Snake for a while before Snake realizes that the only way off is to repel down the tower using the rope that you found at the bottom.

You need to repel down the side of the tower, while avoiding Liquid’s gunfire as well as the hot steam. When you reach the bottom, you will be at the door that you could not open earlier. On the walkway ahead of you are three TOUGH guards that you cannot see in the darkness – so do not run ahead just yet.

 

Pull out your PSG-1 and drop to the ground. Snipe and kill all three guards before running down the walkway, or else you will be in for a world of hurt. Once they are taken care of, continue forward and Liquid will appear again to taunt you. Dodge the fire from his cannons and run into the door to the left, where you will find the Stinger Missile launcher.

Once again you will need to run up more stairs to the top of another tower. This time, you won’t have to deal with guards, but rather cannons. About every other corner have cannons that will shoot you. The first has one; the second has two, and so on. The easiest way to get past these is to toss a chaff grenade as you come to each corner.

 

When you reach the top, exit onto the roof to battle Liquid Snake in his helicopter. Arm the Stinger and get ready for his attack. Liquid’s main attack is the cannon on his Hind-D, but you can avoid the fire by hiding behind either the small building or crates on the roof. In between attacks, fire off a Missile whenever you get a lock on. After a few hits, Liquid will fire off a missile of his own, which will strike in the lower section of the map. Once again, continue to pummel him with Stingers, and he will eventually run low on life. When he fires off a second missile, you will know that he is dead.

After the battle, Otacon will call you on the codec telling you that the elevator in the tower is once again working. Go back inside and run down the stairs (while using Chaff Grenades to disable the turrets), until you get to the elevator.

 

Once inside the elevator, Otacon will call Snake on the codec. They will both realize that the lift is too heavy, which means that Snake has some company in there with him. This will be a short battle against four enemies using Stealth Camouflage. You can use Thermal Goggles to spot them if you need to, but they are actually pretty easy to spot, as they will be moving quite a bit. Use your FA-Mas to mow them down, and Snake will exit on the ground floor.

As you run through the last couple tunnels, be sure to use Chaff Grenades, as there are turrets in a couple corners.

Area 12: Snowfield

The next area you will arrive in will be the Snowfield, and it is also the final area of disc one. As soon as Snake enters the area, you will see him knocked to the ground through the scope of a sniper rifle. Once again, you will have to face off against Sniper Wolf in armed combat, and this time you must make sure you end it once and for all.

 

Instead of using the PSG-1 against the sniper, run over to the far right corner of the area. From here, you will be safe as you are behind a hill and she cannot hit you. Arm the Nikita Launcher, and guide missiles to her one at a time until she is dead.

With Wolf down, Otacon will come out and there will be a little cinema scene and then you will have control of Snake once again. Enter the door to the north, avoid the turrets, and run down the stairs to end disc one.

Disc 2

Area 1: Blast Furnace

A super-heated metal refinery greets Snake as you begin disc two of the mission. Inside you will find that you are unable to reach the stairway on the other side of the room due to a large metal object blocking the ledge on the left wall that you need to inch along.

 

First, take out the guard on your side of the room by any means necessary. Then, arm either the Nikita or Stinger launcher and fire off two missiles to take out the metal bar that block your path. Finally, inch your way along the left wall ledge to reach the staircase on the far side of the room.

Once down the stairs, you can either enter the north door to access the next area, or explore the small doorway to the south to find the Body Armour.

 

Through the north door, you will enter the Cargo Elevator, which are actually two different elevators that you will need to ride to reach the next objective. On the first one, three guards will jump on and fight Snake. Deal with them the same way your fought the cloaked enemies in the tower elevator, and then wait for the trip to finish.

At the bottom, be very careful of the turret in the doorway, and then run to your right to get on the second elevator, and make your way down to the next area.

Area 2: Warehouse

The frozen area of the warehouse is where you will face off against the final boss before the ending confrontation. Vulcan Raven has returned to terrorize Snake, only this time he will be armed with a very painful chaingun.

To defeat this walking tank, use either Stinger or Nikita missiles to hit him as he runs down the halls or is coming into view from the other side of a box (see images). Use the boxes for cover, and then pick up any items that fall as he blows up the boxes.

 

With Raven down, he will give you the key that you need to access the final area of the game.

Area 3: Underground Base

As you run down the entry hall to the Underground Base, be sure to avoid two trap doors in the centre of the halls. After that, the walls will be lined with many, many turrets. Toss a Chaff Grenade to knock them out, and then run through the door to the north.

 

When Snake enters that door, he will get his first glimpse of the impressive Metal Gear Rex. You need to use the ladders (the first one is to your right as you enter the area) to climb up and over the walking nuclear missile launcher, and reach the control room where you will be able to use the PAL codes to disarm the missiles.

Upon approaching the control room, a cinema scene will be triggered where Snake will spy on Liquid Snake and Revolver Ocelot conversing. When Snake is spotted by one of the cameras, the PAL disc will be knocked out of his hands, and into the water below.

 

Avoid or kill the guards that will be alerted when he is spotted, and return down to the bottom of the room. The PAL disc is in a random location in the stream. Also, the water will damage Snake, so you don’t want to be in it too long. In addition to that, there is a chance that Snake will pick up another timed bomb while running around the water, which you will need to dispose of the same way you handled the last bomb.

Another thing that can happen to the PAL disc is that a rat may pick it up. If that happens, you will need to kill the rat to get the disc back.

Once it is back in your possession, return to the control room and use it on the first computer. After Snake does that, he will find out that he will need to cool the key before using it on the second computer. If you remember, the last cold place you were at was the Warehouse so you need to run all the way back there to cool the key. When you enter the room, equip the key and wait until it turns blue in the item description screen before returning to the control room.

 

In order to use the key on the final computer, Snake needs to warm it. Return to the Blast Furnace and equip the key until it turns red in the item description screen.

Before you use the third key make sure you are prepared for the final battle. The most important two things are:

  1. Be maxed out on health and rations.
  2. Have full Stinger Missile ammo.

As soon as you use the key on the final computer, a cinema scene will start where Snake confronts Liquid Snake. From that confrontation, Snake will be tossed directly into the battle against Metal Gear Rex. This battle comes in two halves, split in the middle by a very surprising revelation from one of the most popular characters in the game.

For the first part of the battle, your target is the small round radar dish on Metal Gear’s left shoulder. Equip your Stinger missiles and fire whenever you have a clear shot (sometimes you will be able to fire off two missiles before he moves). When Rex starts launching missiles at you, do not run away. Rather, run towards the space between the mech’s legs. The missiles will not strike there, so you will be able to avoid them 85% of the time. Also, you can use Chaff Grenades to confuse the radar on the mech, and cause the missiles to miss you. Next, he will begin to fire machine guns at you. When that happens, run away from the mech (because he will try to follow that up by stepping on Snake).

 

Once you have depleted its life once, a cut-scene will begin with a very cool "save the day" scene from one of the more popular characters in the game. When combat begins again, use the same tactics to avoid damage as before, but this time fire your Stinger Missiles at the mech’s face.

After you defeat Metal Gear Rex, you will have to fight Liquid Snake one-on-one using your bare hands, and no rations. Both of you will have the same amount of health, so the fight is pretty even. Tapping the attack button three times will get you a punch-punch-kick move when attacking, so use that in a hit and run fashion until he is dead.

 

This is where a major spoiler comes in. What happens now depends on weather you submitted or survived the torture sequence, and since it is SPOILER material, you can find the answers in the Secrets Section of this walkthrough!

If you submitted during the torture: Meryl will die and Snake will escape the complex with Otacon.

If you survived the torture sequence: Meryl will live then she and Snake will escape the complex together.

Even though you just fought Liquid Snake, you still aren’t through yet. Your escape companion will jump into a Jeep, and Snake will take control of the cannon on the rear. You need to blow away all the enemies, and blast a hole in the grating to continue.

 

After the two escapees blow away two barricades, Liquid Snake will arrive in his own jeep and begin firing at you. Keep shooting him until his car swerves in front of yours, and you will have completed the game.

Now, sit back and enjoy the ending, and be sure to sit all the way through the credits for a cool little surprise at the end.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Secrets

Metal Gear Solid is packed full of secrets, which you can find some detailed below:

For more tricks and secrets, be sure to check out IGN Codes' Metal Gear Solid section.

Get the Bandanna
To use the Bandanna and have infinite ammo, play through the game and get the "good" ending.

Get the Stealth Suit
To get the Stealth Suit that makes you invisible to enemies (but not bosses), play through the game and get the "bad" ending.

Snake in a Tux
If you want to play through the game with Snake in a tux, and the Ninja in red armour, first get both the Bandana and Stealth Suit. When you play through the game a third time, Snake will change into the tux during the elevator sequence.

Play as the Ninja
If you get your completion rate up to at least 85% in VR Missions, you will be able to unlock the three Ninja missions.

Unlock Mei Ling Photo Shoot
To take pictures of Mei Ling with the camera, get the best time in all thirty Time Attack missions in the VR Missions mode.

Change Title Screen Colours
To change the colours on the title screen, simply press different directions on the D-Pad.

Different Workouts for Meryl
When you first see Meryl through the grate, she will be working out. If you exit the air duct, and re-enter, she will be doing a different workout.

Extra Modes in VR Training
You are able to unlock new modes in the default VR Training, which are:
Finish 10 levels to get the Gun Shooting Mode
Finish 10 more levels to get the Survival Mission

Hidden Ghosts
Those crazy developers who created this masterpiece have hidden pictures of themselves in the game. There are a total of 48 of them, all of which you can see when you snap a picture of a certain area when you play through the game a second time

Extras

Shortly after the US release of Metal Gear Solid, McFarlane Toys released a small line of action figures based on the game. The set included Snake and Meryl, as well as the major players of FOX HOUND. After first run quickly sold out, some variants were released such as transparent versions of the Ninja and Psycho Mantis as well as a two-pack including both Snake and Meryl in a collectible casing.

This on is of Snake; there is also Meryl, the Ninja, Revolver Ocelot, Psycho Mantis, Sniper Wolf, Vulcan Raven and Liquid Snake.  The pic of the figure is on the next page.

That is the Limited Edition boxed set for Metal Gear Solid that was released along side the import version of the game in 1998.

Inside the cool silver box, gamers found a FOX HOUND dog tag, a metallic memory card sticker, a history and art of Metal Gear book, a T-shirt, soundtrack, and of course the game.

With the coolness that was the box set, one can hardly imagine what they plan to do for the import release of Metal Gear Solid 2: Sons of Liberty.

 

 

 

 

 

 

 

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Last modified: April 11, 2001