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Walkthrough
for MSX2 Home Computer
This is a walkthrough of Metal Gear for the MSX2.
It is very straight forward and nearly spoiler-free. Remember to use common sense.
For example, I'm not going to go all step-by-step on the guards. I'll warn you if
there are any, but either or not you shoot them, knock them out, or ignore them,
is up to you. Ignoring or punching them out is usually the best way. If you trigger
an alert, you can turn it off by going into a room, out of a room, or go to another
screen. An exception is a Red Alert, triggered by two red exclamation marks in a
yellow bubble above a guard's head, cameras, and lasers. These you will have to
run for a long time, or kill to evade. Some of these you can't even evade, and I'll
tell you about these. Also, you will NOT be able to beat the game if you execute
ANY of the hostage. So don't, or else you'll get stuck in the end and the game won't
even tell you why.
Operation Intrude: N313
Your mission is to infiltrate Outer Heaven, find missing FOX-HOUND operative
Gray Fox and destroy the Metal Gear that is being built here.
Building
One, 1F
Keep on going north until you reach an area with two guards and a bunch of crates.
Head east and here you'll be outside where three trucks are parked. Go inside the
western one to get a Ration. Exit and then hide next to the front of the center
truck, for a guard will get out of the back and walk around just as shown in the
screenshot to the left. Go inside the center truck after he gets out of the truck
and grab Card One. Exit and enter the eastern truck for Binoculars. Exit and then
head west, then south one screen, and go east. Keep on going east while avoiding
enemies until you reach a dead end and a locked door. Equip Card One and open the
door. Inside will be a guard. He'll fall asleep. Punch him out, grab the Gas Mask
on the table, and exit. Now head west all the way. When you can't go west anymore,
head all the way up north until you reach an elevator guarded by two guards. Go
east and you'll find some more trucks. Enter the western truck to grab a Handgun
(no ammunition god damn it!) The truck next to it has... A FUCKLOAD OF GUARDS! So
don't go in there. There's a Land Mine in the eastern truck but a guard is inside.
So hide behind the crates to the right. When he passes by, quickly run inside the
truck, grab the Mines, exit, and head west back to the elevators. Now wait behind
the series of tanks until the two guards here go to "RELIEVE" themselves. Enter
the elevator and take it to the top floor.
Building
One, 3F
This is quite tricky. Cameras automatically trigger a Red Alert. In this game,
normal Alerts go away when you go to another screen. Red Alerts go away... when
you evade the enemy. Watch out. Now here, go hide behind the small right wall that
has a camera attached to it's north part by taking the south route. When the big
camera of the western wall passes past you, run south to the western route. While
avoiding the guards, go through the western opening. Grab the Handgun ammo, equip
Card One, and go south. Rescue the P.O.W. here, open the east door, and now equip
the Gas Mask and go in. This room is covered in gas. Good thing you wore that Gas
Mask, huh? Exit using Card One. Knock out the guard here and, while avoiding the
camera, enter the bottom western door using Card One. Rescue the P.O.W. inside and
exit. Head east. You'll get to a dead end and an opening. Enter the opening. Here,
a weird pillar of death is rolling around. Touch it and you die. You can get the
Plastic Explosive here if you want to risk it. Either way, head east (after exiting
the pillar room, stand still and wait until the guard walks right next to you and
punch him out. He'll never know what hit him!) while being cautious of guards until
you reach a screen with two doors with a camera guarding each, and a guard. While
avoiding the cameras, take out the guard and enter the southeast door with Card
One. Inside will be Card Two. Grab it and exit. Use Card Two on the northern door
for a Ration inside. Now head all the way back west, go south in the room with that
Pillar of Doom, and go west. Open the top western door with Card Two while keeping
watch of cameras. Inside will be some Remote Controlled Missiles. Grab them. Now
you'll have to go east again, inside the room with that pillar again and head all
the way east to the heavily guarded room... again. Except this time, you're going
to head north. Here, you'll notice the floor is glowing. That's because it's electrified.
See that weird looking thing ahead on the wall? Direct a Remote Controlled Missile
to it for it stops the electric current, allowing you to walk through it safely.
Head north. Here, two guards walk around. Enter the only door here with Card One
and rescue the P.O.W. inside, and he will give you Diane's frequency 120.33. Exit
and head north. There are two guards guarding an elevator here. Head west for now.
Here, three guards are walking around. Watch out. Take the two near you out and
enter the northern door with Card Two when the guard to the west is south. Inside
is a Cardboard Box. Grab it and exit. There will be two guards outside. Enter the
western door using Card Two. Here, enter the center room with Card Two.
Boss:
Guards
Right as you walk in, four guards will battle you. You, for some odd reason,
cannot punch them out so use your Handgun. You might have to use Rations. One bullet
kills each one. There's no real strategy except for "run around and don't get fucking
shot! After the last guard is shot, a silencer appears out of nowhere. You actually
are not required to kill these guards, you can just head east using Card One, but
the Silencer is pretty handy...
Building One, 3F
Head east using Card One. Inside is a Grenade Launcher. Exit the entire room
and go west, then south, and go into the door on the eastern wall using Card Two
to rescue a P.O.W. Exit and go north, and head back east to the elevator you saw.
Now just rush into the elevator. Even though the guards would trigger a Red Alert,
when you're in the elevator, you evade it. Anyways take it to the second floor.
Building One, 2F
Using the crates, go south while avoiding that camera. Here, wait for the guard
to fall asleep, and head south again. This place is rigged with lasers. Unfortunately,
you don't have the IR Goggles so follow this map.
Anyways, enter the door with Card One. Rescue the P.O.W. inside and your Class Rank
will go up. Rad. Now go back to the area with the elevator (use the map and go backwards)
and take the elevator to the first floor.
Building
One, 1F
Head south. Be very careful of the cameras here. Now you might be going "Yeah,
easy for you to say, but there's too many fucking cameras!" right about now. You
are correct. So why not use that Cardboard Box you got earlier to some use?
Anyways, open the western door with Card Two and rescue the P.O.W. inside. Exit
and go south... with that Cardboard Box. These guards trigger a Red Alert. Use the
box to get near the guards and knock them out. Enter the west room with Card Two
and grab the Sub-Machine Gun inside. Exit and open the west room with Card One.
Rescue the P.O.W. in here and exit. Head south. Head west here. Even though it's
a dead end, continue forward, and you will be captured.
Building One, B1, Secret Cell
Looks like you're a P.O.W. now! Since you aren't tied up like the others, why
not punch the west wall? Punch different areas until you hear a funny sound. When
you hear this sound, keep on punching until the wall breaks. You're free! Oh wait,
you're in another cell... with Gray Fox! Rescue him and your first objective is
complete. Punch the south wall and use the same method as before to break an opening.
Don't ask why Gray Fox isn't leaving or coming to help you, just leave him be.
Building One, B1
Unfortunately, your equipment and weapons were taken away. You'll have to be
careful until you get it all back. Head east and you shall meet your first boss.
Boss:
Shoot Gunner
Shoot Gunner. He shoots. With a gun.
Shoot Gunner is pretty easy. First, dodge his crazy bullets that look rather
like puffs of smoke and go into the door that is located on the bottom right of
the screen by breaking it open with a punch. Inside is a bag, which is your weapons
and equipment. Check your equipment, and look at "Transmitter." This item alerts
the guards of your presence, so get rid of it by pressing "SPACE" with it highlighted.
Equip Card Two and your Handgun. With all your stuff back, it's time to take down
'Gunner. Run up towards him and quickly tap SPACE while facing him to fire a bunch
of bullets. Ten hits kill him. You'll probably get hit only once, so if you don't
have enough health, take one Ration.
Building One, B1
Go into the bottom left room with Card Two to find Card Three and some ammo.
Exit the room and enter the eastern door with Card Three. There are dogs here. You
will learn to hate dogs in this game. SHOOT IT! Now punch the wall that's in front
of the doorway you just came out of. Punch different areas until you hear a weird
sound. Unfortunately here, you cannot use your fist if fury to break open an opening.
So use a Plastic Explosive to bust a pathway. Equip your Handgun, head east,
and continue the spiral. A dog will follow you. If it comes near, shoot that bastard.
When you reach a dead end in the spiral, punch the left wall and burst a hole using
the same methods as before. Now go around the spiral again until you reach a dead
end. Go back one screen and punch around the south wall to find the weak spot and
blow it up for a passageway. Go through it and go around the spiral again and enter
the door using Card Three to find a Bomb-Blast Suit. Exit, and go back to the beginning
of this spiral passageway. Head one screen north and search the western wall for
a weak spot, blow it up with a Plastic Explosive, and enter the passageway to find
an Enemy Uniform. Exit and head north, following the spiral until you can find an
elevator. Take it to the second floor.
Building
One, B2
Go south, knock out the sleeping guard, and take the western route to the north
screen. Keep on going this passageway until you reach an area guarded by three guards.
Use your Cardboard Box to sneak west. Use the Cardboard Box here as well to not
get caught by the camera guarding the two openings here. The north-eastern opening
here has ammo and the north-western one has Plastic Explosives, stock up and head
back east. Now try to sneak up to the door. Open the door here with Card Three.
Run through and open the door ahead with Card Three. Avoid the Death Pillar and
go south. Rush south until you get to a screen with an open door to the west
and a closed door to the east. Go through the west door to find three guards having
a sleepover. Odd. take them all out and grab the Land Mines here. Exit and then
go through the eastern door using Card Three. Save the P.O.W. inside, exit, and
head south. Here, you'll find an electric floor that has not been activated
yet, but a guard near the activation panel. If he sees you, he'll activate it and
you'll, um, die. You can manage to take him out or even get to the door near the
activation panel anyways and enter it using Card Three to get the IR Goggles. Exit
the room, take down the guard again, and then enter the east door with Card Four.
Now head all the way back north, turn east in the pillar room and continue heading
that direction, then go south in the screen with the elevator until you reach the
area rigged by lasers. Equip your IR Goggles. Pretty. Now go south while avoiding
lasers, then west until you get to a screen with a guard guarding an isolated room.
Enter the room by using Card Three and inside is a P.O.W. Rescuing adds a star to
your class and he tells you where Dr. Pettrovich might be. Exit and head west using
Card Three.
Boss:
Machine Gun Kid
A kid who uses a machine gun.
Just a little bit tougher than Shoot Gunner. He only moves around in the north,
so use the walls as defence. Run the other side of where he is, stand to the left
or right of him, and fire away. Ten bullets kills him off. Or run towards him while
firing your Sub-Machine Gun.
Building One, 2F
Open the northern door with Card One. Inside is the Parachute. Grab it, exit,
then head east. Equip your IR Goggles if needed and go back north to the elevator.
take it to the Roof.
Building
One, Roof
Equip the Bomb Blast Suit so you can walk around here or else the winds will
push you away. Don't be afraid to take this off later when you must use your other
equipment. Anyways, now go south until you reach a screen with a door. Enter that
door with Card Three and pick up the Remote Controlled Missiles here. Exit and head
go all the way north to the elevator entrance and this time go west until you reach
a dead end. From here, go south. Enter the eastern room for some Handgun Ammo. Exit
and head south using the eastern route. Go up to the door at the end of this passageway
and enter using Card Two. Rescue the P.O.W. inside, exit, and head all the way back
north, then east one screen. Go south here. You will need to cross two shaky bridges.
Damn. Might take some practice. Now when you get passed the bridge, you'll find
some freaky guards. I mean freaky. Rocket guards man. They can even realize that
you're hiding under a fucking cardboard box! He WILL see you so just run west and
destroy the control unit here with a Remote Controlled Missile. Enter the room using
Card Three. Grab the Mine Detector and equip the Handgun because I bet those Rocket
guards are rushing. Kill them and exit. Head all the way east. The Rocket guards
always see you, so screw them and just run!!! Run until you have to battle the...
Boss:
Hind D
Unlike the NES's cheap substitutes "Twin Shot," you take on a Helicopter here.
The first of many appearances of the Hind D in the Metal Gear series. Like lots
of things in this game, it doesn't really battle you, it instead stands there firing.
Just wait until Zanzibar Land, Solid Snake...
Run quickly to the position in which Snake is in the screenshot to the left.
Equip your Grenade Launcher and fire continuously at the cockpit. Should take around
twenty hits to blow it up.
Building One, Roof
head north, then west. Equip the Parachute and continue west.
Building One, 1F, Courtyard
Great, you're surrounded by dogs. Shoot them all and head south. Equip your
Mine Detector. Enter the eastern truck, for the western truck drives you back to
the entrance of Building One, which will require you to go ALL the way to the Roof
and parachute off again. So don't. Or else you're an idiot. Grab Card Four out of
the truck here and go back north. Ignore the door here (the room is empty) and go
west. Open the north-western door and rescue the P.O.W. inside. He will tell you
that Dr. Pettrovich was relocated to Building Two. Great. Exit and go through the
other northern door here.
Building One, 1F
Stock up on Land Mines by hiding behind the crates and waiting for the guard
from the eastern truck to walk passed you, and enter the truck. Exit the truck and
then go through the eastern door using Card Four, then go through the northern door
to exit Building One using Card Four.
Desert
Equip your Mine Detector and enter the west truck. Grab the Plastic Explosives
and exit. Do not enter the east truck. Now head north while avoiding mines until
you reach a truck. Enter it and grab the Ration inside. Exit the truck and continue
north while avoiding getting hit by the missiles. You can run along the edge of
the screen so when you hear the missiles being fired, you can go west or east to
another screen and dodge it completely. You'll eventually face a...
Boss:
Tank
Golly gee. A giant tank for me to single handily destroy.
Equip your Land Mines. Now here's what you do: hang out at either the left or
right side of the building, near the opening the Tank is guarding. When the Tank
is backing up, run near it (DO NOT touch it, for it means an instant death) and
lay three mines (quickly tap SPACE BAR) in it's way and then get the fuck out of
it's way! When the Tank runs over the three mines, it takes damage. Eleven mines
should do the trick.
Desert
Head north until you reach a screen with three enemies. Equip the Uniform. You
can mess around with the guards here with your uniform on, if you want. They aren't
very cautious. The door will open for you, and you can enter.
Building Two, 1F
Your uniform will not be useful in here. Just wanted to warn you. Anyways, head
west. Take out the guard guarding the northwest door and enter the door with Card
Four. Get the Handgun Ammunition and Land Mines, and exit. The guards will see you
no matter what, so just rush east. Now go into the drainage system and go back west.
Equip your Grenade Launcher. Make sure you have at least eight Grenades before going
in. Go up the door and open it with Card Four.
Boss:
Bulldozer
Face the horrors of a construction worker driving towards you.
This one is pretty simple if you're quick, but not if you're... not. Run a little
upwards and fire away, backing up a little after two hits. You can fire two grenades
at once. Eight grenades will destroy the bulldozer. If you are too slow, it'll run
over you, thus, killing you. If it gets too near, exit and re-enter the room, though
you might not have enough Grenades when you come back in. You might want to memorize
the Bulldozer's movements and then exit and re-enter before you attempt to take
it down.
Building Two, 1F
Open the door in front of you with Card Four. Equip your IR Goggles. You'll
notice that the lasers move around, so dodge them and head for the elevator. Equip
Card Two and your Handgun before you enter. You could just rush for the elevator
as the Red Alert gets evaded that way, but whatever. Take it to the roof.
Building Two, Roof
Three guards will be in front of you and will automatically trigger a Red Alert
which cannot be evaded unless you go back to the elevator. So kill when you have
to. You should go to the room on this screen, but the guards are being rather annoying,
no? So head east, then go back west and they relocate themselves. Open the door
with Card Two, rescue the P.O.W. inside and open the exit. Equip Card Four and run
out. Now head east. Great, four guards. Go south. Even more guards. Go south here
as well. Can this get any worse? Why, yes. Fucking rocket guards here. God damn.
Enter that room here with Card Four. Inside will be a rocket guard, Card Five, and
Handgun ammunition. Grab it all, and run out killing the rocket guards in your way.
Go east and open that door with Card Five. Rush to the elevator here. Yes! FREEDOM!
Take it to the basement.
Building
Two, B1
Two dogs are sleeping here. Kill them and open the door south using Card Five.
Open the north-western door with Card Five and save the P.O.W. here. Open the western
door with Card Five. Equip your Gas Mask and then enter. Head north, then east.
You will be at a dead end. Punch the eastern wall and you'll hear that strange sound.
Blow this area up with Plastic Explosives and walk through the pathway you just
made to go north. Use Card One to enter the door here. Inside is a P.O.W. rescue
him and you get a four star ranking! Hooray! Open the exit door with Card One, equip
your Gas Mask and exit. Now head west. Open the door here with Card Five. Look!
It's Dr. Pettrovich Madnar! Wait, it's not. Don't go near him. It's an impostor
and the floor collapses, and you die if you don't run away quick enough. So just
go through the western opening. In here is Card Six. Add it t your collection of
cards and open the door south using Card Six. Equip your Gas Mask and get out. Open
the western door with Card Six.
Boss:
Fire Trooper
"I'M FIRE TROOPER! I WILL BURN YOU ALIVE!" Bring it, you flamer.
This appears hard but is really fucking easy. Now creep along the north wall.
Wait for Fire Trooper to stop torching, and run next to him and fire fifteen Handgun
bullets to get rid of him. Toasty. You might get hit once by his fire but you're
more than even now - he's one dead mother fucker!
Building Two, B1
Enter the elevator Fire Trooper was guarding and take it to the first floor.
Building Two, 1F
Equip your IR Goggles and head east without tripping any lasers. Head south
here. Now swim across the drainage WITHOUT touching the dark waters. It takes away
health (oxygen, to be scientific, but this IS an 8-bit game after all) so go to
the other side safely and take out the guards and enter the western door with Card
Two. Take out the guard in here and grab the Antenna, exit and head east while hugging
the southern wall. The guards on the eastern screen will see you if you don't. Now
head north. Open the door here with Card Five. The P.O.W. here will tell you how
to get to Building Three. Exit, go back south then west. Go across the water again,
head north, then west, and go to the elevator. Take it to the second floor.
Building
Two, 2F
Four guards will see you and attack. You can take them all down or just go south
using the eastern route. Then head east. Look! Tis the Arnolds! But you can't kill
them yet. Just run across the room and go through the eastern door with Card Five.
Knock out the guard and open the north-western door with Card Three. Rescue the
P.O.W. inside who will tell you Jennifer's frequency which is 120.48. Exit, kill
the guard in front of you, and use your Transceiver to call Jennifer. If you did
not rescue all the P.O.W.s I've been telling you to rescue, or you killed one or
something and you DON'T have a four star rank, she will not respond. If you do,
she will respond and will put a Rocket Launcher in the next room. Enter the north-eastern
room using Card Six. You should see a Rocket Launcher on the desk. If not, and you're
sure she said she would, go back out, call her again except this time don't SKIP
text. You have to allow the entire message to get to you without you skipping any
of it, for some odd reason. Anyways, it'll be here. Grab it and exit, go back west
to the Arnolds. You're still not able to fight them at this time. Equip Card One
and run to the northwest door. You can make it before the Arnold hits you. You will
trigger an Red Alert. Run east, open the door with Card Six, kill the guards inside
and grab the Antidote. Exit, head west while hugging the southern wall to prevent
another Red Alert, and then go south using Card One back to the room with the Arnolds.
Not yet. Equip Card One and rush to the south-western door and go inside. Knock
out the guard in front of you and head west. Here, four guards are patrolling the
area. There is an opening on the west side of the room. I used a cardboard box to
get myself there. You can do that or try any other methods. Anyways, go into the
opening. Two guards give you a warm welcome in here. Kill them, and take the Handgun
ammunition and rockets for your Rocket Launcher. Exit and head north using my method
(the box) or another method. Head north using the western passage. Great, a hallway
guarded by guards. This is easy, as they slowly rotate their directions. Slowly
pace yourself north. Open the door with Card Six. This is the real deal here. Rescue
Dr. Pettrovich Madnar who says he won't tell you anything about Metal Gear TX-55
unless you save his daughter. What an asshole. I mean what's more important, nuclear
warfare or your daughter? I wish you could beat the shit outta him. Anyways, exit,
and head south while avoiding triggering an Alert until you reach the screen with
four green guards. Go east here.
Boss: The Arnolds
Fear! Both Arnolds from The Sixth Day are ready to kill Solid Snake!
Immediately run to the center of the room. Equip that Rocket Launcher, sweetie.
Now here's the tactics. Take advantage of the game's twisted physics that the enemy
AI takes advantage of. Now if you line yourself up to where Snake is in both of
these screens and fire away at the Arnold near you, you are able to attack that
Arnold but it cannot attack you, though it DOES try. Four rockets for each Arnold,
and once the last one dies, he leaves behind Card Seven as a present for outsmarting
the game.
Building Two, 2F
Grab Card Seven and open the northeast door with Card Two. Head east while hugging
the southern wall so the guards in the next screen won't see you. Now call Jennifer
at 120.48 again. She will leave open that northern door. Remember to not skip any
text again. Walk into the opened doorway and grab the Compass. in the room that
was being guarded by two guards. Walk in using Card One, and grab the Compass. Exit
the room, and head back west while hugging the northern wall then south to the room
where you fight the Arnolds using Card Two. Now open the southeast door with Card
Five. Get to the room with the opening and save the P.O.W. inside who will tell
you that you need a Compass to cross the Desert. Thanks pal, I already HAVE ONE.
Anyways exit and head east. Wait for the guard here to fall asleep and knock him
out. Use Card Five to enter the door here. Get passed the Death Pillar and enter
the elevator. Take it to the first floor.
Building Two, 1F
Two guards will battle you. You can kill them our just go south using Card Five.
Here, DO NOT go in-between the crates for there's a pit of death. Go through the
western door using Card Five. Now go west and open the door here with Card Six.
Inside is the Flashlight. Grab it, exit, and head back east, go north, go across
the water without touching the dark parts and continue north, go east, so south
(going south evades any alert so forget about the lasers) then open the southern
door here with Card Four, rush to the east, then equip your Uniform and exit the
building using the southern entrance.
Desert
Head south for about four screens. Stock up on Rations in the truck here. Equip
your Mine Detector and continue south without stepping on any Land Mines. Enter
Building One with Card Four.
Building One, 1F
Head east, enter the elevator and take it to the Basement.
Building One, B1
Head west, then south twice, open the southern door with Card Four to get the
Body Armor inside, exit, then west twice, and then open the northern door with Card
Six. FINALLY the backtracking is over! Now enter the door here using Card Six. The
room appears empty. But someone will say "HELP ME!" Now hug the southern wall all
the way to the eastern wall. Punch different areas of the eastern wall to find it's
weak spot and blow it up with a Plastic Explosive. Walk in, save Ellen, go west,
then exit the room. Go north. Four dogs here. Damn. Go through the northern door
with Card One.
Underground Tunnel
Damn it's dark here! Equip your Flashlight. This place is FILLED with traps!
So follow the following map to get across:
After the fourth screen will be a screen with no traps. Open the northern door with
Card Six. Enter the opening for some ammunition and exit. Now you have to blow up
a passageway on the eastern wall. But doesn't the position of those crates look
suspicious? Inside that empty space lies a pit of death! Here's what you do. Hug
the northern wall and creep to the eastern wall. Slowly creep south while hugging
the eastern wall. The pit will open but you'll be safely on the edge. Punch around
the eastern wall and find it's weak spot and blow it up with a Plastic Explosive.
Equip your Gas Mask and enter.
Building Two, B1
Head north using the western passage. Then west. If you need rations, enter
that room using Card Five. Remember to exit with the Gas Mask on. Anyways, head
east using the northern passage. Then north. Enter the opening here. If you didn't
get near the impostor Dr. Pettrovich earlier, he's still here. What a sap! Anyways,
head west, then south to exit. Then open the western door with Card Six. Enter the
elevator and take it to the second floor.
Building Two, 2F
The guards will automatically see you and attack. Rush south using the eastern
passageway. Go south. Go through the south-western door with Card One. Take out
the guard and head west. Go north using the western passageway. You might want to
use your Cardboard Box to sneak there. On this screen, once again, head north. The
Cardboard Box helps here as well. Enter the room with Card Six. Rescue Dr. Pettrovich...
again. This time he'll give you the lowdown on how to destroy TX-55 and then tell
you to kill "Mr. Arnold." (even though you already did, and there's two of them)
Don't worry about the directions to destroy Metal gear, I'll give that to you when
you need it. For now, exit, go south twice, then east, then north using Card One.
Go through the south-eastern door with Card Five. Then go east, wait for the guard
to fall asleep, knock him out, enter the opening, run across to the elevator without
touching the rolling pin of death and take it to the first floor.
Building
Two, 1F
Get across while avoiding enemy fire. Go through the eastern opening WITHOUT
going in-between the crates for there's a pit there if you remember. Head north.
Enter the water and head east using the northern water passage without touching
the dark waters. Now head east this way, then north. Here you'll find the northern
part filled with dark water. So get off of the water through the opening on the
western side. Go west, then open the door with Card Seven.
Desert
Equip your Compass. Don't let any of the Scorpions touch you. If they do, quickly
use the Antidote. Now head north. I recommend staying on the edge of the screen
so you can dodge scorpions by a screen simply by tuning quick to the west or east.
Anyways, head north. The third screen shouldn't have any scorpions and the fourth
will be the entrance to Building Three, but, unfortunately, there's a fuckload of
trucks outside with guards coming out of them to attack you. Do not listen to what
Big Boss tries to tell you. Don't enter any of the trucks. if you need Handgun ammo,
enter the center west truck. Enter Building Three with Card Seven.
Building
Three, 1F
More guards after you. Big Boss tells you to enter the room to your left. Don't.
It's a trap. Instead, while avoiding the spray of bullets, place a Plastic Explosive
on the east side of the northern wall. I'd recommend punching it first before you
set it just to make sure you put it on the right spot, but these damn guards might
not let you. Head north through this new passageway. This place is rigged by pits.
Use the map here to get to the elevator safely. Take the elevator to the 100th level
basement.
Building Three, B100
The cameras here won't alert the guards, but they will shoot deadly lasers at
you. So be careful. Now there's a sort of a wall to the south. Behind it is the
southern wall. Punch around it and find the weak spot determined by it's noise,
as usual. Blow it up with a Plastic Explosive. Inside are the Oxygen Tanks. Exit
and head back to the elevator and go back to the first floor.
Building Three, 1F
Use the map for this screen, except go backwards. Head south. The guards will
be alert again, as usual. Exit the building using Card Seven.
Desert.
Equip your Compass and head all the way south, while keeping watch of scorpions.
Enter Building Two with Card Seven.
Building
Two, 1F
Head east. Equip the Oxygen Tanks (they call it the "BOMBE" in your Equipment
Screen for some odd reason) and enter the water. Now with the Tanks, you can go
through the dark deep water! Head all the way north around five screens until the
drainage passage ends. This screen has guards, so be careful. You have to go north,
but the problem is that the next screen's floor is electrified except for a few
areas. Use the screen shown here on what areas are not electrified and use it to
help you determine what way you should go north by. Once here, use a Remote Controlled
Missile to blow up the Control Unit which is to the left of the north-western door.
Go through the north-western door with Card One... unless you don't have enough
Remote Controlled missiles to blow up the same Control Unit again (when you exit
the room, the Control Unit will be there again) but inside that room is ammunition.
Exit, blow up the Control Unit again and go through the north-eastern door with
Card Seven.
Boss:
Coward Duck
This is definitely the most annoying boss. Duck uses three P.O.W.s as shields
while he throws boomerangs at you. If you kill even one P.O.W. you can't beat the
game so you can get screwed very easily here if you don't follow my directions!
Also, the center of the room is set with a pit of death, so follow my directions
or... you die.
Jennifer will call you and tell you that one of those P.O.W.s happens to be
her brother and that Duck has Card Eight. Oh, and that she'll never talk to you
if her brother dies. As if you'd kill him on purpose! Immediately run to the left
until you bump into a wall and run straight north until you are to the left of Duck.
Judge your aim carefully. You might accidentally shoot the left P.O.W.! use the
screenshot as a guide of where you should be when shooting. Shoot him ten times
with a Handgun. Then the bastard dies, and the P.O.W.s live!
Building Two, 1F
Grab Card Eight. Now you can rescue all of the P.O.W.s. The center one is Jennifer's
brother. He will tell you that you should climb the left ladder when you want to
escape Outer Heaven. Now exit the room. Once again, blow up that damn Control Unit
that keeps on reincarnating! You now need to stock up on Rations, Plastic Explosives,
and what not. Go south. Equip your Oxygen Tanks and enter through the dark waters.
Keep on going south until you reach an area with an opening to the west. Get out
of the water through this opening and head south, then west, then north. Open this
door with Card Six. Inside are Plastic Explosives. You can re-enter the room to
get as much as you can hold (twenty) or use our
little secrets
to get them faster or even be able to hold nine hundred and ninety-nine of them.
Anyways, exit, go south, then east, then north. If you feel you have enough Rations
(you can hold up to twelve) and ammunition, skip this entire thing and go west and
go through the door to exit Building Two and enter the desert and start reading
from "DESERT." Otherwise, let's get some Rations! Ok, we have to take a pilgrimage
to a truck in the Desert between Building One and Two. Go through the water with
the Oxygen Tanks equipped and go south, then west. Exit the water through the north
passageway and go north. Then west. Then go south twice, then east, equip your Uniform,
then exit the building, head south until you find a truck. Stock up on Rations in
here. Then go back to where we were, go west, and exit Building Two with Card Seven.
Desert
Equip the Compass, head north while avoiding the Scorpions (and use the Antidote
if struck by one) until you reach the entrance of Building Three. Enter Building
Three with Card Seven.
Building Three, 1F
The enemies immediately spot you. Take care of them and head north. Be careful
of the pits here. Refer to the map I made earlier. Get to the elevator and go down
to the basement. Long ride, as usual.
Building
Three, B100
Remember, these cameras shoot lasers! Now open the east door with Card Eight.
Rescue the P.O.W. who will tell you the true identity of the Outer Heaven leader.
Interesting, no? Now exit the room and head west. You'll get a call from the leader
himself! Of course, ignore his demands to shut off your MSX. Now get to the north
door using Card Eight. Sadly, the cameras are too close for you to dodge their lasers,
so you'll get hit and the Body Armor doesn't help open the door, take a Ration,
equip your Gas Mask and enter. Do NOT enter the northern door! Instead, punch the
north-western wall and try to find it's weak point by it's sound and blow it up
with a Plastic Explosive. Go through the opening. Walk forward until the pit begins
to open and head back a little but don't exit the screen. Now get to the northern
door by walking around the pit's edge or hugging the western wall. Open the door
with Card One, equip your Gas Mask, and then walk in. This place is with Mines.
You can quickly use your Mine Detector and get to the door or use my screenshot
here as a guide. Go through the north door with Card One. The floor is electrifies
but... there's no switch. So you have to fucking run! Before you do, see if your
health bar if full. If not, use a Ration. Now - RUN!
Boss:
Metal Gear TX-55
THIS is the major difference between the MSX2 and NES versions of Metal Gear.
In the NES version, you have to destroy ...a "Super Computer." All it does is stand
there while you place Plastic Explosives on it until it explodes. It won't be that
easy and anti-climatic for you...
Quickly seek sanctuary on the right side of the room. Take a ration, equip your
Plastic Explosives. Now let's get how to destroy this beast down - with Plastic
Explosives, you place on each foot of TX-55. There is a certain order Dr. Pettrovich
Madnar gave you, which was Right, Right, Left, Right, Left, Left, Right, Left, Left,
Right, Right, Left, Right, Left, Right, and he forgot the last one. Well the last
one was "Right." Trust me. So remember: R, R, L, R, L, L, R, L, L, R, R, L, R, L,
R, R! The cameras that shoot the lasers are somewhat of a distance so you CAN dodge
their lasers. You might have to use a Ration if you get hit. Take your time when
placing the explosives and after placing one I recommend running to the left or
right corner of the room until the explosive you just placed explodes so you may
place another one.
Building Three, B100
Metal Gear, along with the two laser cameras blow up, a self-destruct sequence
has begun, and the western door opens. Equip your Cigarettes (it will add some time
just in case) and Rocket launcher and go through the doorway.
Boss:
Big Boss
The commander of Fox Hound, who assigned this mission to you and has been giving
you "support" was the leader of Outer Heaven all along! He won't let you leave,
so fight him off!
DAMN he's fucking fast! Now stay near any crate. I recommend the one in the
screenshot here. He will go behind a nearby crate and fire at you from there. Use
your crate as a shield, sort of, and pop out once in a while and shoot a rocket
at him. You're bound to hit him once in a while and only four to five direct hits
are actually needed to take him down. Not that four direct hits with a rocket would
KILL you... *wink wink* *nudge nudge* You'll find out after the credits...
Building Three, B100
Now equip your cigarettes if you haven't already. It's time to ditch this joint!
Go through the doorway. Jennifer's brother told you to take the left ladder up.
So take it up. Your cigarettes should add 1,000 seconds to the timer. So lets hope
you get out safely, which would mean that Operation N313 is a success! Way to go!
End of Operation Intrude: N313
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