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Walkthrough

for Nintendo Gamecube
Written By: Andrew L.
Edited By: Ravi Singh

This is a walkthrough of Metal Gear Solid: The Twin Snakes.

This walkthrough has two parts. One is, well, a walkthrough. The second part is a detailed look at each and every single room in the game, which can help you if you're looking for an item, or if you're having trouble with certain guards.

Enjoy.

WALKTHROUGH
Revolver Ocelot
M1 Tank
Ninja
Psycho Mantis
Sniper Wolf
Hind D
Sniper Wolf
Vulcan Raven
Metal Gear REX
Liquid Snake

ROOM-BY-ROOM INDEX
Cargo Dock - Medical Room
Canyon - Commander Room
Caves - Comm. Tower Roof B
Snow Field - Supply Route

CHEATS/SECRETS

WALKTHROUGH

So, far this walkthrough relates to the VERY EASY, EASY, and NORMAL difficulties. As I play the other difficulties, I'll update with the proper info related to difficulty. I won't point out every single item in this section, but I will make notes about important ones. I'll use compass headings as I refer to directions in the game. These may not really refer to the actual headings in the world, but I'll use north to refer to the top of the screen.

Cargo Dock


You'll enter on the southwest side of the dock. If on VERY EASY, your first weapon, the M9, is right next to you. Press X to drop to your knees and crawl under the boiler or nearby pipes. There are two guards wandering around the west and east end of this area. Watch the puddles on the ground. If you run too fast, you'll make noise. The elevator you're looking for is at the north end of the room. Once you get there, it will start down, with a third guard on it. If playing on EASY, next to the door is your first weapon, an M9 pistol. If you're playing on NORMAL, the M9 is in the leftmost locker. This weapon can tranquilize enemies. Use it to knock out the two patrolling guards, including the third guy coming down on the elevator (on EASY and higher). Once all three are out, you have the place to yourself, so raid the area of the ammo, three Rations, and AP SENSOR, which you'll find under the water on the east side. Anyway, once you're cleaned up here, hop in the elevator.

Heliport


Once you get control, you'll find that you're at the south end of the area. Your objective here is to gain entry to the building. The front entrance is out, so you'll have to sneak in through a vent. There are two, one on the first floor, and one on the second. There are three guards in this area, two on the ground, patrolling the west and east sides. The third is on the second floor, patrolling the catwalks. Make sure you take a trip into the truck to pick up the SOCOM pistol. There's also Chaff Grenades on the helipad, but you'll have to avoid or shoot out the spotlights. If you want some early Stun Grenades, go to the west end of the area, but there's a Camera that's really tough to avoid, so you may have to use one of your Chaffs, or you can shoot it, if the guards are all knocked out. Anyway, to enter the building, you can go in on the first floor, but you'll have to avoid the two guards and two cameras near the front door. If you wish to enter through the second floor, you'll only have to deal with the guard on the east side, and on the catwalk, and slip in through the vent up there.

Tank Hangar


Regardless of which vent you use, you'll end up here. Your goal is on the north side of the first floor, in the form of the elevator. There are two guards wandering around the tanks on the ground floor. On the upper catwalks are two cameras on the NW and NE corners. Also, there's a camera in the storage area on the east side of the second floor, which has a Book and Thermal Goggles. Once you're done here, tap Y to start the elevator, hop in, and walk over to the buttons. Select B1.

Holding Cells


Head down to the southeast corner, and climb up the ladder and into the vents. If you want to take a detour, you'll listen to a fantasizing guard. Follow the vents and you'll pass over a nice-looking young lady. Keep going, and you'll reach the DARPA chief, Donald Anderson. He'll tell you about the real reason this whole nuclear threat is such a problem, and give you a CARD LVL 1. He'll then have a heart attack and die. The lady next door will then show up, having knocked out her guard and swiped everything but his pixilation. While the two of you are negotiating, the alarm will sound and the bad guys will show up.

Fifteen soldiers will come in three at a time. You can either knock them out with the M9 or gun them down with the SOCOM. There's ammo lying around the room, and downed enemies can drop items. Once you take down your first three, your companion will decide to help you out (Ravi's note: After your companion actually decides to shoot her FA-MAS once in a while, I say you should stand near the opening of the door, aim via first person mode and shoot the incoming guars in the head before they even enter). Once all soldiers are gone, she'll take off and you'll be left alone. Now, leave the cells by the LVL 1 door and head back to the elevator. Select 1.

Tank Hangar


Now that you have your new card, go to the east side of the room (ground floor). Dispose of the guard in this room, and take the SOCOM SUPPRESSOR to silence your gun. Also, go in the upper west storage room and take the Chaff and BOX 1. Head back to the elevator and select B2.

Armory


This place is (currently) nice and empty. Careful, though, because there are a few spots in the place with weak flooring that give way. There are six rooms here, which contain weapons. Enter the middle north room to find a bunch of C4. The middle south room has a SOCOM (if you don't already have one) and ammo. The southwest room has Grenades. Now, you have to find Baker, and they say that he's behind an unpainted wall. This wall is in the southwest corner of the room. Bust it down using the C4 (set with A and blow with B).

Armory South


There's another wall to blow up on the southeast corner of this corridor. After that, you'll have a choice of two walls. The east-most wall leads to a couple of sentry guns and locked doors. The north wall leads to Kenneth Baker, president of ArmsTech, and boy is he in a pickle.

BOSS: REVOLVER OCELOT


Ocelot will use the northwest pillar as cover. In addition to his and Baker's health, you'll also see a meter denoting his current revolver ammunition. The best time to shoot him is when he's reloading, but it's tough to get a clean shot. He's a rather good marksman. Just about any of his shots will hit you, unless you're in cover. Four head shots with either the SOCOM or the M9 will put him down.

Ravi's strategy: Quickly pull out your SOCOM, now hold A+B and run around. When you notice Snake is actually aiming his SOCOM at Ocelot, fire. If you hit Ocelot, great, if not, continue running and try again. You can usually actually get up to him after you hit him. Now after you're able to hit him, wait a couple of seconds and fire again. Repeat. He's dead. Or at least he should be, but instead a cutscene plays and he lives. Bastard.

Armory South


In the aftermath of your fight, a new character will emerge, the Ninja. He'll cut off Ocelot's right arm, cut down all the wires holding Baker, and go a quick round with you before running off. You'll speak to Baker and he'll tell you more about Metal Gear, and he'll give you the CARD LVL 2 and an MO DISC, before he, too, dies of a heart attack. He'll also tell you to contact Meryl, and that her frequency's on the back of the package. What package, you ask? Why, the package your game came in, of course. If you lost it, or never got one (Ravi's note: Or if you're a dirty pirate), then I'll tell you that Meryl's frequency is 140.15. After a conversation with her, she'll tell you that she'll open the cargo door in the Tank Hangar for you. Head north out the LVL 2 door.

Armory


There are two guards here, now. Also, you can open the southeast door with your new card. Be careful, because there are IR sensors in here that will sound the alarm, so crawl under them, and pick up the FA-MAS assault rifle. Make your way back to the elevator and head to the first floor.

Tank Hangar


NOTE: If you were already here when you called Meryl, leave by the elevator and come back. As you get off the elevator, Meryl will tell you the door's open. Notice that one of the tanks is missing. The guard on the east side of the ground floor has now moved to the catwalk, and the guard on the west side is now making regular reports. If he gets knocked out or dies, they'll send in an attack team to find out what happened when he doesn't report in. Now that you have a CARD LVL 2, go to the upper east storage room and get the MINE DETECTOR. Now, head through the open cargo door on the north wall. There are IR sensors in this small anteroom that will release gas if broken. If you have the Thermal Goggles, you can put them on and time your movements past the beams. If you don't, you can also look to your left past the beams to find several control boxes for the IR beams, although you'll have to use your SOCOM to shoot them out (hope it's silenced). Once past the IR sensors, head through the far door.

Canyon


You'll receive a message from a guy named Deepthroat about mines in the area. If you got it in the Tank Hangar, turn on the Mine Detector, to reveal four mines in front of you, and one off to your far left. Crawl over these mines to pick them up for yourself. Once you get about halfway, you'll meet your newest adversary.

BOSS: M1 TANK


Although Vulcan Raven's driving, your real opponent is the tank itself. It can fire cannon shots and machine guns at you. The cannon shots are by far the most devastating part of the tank. Fortunately, you can disable the cannon fire by dropping a Chaff Grenade. With the cannon temporarily disabled, you can focus on dodging gunfire and trying to get a shot at the Gunner in the turret. You can use any of your guns, and Grenades particularly shine here, as Snake's pretty good at getting them in the gunner's lap. Each Gunner takes three head shots, and there are two to deal with. Once you've dealt with the gunners, Snake will then disable the tank in a particularly cool fashion, and you'll be able to move on. If you need items, there are Rations, Grenades, SOCOM ammo, Chaffs, and Stuns lying around.

Ravi's Strategy - I can't say much because I found this to be the hardest boss in this game. I'm a lot better now that I am used to the Gamecube's controls. Remember - the longer you hold A, the more strength Snake uses to toss the grenade. Don't hold too hard or else it'll explode in your hands. If you simply suck at throwing grenades, then hide out in the trench, once in a while pop out and shoot the gunner. This takes a damn long time and your hands will hurt like whoa... but it works.

Canyon


After destroying the Tank, you'll get the CARD LVL 3 off a guard and you can enter the Nuclear Building to the north, where Meryl is hiding.

Nuke Building 1F


Head down the ramp and crawl under the door. The crew will radio in and tell you about all the nuclear material in here. For that reason, you cannot use any weapons besides Chaff Grenades On VERY EASY and EASY difficulties, you can still use the M9. Your objective here is the elevator up the stairs in the northwest corner. On the ground floor are two guards patrolling around, as well as a Security Camera on the east wall. On the catwalks above are another guard and another Camera on the north wall. Best way to get through this is to make your way to the west, then up the west stairs and into the elevator. Or, you can just pick off the guys here and raid the area of items. Try not to get caught, because if these guys fire their shotguns, they'll probably hit the nuclear material, which will start killing you. Once in the elevator, go down a floor.

Nuke Building B1


Yes, I know Dr. Emmerich is in the second basement, we're taking a little detour. There are two guards down here: one in the bathroom doing his business, the other patrolling the computer room. Deal with them both. Now, you can raid this room for items. Specifically, take the NIKITA remote-controlled missile launcher in the computer room to the south. Now, head back to the elevator and down a level.

Nuke Building B2


Head through the south door and you'll get a call about the floor being electrified. Also, the whole hallway is gassed. Apparently, someone doesn't want Dr. Emmerich leaving. You can survive the gas for some time, so open the door to the gassed hallway and fire off a NIKITA rocket. If you don't move the rocket, it will travel faster, so remember that. Turn right at the junction, then you'll enter an office area. There are four sentry guns in this area, two on the southwest corner of the wall, and the other two on the east wall of this room. If you move the missile quickly enough around the corner to the right, you can quickly get by the first gun, then pass under the second gun. Veer left as you pass the second and ride the missile into the breaker room. A little more maneuvering and you'll slam the missile into the circuit breaker, shutting down the electric floor. Don't worry about running out of air in the gassed hallway; your missile will run out of juice long before you start suffocating. Once the breaker's down, you'll (more or less) have your run of the place. The gas is still up, and will be forever, so your next task is to find some way to stay alive. Head down the central hallway, and take the third (southernmost) door on camera right. In here, in addition to a Sentry Gun, you'll find the GAS MASK. Slip it on and you'll be able to hold your air longer in the gas. There are also three other guns here, two in the area you sent the missile in (explore it for some items), and one other at the southeast door, which is your destination. Head through it.

Nuke Building B2 (East)


You'll see a scene of pwnination as you enter the room. Chase the ninja through the busted open LVL 4 Door.

Laboratory


As you enter, the Ninja will attack.

BOSS: NINJA


Shooting him is worthless, as he'll just block your shots, so start punching. Chase him around the room. After he flips and lands is one of the best times to swat at him. Try not to land combos, just use single punches, or else you may give the Ninja an opening. After knocking him down a lot of health, he'll go into hiding with his stealth camo. You can see a little distortion where he's hiding, but he usually picks corners, so just pound him. After that, his camo will be busted, and he'll start getting up close and personal. Keep hitting him and he'll be done.

Ravi's Strategy - Remember that shooting that little Mario figure adds a little bit to your health, in case you're getting whipped by the Ninja. Also, pressing "B" with the Nikita equipped makes Snake slap Ninja with the Nikita missile launcher, which takes out more damage.

Laboratory


The Ninja will reveal an interesting fact, and take off in a huff. You'll meet Dr. Emmerich here, who likes to be called Otacon. He'll talk about Metal Gear REX and give you the CARD LVL 4. Otacon will take off in stealth camo and will promise to help you. Remember his frequency (141.12) because it won't be automatically stored in the Codec. Now, you have to find Meryl.

Nuke Building B2


You can open a couple new doors here. One of them (the far north door in the west side) has Night Vision Goggles, which can help you see in dark areas. Head up to B1.

Nuke Building B1


Note the spare guard in the area. Take out the original two guards, then get noticed by the new third one (Ravi's note: ...and if you don't know which one is the new one, look at their asses and decide which one you'd hit. *wink*). Watch as she(?) takes off and follow her to the ladies' room. Hey, it's Meryl. You'll have a chat with her and she'll want to help you out. She'll give you the CARD LVL 5 and the PAL KEY, which is used to shut down Metal Gear. Use it to start raiding the offices in the computer room to the south, which will net you some items, including BOX 2. Now, head north through the LVL 5 Door.

Commander Room


You'll automatically enter the office. Watch this VERY interesting scene (in more ways than one), and you'll discover the root of your problems is Psycho Mantis. Knock out Meryl with a few punches or an M9 and your enemy will face you. Pay close attention to this scene as he looks into your soul.

BOSS: PSYCHO MANTIS


Mantis is a HUGE pain IF you don't know the super secret to defeating him. He'll attack one of four ways: he'll lift the chairs in the room and rotate them around himself. He'll lift the suit of armor and send that flying around. He'll send the portraits and books flying out to hit you, or he'll just create a psychic blast and toss it at you. The secret to beating Mantis is that he's "reading" your mind through your Controller. Oh, it's true! So, what you have to do get a good shot at him is simply switch your Controller to another socket. From that point, you can just peg him with impunity. If he regains power over you, switch your controller to another socket (one of the ones you haven't used yet). After you drain a good portion of his life, he'll bring up Meryl to fight you. Tranquilize her or punch her (but don't empty her life). After you knock her down, he'll instead try to get Meryl to kill herself. Knock her out once more, and you can spend the rest of the fight focusing on Mantis. Once you defeat him, he'll spill his story and open up the secret door to Metal Gear.

Ravi's Strategy - I never had a problem when I simply put the controller into port four. If you can't find Mantis, holding "Z" for a while lets you see things in Mantis' view. I recommend running around in circles and firing randomly when you can't find him. Unless you don't have ammunition.

Commander Room


Head north through the secret door, picking up a few items on the way, then head north.

Caves


Meryl will head on to the end ahead of you. Your way forward is to the northwest, crawling under the rocks. The dogs in the area will attack you, so tranquilize them. Once you get out from under the rocks, head east, north, east, then south, and you can crawl out to the east and you'll reach Meryl. That's the quick way, but you can explore the caves and find several items. There are two adult dogs, and a puppy, who won't attack. Once you reach the northeast door, you can go with Meryl through the door.

Underground Passage


Meryl will walk through the minefield here. You can either trace her steps with her or just crawl on the ground, which won't set off the mines, and you may even pick up a few. As you pass the minefield, you'll find you have a serious problem. FOXHOUND's Sniper Wolf will attack, and Meryl will be injured. Unfortunately, the only way to fight back is to get your own Sniper Rifle. If you call Otacon, he'll tell you there's one in the Armory. You'll have to leave and go all the way back there. Turn around and go to the Caves.

Caves


Head back to the Commander Room.

Commander Room


Head out to...

Nuke Building B1


(Ravi's note: I have found a PSG-1 modified to shoot tranquilizer rounds in the Nuke Building B1. The Level 5 Card Key Mantis gives you unlocks a door to the room in the area with computers that has it. If you do this, head back to the Underground Passage and skip to "BOSS: SNIPER WOLF" in this walkthrough. If not, then, well, continue) Take the elevator to 1F.

Nuke Building 1F


Don't forget to crawl under the south door, then out to the Canyon.

Canyon


Well, you've got problems here, because things have changed since you were here last. Your most immediate problem is two Sentry Guns above the north door sweeping the near area, and a guard pacing around. The towers near the gully in the middle of the area each have a Security Camera, and there are two more guards in the south area. Good luck getting on through. I suggest not tranquilizing/killing the first guard, as his body will probably be spotted by the cameras, opening up a whole new can of worms. Once you get past the cameras, you can take it a little easier, since you'll have more cover. Head out the south door to the...

Tank Hangar


...which hasn't changed, so go down to the Armory.

Armory


There's a new guard in front of the LVL 5 Door. Take out all three in the area. Once you enter the PSG1 room, crawl under the IR sensors in the area, then grab the PSG1 and ammo. Now, head aaaaallllllll the way back through the Canyon and to the Nuke Building.

Nuke Building B1


Go to the computer room to the south. The LVL 5 Door here will have the PSG1-T in case you don't want to kill Wolf (Ravi's note: You could've done this first... oh well). Now, head to the Underground Passage. Meryl will be gone, but you still have an enemy.

BOSS: SNIPER WOLF


Grab some PENTAZEMIN nearby and munch on it to steady your hand. The trick to this fight is basically to shoot Wolf before she shoots you. Don't head out of the square entry section, because if you get close, Wolf will automatically hit you. Otherwise, she'll take a few seconds to line up her shot, longer if you're moving around. Face down her way and pull out your rifle. Zoom in with B and line up your shot. You'll do far more damage if you connect with her head (like every other boss). Once you take a shot, she'll jump to a new spot. Shoot her up enough and she'll collapse.

Ravi's Strategy - You can shoot her while she's running to a new spot. If you have plenty of ammunition, you might as well waste them on her. She's really the only person you'd use any of the PSG-1s on.

Underground Passage


Head north. There are a few items in the alcoves, but watch the third alcove for a Sentry Gun. Once you reach the base of the tower, you'll find that Wolf's gone. Take any items in the area, then head for the LVL 6 Door to start a cutscene. The short story is that you'll be captured.

Medical Room


You'll have a chat with Liquid, Ocelot, and Wolf. Ocelot will begin the torture. You have a choice here. If you choose to "Submit", by pressing START + A, then Meryl will be killed. If you don't submit once during all these sessions, she'll be spared. The ending of the game plays out differently either way, and I leave the choice up to you. You aren't allowed to save during these tests, and there are no "continues" (as Ocelot will tell you), so if you die, you'll go back to the last save. If you choose to resist, rapidly press A to restore your strength as the electric current starts sucking it away. After three bouts with the current, you'll be tossed in a cell. Talk to the Colonel on the Codec, then talk to Otacon, and it'll be time for more torture. Three more runs with the current, then back to the cell. Otacon will show up with four things, a Ration, some Ketchup, a Handkerchief, and the CARD LVL 6. Lay down and quickly use the Ketchup. If your guard didn't see you actually use the Ketchup (and you don't move while he comes to check you out), you can get the drop on him. If he sees you use it, the ploy won't work, but you have to try anyway to get the story moving. So, if it fails, it's back to the torture machine. After that run, sit around in your cell, and you'll get released by the Ninja. If you submit during your torture, you'll go through all the same stuff, only without the torture bouts. Time to go. The guard will notice you're loose, so you'll have to knock him out. (Ravi's note: If you're such a klutz that you are never able to escape, don't fret - an old friend of yours will break you free... and Ocelot gives you extra ammunition for going through all those tortures... unless you submitted) Run out into the torture room, and grab your stuff. If you resisted torture, check your Items. Look for the TIME BOMB. Well, someone left you a nasty surprise, eh? Toss it away then take cover. Watch out for that Sentry Gun near the door.

Holding Cells


There are two Sentry Guns here, but just avoid them and hop into the elevator. If you submitted during torture, you'll notice that you're now sneezing up a storm. Looks like you'll need to go find some cold medicine. It's time to head all the way back to the Underground Passage. On your way, remember to stop by:

Nuke Building B1


Open the LVL 6 Door here to get MEDICINE. Use it if you're sneezing.

Nuke Building B2


Open the LVL 6 Door here to get BODY ARMOR.

Caves


Equip the Handkerchief and the Dogs won't attack you. Head to the Underground Passage.

Underground Passage


Clean up the items, then head (finally) into the Communications Tower through the LVL 6 Door. Time to switch discs!

Communication Tower A


There's some ammo in front of you. As you leave the entry passage, you'll automatically run over some tripwires. Nice work, sneaky boy. Now, an unlimited number of guards will start pouring in from behind you. First, grab the ROPE that's lying in one of the boxes in front of you, then head south. You'll be at the base of the tower. There's a bunch of ammo lying around, but I suggest ignoring that and making tracks for the stairs and start climbing. If you can stay ahead of your enemies, you should be fine up to the first "checkpoint", which has several more items. The door up here is frozen shut, so you can't get to the outer walkway. Looks like you'll have to cross over to the next tower from the roof. So, keep climbing, and you'll notice you have a new problem; enemies are now coming from both above and below (Ravi's note: Stun Grenades are very useful here. Also, if you learned how to run and quickly take out your FA-MAS while running and then putting it away, this part can be a piece of cake). Remove them from out of your way however you wish, then continue climbing until you reach the top floor, which kind of twists around. Once you reach the end, press Y to grab the ladder and climb on out.

Communication Tower Roof


As you step outside, you'll find you have company, in the form of Liquid in the Hind helicopter. You have nothing that can harm him at the moment, so just equip the ROPE you have and run to the railing. You'll automatically start rappelling down.

Communication Tower Wall


Here's how to rappel. Pressing A will kick you off the wall, and pressing B will stick you on the wall, allowing you to move slowly. Use these two buttons in conjunction with the Control Stick to make your way down the wall. As you descend, your Grip Gauge will decrease. If it empties, you're street pizza. In order to restore it, you have to find landing points, which are in the form of girders placed regularly on the way. Oh, and while you're doing this, Liquid is strafing you from the Hind. Have fun. As soon as you reach your third girder, you'll automatically make the remaining descent, landing on the walkway you were originally trying to get to.

Communication Tower Corridor


If you wish, you can bust open the frozen door using the nearby C4, but it only sends you back to Tower A. The way forward is across the bridge, and there are three bad guys on the far side. Take out your Sniper Rifle (either one) and take them out (Ravi's note: Keep caution. Taking one down triggers an ALERT. Either quickly take them all down or... take cover and use Nikita missiles?). Continue forward and into the door, avoiding the Hind. As you enter the door, you'll find your savior: the STINGER missile launcher. Grab the ammo and enter Tower B.

Communication Tower B


Can't go up. There are boxes in the way. Hit the elevator. Can't use that. Start heading down. Stairs are broken. There's no way out of this game! Head back to the elevator and you'll see Otacon. He'll have done what you could not; moved the darn boxes (Ravi's note: Has hell froze over? The legendary Solid Snake is defeated by boxes while 'ol Hal here pushed them away?!). Head up the stairs. As you climb these stairs, you'll find that every four floors are stationed Sentry Guns, adding one every floor. Shoot them out (Ravi's note: With Stinger Missiles), chaff them, or avoid them. Once you reach the top, take all the items up here and climb the ladder.

Communication Tower Roof


As you'll expect, Liquid will chopper up to challenge you. Fortunately, you now have a means of fighting him off.

BOSS: HIND D HELICOPTER


In the main, Liquid will focus on using the guns to try to take you down. Hide behind structures, because dodging is right out. When he stops shooting, use the radar to get his position (a red line on the edge of your radar) and pull up the STINGER. Now, remember, when using the STINGER, that equipping it will automatically bring up the Lock On mode, and you won't be able to move. To be able to move again, you have to unequip the STINGER. Anyway, three lock-on spots will appear on the Hind. Fire at any one, because they all do the same damage. It takes about twenty rockets to bring him down. At about halfway, Liquid will start firing off missiles, which will bust up the area. After you finish the Hind, you can head back into the tower.

Ravi's Strategy - When Liquid fires homing missiles for the first time, he's letting you take a clear shot. Stand to the north side of the screen and shoot. The missile will never get you. After his missile explodes, you have another open shot towards him. The second time he fires a missile, the Hind D has already gotten 100% damage so don't think you have to hit him again. Run to the South side of the screen to avoid getting hit.

Communication Tower B


Head back downstairs. The elevator is now working, so hop in. Buzz? That's weird. Activate the elevator and Otacon will call in. Long story short, you've got company. Take out these four soldiers, and you'll reach the ground floor. Head out, clean up any items you wish, watch out for the Sentry Guns hanging around, and head outside.

Snow Field


As you exit, you'll find that someone's back for a rematch.

BOSS: SNIPER WOLF


This fight is to the death. Basically, the only thing that makes this fight any harder than your other fight with Wolf is that you'll have to cover a larger field of area. Easy way to find out where she is, is to just run around for a while. Eventually, she'll start sighting towards you, and you'll know where she's coming from. Once again, it's the game of "shoot her before she shoots you". There's really no other way to do it, because, like before, if you try to get close, she'll automatically shoot you. It takes about six head shots to take her out.

Ravi's Strategy - Did I forget to mention that you can shoot her while she's running? What about Thermal Goggles helping you see where she's hiding? I did? Damn. What about looking for her breath to spot her as well? I forgot that too? I'm bad.

Snow Field


Otacon will show up, to witness you finishing Wolf. Now, this whole area's open to you. Check all the warehouses for ammo and items. Just watch out for the Sentry Guns. The LVL 7 Door, which you can't get into yet, just has STINGER ammo. Watch out in the easternmost bunker on the north wall, which has planted CLAYMORES. Your way forward is through the westernmost bunker on the north wall. There are stairs in the back leading down.

Blast Furnace


As you enter the room, you'll find a guard patrolling up on the top floor. Now, it seems like you've got nowhere to go from here. You can either drop down using the railings, or head to the southwestern corner of the room. From there, you can flatten yourself against the west wall and start inching over to the other side. Be sure to duck while you're inching, because the nearby pulley passes pretty low. Once you get on the north side, you can take out the other guard here and head for the door. If you wish, you can explore this area, particularly the southeastern corner of the ground floor, which has steam vents and Sentry Guns, as well as several items. If you didn't get the B.ARMOR before, it's here now.

Cargo Elevator


Poke around for items, then hop on the elevator and press Y to get her going. As you ride down, you'll be attacked by four enemy soldiers. Take them down, and you'll reach the bottom. On this floor, you'll find more items and a Sentry Gun. Head to the next elevator and ride down. Whoa. Someone get Alfred Hitchcock on the phone. Once you reach the bottom, pick up items and head through the north door.

Warehouse


As you enter, you'll meet...

BOSS: VULCAN RAVEN


Raven marches around the warehouse (rather slowly) and fires off his minigun in random directions. It's tough to get a well-aimed shot on him, as he will fire rather quickly. I find it best to pull out your STINGER, lock-on, fire, and run away before he can gun you down. It takes about ten STINGER missiles to take him down. If you don't wish to kill him, ten Stun Grenades will work just as fine. Once he's finished, you'll get the CARD LVL 7, and you can head through the north door.

Ravi's Strategy - As mentioned in my review for this game, I managed to kill Raven using jump shots. This is a little bit more tricky in Extreme Mode where he actually runs, but in the other difficulties, you go against a wall (your back facing Raven's face) then jump out with the SOCOM or M9 (by pressing "A" near the edge of the wall) and you'll fire a shot and hide. Repeat. Remember to use tactical reload when your ammunition clip is nearly out of ammunition so you aren't vulnerable because you're reloading the old fashioned way.

Warehouse North


Watch out in the southern part of this room, since there are a few loose tiles that will give way. There are also two guards here, one patrolling the catwalk, and another a couple floors up looking down. When you finish with them, also take care of the two Sentry Guns near the north door. You can exit through those.

Underground Base


As you enter, you'll see your target right in front of you. This area's a maze of stairs, with plenty of items. There are two guards in her, one patrolling the east side of the room on the 2nd and 3rd floors, the other is patrolling the same floors on the west side. After you dispose of both of them, head to the south side of the third floor to listen in on Liquid and Ocelot. You'll soon discover that you have all three keys to deactivating Metal Gear. Ocelot will notice you and shoot the key out of your hand. Now, you have to go chase after it. Head down to the drainage ditch. Run under the bridge and you'll get a call from Master that a rat ate the key. Oh, and you also picked up a TIME BOMB while you were under the bridge, so toss that away. Well, I can never find the rat, but you don't really have to; there's an easier way to take it out. In the northwest corner of the first floor is a small rat hole (Ravi's note: That's where the rat comes out of, in case you're fresh out of Claymore Mines for some reason). Lay down a Claymore in front of the hole and eventually the rat will go boom. Grab the PAL KEY. Now, head back up to the (now empty) control room. Underground Base (Control Room) - DEFINITELY shoot out the Cameras here, or you'll get gassed when they spot you. Equip the PAL KEY and press Y in front of the yellow laptop to use it. Now, you have to cool the key to change its shape. Run all the way back to the Warehouse. SUPER SECRET TRICK - If you don't want to make trips to the Warehouse and Blast Furnace just sitting around, then you should take a look at the southeast corner of the middle floor. See that railing area that it looks like you can't get to at all? You can get to it, but it requires a Hang- Drop-Catch. First hang from the railing above that one, then press X to let go, then press Y again just as you hit the next railing. Once you're in this secret area, you may notice the two pipes on the wall. One's liquid nitrogen, the other's steam (Ravi's note: For the people who dropped out of elementary school, liquid nitrogen will make you shiver while steam might make you sweat). Shoot them while holding the KEY, and it will automatically change color. You have to Hang-Drop-Catch again to leave, by grabbing onto the wire at the bottom, so be careful. However, if you prefer the simpler (Ravi's note: *cough*longer*cough*) method, just head out to the Warehouse (Ravi's note: Oh come now, you're willing to waste twenty minutes because you can't press a coupla buttons? Sad).

Warehouse


There are two new guards here. Deal with them, or just avoid them. After about two minutes or so, your key will change colors to blue. Now, head back to the Underground Base's Control Room and use the key in the blue computer. Now, you have to warm it up, so head to the Blast Furnace.

Blast Furnace


One of the guards moved down to this floor, so take him out quickly. After about two minutes of hanging out here, the key will be back to yellow, then another two minutes later, the key will turn red. Now, head on back to the Underground Base. Make sure you don't hang out in the Warehouse for more than two minutes, or else the card will change color again.

Underground Base (Control Room)


Toss the key into the red slot. Well, looks like you shut down Metal Gear, right? Wrong! Good work, Snake, you just turned it on. Master Miller reveals his true identity. Now, the room's filling with gas. First, slip on the gas mask, then get on Otacon's case to have him hack the door. Contact him four times (if you don't, you'll run out of time) in succession, and a few seconds later, the door will open. Once you're out, you'll confront Liquid, who will hop into REX and fire it up.

Supply Route


As Liquid keeps yakking at you, talk to Otacon, who'll tell you about REX's weakness. Time to take it down.

BOSS: METAL GEAR REX


REX has three attacks (in addition to stomping on you if you get really close), it can fire twin machine guns, it can fire a laser weapon, and if you're far, it will fire three missiles that home in on you, so run around to dodge them as you hear them incoming. When you get an opening, pull out your STINGER and lock onto REX's radome, which is the circular thingy on its top right side. Get missiles onto the radome, five on VERY EASY, six on EASY, seven on NORMAL. After that's done, there's a cutscene where your Ninja friend will show up one last time, destroy the radome, and get squashed. Now, you'll have a second round, where you'll have to target the cockpit. The same amount of missiles to the cockpit will finish REX.

Ravi's Strategy - I'd run and hide behind REX. It's field of vision is blue. Sneak to it's right and fire a missile at the radome. Repeat. Now when the cockpit is exposed, pretty much do the same (while avoiding the plasma cannon) except aim for Liquid.

Supply Route


REX will blow, and Liquid will tie you up. He'll throw words at you for several minutes, and gesture towards Meryl, who has a Time Bomb next to her. You know have three minutes to give your brother a good whoopin'.

FINAL BOSS: LIQUID SNAKE


Actually, Liquid's pretty easy. Just focus on him with single punches, like when you were fighting the Ninja. Using combo attacks can leave you open. Oh, and watch your step, because if you fall, you won't be coming back. Once you punch him out, you'll toss him over the edge. Time to get out of here before the base is nuked. Depending on whether or not you submitted to your torture, your escape partner will be different.

Ravi's Strategy - You can't actually fall off the edge since Snake grabs onto the edge. Same with Liquid. When he does that go a tad bit back. He will jump back. Now knock him off the edge again. You can repeat this for a while. Quite useful? Also, if you think he's about to head butt into you, just go off the ledge. Then climb back up and sock him. Also, if you find yourself missing him when you kick him (and he hits you instead) try tapping "B" twice so you just punch him and have the time to get away before he hits you.

Escape Route


You might wanna grab the RATION, since you don't have any items anymore. Head up the stairs and to the jeeps. Your buddy will fail to find keys in the first jeep, then start up the second jeep. While this is going on, you either have to hold off your enemies or hide from them. There's a RATION in the southwest corner of this room, too. Once the jeep is started, hop onto the back and grab the machine gun. Start firing at your enemies, as well as the barrels next to the gate. Blowing those will bust open the gate, and you will start driving up the tunnel. On the way to the outside are two checkpoints. Shoot the barrels out of the way, then you'll drive up to the surface. Just before you reach the surface, Liquid will show up again (geez, does that guy EVER die?) Use the machine gun to fend off Liquid. Just after you start passing pillars in the middle of the tunnel, you're almost there. Once the cutscene starts, the game is over. Liquid will become a victim of Fox-Die and the two of you will make your escape. Congratulations! You once again saved the free world from the threat of Metal Gear! Following your victory, you'll be tallied on your abilities, which is related to your time, your number of saves, continues, people killed, and rations used. You can put your code up on the Internet to check your rankings.

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ROOM-BY-ROOM INDEX


Just like the Walkthrough, I only have this complete for the VERY EASY, EASY, and NORMAL difficulties.
Description: Describes the area, including basic layout, and exits.
Opposition: Enemies, cameras, etc. in the area.
Unique Items: Special weapons and items in the area. Weapons, keys, etc.
Common Items: Standard items in the area. Ammunition, rations, etc.


Cargo Dock


Description: This is the entry area for the game, and you'll only need to come here once. There's a big pool of water at the south end, the only exit of which is at the west stairs. The exit from this room is the elevator at the north end, leading to the Heliport.

Opposition: SOLDIER - Patrols up and down the west side. SOLDIER - Patrols around the right half of the room. SOLDIER - (E,N) Shows up with the elevator and patrols around the top.

Unique Items: M9 - (VE) Right next to your insertion point. (E) Just to the left of the elevator. (N) In the leftmost locker near the elevator. AP SENSOR - (VE,E,N) Underwater on the southeast side of the room.

Common Items: RATION - (VE,E,N) Behind boiler in southeast corner. RATION - (VE,E,N) Underwater on west side. RATION - (VE,E,N) Northeast corner. M9 AMMO - (VE,E) Northwest corner, in rightmost locker. STUN.G - (VE) Northwest corner, in leftmost locker.

Heliport


Description: A rather large area where the Hind D docks. Mostly a large flat area with a catwalk on the north end, and a small storeroom on the west end. Entry from the Cargo Dock is through the elevator on the south end. You can exit at the north end through the vent on the ground floor in the northwest corner, or through the vent on the second floor in the north end, both of which lead to the Tank Hangar.

Opposition: SOLDIER - Patrols eastern side of the area. SOLDIER - Hangs out at the northwest corner of the ground floor. SOLDIER - Patrols the north second floor catwalk. CAMERA - Northwest corner of the ground floor. CAMERA - Just east of the main door. CAMERA - The west storeroom. SPOTLIGHT - West side of the catwalk, shining on the helipad. SPOTLIGHT - East side of the catwalk, shining on the helipad.

Unique Items: SOCOM - (VE,E) In the back of the truck.

Common Items: RATION - (VE,E,N) East side, near metal structures. CHAFF.G - (VE,E,N) Helipad STUN.G - (VE,E) West storeroom, leftmost locker.

Tank Hangar


Description: The ground floor has two M1 Tanks sitting dormant. There's a second floor catwalk around the room, staircase access on the west side. There are two LVL 1 Doors, one on the east side, ground floor, one on the west side, catwalk. There is a LVL 2 Door on the northeast catwalk. The eastern storeroom on the catwalk remains open until after Ocelot. When it closes, it's a LVL 4 Door. Entry from the Heliport, through either of the vents. Exits are the elevator on the north wall, leading to the Holding Cells and Armory, and the cargo door on the northeast wall (LVL 5), leading to the Canyon, which only opens when you speak to Meryl.

Opposition: SOLDIER - Patrolling west side of ground floor. After Ocelot, this soldier reports in regularly. SOLDIER - Patrolling east side of ground floor. After Ocelot, this soldier patrols the east upper catwalk. SOLDIER - Hangs out on ground floor, behind LVL 1 Door. CAMERA - Northwest corner of catwalk. CAMERA - Northeast corner of catwalk. CAMERA - Eastern storeroom on catwalk. IR SENSORS - Just beyond the Cargo Door. Knock out the control boxes or avoid, or else gas will be released.

Unique Items: THERM.G - (VE,E,N) Eastern storeroom on catwalk, in southeast corner (LVL 4 after Ocelot). BOX 1 - (VE,E,N) Western storeroom on catwalk (LVL 1). SCM.SUPR - (VE,E,N) Eastern storeroom on ground floor (LVL 1). MINE.D - (VE,E,N) Northeastern storeroom on catwalk (LVL 2).

Common Items: M9 AMMO - (VE,E,N) Southeast corner of the ground floor. SOCOM AMMO - (VE,E,N) Northwest corner of the ground floor. CHAFF.G - (VE,E,N) North end of catwalk. BOOK - (VE,E) Eastern storeroom on catwalk. CHAFF.G - (VE,E,N) Western storeroom on catwalk (LVL 1). CHAFF.G - (VE,E,N) Eastern storeroom on ground floor (LVL 1). RATION - (VE,E,N) Northeastern storeroom on catwalk, under desk (LVL 2). STUN.G - (VE,E,N) Northeastern storeroom on catwalk, middle locker (LVL 2).

Holding Cells


Description: This is a small area, consisting of a lobby passage, a guard room, a small restroom, and two holding cells, plus a vent system. Elevator on north wall leads to Tank Hangar and Armory. LVL 6 Door on west wall leads to Medical Room.

Opposition: SOLDIER FIGHT - Group of fifteen soldiers after talking to Anderson. AUTO-GUN - Just east of the elevator door, appears after capture. AUTO-GUN - Just south of the elevator door, appears after capture.

Unique Items: CARD LVL 1 - Climb through the vents and speak to Anderson.

Common Items: RATION - (VE,E,N) Anderson's cell, under the bed. M9 AMMO - (VE,E,N) In vent system, in a detour. M9 AMMO - (VE,E,N) In restroom. SOCOM AMMO - (VE,E,N) Middle of the guard room. SOCOM AMMO - (VE,E,N) Locker in the guard room. BOOK - (VE,E,N) In restroom.

Armory


Description: This area has several small rooms with weapons. There are three tiles that collapse, one to the left of each of the weapon rooms in the top row. The northeast room is LVL 5. The north room is LVL 1. The northeast room is LVL 3. The southeast room is LVL 1. The south room is open. The southeast room is LVL 2. Exits are the north elevator, which leads to Tank Hangar and Armory, and the southwest wall (blow open with C4) and south door (LVL 2), which both lead to Armory South.

Opposition: SOLDIER - Appears after Ocelot, patrols west side of room SOLDIER - Appears after Ocelot, patrols east side of room SOLDIER - Appears after Mantis, patrols LVL 5 Door, disappears after capture. IR SENSORS - Southeast room, crawl under (LVL 2). IR SENSORS - Northwest room, crawl under (LVL 5).

Unique Items: SOCOM - (VE,E,N) South room. FA-MAS - (VE,E,N) Southeast room (LVL 2). BOX 1 - (VE,E,N) Southeast room (LVL 2). NIKITA - (VE,E,N) Northeast room (LVL 3). PSG1 - (VE,E,N) Northwest room (LVL 5).

Common Items: SOCOM AMMO (x4) - (VE,E,N) South room. C4 (x6) - (VE,E,N) North room (LVL 1). GRENADE (x4) - (VE,E,N) Southwest room (LVL 1). FA-MAS AMMO (x3) - (VE,E,N) Southeast room (LVL 2). NIKITA AMMO - (VE,E,N) Northeast room (LVL 3). BOOK - (VE,E,N) Northeast room, in locker (LVL 3). PSG1 AMMO (x2) - (VE,E,N) Northwest room (LVL 5).

Armory South


Description: This area is jammed, deactivating the radar. Entry is by the northwest hole. Blowing a hole in southeast wall opens another passage. Blowing a hole in north wall will open way to Baker and Ocelot fight. Blowing a hole in east wall will open way to an area with a LVL 4 Door and a LVL 6 Door.

Opposition: REVOLVER OCELOT - Waiting in ambush in north room. AUTO-GUN - Eastern hallway, southeast corner. AUTO-GUN - Eastern hallway, northwest corner. AUTO-GUN (x2) - LVL 4 room, north wall. AUTO-GUN - LVL 4 room, south wall. AUTO-GUN - LVL 6 room, south wall.

Unique Items: MO DISC - Given by Baker after Ocelot fight. CARD LVL 2 - Given by Baker after Ocelot fight. CAMERA - Southeast room (LVL 6), crawl under chain fence.

Common Items: RATION - (VE,E,N) Southeast passage, near an Auto-Gun. RATION - (VE,E,N) North room. M9 AMMO - (VE,E,N) North room. SOCOM AMMO (x2) - (VE,E,N) North room. CHAFF.G - (VE,E,N) Southeast room (LVL 6). STUN.G - (VE,E,N) Southeast room (LVL 6). STINGER (x4) - Southeast room (LVL 6).

Medical Room


Description: You won't be seeing this room until halfway through the game. It consists of an examination room at the north end, and a cell area in the south end. The only exit is at the northeast leading to the Holding Cells.

Opposition: JOHNNY SASAKI - Patrolling outside your cell. AUTO-GUN - Just above the exit door.

Unique Items: CARD LVL 6 - Given by Otacon while in your cell. KETCHUP - Given by Otacon while in your cell. HANDKERCHIEF - Given by Otacon while in your cell. YOUR GEAR - Sitting right next to the examination table. TIME BOMB - Hidden in your gear if you resisted torture all three times.

Common Items: RATION - (VE,E,N) Given by Otacon while in your cell. RATION - (VE,E,N) Southwest corner of the room.

Canyon


Description: This is a large rocky expanse. The south end has several rocks which can be used for cover, and the north end has a module on the east side. There's also a trench running horizontally through the middle, which can be hid in. Southern exit leads to Tank Hangar, and northern exit (LVL 3) leads to the Nuke Building.

Opposition: CLAYMORE (x4) - In the large southern clearing. CLAYMORE - Just past the western rocks, near a Ration. CLAYMORE (x2) - (N) Behind the eastern rocks. M1 TANK - Boss lying in wait the first time you enter. SOLDIER - Patrols the east and south portion (after Mantis fight). SOLDIER - Patrols the trench (after Mantis fight). SOLDIER - Patrols the north end of the room (after Mantis fight). CAMERA - Situated on the west tower (after Mantis fight). CAMERA - Situated on the east tower (after Mantis fight). AUTO-GUN - Just west of the north door (after Mantis fight). AUTO-GUN - Just east of the north door (after Mantis fight).

Unique Items: CARD LVL 3 - Found on a guard following the Tank fight.

Common Items: RATION - (VE,E,N) Near one of the southwestern rocks. RATION - (VE,E,N) In a tiny alcove on the west side. SOCOM AMMO - (VE,E,N) Northwest corner. GRENADE - (VE,E,N) In the west side of the trench. GRENADE - (VE,E,N) Just west of the north door. GRENADE - (VE,E,N) Eastern edge. STUN.G - (VE,E,N) In the east side of the trench. STUN.G - (VE,E,N) Near one of the southwestern rocks. CHAFF.G - (VE,E,N) Northeast corner. CHAFF.G - (VE,E,N) Eastern edge. CHAFF.G - (VE,E,N) Southeastern corner.

Nuke Building 1F


Description: This room consists of two areas, a southern entry room, with a slightly open cargo door (crawl under it) leading to a larger open room with a second-floor catwalk, accessible by east and west stairs. South door leads back to the Canyon. Elevator on the second floor leads down to B1 and B2.

Opposition: SOLDIER - Patrolling the east and north end. SOLDIER - Patrolling the majority of the southern area. SOLDIER - Patrolling the catwalk. CAMERA - Eastern wall. CAMERA - Northern corner on the catwalk.

Common Items: M9 AMMO - (VE,E,N) West end, southern locker. SOCOM AMMO - (VE,E,N) In the back of the truck at the north end. FA-MAS AMMO - (VE,E,N) East wall, beneath the stairs. FA-MAS AMMO - (VE,E,N) East wall, beneath the Camera. GRENADE - (VE,E,N) West end, northern locker. CHAFF.G - (VE,E,N) Beneath the elevator, and slightly to the west.

Nuke Building B1


Description: This area consists of a main hallway. There's a men's restroom on the west side, a ladies' room on the east side, and a computer room to the south. The computer room has a LVL 4 office in the southeast corner, a LVL 4 office in the northwest corner, a LVL 5 office in the southwest corner, and a LVL 6 office in the middle west end. Exit by the elevator to 1F and B2, and LVL 5 door in north wall to Commander Room.

Opposition: SOLDIER - Using the men's room, leaving to patrol hallway. SOLDIER - Patrolling the computer room and hallway.

Unique Items: : NIKITA - Eastern side of the computer room. CARD LVL 5 - Given by Meryl in the ladies' room (after talking to Otacon). PAL KEY - Given by Meryl in the ladies' room (after talking to Otacon). BOX 2 - Behind the LVL 4 Door in the northwest computer room. PSG1-T - Behind the LVL 5 Door in the computer room, after you get the PSG1. MEDICINE - Behind the LVL 6 Door in the computer room.

Common Items: RATION - (VE,E,N) Men's room, northeast corner. RATION - (VE,E,N) In one of the lockers in the computer room. M9 AMMO - (VE,E,N) In one of the lockers in the computer room. SOCOM AMMO - (VE,E,N) In the middle of the computer room. FA-MAS AMMO - (VE,E,N) In the middle of the computer room. FA-MAS AMMO - (VE,E,N) Under the table in the middle of the computer room. NIKITA AMMO (x2) - (VE,E,N) East side of the computer room. STUN.G - (VE,E,N) Northeast corner of the computer room. RATION - (VE,E,N) In one of the stalls in the ladies' room, after you get access. RATION - (VE,E,N) In the northwest office in the computer room (LVL 4). SOCOM AMMO - (VE,E,N) In the southeast office in the computer room (LVL 4). FA-MAS AMMO - (VE,E,N) In the southeast office in the computer room (LVL 4). PSG1-T AMMO - (VE,E,N) In the west office in the computer room (LVL 5). PENTAZEMIN - (VE,E,N) In the west office in the computer room (LVL 5).

Nuke Building B2


Description: This is a rather complicated area. The entry is through the elevator, leading back to 1F and B1. There's an entry room, which leads south to the gassed hallways which heads east to the B2 East section, and west to more offices and the circuit breaker room. There are three offices in the central hallway, the middle one being LVL 4. There are four offices in the west area, the northernmost one being LVL 4, and the southernmost one being LVL 6.

Opposition: AUTO-GUN - (E,N) The southernmost office in the central hallway. AUTO-GUN - (E,N) Above the southeastern door. AUTO-GUN (x4 E, x5 N) - Dotted around the western office area.

Unique Items: : GAS MASK - The southernmost office in the central hallway. N.V.G - The northernmost office in the west area (LVL 4). B.ARMOR - The southernmost office in the west area (LVL 6).

Common Items: RATION - (VE,E,N) Northern office in central hallway. RATION - (VE,E,N) Circuit breaker room in the northwest corner. NIKITA (x2) - (VE,E,N) Middle-north office in west area. GRENADE (x2) - (VE,E,N) Middle-south office in west area. CHAFF.G - (VE,E,N) Circuit breaker room in the northwest corner. BOOK - (VE,E,N) Southern office in central hallway. STUN.G (x2) - (VE,E,N) Middle office in central hallway (LVL 4).

Nuke Building B2 (East)


Description: This is a relatively small area. Exits are to the southwest, back to the B2 area, and to the north, leading to the Laboratory. The area is jammed from radar.

Common Items: FA-MAS AMMO - (VE,E,N) Floating near the carnage.

Laboratory


Description: This is a moderate-sized room, with several open office areas. The only exit is the south door leading back to the B2 East area.

Opposition: NINJA - Boss fight once you first enter the room.

Unique Items: : LVL 4 CARD - Given by Otacon after you defeat the Ninja.

Common Items: RATION - (VE,E,N) West side, behind glass. SOCOM AMMO - (VE,E,N) Northwest corner. FA-MAS AMMO - (VE,E,N) Southeast corner. FA-MAS AMMO - (VE,E,N) Northeast corner. CHAFF.G - (VE,E,N) Southwest corner.

Commander Room


Description: This is a somewhat small office, which is led to from a short hallway. The south door leads back to Nuke Building B1, and the secret door in the northeast leads to the Caves.

Opposition: PSYCHO MANTIS - Boss fight in this room.

Common Items: RATION - (VE,E,N) Northeast corner. SOCOM AMMO - (VE,E,N) Southwest corner. FA-MAS AMMO - (VE,E,N) Northwest corner. FA-MAS AMMO - (VE,E,N) Southeast corner. RATION - (VE,E,N) Secret room (after Mantis fight). SOCOM AMMO - (VE,E,N) Secret room (after Mantis fight). FA-MAS AMMO - (VE,E,N) Secret room (after Mantis fight).

Caves


Description: This cave system has jamming, so you won't be able to just follow the radar out. There's a crawlspace to the northwest leading to the next area, after which the cave system goes east. There are two crawlspaces in the east, one leading east to the exit (leading to the Underground Passage), and one leading south to a stash of items (see below).

Opposition: DOG - Patrolling western cave. DOG - Patrolling eastern cave. PUPPY - Eastern cave. Will not attack, but will alert other Dogs.

Common Items: RATION - (VE,E,N) East of the entrance, then north. RATION - (VE,E,N) Southeastern stash (see above). RATION - (VE,E,N) Next to the northeastern exit. SOCOM AMMO - (VE,E,N) East of the entrance, then south. FA-MAS AMMO - (VE,E,N) Through first crawlspace, then east, north, and west. FA-MAS AMMO - (VE,E,N) Southeastern stash (see above). PSG1 AMMO - (VE,E,N) Through first crawlspace, then east, north, and east. PSG1 AMMO (x2) - (VE,E,N) Southeastern stash (see above). PSG1-T AMMO - (VE,E,N) Through first crawlspace, northwest corner. PSG1-T AMMO - (VE,E,N) Through first crawlspace, then east, north, and east. PENTAZEMIN - (VE,E,N) Southeastern stash (see above).

Underground Passage


Description: This is a long thin passage. The exit to the south leads to the Caves, and the LVL 6 Door to the north leads into Communication Tower A. There's a small catwalk on the north end. There are also six small alcoves on the west and east side of the passage on the way north.

Opposition: CLAYMORE (x14) - Scattered around the southern end. SNIPER WOLF - Will ambush you once you pass the Claymores. AUTO-GUN - Stationed in the northeastern-most alcove on the way to the north end.

Common Items: PSG1 AMMO - (VE,E,N) Northwest corner of first square area. PSG1 AMMO - (VE,E,N) Northeast corner of first square area. PSG1-T AMMO - (VE,E,N) Southeast corner of first square area. PSG1-T AMMO - (VE,E,N) Southwest corner of first square area. PENTAZEMIN - (VE,E,N) Southwest corner of first square area. RATION - (VE,E,N) Northeastern-most alcove. RATION - (VE,E,N) Just southeast of the catwalk. M9 AMMO - (VE,E,N) On north catwalk. SOCOM AMMO - (VE,E,N) On north catwalk. FA-MAS AMMO - (VE,E,N) Beneath catwalk stairs. PSG1 AMMO - (VE,E,N) Southwestern-most alcove. PSG1 AMMO (x2) - (VE,E,N) Beneath north catwalk.

Communication Tower A


Description: This is a tall tower leading up to the communication dishes. It's largely stairs leading up the 27 floors. The entry corridor leads from the Underground Passage. The 9th floor door leads out to the Communication Tower Corridor, but is frozen shut. The 27th floor ladder leads out to the Communication Tower Roof.

Opposition: IR SENSORS - These sensors are situated just as you come out of the entry passage. They cannot be avoided, and will result in... SOLDIERS - These are infinite Soldiers attacking from behind you, and they begin attacking from ahead of you as you climb several floors.

Unique Items: : ROPE - (VE,E,N) Just past the IR Sensors.

Common Items: SOCOM AMMO - (VE,E,N) In the entry passage. FA-MAS AMMO - (VE,E,N) In the entry passage. STUN.G - (VE,E,N) Just past the IR Sensors. RATION - (VE,E,N) Base of the tower. SOCOM AMMO (x3) - (VE,E,N) Base of the tower. FA-MAS AMMO (x3 VE, x2 E,N) - Base of the tower. RATION - (VE,E,N) 9th floor. SOCOM AMMO - (VE,E,N) 9th floor. FA-MAS AMMO (x2) - (VE,E,N) 9th floor. STUN.G - (VE,E,N) 9th floor. RATION - (VE,E,N) Top floor. SOCOM AMMO - (VE,E,N) Top floor. FA-MAS AMMO - (VE,E,N) Top floor.

Communication Tower Roof A


Description: You won't spend too much time up on this roof. The only obvious exit is the way you came in, leading back down to Communication Tower A. The other way out is by using the ROPE from the last area to climb down and reach the Communication Tower Wall.

Opposition: HIND D HELICOPTER - Attacking from the sky, and you're helpless.

Common Items: STUN.G - (VE,E,N) Just south of the entry door.

Communication Tower Wall


Description: This area is solely for your wall rappelling that you'll have to do to avoid the Hind and reach the Communication Tower Corridor. Only way is down, and there are two support struts to land on your way.

Opposition: HIND D HELICOPTER - Attacking from the sky, and you're still helpless.

Common Items: RATION (x2): (VE,E,N) On your way down the wall.

Communication Tower Corridor


Description: This is a walkway connecting the two communication towers, so one doesn't have to climb all the way up to get to the other side. Well, you had to do that, anyway, as your entry here is from the Communication Tower Wall. Other exits include the south door, leading back to Communication Tower A (which you'll need C4 to open), and the northwest door, which leads to Communication Tower B.

Opposition: SOLDIER (x3) - These guys are perched at the corner of the walkway, and they're pretty decent shots, so some long-range work might be in order. HIND D HELICOPTER - Liquid will find as you round the corner, so get moving and inside the door.

Unique Items: : STINGER - Northwest room.

Common Items: RATION - (VE,E,N) Entry point. RATION - (VE,E,N) Walkway corner. M9 AMMO - (VE,E,N) Entry point. C4 - (VE,E,N) Entry point. STINGER AMMO - (VE,E,N) Northwest room.

Communication Tower B


Description: This is tower is roughly identical to the first one, with 27 floors, roof access, a door at the 9th floor connecting to the Communication Tower Corridor, and a ground floor entryway, leading to the Snow Field. The major differences are a working elevator, connecting the ground floor and the 9th floor, and the fact that the majority of the lower stairs are destroyed. You won't be going to the ground floor until you visit the roof.

Opposition: AUTO-GUN: 11th floor. AUTO-GUN (x2): 15th floor. AUTO-GUN (x3): 19th floor. AUTO-GUN (x4): 23rd floor. SOLDIERS (x4): In the elevator, and you'll fight them once you get underway. AUTO-GUN: In the first room of the ground floor passage. AUTO-GUN (x3): In the ground floor exit passage.

Common Items: SOCOM AMMO - (VE,E,N) 9th floor. FA-MAS AMMO (x4) - (VE,E,N) 9th floor. GRENADE - (VE,E,N) 9th floor. RATION - (VE,E,N) Top floor. FA-MAS AMMO - (VE,E,N) Top floor. STINGER AMMO (x3) - (VE,E,N) Top floor. CHAFF.G - (VE,E,N) Top floor. RATION - (VE,E,N) Base of tower. M9 AMMO - (VE,E,N) Base of tower. FA-MAS AMMO - (VE,E,N) Base of tower. PSG1-T AMMO - (VE,E,N) Base of tower. CHAFF.G - (VE,E,N) Base of tower. PSG1 AMMO (x2) - (VE,E,N) First room before the ground floor exit passage. SOCOM AMMO (x2) - (VE,E,N) Ground floor exit passage. FA-MAS AMMO (x2) - (VE,E,N) Ground floor exit passage. PENTAZEMIN - (VE,E,N) Ground floor exit passage.

Communication Tower Roof B


Description: This is the other half of the tower roofs. There's very little walking space here, due to several structure lying around. The only exit is the way you came in, back to Communication Tower B.

Opposition: HIND D HELICOPTER - Now that you have the STINGER, you can finally take this chopper down.

Common Items: RATION - (VE,E,N) West edge. BANDAGE - (VE,E,N) South stairs. STINGER AMMO - (VE,E,N) East edge.

Snow Field


Description: As expected, this is a large snowy field, dotted with several trees. There are also seven bunkers in the area, containing lots of stuff. Exits are the south door, back to Communication Tower B, and the western bunker on the north wall, which leads to the Blast Furnace. The middle bunker on the north wall is sealed by a LVL 7 Door.

Opposition: SNIPER WOLF - Your second fight with the femme fatale occurs just as you enter the area. AUTO-GUN (x2) - East wall, southern bunker. AUTO-GUN (x2) - North wall, western bunker. AUTO-GUN - West wall, northern bunker. AUTO-GUN (x2) - West wall, southern bunker. CLAYMORE (x5) - North wall, eastern bunker.

Unique Items: : BOX 3 - West wall, northern bunker.

Common Items: RATION - (VE,E,N) South part of field. RATION - (VE,E,N) North wall, eastern bunker. RATION (x2) - (VE,E,N) West wall, southern bunker. BANDAGE - (VE,E,N) West wall, southern bunker. BANDAGE - (VE,E,N) Truck in southwest corner. SOCOM AMMO - (VE,E,N) North wall, western bunker. SOCOM AMMO (x2) - (VE,E,N) East wall, northern bunker. FA-MAS AMMO (x3) - (VE,E,N) East wall, northern bunker. PSG1 AMMO - (VE,E,N) Southeastern part of field. PSG1 AMMO - (VE,E,N) East wall, northern bunker. PSG1-T AMMO - (VE,E,N) Southwestern part of field. PSG1-T AMMO - (VE,E,N) East wall, northern bunker. NIKITA AMMO (x4) - (VE,E,N) West wall, northern bunker. GRENADE (x2) - (VE,E,N) East wall, southern bunker. CHAFF.G (x2) - (VE,E,N) East wall, southern bunker. STUN.G - (VE,E,N) North wall, eastern bunker. M9 AMMO - (VE,E,N) North wall, middle bunker (LVL 7). STINGER AMMO (x4) - (VE,E,N) North wall, middle bunker (LVL 7).

Blast Furnace


Description: This toasty warm area has three floors, but it's tough to get between floors. Going down, you can drop from the railings, as long as there's ground beneath you. There's another way to go, too, which works going both directions. On the top floor, the wall is wide enough to inch along. Just be careful of the pulley system overhead; be prepared to duck. Exits are at the top floor, southeast side, leading to the Snow Field, and the bottom floor, northeast side, leading to the Cargo Elevator. Steam vents line the southeastern section, ground floor. Falling into the molten stuff is an instant kill.

Opposition: SOLDIER - Patrols top floor, southeast side. SOLDIER - Patrols second floor and ground floor. AUTO-GUN (x2) - South section, ground floor, beyond the steam vents.

Unique Items: : B.ARMOR - South section, ground floor

Common Items: RATION - (VE,E,N) Northwest corner, ground floor. RATION - (VE,E,N) Northeast corner, ground floor. M9 AMMO - (VE,E,N) South section, ground floor. SOCOM AMMO - (VE,E,N) Southwest corner, top floor (on the edge). SOCOM AMMO - (VE,E,N) North wall, second floor, beneath the stairs. FA-MAS AMMO - (VE,E,N) Northwest corner, ground floor, beneath the stairs. PSG1 AMMO (x2) - (VE,E,N) Southeast area, ground floor. STINGER AMMO (x2) - (VE,E,N) South section, ground floor. NIKITA AMMO (x2) - (VE,E,N) Southeast area, ground floor. CHAFF.G - (VE,E,N) South section, ground floor. STUN.G - (VE,E,N) Top floor. STUN.G - (VE,E,N) Northeast corner, ground floor. C4 - (VE,E,N) Southeast corner, second floor.

Cargo Elevator


Description: This area consists of three floors, connected by two large cargo elevators. The top floor exit leads to the Blast Furnace. The bottom floor exit leads to the Warehouse.

Opposition: SOLDIERS (x4) - These guys will attack as you descend the first elevator. AUTO-GUN - South wall of the middle floor.

Common Items: RATION - (VE,E,N) Middle floor, southeastern corner. RATION - (VE,E,N) Ground floor, east side. M9 AMMO - (VE,E,N) Top floor, behind southeastern crate. M9 AMMO - (VE,E,N) Middle floor, northeast of lower elevator. SOCOM AMMO - (VE,E,N) Top floor, northwest corner. SOCOM AMMO - (VE,E,N) Middle floor, northwest of lower elevator. FA-MAS AMMO (x4) - (VE,E,N) Scattered around top floor. FA-MAS AMMO - (VE,E,N) Middle floor, northeastern corner. FA-MAS AMMO - (VE,E,N) Middle floor, western edge. PSG1-T AMMO - (VE,E,N) Top floor, northwest corner. NIKITA AMMO (x2) - (VE,E,N) Ground floor. C4 - (VE,E,N) Ground floor, west side. CLAYMORE - (VE,E,N) Middle floor, southwestern corner.

Warehouse


Description: This chilly warehouse is full of large crates, and that's about it. Exit to the south leads to the Cargo Elevator. Exit to the north (LVL 7 Door) leads to Warehouse North.

Opposition: VULCAN RAVEN - Your enemy your first visit here. SOLDIER - Patrolling west area after taking back PAL KEY. SOLDIER - Patrolling east area after taking back PAL KEY.

Unique Items: : CARD LVL 7 - Given by Raven after you defeat him.

Common Items: RATION - (VE,E,N) Northeastern corner. SOCOM AMMO - (VE,E,N) East side. NIKITA AMMO - (VE,E,N) Southwestern corner. NIKITA AMMO - (VE,E,N) Southeastern corner. CLAYMORE - (VE,E,N) West side.

Warehouse North


Description: This area consists of a tiled floor leading to catwalks, suspended over a waterfall. The south exit leads to the Warehouse. The north exit leads to the Underground Base. There are two loose tiles in this room, both in the passage to the catwalks.

Opposition: SOLDIER - Patrols the lower catwalks. SOLDIER - Stands guard on the eastern high catwalk. AUTO-GUN (x2) - Bracketing the northern door.

Common Items: RATION - (VE,E,N) Middle of the entry passage (between the two trap doors). M9 AMMO - (VE,E,N) East of the southern exit. STINGER AMMO - (VE,E,N) In front of northern exit. STINGER AMMO (x3) - (VE,E,N) On the eastern high catwalk. CHAFF.G - (VE,E,N) West of the southern exit.

Underground Base


Description: The dominating feature of this room is Metal Gear REX, perched in the very center. A harmful drainage ditch runs around the ground floor, and catwalks extend up two floors, winding around to a the Underground Base Control Room at the south end of the third floor. Exits are to the south on the ground floor, leading to Warehouse North, and a new exit is created once you use the three keys to the Supply Route.

Opposition: AUTO-GUN - In the northwestern corner of the ground floor. SOLDIER - Patrolling the eastern catwalks. SOLDIER - Patrolling the western catwalks.

Unique Items: : TIME BOMB - Placed at a random point in the drainage ditch. PAL KEY - Regained once you destroy the rat that has it.

Common Items: RATION - (VE,E,N) Ground floor, west side, near water. RATION - (VE,E,N) In drainage ditch, east side. RATION - (VE) In drainage ditch, east side. BANDAGE - (VE,E,N) Middle floor, west side. SOCOM AMMO - (VE,E,N) Ground floor, east side, near water. SOCOM AMMO - (VE,E,N) In drainage ditch, west side. SOCOM AMMO - (VE) In drainage ditch, south side. SOCOM AMMO - (VE,E,N) Top floor, west side. SOCOM AMMO - (VE,E,N) Top floor, southwest corner. FA-MAS AMMO - (VE,E,N) Ground floor, east side, near water. FA-MAS AMMO - (VE,E,N) In drainage ditch, beneath the bridge. FA-MAS AMMO - (VE,E,N) Middle floor, in front of REX, from east side. FA-MAS AMMO - (VE,E,N) Top floor, northeast corner. FA-MAS AMMO - (VE,E,N) Top floor, west side. STINGER AMMO - (VE,E,N) Ground floor, just east of the stairs to the middle floor. STINGER AMMO - (VE,E,N) Top floor, southeast corner. CHAFF.G - (VE,E,N) Ground floor, west side. CHAFF.G - (VE,E,N) Middle floor, just up the stairs. CHAFF.G - (VE,E,N) Top floor, east side.

Underground Base (Control Room)


Description: This small control room contains the laptops which can override REX's systems. The main door will lead you back to the Underground Base.

Opposition: CAMERA - Southwest wall. CAMERA - East wall. (If either Camera spots you, gas will be released)

Common Items: RATION - (VE,E,N) Just outside the door. BANDAGE - (VE,E,N) South side of the room. STUN.G - (VE,E,N) Southeast corner of the room.

Supply Route


Description: This large room is used to ferry in supplies for the base. For your purposes, it serves as a big arena to fight your last couple of bosses. You got here from the Underground Base, and the only way out is the aptly named Escape Route, which you'll find automatically.

Opposition: METAL GEAR REX - Your first adversary here. LIQUID SNAKE - Your second adversary here.

Common Items: RATION - (VE,E,N) You may get lucky and find one around here. STINGER AMMO - (VE,E,N) Dotted all around the room.

Escape Route


Description: This area will serve as your way out of here. It leads to a small garage with a couple of jeeps, and then to a slanted tunnel leading to the surface, after a couple of checkpoints.

Opposition: SOLDIERS - Unlimited Soldiers will follow you into the area once a Camera automatically spots you. SOLDIERS - There are a couple of Soldiers to fend off at each of the two checkpoints. LIQUID SNAKE - Your brother tails you in a jeep on your way out.

Common Items: RATION - (VE,E,N) Just west of your entrance. RATION - (VE,E,N) Southwest corner of the garage.

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CHEATS/SECRETS


Check out our Metal Gear Solid: The Twin Snakes Cheats Page for a long list of cheats, secrets, Easter eggs, and such!

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