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Strategies for Metal Gear Solid (or in fact, for the most part, The Twin Snakes)

I have to admit of all the Metal Gear games, I have played MGS1 far more than any other, and so I've produced this lovely little free strategy guide so that you can get help or advice if you're stuck anywhere in the game. Enjoy!

01 - Dock

After the cutscene and following the elevator's ascent, go into the water and pick up the food ration behind the barrel. Come out of the water and crawl under the pipe next to the big container. Press up against the wall in front of you until the guard ahead has turned round and gone back the way he came. Follow him (he won't spot you) and when he turns right at the end, follow. Cross the big open space (try not to run in the puddle cos it'll make a noise!) and hide behind the mini fork-lift truck there. Pick up the food ration. Keep an eye on your radar so that when a guard comes up from the south, you can just hide behind the truck so he doesn't spot you. The elevator will come down. When the coast is clear, run to the elevator and enjoy the ride!

02 - Heliport

Watch the cutscene and chat to Mei Ling for the first time. You can now save the game at any point in the game. The Hind will fly off. Snake will observe his surroundings and then it's back to you. Go to the helipad directly ahead of where you started the level. Climb up the steps and wait for the searchlights to move away. Dash across the helipad keeping to its left. Run down the slope on the left hand side of the helipad and wait at the edge. When the searchlights part away from each other, dash across and grab the chaff grenades then run back down the slope. Go into the small room on the left of the screen and map where there is a surveillance camera. Either creep round the walls avoiding its sight or lob a chaff grenade to get past without raising the alarm. Pick up the box of three stun grenades. Make your way back out of the room and into the truck north of the helipad. Behind the box in here is your first gun, the Socom pistol - it is best for you to pick this up now as it'll take the place of the thermal goggles later if not. When you've got this you then have to make your way to a ventilation shaft...
VENT SHAFT A (GROUND FLOOR):
Exit the truck and go round the left hand side of it. There is a sleeping guard ahead standing right in front of the vent shaft underneath a surveillance camera. If you don't want to raise the alarm, create a diversion by tapping on a wall. While the guard goes to investigate, throw a chaff grenade and crawl in, or just make a dash for it and let the camera spot you.
VENT SHAFT B (GANTRY):
Exit the truck and while the guard on the east of the Heliport is near the helipad, run round the right hand side of the helipad and under the surveillance camera near the stairs. Be careful when you go up the stairs as there is a guard up here. Wait for him to be walking along the gantry towards the west of the Heliport before running that way too and dropping down into a crawl at the vent shaft which is in the second dent in the wall you come to.

03 - Ventilation Shafts

VENT SHAFT A:
Crawl forwards until you reach a T-junction. If you need a food ration, go left and crawl to the end of the tunnel (you can also watch a cut-scene down here) then go back. If you don't need a ration, take the right junction. You should see some mice ahead. Follow them all the way. You'll get a call from your old friend Master Miller. After you hang up, you have to crawl through some water ahead - don't linger or your O2 guage will go to nothing and your life will start decreasing. When you come out the water the other side, follow the mice again until you reach the end of the tunnel.
VENT SHAFT B:
Crawl along the tunnel. You'll get a call from Master Miller before too long. He's your old buddy who can help you with tactical advice. After you've chatted to him, continue along the vent. You'll reach a grate and a cut-scene will occur. Keep crawling! Eventually you'll reach an area where you can drop down. Grab the ration ahead if you need it and then press O above the opening to climb down the ladder into the Tank Hangar.

04 - Tank Hangar

FROM VENT SHAFT A:
Make sure the guard on this level isn't near you when you leave the vent or he'll see you and raise the alarm. Crawl out of the vent and stand up. Check your radar to watch his position. When the coast is clear, run to the south of the screen and along the bottom until you're on the other side of the Tank Hangar (the same side as the staircase). There is another guard going around the other tank here. When he's not near you, dash up the stairsace and be careful when you get to the top. There's a surveillance camera here. Either use chaff or, when it's facing the other way, run under it and wait for it to point towards the stairs again before you run along the gantry. Run along until you reach a big open door. In here are the ever useful thermal goggles but also another surveillance camera. Use the same trick again to get past successfully and the head back down the stairs. Go under the stairs to pick up a box of SOCOM bullets then head to the elevator nearby and call it by pressing the button on the control panel to its right (O button).
FROM VENT SHAFT B:
Climb down the ladder and pick up the chaff grenades near you on the left. Then head to the right hand side of the screen where there'll be a surveillance camera. Either use chaff or wait for it to face the other way, run under it, and wait for it to move again before you run out along the gantry. Run along until you come to a large open door (on the east of the Tank Hangar) and go in. The thermal goggles are here waiting to be picked up, but there is also another surveillance camera here too. Use the same trick as before and grab the thermals. Exit the room then continue along the gantry. When you approach the stairs on the west of the gantry, watch out for yet another surveillance camera. Run down the stairs when the coast is clear and run under the stairs to pick up a box of SOCOM bullets. Then head to the elevator nearby on the north wall and call it by pressing the button on the control panel to its right (O button).

05 - Cell B1

You step out of the elevator to find a quiet corridor. There are two doors but neither of which you can open becuase you don't have a security card yet. Run to the end of the corridor where there is a ladder. Next to the ladder is a shot vent shaft with a ration in it if you need it. Climb the ladder. Inside crawl along until you reach a junction where you can either continue or turn left. Turn left. Spy through the two grates and pick up the SOCOM bullets. Return back to where you were a minute ago and proceed up the vent. Turn left at the end and look down into a red-haired woman's cell (this is Meryl). Then continue up the vent and look down into the DARPA Chief's cell. Cue cut scene. Once the DARPA Chief has died, pick up the ration under his bed and wait a bit for Meryl to unlock your cell door. Leave the cell. Cue second cut scene. Three guards will enter the room. Take them out with your SOCOM. Continue to do this as more guards enter. At one point they will throw grenades in at you. Run to the right hand side of the door when this happens so that you are outside the grenades' blast radius. Then continue shooting the guards. When the radar returns to normal, leave the cells. Cue another cut scene. Re-enter the room where you took out the guards and pick up the SOCOM bullets in the office and toilet. Go back to the left and make your way down to the second floor basement in search of the ArmsTech President.

06 - Armoury B2

This area is empty at the moment so you can have a good look round in peace. First open all the doors of the different chambers you can and watch out for floor traps. If you stand on them too long you fall down! Go into all the chambers you can and stock up on SOCOM bullets, grenades and C4. Go to the north of the Armoury and look at the walls either side of the elevator. The areas where the walls are bluish is where you can blow holes in them with C4. Stick some C4 to the floors of walls of the blue areas and blow them open. Pick up the stun grenades and chaff grenades and some more C4 then head to the southwest of the Armoury. There is another blue wall here. Stick some C4 to this and blow it open. Go through into the Armoury South.

07 - Armoury South

Go down the corridor ahead until you come about two thirds down where the wall is blue. Blow this open with C4. You are now in another corridor. You can blow up the end of this corridor for use later if you want (there are gun cameras on the other side and a box of C4. There are also two doors which are higher security than you currently hold). But also in the corridor that you are in is another blue area (facing north) that you can blow open. Do so. If you go into first person, you should be able to see Kenneth Baker - go in and help him. Cue cut scene...

BOSS BATTLE 1 - REVOLVER OCELOT
Ocelot challenges you to a gunfight. You'll need your SOCOM pistol equipped for this as that's the only gun you currently possess. Run around Baker avoiding the wire and shooting Ocelot at convenient times (usually when he's reloading as he sometimes stops to do this) and to slow Ocelot down a bit, throw a stun grenade if you wish or if you're close enough, throw a punch at him! Don't kill Baker or it's game over. If you need more ammo, there are three boxes at the top of the room (one you'll have to crawl for becuase it's under the wires). Keep following Ocelot round and sometimes change direction to make his life harder. Watch out for his bullets as he doesn't always aim at you, but calculates the ricochet angle so they still hit you! In the top corner of the screen, your health, Baker's health, Ocelot's health and Ocelot's bullet guage will be displayed. This is useful so you can check when Ocelot's about to run out of ammo. When you finally defeat him, watch the cut scene that follows...
 
After the ninja has come and the second hostage rescue proves a failure as well, leave the Armoury South and head back into the Armoury. You'll have to call Meryl at some point on frequency 140.15, but you don't have to yet. Watch out as you return to the Armoury as it is now filled with guards!

08 - Return to the Armoury B2 (following the battle with Revolver Ocelot)

You must now be careful as guards are patrolling the area. Sneak around carefully. The chamber that is in the southeast of the Armoury requires a level 2 card which you now have. Open the door and go in. Crawl under the infrared beams (use your thermal goggles or cigarettes to see them) to claim the FA-MAS rifle and bullets. Come back out of the chamber and back to the elevator. Take the lift down to the Tank Hangar.

09 - Return to the Tank Hangar (following the battle with Revolver Ocelot)

Once you've fought Revolver Ocelot, you'll have the level 2 PAN card. Now you can open three rooms on this floor and Meryl'll open another. First of all, head from the elevator to the room numbered 1 on the east of the ground floor of the Tank Hangar. There's a sleeping guard in here so don't wake him (NB: If you've been spotted before, the guard will be awake and it'll be easier to get past him if you just strangle him). Pick up the Socom surpressor and equip it with your gun to attach it. This'll quieten your shots next time you use it and so won't raise the alarm. Exit the room and head upstairs. The guard that was below will now be patrolling the east side of the gantry so be careful that he doesn't hear your footsteps (try crawling). Go into the room near the staircase and collect the cardboard box then run (or crawl) round to the other side and go into the room numbered 2 and pick up the mine detector. Be careful that the guard isn't outside the door when you come to leave or he'll spot you! The room where the thermal googles were is now locked so I hope you picked them up earlier! Give Meryl a ring and return to the ground floor. Wait a bit if necessary and then she'll open the large door numbered 5 adjacent to the elevator. There are infrared beams in here so use your thermal goggles or cigarettes to see them and go under each one one at a time. When you get to the door at the other end open it and proceed into the Canyon!

10 - Canyon

You'll be outside again for the first time since the Heliport. Before too long you'll get a call from "Deepthroat" warning you about mines and that you should use a mine detector. Take his advice and equip your mine detector. On your radar, mines will show up as yellow cone shapes. Drop to a crawl to pick them up and retrieve them safely. Equip your chaff grenades and rations. Continue along the Canyon until the game switches to a cut scene...
 
BOSS BATTLE 2 - VULCAN RAVEN IN THE M1 TANK
From the start, throw a chaff grenade to temporarily disable the tank's main gun. Now equip your grenades. Run up to the tank and throw a grenade into the hole where the gunners sit. If it lands near the hole, the gunners' life will be decreased by one, but if it lands in the hole, it'll go down by two. Keep throwing chaff once they wear off so that the main gun is never active. To slow the tank down a bit, try setting claymore mines (that you picked up just now) under the caterpillar tracks of the tank but don't get run over! If you need more chaff or grenades, there are a couple of boxes on either side of the Canyon. Keep throwing grenades into the gunners' hole until their life reaches 0.
 
Once the fight is over, Snake will collect a level three PAN card from the dead Genome Solider by the tank and open the door on the other side of the Canyon. Welcome to the Nuclear Warhead Storage Building aka the Nuke Building!

11 - Nuclear Warhead Storage Building 1

You'll find yourself in a largish room that slopes downwards. On the left hand side of the room is a ledge with a ration at the end. Go pick it up. Then go to the north of the room, down the slope. The door won't open fully but it's open a crack at the bottom. Crawl under it when the coast is clear on the other side. You can't equip most weapons in this room in case the warheads leak dangerous chemicals so you'll just have to stick to unarmed combat if you need to fight. When you stand up on the other side of the door you just crawled under, press flat against the crate to your left and wait for the coast to be clear before you continue towards the west of the room (there's a guard around here who patrols around the warheads) Then run up the stairs when the guard on the gantry is walking the other way. Throw/strangle him if necessary. Quickly press the control panel next to the elevator and select B1.

12 - Nuclear Warhead Storage Building B1

Once you've arrived on the 1st floor basement, you'll notice that this level is smarter looking than the other levels you've seen so far. Straight ahead is a level 3 door. Go and open it. On the right hand side of the room, a guard is patrolling. Another guard patrols the left but he is away at the moment using the bathroom. They alternate though, so as the other guard comes back the one on the right will leave etc. Carefully go around the room hiding behind boxes and under tables if necessary to avoid the guard and go into all the rooms you can using your level 3 card. You'll pick up the Nikita rocket launcher in one of the rooms on the right. You'll need this in a minute. But first, head back to the elevator and go down to B2.

13 - Nuclear Warhead Storage Building B2

As you step off the elevator, you'll find yourself in a small room. If you flatten against the east wall you can see Dr Emmerich inside the lab where you need to be. Open the level 3 door in the room you're in and go though into the long corridor ahead. The floor here is electrified so you'd be thick to try and walk along it... Also the place is filled with toxic gas so if you see your O2 guage has almost run out, go back to the other room. You'll get a call from Deepthroat again. Use your remote contolled missile launcher the Nikita, to fire a missile and go into first person to guade it over the electrified floor. When it reaches the T-junction, turn right. Then go through this room and up to the other end watching out for the gun cameras. Go through the doorway at the end and then guide it right and then through another doorway. To the missile's left now will be the generator. Aim straight at it. BOOM. Goodbye electric floor! Now you can walk down here and open all the doors. Inside one of them is a gas mask. This is very useful. Throw chaff to disable the gun cameras at any time. When you reach the end of the corridor, turn to Snake's left (the screen's right) and disable this gun camera then open the door that has "Hal's Lab" scrawled across it in graffiti. The gas is gone. Go through the two little rooms here then into the long corridor ahead. There are loads of Genome soldier corspes lying around and blood everywhere. All you have to do is stop whoever killed all them from killing Dr Emmerich! Run up the corridor, picking up bullets along the way and you'll see a cut scene. Go into the room at the end of the corridor and into the Lab...

14 - Lab B2

As you enter, the game will go into a cut scene. Snake will see that the Ninja is advancing on a terrified Dr Emmerich. The Ninja demands you to fight him...
 
BOSS BATTLE 3 - THE CYBORG NINJA
Ignore your weapons for this battle (well you can use chaff grenades [yes chaff] if you want but it doesn't help that much). If you use any firearms, the Ninja will just deflect your bullets with his sword and you just end up wasting bullets. There are five parts to this battle. First, whenever you get near to the Ninja give him a PPK (punch, punch, kick) combo and watch his life decrease. If you ever need a ration there's one behind the glass windows on the west of the Lab. For the second stage, the Ninja will be a bit more sneaky. He will jump about and if he lands on you you'll lose life! For the third stage, he will disguise himself in stealth camoflague so that he's hard to spot. You can easily put on your thermals and spot him, but you don't really need to as he always tends to hide in the same places. When you find him give him a PPK and he will jump away. Keep running round and repeating this proccess whenever you find him. For the penultimate stage, the masochistic Ninja will tell you he wants you to hurt him. Strange. But be careful. As you go to hit him he will disappear only to attack you from behind. The moment he vanishes, quickly run out of the way and when he appears again, throw a punch before he can hit you. If you find this tricky, use the chaff to immobilise him. Finally, the Ninja will act the strangest so far. Move away from him. Don't try to punch him because a field of electricity protects him and you'll only get yourself injured if you get too close. Instead try throwing a grenade or using your guns to attack and keep doing this until the battle is won.
 
Once the Ninja has gone, Snake will have a long chat with Metal Gear expert, Hal Emmerich aka Otacon. When he's given you his level 4 card and has left, you too can leave once you've picked up the items around the room and go back to the 1st floor basement to look for Meryl...

15 - Commander's Room B1

The moment you enter, you'll hear some fairly calm music (Mantis' hymn) becuase Psycho Mantis is nearby. Run up the corridor and wait for Meryl to follow. In the cut-scene Meryl will complain about a headache. Go into the room ahead and run round a bit. Equip your rations and stun grenades. They'll come in handy in a minute. The doors will close and there'll be no way out of this room. Run around a bit more before the game goes into another cut-scene. Meryl will start acting strangely and pointing her gun at you. Throw a stun grenade to knock her out. Mantis will finally reveal himself and read your mind (or should I say, your Memory Card?) and demand a fight from you!
 
BOSS BATTLE 4 - PSYCHO MANTIS
As with your last battle (with the Ninja) this battle will be in parts. Start the battle by making your life easier and plugging your PlayStation controller into port #2 (or port #4 on the Gamecube). If you're playing the PC version, you won't be able to do this, so shoot the busts on either side of the room to distract Mantis a bit. You've already done phase one and knocked out Meryl, but now, Mantis will try to read your mind. But he can't becuase you've confused him by plugging your controller into port #2. Get out your FA-MAS and shoot him whenever you get the chance. When the screen goes black don't panic, it's just Mantis playing around. Mantis will levitate objects. When he does this, take cover behind a large piece of furniture. For the third part of the battle, he will do the sama as the Ninja and disguise himself in stealth camoflague. Get out your thermals and shoot him several times! If you go into first person, you can see things from a Mantis-eye view so that can come in handy sometimes! Mantis will later focus on Meryl again. When he does this just throw some more stun grenades. Finally Mantis will disappear and try and attack you by surprise and also make many of the objects in the room move together. Watch out and shoot him whenever possible! When Mantis is beaten he'll open a hidden door behind a bookcase before dying and so now you and Meryl can go through the door and into the Cave beyond...

16 - Cave

Snake and Meryl will find themselves in a dark cave and Meryl will lead on. From the start, run to the far east of the Cave and pick up the bullets and ration here. If you look through the gap in the wall near the ration, you can see where Meryl's got to. Now go back the way you came and select the stun grenades and rations. Go north up the snow and drop to a crawl to get into the main section of the Cave. However watch out! There are wolf-dogs around here so don't let them see you crawl out. Once you're on the other side, stand up and throw a stun grenade. Then run north until you reach a puddle. Turn right and run south again. If you need to, throw another stun grenade again. On the right of the screen there is another gap to crawl through. Crawl through and stand up on the other side. Meryl is here. Select either cardboard box and then unequip it. Punch Meryl and then quickly reselect the box by pressing L1. Meryl will call a wolf-dog puppy to urinate on your box. But now it smells like the wolves and this will have its uses later...
Pick up the ration here then open the door and go through into the Underground Passage.

17 - Underground Passage

Ahead of you and Meryl lies the long Underground Passage, but going along it isn't going to be as easy as it looks. Meryl will warn you about Claymore mines. Put on your thermal goggles, drop to a crawl and retrieve them all. Then stand up and watch the following cut-scene. Meryl will be shot by FOX-HOUND member Sniper Wolf and you'll need a PSG1 sniper rifle of your own to fight her, but the only one you can lay hands on is all the way back in the Armoury! Leave the Underground Passage and Meryl on the floor...

18 - Going back for the PSG1

You need to go back to the Armoury to get the PSG1 sniper rifle (but in The Twin Snakes you only need to go back to the Warhead Building B1 to get a PSG1-T). Equip your urine stained cardboard box so that the wolves are too busy admiring their own smell to attack you. You'll have to deselect the box while you crawl through the gaps though. Head back through the Commander's room and take the elevator back to the first floor and try to sneak back to the Canyon without being spotted. If you are seen, hide in the back of the cargo truck and equip your gasmask until the alert is called off. Crawl under the door again and make your way back across the Canyon. Be warned that there are nowa lot more claymore mines in place and four gun cameras too. Crawl and use chaff grenades to get across safely. Go back into the Tank Hangar (the infrared beams have gone now) and take the lift down to the Armoury in the second floor basement. Carefully go to the room numbered 5 (the northwest chamber of the six in the main Armoury) and make your way in without the guard patrolling outside seeing you. It's best to shoot or strangle him silently. When you're in, there are barrels and infrared beams so you need your thermal goggles or cigarettes. Be extremely careful here as there are beams vertically as well and if you touch any, all the guards will come in. Take your time! Pick up the rifle and bullets then carefully come back out of the room and go back to the elevator so you can return to the Underground Passage to fight Sniper Wolf!

19 - Returning to fight Sniper Wolf

The journey back from the Armoury to the Underground Passage is relatively straight forward and much the same as the journey you've just made, but in reverse. The only difference is you can now use your shiny new rifle to your advantage in the Warhead Storage Building. As you know, you can't use your weapons on the first floor, but this only applies after you've crawled under the door. Lie down before you crawl under it and equip the PSG1 and shoot all the guards in the room for a clear path back to the elevator. Take it down to B1, stock up on ammo if you want, and then head back through the Commander's Room and back through the Cave (don't forget your cardboard box!) and then out into the Underground Passage to take on Sniper Wolf!

20 - Fighting Sniper Wolf!

Meryl's gone! But Wolf's still there ready to fight you. It's time to take a diazepam, equip your rations and sniper rifle and get down on your stomach to fight the talented Sniper Wolf...
 
BOSS BATTLE 5 - SNIPER WOLF (1)
Lie down in the middle of the area that was once mined. Take a diazepam if you have them by holding open the menu at them and pressing O. Then equip your rations. You have to shoot Wolf six times to get her down. Use thermals to see her if you need to and if you want to waste life, use cigarettes to steady your hand with a sniper rifle. When you've been shot by Wolf, don't try to point the right way again becuase it'll take too long. Get up and lie down again facing Wolf. When you need ammo there's some either side. If there isn't just keep running back and forth until some appears; however it'll only appear if you don't have any ammo in your rifle at the time. Hit her 6 times and you'll be able to progress up the Underground Passage...
 
Get up and run along the Underground Passage. Pick up the PSG1 bullets a third of the way down the passage and then all the ammo under the stairs and up on the 1st floor. Save your game. No seriously. You'll see why in a minute. Sniper Wolf and Meryl are nowhere in sight. Go back down the steps and go to the only place left you haven't looked, the door numbered 6 to the right of the stairs... Cue cut-scene. Wolf will make an appearance along with two Genome Soliders. After a brief conversation, one of the guards will knock Snake unconscious with his rifle and Snake'll be dragged off to meet a couple more of his deadly enemies...

21 - Torture (Medi) Room

Snake awakes to a blinding light, unable to move. Three bosses are gathered around him: Sniper Wolf, Revolver Ocelot and their leader Liquid Snake. Once Wolf and Liquid have left, Ocelot will explain that he will "interrogate" you by electrocution with Meryl's life at stake and should you give in, he will kill her. Good luck Snake!
First, it's easier to have your controller on the floor or some surface rather than holding it becuase it's easier to do button-bashing that way! If you have a turbo-fire controller you can use this (but, as Ocelot says, auto-fire won't work). When the torture starts, repeatedly and rapidly press the O button to regain your life. After it's stopped, keep pressing it as your health will continue to increase.
Depending on what difficluty setting you're playing on, the number of rounds will vary -three in easy, four in normal, five in hard and six in extreme. Ocelot will try and tempt you to give in. Remember Meryl will die if you do so. However if you really can't go on, don't let your life dwindle to nothing as it'll be Game Over and you'll be back at your last save point! Instead hit Select to submit and let Snake spend the rest of the game hating himself and knowing that you're partly the reason that Meryl's going to die.
Once you've submitted or Ocelot's had enough of you for the moment, he'll have you taken away to a nearby cell which is pretty bare appart from a bed. Johnny Sasaki, the prison cell guard will be outside your cell making sure you don't escape... The corpse of the DARPA Chief lies in one corner and after a long chat with Campbell and the others, you'll be alone in your cell with nothing to do.
If you didn't submit, Ocelot will call you back after a short while to torture you some more in the hope you'll submit this time. After this, or if you did submit, you'll be in your cell not knowing how to escape.
Call Otacon and wait a while for the guard to make a break for the bathroom becuase of his illness. Otacon will arrive unable to free you but with some helpful items: a ration, a level 6 card, a handkerchief belonging to Sniper Wolf, and, strangest of all, a bottle of Ketchup.
Once Otacon has left and before the guard returns, lie down near the door and hold open the item menu at the Ketchup. Press O to break the bottle and spill its contents making it look like you're bleeding.
When the guard returns and sees you motionless on the floor with "blood" around you, he'll panic and go in to have a look. Get up, strangle him and get out. If this fails and he realises it is only Ketchup, don't worry. When he falls asleep lie under the bed and wait for him to wake up. He'll think you've escaped and go in for another look. Crawl out and strangle him then escape. If both of these don't work, you'll be called back for more torture by Ocelot if you haven't submitted. After this the Ninja will free you when the guard is away again. Note: if you don't try both methods of escaping, you'll kept being called back for torturing until you do. The Ninja won't come until you've tried both methods of escaping. Leave the cell after picking up the ration using your new level 6 card and pick up your equipment next to the torture machine. Once fully equipped again check your items for a time bomb that Ocelot's left (only if you didn't submit) but if you did submit, you've now got a cold from Johnny Sasaki which will alert the guards of your presence. Get the cold medicine in Nuke Building B1 to cure it, or just wait for it to stop naturally. Leave the torture room fast so as not to be shot by the gun camera and you'll find yourself back in Cell B1 of the first complex! Now get over to Communications Tower A where you were captured.

22 - Returning to the Underground Passage (following Ocelot's torture)

As with returning to the Underground Passage after collecting the PSG1, the trip is much the same, but you can now go back to the Armoury South and collect ammo and the camera from the store rooms there (if you blast through the walls). When you get to the Cave, you can use one of Otacon's presents. He's given you Sniper Wolf's handkerchief. This isn't to blow your nose on when you catch a cold, but can get you past Wolf's wolves in one piece. Equip the handkerchief once you enter the Cave and the wolves'll love your smell, not attacking at all. Go back into the Underground Passage and as you walk up to Meryl's pool of blood, Snake will flashback to the moment she was shot and you'll have a conversation on the Codec involving most of your allies. Continue up the Underground Passage and watch out for the gun camera on the right. Pick up all the ammo and items at the top of the screen and open the door numbered 6 where you were captured before. (You'll need to insert Disc 2 here if you're playing The Twin Snakes). You are now in the Communications Tower A.

23 - Communications Tower A

Ahead of you is a long corridor. Run along it and turn left at the end. Open the door and pick up the bullets and rope. The rope is essential. You'll have sounded the alarm and guards will follow. Open the next door and head straight up the staircase. Get out your rations and stun grenades and every now and then throw a stun grenade to knock out the guards. If you ever run out of stun grenades use your FA-MAS and if you run out of rations, use the body armour if you have it. Keep running until you finally reach the very top. Run left and right at the top until you reach the ladder and climb it. Open the door at the top and equip your rope.

24 - Roof of Communications Tower A

Snake will look up at the gigantic satelite dish which is on the walkway to the second tower. Run up the steps leading to the dish and watch the follwing cut-scene. Liquid will arrive in his Hind D blocking your route by destroying the dish and walkway. When you're back in control, run up to the railings with your rope equipped and start rappelling down. To rappel, press X to jump away from the wall and use the directional buttons to move left or right. Press O to walk along the wall if necessary but try not to do this as you're likely to be shot. Avoid the hot steam leaking from the tower as you go down and keep rappelling until you reach the walkway halfway down the tower.

25 - Walkway

Pick up all the ammo around here and don't worry about blowing open the door with C-4 like your allies suggest; you'll never need to go back into Communications Tower A. Equip your Nikita or PSG1 and take out the three guards that are at the far end of the walkway ready to shoot you when you come their way. Once all is clear, run along the walkway until Liquid makes another appearance. Keep running and pick up the ration. Open the door to Communications Tower B out of harm's way!

26 - Communications Tower B

Pick up the Stinger missile launcher and missiles. Go into the main part of the tower and go towards the screen and try the elevator. It doesn't work. Run down the stairs to the bottom of the tower until you reach a dead end where the steps are broken. Go all the way back to the elevator! Otacon is now here who has just used the elevator. Snake will have a chat with him and while he goes off to see what's wrong with the elevator, continue up the staircase watching out every fourth landing for some gun cameras. Throw a chaff grenade to get past and then progress up the tower. At the top climb the ladder and open the door.

27 - Roof of Communications Tower B

As you walk out, Liquid will fly up into view once more. But this time you have to fight him!
 
BOSS BATTLE 6 - LIQUID SNAKE AND HIS HIND D
You'll need your rations equipped for this battle. Watch your radar at all times and stay hidden in the shadows (preferably behind the big container) most of the time. Equip your stinger and if you ever need more missiles, there are some up the steps at the south of the screen. Keep locked on to Liquid's Hind at all times and whenever he's in view and nothing's in your way, fire at him! Keep moving around so as to dodge his gunfire and don't waste your time with chaff as he's controlling the helicopter on manual. Halfway through the battle, he'll fire a missile straight at you. Run back to the door and wait there. You won't be hurt here. Then continue the battle as before. Once the Hind starts smoking badly, fire another missile to destroy it. Liquid will first fire another missile at the roof but then his Hind will be destroyed and Otacon will call to tell you the elevator's working again. Go back down to the elevator.

28 - Communications Tower B (after the fight with Liquid's Hind)

Go back down the tower to the elevator watching out for the gun cameras again. Use the elevator which has suddenly started working again. Go down to the ground floor and as you travel down you'll find there are four stealth-cloaked Genome Soldiers in the elevator with you. Take them all out one by one using your FA-MAS or SOCOM and your thermals to help you spot them if necessary. When they're all dead and the elevator has stopped, leave the elevator and pick up all the ammo around the floor. Go through the door to the bottom of the screen/map and watch out for the camera in this room. Go through this room and then down the corridor watching out for three more cameras. Enter the Snowfield north of the towers!

29 - Snowfield

You're out in the snow again. Run to the right of the snowfield and go into first person. See the parachute? Pick up the ammo around here and head north to the other side of the Snowfield. But someone's out there shooting at you, blocking your route - you know that sniper sight anywhere: it's Sniper Wolf....
 
BOSS BATTLE 7 - SNIPER WOLF (2)
Get out your Diazepam and take one. Get into a good position and lie down with your PSG1 and rations equipped. Sniper Wolf will be hard to spot as she'll be wearing white. Use your thermals if necessary. She often hides behind trees, but when she comes out to shoot at you or to run to a new hiding place, shoot her. For this battle note that you can also use your Nikita and Stinger missiles. This can come in handy as it means you can hide but still attack her. Shoot her several times taking Diazepam every minute when it wears off. Once she's fallen, pick up all the ammo around the ground and then head towards her.
 
A cut-scene will involve Snake talking with Sniper Wolf who is on the ground dying. Once Wolf has died and Otacon, who came to see, has gone, go around all the rooms in the Snowfield that you can open and watch out for gun cameras and mines on the way. Once you've stocked up on everything you can, go to the room which is in the far north-west of the Snowfield and go down the staircase (change to disc 2) and enter the hot Blast Furnace!

30 - Blast Furnace

Go down the staircase and open the door. Take out the guard on the gantry with you using a Nikita missile. Pick up all the ammo about and then head down the long gantry that goes to the wall. Press up flat against the wall and edge north along the small ledge where there's a crane going back and forth. Make sure the crane doesn't hit you or you'll drop down into the molten metal below! Crouch when the crane comes and let it go past then stand up again and carry on until you reach the other gantry. Run along this gantry and down the steps taking out the guard here if necessary with a C4 on his back or maybe just shooting him. Pick up the things around the floor but don't get too near the molten metal in case you fall in. Opposite the main door (in the north-east corner of the Blast Furnace) there's a steam room. You don't really have to go down here but if you want the body armour go in and watch out for the hot jets of steam. When you get to the south-west of the little steam room, crawl under the pipes and pick up the body armour and ammo (minding the gun cameras) and then head back. Go through the main door opposite the steam room to the Cargo Elevators.

31 - Cargo Elevators

When you go up or down the cargo elevators there isn't usually much to do. However the first time you go down the first one after leaving the Blast Furnace, three guards spring out on you and you have to fight them on the way down! When you get to the change-over point, watch out for the gun camera and claymores. Pick up ammo if necessary and then head down the next elevator. Later on when you're going to and from the Blast Furnace with your PAL key you'll get a few calls concerning Naomi Hunter...

32 - Warehouse

The moment you enter the games goes into a cut-scene. Vulcan Raven is waiting to do battle with you and this time he means to put you to an end once and for all!
 
BOSS BATTLE 8 - VULCAN RAVEN
This is one of the trickiest battles you'll have to fight. Get out your rations (so that you can use them and also so they don't freeze!) and note that it is possible to complete this battle without losing any health (I've done it so it must be easy!) Keep out of Raven's sight at all times and don't bother with the Nikita missiles as he's likely to spot them and shoot them down. You can also use Claymores too but don't tread on them. Run around and when you get to a junction, equip your Stinger. Lock onto Raven and follow him around for as long as necessary when he's in your view quickly fire a missile then run away before he spots you. Keep repeating this process until he loses all his health and then watch the cut-scene.
 
After Raven has given away part of the plot for you, given you a Level 7 card and died, open the door numbered 7 at the opposite end of the Warehouse into the Warehouse North.

33 - Warehouse North

You'll have to come through here five times and so watch out for the 41 (yes 41, but fewer in the Twin Snakes) gun cameras! But the great thing is they can all be confused with just one chaff grenade! (What were the terrorists thinking when they had that many put up - what a waste of time and money!) Up the steps on the right hand side of the Warehouse North are some boxes of Stinger missiles. They'll come in handy later. Watch out for two floor traps near the ration along the corridor that leads to the Warehouse and remember to throw another chaff just before the one currently active wears out!

34 - Underground Base

For the first time ever you get to see Metal Gear Rex in person! You have to fight that gigantic robot later! Watch out for the gun camera on the west of the base at all times and try and avoid going in the radioactive water for too long. When you first arrive go to the right of Rex and climb the ladder to the the next level. Cross to the next ladder, picking up ammo if necessary along the way and go up to the top gantry. Pick up all the ammo to the right of Rex and then climb the ladder onto Rex's back and then down the next ladder to the left of Rex. Run to the far top corner and get out your PSG1. Shoot the only guard that patrolls near the south of the Underground Base 3 (you may have to wait for him to come into your view). Once he's dead, go and pick up the ammo where he was patrolling. Then go up the steps towards the Control Room and eavesdrop on Liquid and Ocelot. Ocelot will shoot the PAL key from your hand. Go down to the ground floor to retrieve it. When you reach the bottom, destroy the gun camera and go looking for the key. It's likely to be somewhere in the radioactive sewage and it'll pick up on your radar with the mine detector equipped, but so will a time bomb. If you get that by mistake, throw it away immediately by holding open the item menu at it and pressing O. If you've been spotted throughout the whole game fewer than 10 times, a rat will have eaten the key - yes that's right eaten it! Find this rat and do a cruel thing and kill it to retrieve the key. Return to the Control Room with the key.

35 - Control Room

When back up at the top, throw a chaff grenade and go into the Control Room where Liquid and Ocelot had been chatting previously. Go to the nearest terminal with your PAL key equipped. Snake will enter it. Leave the Control Room. Note: if you ever get spotted you'll be trapped in and gassed - call Otacon and he'll open the door for you. You now have to change the key's temperature twice before the launch can be stopped!

36 - Freezing and heating the PAL key

After entering the room temperature key in the Control Room, you need to freeze it so that you can enter it again in its new shape. To do this you will have to go back to the Warehouse where you fought Vulcan Raven. After a few minutes the key will have turned blue (you can see when by holding open the key in the menu). Another place to freeze the key, if you feel like a longer journey, is the Snowfield, but you must hurry because the key will return to room temperature after a while! Once your key is frozen, return to the Control Room and enter it into the second terminal. Now you have to heat the key, and that means traipsing back to the Blast Furnace! Wait around for the key to warm up and turn red then return to the Control Room and enter the final key. For people playing The Twin Snakes, you don't even have to leave the Underground Base to freeze and heat the key. On a balcony in the main area which you can get to by hanging, dropping and grabbing, you can find a couple of pipes labelled Liquid Nitrogen and Steam which, if shot at, will freeze and heat the key respectively. Upon entering the third and final key, things will not turn out as you hope and you'll get an unexpected call from one of your supposed allies! The room will be filled with a poisonous gas afterwards and you'll need to call Otacon to get him to hack into security for you to open the door. As you leave the room, you'll see Liquid run off towards Rex. Follow him and enjoy the cut-scene which follows!

37 - Supply Route

Snake will go up to the Supply Route in order to stop Metal Gear Rex. This is it - what you came to Shadow Moses Island to do - DESTROY METAL GEAR AND SAVE THE WORLD!!
 
BOSS BATTLE 9 - METAL GEAR REX
This is probably and unsurprisingly the hardest battle you'll have to fight! Get out your chaff immediately and after a few seconds, just before Rex starts up, throw one and then run away towards the screen and away from Rex. Equip your Stinger and fire at the radome on Rex's left arm to confuse it. When the chaff wears off, throw another one. Keep running about and try going behind Rex to buy yourself time. Some say hide in a cardboard box by the wall but this doesn't usually work so don't bother! Keep firing missiles until you see a cut-scene and Rex is motionless - you've destroyed Rex?! NO! But then Gray Fox comes and helps you out and sadly dies. Continue the work he began and put a stop to Rex once and for all! However this time you can't use chaff and don't try running underneath it! Keep running towards Rex whenever it fires three missiles becuase they can be fatal, but Liquid can't use them on you at a short distance. Watch out for the machine gun and laser though - just keep moving! Fire at Rex until he's destroyed! Congratulations - you're reward? Hitting the wall at speed and being knocked unconscious!
 
Liquid, who wasn't killed by the massive explosion (gasp - [and cheer if you're me]) comes and takes Snake to the top of Metal Gear - yes the top. When Snake regains consciousness he finds himself tied up and Liquid in front of him desperate to finish his twin brother off for once and for all. After an incredibly long converstaion about genetics and the reason for his hatred, Liquid will point out Meryl and explain that the bomb tied to her will explode after three minutes once he's set it! Uh oh. Snake and Liquid prepare to do completely unarmed combat and the battle won't be over until either the bomb explodes and kills them all - or one of the brothers falls ten metres from the very top of Rex! It's time to fight the final battle - Solid vs. Liquid!
 
BOSS BATTLE 10 - LIQUID SNAKE
In the two and a half minutes you have to fight Liquid despite the fact that neither of you are amed, Liquid will do his best to make it an unfair battle! Start the fight by punching Liquid (do a PPK combo) and keep running about after him. Dodge his punches and if you fall off the edge just press any button to get back up quickly. Liquid will stamp on your fingers if you're hanging over the edge for too long (in Extreme, you'll just fall off and die!) and if you lie down he'll stamp on you. Once his health's gone down a fair way he'll try a differnet method and charge at you. Sidestep his attack and punch him from behind. Don't bother with throws they don't help much. If the time runs out, start again and you'll have three minutes in which to fight him! But if you can knock him off Metal Gear before then all well and good. When his health has reached nothing just punch him when he's near the edge and watch him plummet to his "death" below! (Sob!)
 
Now is the moment of truth. Did you submit to Ocelot's torture earlier? If so Meryl will be dead and Snake will be annoyed with himself. Otacon'll come and comfort him the best he can and then you'll escape, but if you survived the torture with honour see as Meryl sits up and recognises Snake instantly and they escape together feeling happy to be together again but anxious to get out alive!... The final level now - The Escape Route!

38 - Escape Route

Ignore the countdown in the top right hand corner of your screen. Meryl/Otacon will wait for you. Go outside the door and grab the ration and then grab the one by the stairs. Go into the main room and your friend will set off the alarm. Guards will come in. Avoid them for the moment and pick up a third ration next to the jeep and equip your rations. Take out as many guards as you can while your friend tries to start the jeep. Once it's started jump in. Go into first person and shoot the barrels so they explode. Meryl/Otacon will drive away. Shortly you will come to a checkpoint. Shoot the barrels and guards. At the next checkpoint there are no barrels so just shoot all the guards dead one by one. Soon, amazingly enough, Liquid Snake (yay!) will catch up with you in a jeep of his own determined to kill you. Shoot him as he weaves left and right. When he starts ramming your jeep, point the machine gun slightly to the side so it gets knocked into place. Never take your thumb off that square button! He'll start weaving again later and then he'll drive parallel to you. When he does this, point your gun slightly in front of his jeep so he keeps foolishly driving into your line of fire! Soon daylight will appear and Snake and Meryl/Otacon will collide with Liquid's jeep and spin out of control. A final set of cut-scenes finishes the game but also sets the scene for more to come in MGS2! Hooray!
After the game you'll be told how you did and awarded a codename based on your performance. Check out what yours means here!