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Metal Gear Solid-Walkthroughs

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Metal Gear Solid

-Area 1:Cargo Docks-
You start this area behind a water filtration tank. Before moving an inch, check out your map on the upper right hand corner of the screen. There are three Ration pick-ups in this level, in the water (at the bottom left hand side), behind the water filtration tank on the right sidewall, and behind the forklift at the upper right-hand corner. Study the guard's movements and patterns. Now you're ready to go. First, move to the left wall and go up. At the water filtration pipe, duck and crawl under. Past the pipe, standup and move towards the railing to the right. Run to the right wall avoiding the puddle. At the wall make a left and head to the north wall behind the forklift and wait for the elevator (it usually takes about 45 seconds). When the elevator arrives, a Genome Soldier steps out. Wait for the soldier to move out of the way and enter the elevator.
-Area 2:Heliport-
After the mission briefing study the area map. There's a ration behind the elevator and behind the cargo boxes in the snow bank. There are two exits in this level, one at the ground level and another on the balcony. From the start position, run to the heliport ramp to the north. As you enter the helipad, stop and wait for the searchlight to move up. Run by the left railing as the light moves up. In the middle of the helipad is a chaff grenade pick-up. Wait for the searchlights to cross paths and run to the center. Quickly run back to the left and down the ramp. Keep moving to wards the left wall and into a storage room with a Motion Activated Machinegun Camera (MAMC). Move underneath the camera to avoid detection. In this room is a stun grenade pick-up. Move towards the left wall while side stepping with your back against the crates. When the camera moves to the right run down to get the stun grenades. Now exit the room using the same method. To the north of the helipad is a utility truck with a socom pistol. Pick up the pistol and go to the north wall. Remember that your socom does not have a silencer yet so hold back on using it. To get to the ground level exit move to the north wall. At the north wall move to the left corner with a MAMC and a sleeping guard underneath. Staying close to the wall, crawl behind the guard and into the air vent duct behind him. The balcony level exit is a little more difficult. After picking up the socom pistol, head towards the north east corner. While hugging the wall, sidestep underneath the MAMC. Once the MAMC pans to the left, run to the right and up the steps. At the second flight of steps, watch the guard on the catwalk. Wait for the guard to move away and back. After the guard has gone, follow the catwalk to the second inlet where the air vent duct is located.
-Area 3:Vent Shaft-
Bottom Level After the cut scene, move forward to the T-junction. To the left is a ration pick-up and to the right is the exit. Heading to the right your old instructor Master Miller will contact you about how to exit the vent shaft. Following the master's suggestion, follow the rats to the exit. Balcony Level After the cut scene, follow the path to the right. Moving above a vent screen a short movie will play between two guards talking about some person infiltrating the base and killing three guards. They will also give you a clue about a girl in the holding cell. After the movie, keep following the shaft to exit.
-Area 4:Tank Hangar-
from the Ground level
From the start position, run the right and around the tank to the staircase. Underneath the staircase is a socom ammo pick-up. Run up the staircase and watch out for the MAMC on top. Follow the catwalk around to the room with the open door. Here you will get the thermal goggles. Exit the room. At the end of the catwalk is a chaff grenade pick-up waiting for you. Now head back around the catwalk and down the staircase. Behind the stairs is the elevator. Stand on the left side of the elevator and press the circle button. Inside the elevator select B1 to go to the next level from the Balcony
From the start position, to the left is a chaff grenade pick-up and a MAMC waits on the right. After eluding the MAMC, follow the catwalk to the room with the open door. In this room, there is a pair of thermal goggles waiting. After picking up the goggles, exit the room and follow the catwalk to the left. At the end of the catwalk, there is a MAMC waiting and a staircase leading to the ground floor. Head down the steps and go behind it to pick-up some socom ammo. Now go to the elevator to the right. Stand on the right side of the elevator and press the circle button. When the elevator arrives get inside and select B1.
-Area 5:B1 Holding Cell-
After exiting the elevator, Mei Ling will contact you to inform you about the DARPA Chief Donald Anderson. All the doors in this area are locked so follow the hall to the end where there is a ladder leading to another ventilation shaft (There is a ration box inside the vent opening on the ground.). Climb the ladder and follow the vent shaft. After making the first left, move forward and make another left. Crawl on top of the vent screen; hold down the triangle button and press down on the directional pad to view a guard sitting on the throne. Keep moving forward to get more socom ammo then head back. At the T-junction, make a left, move forward to the end and make a left. At the first vent screen again hold down the triangle button and press down on the directional pad to see a woman getting in shape. Move forward to the next vent screen; press the circle button to enter the room. Watch the sequence between Snake and the DARPA Chief. He will give you a level1 security card. When Mr. Anderson dies, press your select button to talk to the commander. Equip the security card and exit the room. Watch the sequence that occurs between snake and a female voiced guard. Outside the door waits three guards getting ready to ambush you so equip your socom pistol and rations, and get ready for a shootout. To aim your gun, hold down the square button and snake will automatically aim at the closest guard. To shoot, release the square button. It takes three bullets to kill each guard. After two more waves of guards grenades will be thrown in the room. Move to the upper left corner to avoid taking damage. After the shootout, watch the sequence and be introduced to Psycho Mantis. After Dr. Campbell assures you that you are not hallucinating go back into the holding cells to pick up a ration box under the DARPA chief's bed and more socom ammo in the guards office and bathroom. Make your way back to the elevator and select B2.
-Area 6:B2 Armory-
There are six ammo storage rooms in this area. Exit the elevator and equip the thermal goggles. Go to the top center room, equip the security card and enter. Pick up the C-4. Exit the room and go to the bottom center room to pick up some socom ammo. The room on the bottom right has some grenades for you to pick up. Leave the room and find the unfinished wall on the bottom wall on the left (try tapping the wall to hear the sound change). Plant a C-4 run away and press the circle button. Enter the opening on the wall run down and locate the next unfinished wall on the right wall close to the end. Plant another C-4 and blow up this wall. Enter the hole in the wall. Run to the right and look for yet another unfinished part of the wall. Use another C-4 to cerate a hole. Before exploring the next room, equip your rations and socom pistol. In the next room, you will see President Baker tied up. Watch the sequence and prepare to battle Revolver Ocelot. The battle starts with Ocelot on the upper left corner and snake on the lower right corner. Hide behind the pillar, after Ocelot's first shot, run up and make a left. Immediately aim and shoot to the left. Once you have hit Ocelot, follow him around the next corner and shoot. Repeat this strategy until most of Ocelot's energy is depleted. Watch the sequence between Snake, Ocelot and the Ninja. After the sequence, President Baker will give you his level 2-security card and he is going to tell you more about Metal Gear Rex and Fox-hound's plans. He will also instruct you to contact the female soldier on the CODEC. Her frequency is 140.15. When the president dies head back to the Armory. Now one more or the storage rooms will be accessible to you. The bottom left room holds a FAMAS Rifle and bullets. Equip the thermal goggles and crawl under the lasers to get the rifle. Collect more C-4's and go back to the elevator. The walls to the sides of the elevator have unfinished portions. The wall to the left has a secret room with some stun and chaff grenades. The wall to the right has a secret room with two trap doors, some famas and socom ammo, and more C-4's. After collecting your ammo enter the elevator and go back to the tank hangar.
-Area 7:Tank Hangar-
After exiting the elevator, go to the right wall into the room with the sleeping guard. Choke this guard to death and pick up the socom suppressor. Head back to the stairs and up the steps. Enter the first room you come across. In this room is a cardboard box and chaff grenades. Run around the catwalk and look at the area towards the end of the catwalk. You will notice a guard pacing back and fourth guarding the room you need to get into. Eliminate the guard using the socom pistol and enter the room. Here you will find a mine detector. After collecting the mine detector, contact the commander for more information. After speaking with the commander press the select button and switch to frequency 140.15 (Meryl Silverburgh). Meryl will help you by unlocking the hangar doors. Head back down the stairs or jus hang out until Meryl unlocks the hangar door. When the door opens up head towards the door and equip the thermal goggles. You will see a set of lasers moving up and down at various speeds. Judge the speed of each laser and run past each one by one. Equip the security cars after passing the last laser and exit the hangar.
-Area 8:Canyon-
As you walk forward, you will receive a call from a certain Deepthroat. After the conversation equip the mine detector to see where all the mines are in the area. Do not try to run around the mines as they have a wide range of motion detector. Crawl over each mine to collect them then run to the left wall. By the left wall is a ration box and another mine. Run to the north and an M1 Abrams Tank will come rumbling in. watch the sequence with Vulcan Raven and prepare to do battle. From your start position, run to the left wall and crawl north hugging the wall. After Raven fires his first shot, run to the pillar just north of your position. Run right next to the tank and start throwing your grenades. You target is the gunner on top of the tank. After a direct hit, the gunner will be thrown off the tank and a second gunner will emerge. Use the same tactic to throw the guard off the tank and watch the sequence with Vulcan Raven.
-Area 9:Nuke Building B1-
Exit the elevator and enter the room across the hall. As you enter the door go to the right to collect some stun grenades. The first room on the right wall holds the Nikita launcher and some missiles. In the center of the room, underneath the table is a famas ammo pick-up and to the left of the table is a socom ammo box. After collecting all the weapons and ammo that you can, exit the room and make a left. Go in to the bathroom where a guard is relieving himself of excess body fluids. Creep up to the guard and choke him. There is also a ration box inside the last stall for you to collect. Make your way back to the elevator and select B2.
-Area 10:Nuke Building B2-
Step of the elevator and walk to the right wall. Push up against the wall until the camera pans to the right to show Dr. Emmerich. Go to the right and view the room behind the glass wall. In this room, you will see the electrical switchboard and a couple of pick-up items. Enter the door on the south wall. Go through the second door and Deepthroat will inform you about the room. Equip the Nikita launcher aim south and fire a missile. From the first person perspective, make a left at the T-junction. Make another left into the computer room. Avoid making too many turns as this slows down the missile and gives the MAMC is a chance to shoot down the missile. At the end of the computer room is a door on the left, go through the door, make a right, into the next room. The electrical switchboard is on the wall to the left. After destroying the switchboard, enter the second room on the right to collect the gasmask. The gasmask does not prevent you from dying; it just slows down the effect of the poisoned gas. Outside the room, run down to the T-junction and head to the right, and enter the door at the end.
-Area 11:Laboratory-
Walk over to the door on the right. Enter the next room and go through the door on the left. In the hallway with six dead guards, watch the sequence then follow the hallway to the left. At the end is a door, enter it and watch the sequence between the Ninja and Dr. Emmerich. After the sequence, the Ninja will challenge you to a fight. To defeat the Ninja, stay away from his kicks. After performing the last kick of his attack, run towards the Ninja and perform the punch, punch, kick combo. After your combo, run after the Ninja and perform the combo again before he starts his own. After a few hits on the Ninja, he will turn invisible. Use your thermal goggles to find out where he is hiding. A few more hits and the Ninja will stand in place waiting for you. Get close to the Ninja and as he positions himself behind you, run away and run back after he performs his punch. After more hits the ninja will be surrounded by an electrical energy ball. When the ball shrinks run to the Ninja and perform your combo until the Ninja leaves. After the fight, watch the sequence between Snake and Dr. Emmerich. When the doctor leaves return to the elevator and do not forget to enter the rooms you were not able to before. In the elevator select B1 to search for Meryl. In B1, inside the room across the hall from the elevator, Meryl waits dressed in guards uniform. If a guard discovers you, notice one of them runs out of the room. Follow that guard into the women's bathroom. Go to the last stall and watch the sequence between Snake and Meryl. After the conversation, follow Meryl out the door and to the hallway beside the men's bathroom. Enter the door at the end to go the Area 13.
-Area 12:Commander room-
Here, Psycho Mantis will take control of Meryl. Walk into the commander room. Move towards the center and watch Psycho Mantis manipulate Meryl. Do not hurt or kill Meryl. Each time she points the gun at you flip her over until she gets dizzy. To show off his powers, Mantis will make Snake blind twice during battle, this is his way of showing that he can control every aspect of the game. The text HIDEO on the black screen, when Snake goes blind, refers to the creator of MGS Hideo Kojima. Now Psycho Mantis is not impossible to beat, just frustrating. The trick is to run up as close to the psycho one and fire a couple of shots. His first attack is a ball of energy which he hurls at you, run away to avoid this attack. Next, he will levitate a few of the things in the room and make it go after you. To avoid these items duck and crawl towards Psycho Mantis. After each attack is over, get as close to Mantis and fire a couple of shots at him. With half his energy gone, Mantis will revive Meryl again to try to kill you, just flip her over a few times to get her off your back. Now Mantis will throw nothing but energy balls. Study his patterns and get your socom pointed in the direction of where he will be appearing next. After defeating Psycho Mantis, watch the sequence and go through the door on the upper left-hand corner. Down and around the ramp are some famas ammo and a ration box. Exit through the door at the end to clear the area.
-Area 13:Cave-
From the level start position, run to the right to collect a ration box and some socom ammo. Go back to the left to the snow covered path. At the end of the path is a small cave, press the X button and crawl to the other side. Once on the other side, a pack of wolves waits for you. Head north to the wall and make a left then run down. At the bottom wall are two small caves. The left cave has some PSG-1 ammo, famas ammo, diazepam and a ration box. The cave on the right leads to the exit where Meryl awaits.
-Area 14:Underground base-
The area begins with Meryl showing off her newfound knowledge. Follow the footprints she left behind to avoid the mines. At the other end, a red dot appears on Meryl. It's the laser from Sniper wolf's gun. Meryl is shot and goes down. Watch the dramatic sequence then contact commander. After your talk, head back to the tank armory B2. Inside the room at the bottom right-hand corner is a PSG-1 sniper gun. Quickly run back to the underground passage. Once there, face north, equip the PSG-1 and take a diazepam to calm your nerves. Sniper Wolf is in the second floor getting ready of her next shot. After beating Sniper Wolf, run north to the tower enter the door on the right and watch the sequence that follows.
-Area 15:Medical room-
After being caught, Snake is brought to the torture room. Ocelot will try to force you to give up. If you do, Meryl will die. So, get your fingers ready for a workout. When the torturing begins, press the circle button rapidly and repeatedly. Keep tapping even after the timer runs out. Ocelot will continue to torture you three more times. After the third round, Snake will be taken to a holding cell where the dead DARPA chief's body lays. Contact Otacon for help. When Otacon arrives, he will give you a bottle of ketchup and Sniper Wolf's handkerchief. There are a few ways to exit the room. First wait for the guard to run to the bathroom then hide under the bed or use the ketchup and lay on the floor. When the guard returns and notices you gone or dead on the floor, he will open the door and check up on you. Time your attack right, get up too early and you will be shot. If this is too hard, have patience and wait for the Ninja to spring you out of the room. Once out of the room, go into the torture room. Behind the table are your clothes and weapons. Exit to the right and watch out for the MAMC's guarding the door.
-Area 16:Comm Tower A-
Exiting the torture room will bring you to familiar surroundings. You should now have a level 6 Security card. It is now time to go treasure hunting. On your way back to the underground passage, go into all the rooms you have not been to collecting all the weapons and ammo. In the underground passage, enter the door on the right side of the building. Follow the hallway to the door at the end. Leave a couple of Claymore mines before you enter the door. Through the door, guards will ambush Snake. Collect all the items from the guards then exit through the door at the bottom. If you need more ammo there are, a lot of ammo to be picked up on the right side. If not, equip your famas and rations and run up the steps. Do not bother to kill all the guards coming from behind you. As for the guards shooting you from above just hit them once and continue running up. The first door you come across is frozen shut, so do not even bother stopping. At the top of the staircase, follow the catwalk around to the ladder and climb up. Exit through the door on the bottom right. Go to the flight of steps north and watch Liquid destroy the communications tower. After the cut scene, use your rope to go down the side of the building. At the bottom, pick up the ration box on the left. Position yourself in front of the frozen door face north and equip the PSG-1. At the end of the scaffold awaits three guards with machine guns pointed at you. Pick them off one at a time and proceed down the scaffold. Make a left at the end where Liquid awaits you in the Hind-D. As you move around the corner stay close to the left railing to avoid being hit. Equip your security card and exit the level through the door at the end.
-Area 17:Comm Tower B-
Pick up the Stinger Launcher and some missiles. Head down through the door. The path down leads to an elevator that seems stuck. Go to the right and run down the stairs as fast as you can. The catwalk will be destroyed between the second and first floors. Run back up the stairs to the elevator. Talk with Otacon then proceed up the stairs. Run up the remaining flight of stairs avoiding the MAMC's on the 11th, 15th, 19th and 23rd floors. Use the chaff grenades to confuse the MAMC's. At the top, collect more stinger missiles before climbing the ladder to the roof.
-Area 18:Tower Battle-
Get your Stinger and rations ready. Liquid is the red dot on your map. The trick is to hit and run. Use your stingers only if the Hind is locked-on and if you have a clear shot. After firing off a missile, press the R1 button and run behind the center roof unit. With half of Liquid's life gone, he will try to get you with a barrage of missiles. Hide behind the center roof unit and patiently wait for a clear shot. When the Hind goes down, Otacon will contact you to let you know that the elevator is working. Arm your self with the famas rifle and return to the ninth floor. Press the elevator's call button and go down to level one. Otacon will again contact you to inform you about the four optic camouflage suits that are missing. You are not alone. The camouflage suits are in the elevator with Genome Soldiers inside them. Hold down your fire button and hit each soldier five times. When the elevator stops, exit and run to the left to collect more PSG-1 bullets. Get your Security card ready and enter the door on the bottom right. Watch out for the MAMC as you move to the right. Another MAMC is positioned around the corner and two more at the end of the hallway. Use a chaff grenade and exit through the level 6 door at the end.
-Area 19:Snow Field-
As you enter the snowfield, there is a ration box and a PSG-1 ammo box to the right. Walk towards the center of the map. Snake goes down. After a brief conversation with Otacon, it is confirmed that Sniper Wolf is somewhere taking aim at Snake. Equip the PSG-1 and face northward. Sniper Wolf is hiding behind the trees waiting to get a clear shot at you. Take a diazepam to calm your nerves and try to keep Sniper Wolf in your cross hairs. When you defeat Sniper Wolf, walk forward and watch the sequence between Snake, Sniper Wolf and Otacon. After her death, it is time to collect more ammo there are a lot of storage rooms in the snowfield and most of them have MAMC's or mines so be careful. The bottom room by the east wall stores grenades and chaff grenades and is protected by two MAMC's. The top room hides FAMAS, Socom and PSG-1 bullets. Towards the west wall are two more storage rooms and a cargo truck. There is nothing inside the truck, so head to the bottom room. Open the door and throw in a Chaff grenade for the MAMC's. Run inside and pick up some rations and a cardboard box. The upper room will also need a chaff grenade for its MAMC's. Inside you will find Nikita missiles. Now head up to the storage rooms in the north. The right most room is lined with mines. Crawl inside to collect the Claymore mines, rations and stun grenades. The middle room is a level 7 secured room. The storage room to the left is protected by MAMC's. Collect the socom ammo on the upper left corner and run to the exit on the upper right corner.
-Area 20:Blast Furnace-
Enter the door at the bottom of the staircase. Equip the PSG-1 and aim for the guard on the upper left side. Collect the stun grenade at the end of the top catwalk. Run back to the bottom path and go to the left. Hug the wall and sidestep along the edge. When the moving arm moves towards you duck until it passes you by. Once across the ledge, make your way down the steps. Collect the ration box, socom ammo and the famas ammo below the first staircase. Down the steps and to the right is the steam room. In here, you can pick up more PSG-1 ammo and Nikita missiles. Exit the steam room and run up to the large door at the bottom of the staircase.
-Area 21:Cargo Elevator-
In the first cargo elevator room there are a lot of famas and socom ammo along the east and west edges. Step onto the large cargo elevator and press the down button on the control panel on the right. At the bottom of the ride, on the upper right wall is a MAMC waiting for action. The room to the right is where the second cargo elevator is located. In this room are five mines along the bottom and bottom right corner along with more famas and socom ammo and a ration box. Ride the elevator down. Step off the elevator and collect the Nikita missiles, ration box and C-4's along the left and right walls. Run up and enter the large door.
-Area 22:Warehouse-
As you enter this frigid room, Vulcan Raven will challenge you to a fight to the death. Watch the sequence that follows and prepare for a fight. To defeat Raven, lay mines around the area and make good use of your map to locate the beast. As he rounds the corner equip the stinger and fire off a shot. You do not have to wait for the stinger to lock on. Another good weapon to use is the Nikita. Make sure you hit Raven from behind or he will just shoot your missile down. When you defeat Vulcan Raven, he will give you his security card. Exit the level through the door at the north end.
-Area 23:Underground Base-
Get your chaff grenades ready; you will need them here. There are two trap doors in the first hallway. Follow the hallway to the staircase. At the top, the right path leads to stinger ammo, and the left path is the exit. The long hall after the door has no traps so you need not worry. At the end of the hall stands Metal Gear Rex. Run to the left and climb the ladder. Make a left at the top of the ladder and make a right at the fork on the scaffold. Up another ladder, to another ladder and you should be on top of Rex. Use the ladder across Rex to get to the other side. Follow the scaffolding to the control room. Watch the conversation between Liquid and Ocelot. After their conversation, the PAL key will be shot of your hand and fall to the bottom. Make your way down Rex and look for the PAL key in the sewer surrounding Rex. The PAL key falls in different spots so search every area of this toxic molt. After retrieving the key make your way back to the control room and follow Otacon's directions. As you enter the control room, throw in a chaff grenade to avoid detection. Place the PAL key in the first computer. Now head back to the cold room where you fought Vulcan Raven. Stay in this room for a while until the PAL key turn blue. Do not hold the PAL key as you make your way back. Place the key in the middle terminal then run back to the blast furnace. Enter the steam room and wait for a minute. When the key turns red, make your way back up to the control room. Do not take your time, as the key tends to cool off pretty fast. Place the hot PAL key in the third computer and get ready for a surprise. You have just armed the nuclear warheads. Master Miler will contact you to let you know that he really is Liquid Snake. The control room doors automatically lock and the room begins to fill with poisonous gas. What to do, what to do. Give your friend Otacon a call. He will unlock the doors to the control room for you to exit. As you exit the room, go down the stairs and follow Liquid to the right.
-Area 24:Underground Base(The Mighty Rex roars)-
To disable Rex, use the chaff grenades to disrupt his radar. Position your self in front of Rex and shoot off a stinger missile towards Rex's left shoulder. Throw another chaff and fire off another stinger. Repeat the process a few more times. When half of Rex's energy gone, the mech swings violently. However, nothing is over. As the Radome explodes, the Ninja appears revealing his identity. After damaging Rex severely, and leaping from one place to another, the Ninja is finally caught by Metal Gear Rex. You can only watch in anguish as the Ninja is crushed like a bug underneath Rex's foot. Now Liquid turns his attention back to you. Your target has changed; it is now the beak of Rex where Liquid sits. Do not' bother using the chaffs, Liquid is controlling Rex manually. Run in between Rex's legs to avoid the laser and the missiles. Once behind Rex get the stinger ready, as soon ass it locks on, fire a missile and run between his legs. Repeat this pattern a few more times to bring Metal Gear Rex down.
-Area 25:Solid VS Liquid-
After Rex goes down, watch the sequence between Solid and Liquid. Liquid tells you of his inferiority complex and calls you out. Atop the broken down Rex is the site for the final battle. You will have five minutes to save Meryl (or Otacon depending on whether you gave up or not in the torture chamber) Chase after Liquid and hit him with your Punch, punch, kick combo. As Liquid runs away blinking, follow him until the blinking stops. Then hit him again with the combo. After defeating Liquid, it is time to make your escape.
-Area 26:Escape Route-
Follow Meryl (or Otacon) to the garage. The only jeep with keys is the one on the far left. Avoid having a guard behind you as you make your escape. Aim for the barrels at the corner of the gate to create an opening. As you drive to escape, a checkpoint blocks your path. Again, aim for the barrels on the left and right side to continue your escape. As you keep driving, another checkpoint blocks your way. This time shoot all the guards as fast as you can to clear the way. On your way out Liquid comes up from behind in his own jeep. Aim your machine gun right at liquid and keep shooting. Liquid will try everything to prevent you from escaping. He will shoot you, ram you from behind, hit you from the side and even try to block your path. At the end of the tunnel, your jeeps crash. Liquid emerges from the wreck while you are pinned under your jeep. As Liquid gets ready to finish you offΙ Keep your eyes on the TV you might miss something.



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