Monday, March 16, 2009

MG2 Mobile Phone version


On October 1, 2004, Konami released a mobile phone version of Metal Gear 2 in Japan for the i-Mode, EZweb and Vodafone services. This was the first time the game was ported to another platform since its original MSX2 release in 1990. Several changes were made in order to modernize the game:

New game modes and items - All the new game modes (Easy Mode, Boss Survival) and items (Infinite Bandana) introduced in the mobile phone version of the original Metal Gear were included in this version as well.

Revamped character designs - The character face shots shown during the game's radio mode (as well as the opening intro) were redrawn by Metal Gear Solid character designer Yoji Shinkawa. While the original designs in the MSX2 version resembled actual movie actors and people, the designs in the new version are brought more in line with Shinkawa's designs from the Metal Gear series.

Rewritten script - The script was changed to include more kanji characters than the MSX2 version.

Name changes - Like the mobile phone version of Metal Gear, some characters' names were changed:

Natasha Markova was changed to Gustava Heffner.
Yozef Norden was changed to Johan Jacobsen.
Petrovich Madnar was given the full name of Drago Pettrovich Madnar, establishing the name "Pettrovich" as the character's patronymic middle name.
Black Color was changed to Black Ninja.
Ultra Box was changed to the Four Horsemen.
Night Sight was changed to Night Fright.

Modified items - Some of the items were modified (graphically and functionality) to parallel their usage in the Metal Gear Solid games.

The graphical icons for each of the three ration types are now colored differently to tell them apart.
Equipping the cigarettes will now drain the player's life bar. Moreover, the graphical icon was changed to no longer resemble a package of Lucky Strikes.

Thermal goggles are now available to see through infrared sensors as an alternative to cigarettes.

In the MSX2 version, the player could only place six landmines per screen. In the mobile phone version, this was increased to sixteen.

The time it takes for Gustava's brooch to change shape was shortened slightly.

The time for an egg to hatch was shortened as well.
Modified play mechanics - Certain aspects of the gameplay were changed to make the game easier for the player.

The tap codes were changed.

A mark will appear on the player's feet when making a noise while walking on certain types of terrain.

If a hollow wall is punched, a question mark will appear over it.

Frequency numbers are now saved under a memory window after dialing them the first time.
Campbell's second frequency (which originally could only be learned by checking the rear side of the MSX2 version's packaging) is now given to the player instead.

Similarites to Metal Gear Solid

Some of the plot elements and set pieces in Metal Gear 2: Solid Snake that were later used again in its sequel Metal Gear Solid include:
The game opening with a cliff-side open environment before moving inside to a tank-storage room with an elevator.

Master McDonnel Miller giving advice on improving one's health and professional life.

The frequency 140.15 for a female accomplice of Solid Snake.

Saving a hostage who appears on radar. In addition, the first hostage of the game is a disguised member of the terrorist faction.

Meeting a disguised female contact in a women's washroom.

Helpful messages from an anonymous source via the radio claiming to be a fan of Snake.

The return of a major character from the former game decked out as a ninja.

A chase up a spiral staircase with soldiers in pursuit.

An ambush by four attackers in an elevator.

A fight with a soldier wearing stealth camouflage.

A battle with a Hind D chopper using Stinger missiles.

An unarmed hand-to-hand showdown between Solid Snake and Gray Fox.
Having to look at the back of the game package to learn an important radio frequency.

Having to change the temperature of an object to turn it into a key.

After destroying the Metal Gear of the game, then having a hand-to-hand fight with the pilot.

Having to heat up frozen rations before eating them.
The use of the line "It's not over yet, Snake" stated by Big Boss, later to be said again by Liquid Snake.

An ally from the previous game, betrays Snake.

metalgear.wikia.com

Sunday, March 15, 2009

MG2 Videos

Here are some videos, that show MG2 Gameplay.











These videos have been made been by oldskoolgamertje.

Saturday, March 14, 2009

MG2 Release History


Unlike the first game, which had an English version produced for the European market, the MSX2 version of Metal Gear 2 was never officially released outside Japan (a fan translation was produced though). In Metal Gear Solid, plot summaries of the first two MSX2 games are accessible via the Special mode.

A version of Metal Gear 2 for mobile phones was released in Japan on October 1, 2004 for the i-mode, EZweb and Vodafone services prior to the release of Metal Gear Solid 3: Snake Eater. This was the first time the game was ported to another platform since its original release for the MSX2 in 1990. In 2005, Konami released an expanded edition of Metal Gear Solid 3 subtitled Subsistence, which included, among other extras, the original MSX2 versions of Metal Gear and Metal Gear 2. The release of Subsistence in North America and the PAL region marked the first time Metal Gear 2 received official English and other languages localizations for the international market.

Both re-releases feature several subtle differences between them and the original MSX2 version. The biggest change was in the game's artistic presentation. The character portraits used in the re-releases features an art style similar to Yoji Shinkawa's character designs in the later Metal Gear Solid games (instead of the realistic style used in the MSX2 version). Numerous characters were renamed as well, notably Natasha Marcova became Gustava Heffner and Dr. Petrovich Madnar became Dr. Drago Pettrovich Madnar. Nearly all the bosses were renamed as well. The re-releases also feature two selectable difficulty settings ("Original" and "Easy"), a bonus Boss Survival mode and an infinite bandana that provides Snake with unlimited ammo when equipped.

The PlayStation 2 version of the game, much like the MSX2 original, requires the player to use the instruction manual for reference to solve certain puzzles (such as deciphering Tap Codes or learning a certain frequency number). Because the North American version only came with a condensed manual that did not include the information the game asks for, Konami posted the solutions to those puzzles in a FAQ page on their official website.

MG2 Legacy

Arranged music based on Metal Gear 2: Solid Snake were used for the VR Training disc in Metal Gear Solid: Integral (which was released in North America as Metal Gear Solid: VR Missions). Additionally, Integral features two hidden tunes based on Metal Gear 2 available via a secret codec frequency in the main game. One is an arranged version of the "Theme of Solid Snake", while the other is an arrangement of "Zanzibar Breeze." "Theme of Solid Snake" made an appearance in Nintendo's crossover fighting game Super Smash Bros. Brawl on the Shadow Moses Island stage.

wikipedia.org

MG2 Trailer



This video has been made by liongear.

Friday, March 13, 2009

MG2 Download

Here is the full download of Metal Gear 2 : Solid Snake, MSX 2 Version.






This package includes:

1) blueMSX emulator (needed in order to run Metal Gear 2 on your PC).
2) Metal Gear 2 rom.

For the instructions on how to instal this use this post.

http://mgs1thebest.blogspot.com/2009/10/mg-download.html

Wednesday, March 11, 2009

MG2 Secrets

Hidden Radio Frequency/ Tape

To use the radio's hidden frequency:

1.) Equip the cigarettes from your inventory.
2.) Access the Radio Screen.
3.) Select 140.07 as the frequency with your controls.
4.) You can listen to all of the sounds of the game.

To get the hidden tape:

1.) Equip the Zanzibar Land Broch given to you by Nastasha.
2.) Stay in the sauna until it changes to a door key.
3.) Head to the sleeping quarters in the Zanzibar Land
fortress.
4.) Keep looking until you can open a locker with the key.
5.) The tape is inside. You can get it and use it as a
distraction on the Zanzibar Land soldiers to stay put.
You can sneak up on them and kill them. But, if you
move to another part of the screen, it'll be removed.

MG2 Production

After the release of the NES version of Metal Gear in North America, Konami commissioned the development of a sequel for the NES, Snake's Revenge (a game made specifically with the American market in mind), without the consent of Metal Gear creator Hideo Kojima.

According to Kojima's account of the events, he did not have any plans to design a Metal Gear sequel at the time and was unaware that a sequel was being produced until he became acquainted with a member of the Snake's Revenge development team on a train ride in Tokyo. Kojima was then informed about the development of Snake's Revenge and was told "it's not the authentic Snake, so please create a new Snake game of your own." After being given the go-ahead by his bosses at Konami, he began developing Metal Gear 2: Solid Snake with the MSX division of Konami. Metal Gear 2 serves as a follow-up to the original Metal Gear, ignoring the events of Snake's Revenge (which was unreleased in Japan), and every canonical Metal Gear title released afterward acknowledge only the events of Metal Gear 2, relegating Snake's Revenge to an apocryphal status.

MG2 Walktrough


****************
*6. Walkthrough*
****************
KEY: Here is a little key that tells you what my symbols mean.
+++NAME OF PLACE+++: New location
---NAME OF EQUIPMENT---: New Equipment
===NAME OF WEAPON===: New Weapon
==-NAME OF AMMO-==: New Ammo
I will only put symbols around new equipment/locations/weapons/ammo. If I
mention it more than once it will only be in caps.

I. Sneaking into Zanzibar Land:
You(Solid Snake)start off climbing a cliff on Zanzibar Land. You then receive
a transceiver message from Roy Campbell briefing you on the details of your
mission. After your briefing is done, proceed up to the next screen. On this
screen you'll see a couple guards making their rounds in front of the fence.
Try to avoid being caught by the guards and precede right to the next screen.
Keep an eye on your radar in this area or else you might be caught off guard
by a wandering guard. Sneak into the truck and pick up a ---B1 RATION---.
Exit the truck and keep a close eye on your radar so you won't be caught off
guard. Now proceed up towards the fence. You'll get a call (F4) from Campbell
telling you to look for a hole in the fence and crawl through it. See that
hole on the far right side of the fence? Make sure no guards are coming your
way then duck down (Space Bar + N) and crawl through the hole in the fence.
Precede left along the fenced path. Hide behind the electrical generators
to avoid being caught by the guards. Follow the path until you hit the far
left wall. You should see a hole in a fence just to the right of the wall.
Crawl (Space Bar + N) through that hole and proceed along the path hiding
behind the generators to avoid guards again. When you come across the fenced
wall in the middle of the fence area, you should see a hole in the center
of that fence. Once again you will need to crawl (Space Bar + N) through the
hole and go up. You will now be in front of the +++ZANZIBAR BUILDING+++. You
will receive a call (F4) from Campbell telling you that it is impossible to
sneak in from the front of the building and that you will need to find an
alternate way in. Go right until you hit a wall. Once again use your radar
to stay out of the guards way. When you hit the wall you should see an open
truck. Go in the truck to find the ===HANDGUN===. The HANDGUN is NOT
suppressed yet, so keep that in mind if you decide to go trigger-happy on
all the guards. Crawl (Space Bar + N) into the vent to gain access to the
ZANZIBAR BUILDING.


II. Inside of Zanzibar Building:
Congratulations, you have made it through the opening part of the game! You
may have noticed before I kept telling you to avoid the guards, well that's
because if you get caught outside of ZANZIBAR BUILDING it's extremely hard
to ditch the guards because of the narrow area you're in. From now on I'll
just warn you of any dangerous situation you may be in. Well, on with the
walkthrough.

Once you're in the vents you have two choices. You can either 1) Turn left
when the path branches to pick up ==-HANDGUN AMMO-== or 2) You can continue
straight to get into the ZANZIBAR BUILDING. Since you shouldn't need the ammo
you should continuing going straight into the building. Once you are out of
the vents you will be on a narrow balcony over looking some tanks. Walk along
the balcony and you will receive a call (F4) from Holly White. She will tell
you that she has been in Zanzibar Land for a month as a journalist and she
will assist you on your mission. Her frequency is 140.15. Make a note of it
and head onward. Walk down from the balcony and go left above the tanks until
you reach a set of stairs going up to another balcony. Once on the balcony
you'll see a door to the left of the stairs. All that's in there are a couple
of guards and some computers. You can go in there if you want to, but your
destination is the elevator. Follow the path to the right and take the first
left you see on the path. You will now be in a room with two elevators. The
elevator on the left does not work on this floor, so take the elevator on
the right to the second floor. Once out of the elevator, go right to exit
the elevator area. You should see an open door right in front of you. Quickly
run inside the room before the guard sees you and grab the ---IDCARD 1---.
Equip (F3) yourself with the IDCARD 1 and exit the room. Proceed up to the
next screen and use your IDCARD 1(F3) to open the room and get the
---BINOCULARS---. Exit the room and go up to get the ---B2 RATION---. Notice
that the floor is a different texture in this area? This means that the guards
can hear your footsteps in this area. Watch your radar before you precede
left. Go around the perimeter of this floor until you find the HANDGUN AMMO.
Now go back to the elevator area and take the elevator on the right to the
third floor.


III. Rescuing Czech Biologist Dr. Kio Marv:
By now you should have a feel of the controls of the game and you should be
ready to take on your first boss of the game (If your not ready by now, you
better get ready real soon).

When you come off the elevator look on your radar. Do you see that red dot
on the bottom right corner of your radar? That's where you'll find Dr. Marv,
but there are a few things you must do before you go there. In the elevator
room you'll notice that the left elevator is blocked off and the door on the
left of you is locked. Your choices are to go up or down. If you go up it
will make your journey much easier, so head through the door using your IDCARD
1(F3). There are no guards in this room so just go through the door on the
right. When you come in this room you will notice a sensor in the center of
the room and a dust vent on the northern part of the room. Avoid the sensor
and head down to the next room. In this next room you'll notice a circular
type thing on the wall to the left of the entrance. These along with the four
boxes are invisible sensors. So pull out your --CIGARETTES--- (F3) and move
through the room avoiding the sensors. You can now re-equip you IDCARD 1(F3)
because the sensors will not be in your way here. Go through the door to the
right. Once again you will need to equip your CIGARETTES (F3) to avoid the
sensors in this room and grab the ---GAS MASK---. With the GAS MASK in hand
it's time to rescue Dr. Marv. Exit the room and head back to the elevator
area. Back in the elevator area you will need to head down using you IDCARD
1(F3). There's only one lone guard in this area and he's easy to avoid. Go
down to the next screen and use your IDCARD 1 to go through the top door on
the right wall. You will notice this area has a red tint to it. That red tent
is poisonous gas. Equip your GAS MASK (F3) and go through the area. That O2
tank at the bottom of the screen indicates how much oxygen you have left before
the gas starts taking away your health. When you reach the long white table
beware of the camera on the top wall. Use your IDCARD 1(F3) to quickly go
through the door on the left. You're about to enter a boss fight, so make
sure you have at least 30-40 bullets and one or two RATIONS (F3). If not,
go back to the second floor to stock up on them. In this room you will see
an old man who is wearing a scientist jacket. This man is Dr. Marv, or is
it? When you approach the man he will say he fooled you and reveal that he
is the first boss, Black Color.

*****BOSS FIGHT #1*****
Black Color

As soon as the fight starts, get out of the rectangle and above the rectangle.
Black Color can teleport anywhere in the room and he will throw three ninja
stars at you at a time. As long as you stay out of the rectangle, he will
always stay in the rectangle. The same applies vise versa. The best way to
kill him is to stay along the top of the outside of the rectangle and keep
firing several shots at him right after he teleports or when he is against
the left wall of the rectangle. When he flashes red this means he is about
to die. Be sure to have a RATION (F3) equipped the entire battle. If you have
two RATIONS it will make the battle much easier. When you kill him he will
drop ---IDCARD 2---.


IV. Follow the Leader:
Congratulations, you have just beaten the first boss of the game! You should
be proud of yourself after that hard boss fight (and even prouder if you didn't
waste your two rations before entering the boss fight like I did).

With the IDCARD 2 in hand you can access several areas you couldn't access
before. Let's do that before you continue your mission. You can exit through
the north door in the boss room, but it's impossible to make it through the
sensors without alerting the guards, so head back to the elevator area. From
the elevator area head back up north to the area with the sensor in the middle
of it. Instead of heading down from the sensor area, head right. On this screen
you will see 4 sensor boxes and a camera. On the same wall as the camera you
should see a door. Use your CIGARETTES (F3) to quickly go through the sensors
before you are caught by the camera. Equip IDCARD 2(F3) and go through the
door. Once in the room pick up the ---MINE DETECTOR---. Return to the elevator
area and go to the second floor. Start off by picking up the B2 RATION on
the floor where you found it last time you were there. Go around the perimeter
the same way you did last time, but just before you get to the HANDGUN AMMO,
use your IDCARD 2(F3) to enter the door on the left wall. Inside the room
you will find the ===SILENCER===. Go back to the elevator and head down to
the first floor. Exit the elevator area and get off the balcony where you
got on before. Go right and up around the perimeter of the balcony until you
get to a door on a small balcony with a guard on it. Sneak past the guard
to the next screen. Use IDCARD 2(F3) to go into the room. In this room will
be a guard with a green helmet. Wait until he exits the room at the top, and
then follow him into the +++JUNGLE+++.


V. In the Jungle, The Mighty Jungle:
You didn't have to do much in the previous section, but this section's a little
different.

Follow the guard in the JUNGLE and he will lead you to a +++CONFINEMENT CELL+++
at the north part of the JUNGLE. Make sure the guard doesn't catch you
following him or you'll have to do the whole thing over again. You can run
much faster than the guard, so don't worry about getting behind. It may take
you a couple tries, but you'll eventually get there. Take out the guard after
getting to the CONFINEMENT CELL and go inside. If you look on your radar inside
the guardhouse, you will notice a white dot on the other side of the right
wall. You should hear a strange tapping from the other side of that wall.
That tapping is a transceiver frequency 140.82. Dial that frequency on your
transceiver (F4) and you will be in contact with Dr. Pettrovich Madnar, the
creator of the first Metal Gear prototype. You will discover that Dr.
Pettrovich was also on Dr. Marv's plane when it was hijacked. You will learn
that Dr. Marv was transferred to the +++TOWER BUILDING+++ a few days ago.
Dr. Pettrovich will also reveal that the terrorists have a new Metal Gear
prototype here at Zanzibar Land. Snake will then figure out that it is Big
Boss who is behind the whole Zanzibar Land operation. The rest of the
conversations just talk about his daughter Ellen. At the end of the
conversation he will give you the transceiver frequency of Yozef
Norden(140.40), an animal expert.

Now that you have followed the guard through the JUNGLE you will be able to
go anywhere in the JUNGLE without following anyone. Exit the CONFINEMENT CELL
and head east through the JUNGLE. Look on your radar to find a big square
field, go there. As soon as you enter the field you will get a call from "one
of your fans" telling you that Snake is entering the +++NARIKO DESERT+++.
Equip (F3) your MINE DETECTOR and crawl across the NARIKO DESERT. While
crawling through the desert be sure to pick up some ===MINES===. After
clearing the minefield you will get a call from Holly telling you that you
are walking on sand and that it squeaks when you walk on it. Keep that in
mind as you proceed. Kill the two guards and go into the truck on the left
to pick up two HANDGUN AMMOS and the truck on the right to pick up a B1 RATION.
Go up to the next screen and kill the two guards here. On this screen you
will see two small vents. There is nothing in these two vents, but you will
find HANDGUN AMMO in the right vent on the screen northeast of your present
location. At this time you will need to look at your radar. DO NOT GO TO THE
SCREEN WITH THE WHITE RECTANGLE! It's your third boss fight and you don't
have the proper equipment to face off with it right now. Now that you have
everything you need from this area it's time to return to the JUNGLE and make
your way east through the +++SWAMP+++.

On your way to the SWAMP you will encounter a young child. He will tell you
that you will drown if you attempt to cross the SWAMP. Don't listen to him
and go to the entrance directly below the child. Start out on the top part
of the path. You will be able to walk through it standing. If you start to
sink, just go back to where you are standing up and go another direction.
You should be able to make it through the swamp with no problem. If you do
have a problem crossing the SWAMP, just use these simple directions (starting
from the land)and your brain to cross the swamp. Right, down, left, down,
left, up, left, down, left, down, right, down, right, up, right, down. The
boy on the small piece of land will tell you that trucks move in and out of
here many times. The directions from the small piece of land to the
+++ARSENAL+++ are: up, right, up, left, up. Use IDCARD 2 to enter.


VI. The Running Man and the Russian:
Aren't you glad your done with that mess? Now you can finally get back to
some real espionage action.

Once you're in the ARSENAL you will see a door to your right and a door at
the north part of the room. You don't have the IDCARD to enter the room to
your left, so equip (F3) IDCARD 1 and head through the north door. As you
enter this room, the familiar eerie music starts to play and the second boss,
Running Man, will confront you.

*****BOSS FIGHT #2*****
Running Man

This boss fight is much easier than the previous one. Running Man will start
off by displaying his "great" running abilities to you. The room will then
begin to fill up with nerve gas. When the battle starts, put on your GAS MASK
(F3) and equip(F2) your MINES. Lay the MINES in the passageways between the
rooms. If you run out of oxygen, just exit the area and come back in. When
Running Man runs into a MINE, the screen will flash. You will need about 10
mines to defeat Running Man. Sometimes he may dodge the mines, but he will
eventually run into them. When the battle is over, collect the ---IDCARD 3---.

Now that the boss fight is over, re-equip (F2) yourself with the HANDGUN and
exit the room. Use your new IDCARD 3(F3) on the door on the right to enter
a room with two children. The girl will tell you that she hates men with guns.
The boy will tell you that there use to be a lot of missiles here, but they
all got moved to the west side of the first floor of the ZANZIBAR BUILDING.
Exit the ARSENAL and go back across the SWAMP and through the JUNGLE and into
the ZANZIBAR BUILDING. When you enter ZANZIBAR BUILDING, go up the stairs
to the left of the entrance. Follow the balcony to the door on the south side
of the room and use IDCARD 3 to enter. In this area you will notice a tank
in the center, a camera to the left, and a vent to the right. You'll want
to go on the right side and use the vents to avoid the camera. On the bottom
right side of the area is some HANDGUN AMMO. Directly across the balcony from
it is a room which contains a ===STINGER===. After obtaining the STINGERS,
head back to the room before the JUNGLE with the three tanks. Once in this
room you'll need to exit on the southeast side of the room. Head right to
the long balcony and take out the guard. Use IDCARD 3(F3) to enter this room
and pick up the ---RED CARD---. With the RED CARD you can now open any door
that IDCARDS 1-3 could open without switching between them. The original
IDCARDS will no longer be in your inventory. With the RED CARD and the STINGERS
in hand, go back through the JUNGLE and return to the NARIKO DESERT. The NARIKO
DESERT is still covered with MINES, so equip (F3) your MINE DETECTOR and pick
up the MINES. After crawling through the minefield, pick up the HANDGUN AMMO
and the B1 RATIONS in the trucks again and continue on. When you get to the
area with the two vents, go to the northeast corner and pick up the HANDGUN
AMMO again. Equip (F2) yourself with the STINGERS and a RATION and head to
the left to encounter your third boss fight.

***BOSS FIGHT #3***
Hind D

Just one of the many appearances this Russian gun ship makes in the Metal
Gear series. Much like the previous boss fight, you can use a four-screen
square to do battle on. The Hind D will fly counter-clock wise around the
area. Making strafing runs on you. Use the vents in the southwest and
northeast parts of the area to hide from him. The Hind D can only hit you
when it's shadow is on the same screen as you. However, you can hit the Hind
D from anywhere in the battle area. When you use your STINGER a white target
will appear on the radar. Line the target up with the white dot of the Hind
D and fire away. The easiest way to beat it with out getting touched is to
enter the battle from the east part of the helipad. Quickly move back to the
east vents and hide under them when the battle starts. Study his patter and
the second it has moved over you come out and fire a STINGER at it. Four shots
will turn the Russian gun ship into a pile of scrap metal and bolts.


VII. Listen and Find:
Those two boss fights were relatively easy, don't you agree? Right now you're
a little over a quarter of the way through the game. You should be proud of
yourself for making it this far.

All that trouble and the Hind D didn't even leave you anything behind. At
least you can continue on to the next part of the game. Go north and you will
come up to the front of the 30-story TOWER BUILDING. The front of this place
is heavily guarded, so keep an eye on your radar and take out any guards that
get in your way before they see you. Head right and you will get a call (F4)
from Campbell. He will tell you to disguise yourself as luggage to sneak
yourself in. He suggests using the ---CARDBOARD BOX---. His transceiver
frequency has now switched to 140.66. Make a note of it and move on. The
CARDBOARD BOX can be found in the truck. Use (F3) the CARDBOARD BOX next to
the conveyer belt and you will be in the TOWER BUILDING. Proceed forward to
the next screen and Holly will contact (F4) you telling you that while she
was attempting to make contact with Dr. Marv she was discovered and captured!
She will tell you she is in the TOWER BUILDING. She tells you that there is
an elevator to the right, pumping noises to the left, and from front and behind
it sounds like water streaming. Make a note of that and move onward. Crawl
under the wall in front of you and you will pick up B2 RATIONS. Continue north
now. On the next screen you will see a door on the north wall and a passageway
to your left. You don't have the IDCARD that opens that door so head left.
This room is one big spiral. There are three elevators in this room. The one
in the center of the spiral leads to the fourth boss fight on floor 30, the
one halfway in the spiral leads to floor 20 and B1, and the one on the outside
of the spiral that leads to the tenth floor. Since you don't have the proper
equipment to get through the upper floors, take the middle elevator down to
B1. If you want you can go around to the center of the spiral to the small
vent and pick up the ---B3 RATIONS---. When you exit the elevator on B1, follow
the path the two doors. Use you RED CARD (F3) to open the doors. The room
on the right contains two boxes of HANDGUN AMMO while the room on the left
contains two ===PLASTIC BOMB C4===. Exit the room and continue to the left.
On the next screen you will see a child that will ask you if you are a friend
of that "blonde haired girl". After you talk to the child, head north. Go
through the door on this screen and you will find another child. This one
will tell you that her "one-eyed uncle"(Big Boss) said to tell a "man wearing
green"(Snake) that the "girl"(Holly) is not here. Exit the room and head
right. Go through the door on this screen and listen to the sounds you hear.
Don't they sound similar to what Holly said to listen for? Go to the center
of the right wall and punch it. It should sound much different than when you
punch the other walls. Equip (F2) your PLASTIC BOMB C4 and blow up that wall.
Go through the wall and you will find Holly. Holly will thank you for rescuing
her and tell you that it seems that Dr. Marv is safe. She will tell you that
he released a carrier pigeon that is carrying some kind of clue. She will
then tell you that she found the pigeon, but it escaped. She says that it
flew to the rooftop and the guards are searching for it too. She will suggest
that you find the pigeon. Her new transceiver frequency is 140.76. Be sure
to make a note of it. Before she leaves, she will give you ---IDCARD 4---.


VIII. The Green Pineapples:
Congratulations, you've just rescued the first of many people in the game.
Now it's time to move on to bigger and better things, like green pineapples;).

Snake has rescued the girl, now it's time to unlock some doors with your new
IDCARD 4. Exit the room, go to the elevator, and return to the first floor.
After getting off the elevator you will need to make your way to the outside
elevator and go to the tenth floor. Once you have reached the tenth floor,
talk to the child roaming the hall. He will tell you that they buried the
doors and if you hit the wall you can tell where they used to be. Head right
to the next screen. On this screen you'll notice the indents on the walls.
There are two indents on the north wall and two on the south wall. Punch
between the indents on the south wall and you will hear the same sound you
heard when you punched the wall to rescue Holly. Use the PLASTIC BOMB C4 (F2)
to blow open this wall and continue on to the next hallway. The child in this
will tell you he saw a lot of "green pineapples" in a room south of here.
In this hallway you will need to blow up the wall on the far left side. The
child in the next hallway will tell you the same thing as the child in the
previous hallway. Now proceed to the right side of the hall. You will need
to blow up the indent on the south wall to precede to the last hallway. The
child here will tell you that "one-eyed uncle" is a good father to them, but
he hates adults. Open the door to the right using you RED CARD and in that
room you will find HANDGUN AMMO, PLASTIC BOMB C4, and a B2 RATION. Exit the
room and continue down the hall to the right. Use the IDCARD 4(F3) to open
the door on the next screen. In this room you will find "green pineapples"
(===GRENADES===). With the GRENADES in hand it's time to fight the fourth
boss of the game. Head back to the elevator and return to the first floor.
Exit the elevator and run around to the inside of the spiral. Pick up the
B3 RATIONS near the inside elevator if needed. Enter the inside elevator and
head to floor 30. Before exiting the elevator, equip yourself with the
GRENADES (F2) and a RATION(F3). When you exit the elevator the fourth boss
of the game, Red Blaster, will greet you.

*****BOSS FIGHT #4*****
Red Blaster

During this boss fight you will be trapped in a small area by wires. Red
Blaster will stay on the north wall and chunk GRENADES at you. You can break
the wires and move around if you want, but it's pretty pointless if you ask
me. What I did during this fight was stood in one spot and threw GRENADES
at him. I used up all four of my RATIONS during this fight, so if you want
to conserve RATIONS I suggest finding another way to beat him. He has horrible
accuracy, so I would take the chance and do it my way. It will take about
20-25 GRENADES to defeat him. Red Blaster will flash black and white when
you hit him. When he starts to flash red, he will be dead within a couple
more hits. You get the wonderful prize of ---+++===NOTHING===+++--- after
defeating him.

If you used all of your RATIONS during this fight, I recommend going back
down to the first floor and pick up some more by the elevator. You can carry
up to three B3 RATIONS at this time. If you don't have a B2 RATION, be sure
to get one of those too. You can get one of those by going to the tenth floor
via the outside elevator, or you could get one by going under the wall by
the CARDBOARD BOX entrance to the TOWER BUILDING. If you head right from the
elevator on the floor 30, you will be greeted by a trap in the floor. Stay
against the north wall to avoid the trap and go through the door on the south
wall.


IX. The Carrier Pigeon:
Four bosses down, several more to go. Now its time to find that darn pigeon
that Holly was talking about.

Go up the flight of stairs to floor 31. Once up here, you will receive a call
(F4) from Holly telling you that the entrance to the roof was blocked off
to prevent the entrance of intruders, but it was a quick job so you should
be able to blow it up. Place you PLASTIC BOMB C4(F2) on the center of the
wall and blow it up. On the rooftop, the pigeon will be flying around. If
you run up and try to catch it, it will fly away and land on the next screen.
Use the transceiver to call (F4) Yozef Norden, the animal expert. He will
tell you that pigeons like to eat meatballs, peas, and potatoes (the same
foods that are in the B2 RATION). Equip (F3) your B2 RATION and the pigeon
will no longer run away from you. When you catch the pigeon, there will be
a message attached to his leg. The message will read, "HELP! WIS.OhIO KIO
MARV..." Decoded, that message is Dr. Marv's transceiver number. Call (F4)
140.51 to talk to Dr. Kio Marv. Dr. Marv will talk to you in Czech and Slovak.
Snake says he better call (F4) Dr. Pettrovich(140.82) to find out what he's
saying. Dr. Pettrovich says he doesn't know either language, but he says
Natasha Markova, the STB that escorted with Dr. Marv and Dr. Pettrovich, does.
He said she was captured too, but managed to escape by stealing an enemy
uniform. He says he should be in "this" complex. He suggests that you check
near the women's restroom. Don't start searching for a women's restroom in
this building. Dr. Pettrovich said "this" building and if you remember
correctly, Dr. Pettrovich is locked up near the ZANZIBAR BUILDING. So get
off the roof, out of the TOWER BUILDING and back to the ZANZIBAR BUILDING.
You can exit the TOWER BUILDING via the door on the south wall of the spiral
room using your IDCARD 4 (F3). Remember to use your MINE DETECTOR (F3) at
the minefield.


X. Meeting Natasha Markova:
After backtracking from the TOWER BUILDING all the way back to the ZANZIBAR
BUILDING, it's time to backtrack even more through the ZANZIBAR BUILDING.

It's been a long time since you've last entered the ZANZIBAR BUILDING, but
not much has changed. You now have the IDCARD 4, so you can open several places
that you didn't have access to before. Make your way to the elevator and head
to the third floor. When you get off on the third floor, use (F3) IDCARD 4
to open the door on the left wall in the elevator room. In this room, you'll
need to use (F3) your IDCARD 4 again to go in through the door on the far
right side of the north wall. Use (F3) the RED CARD to proceed in the next
room. Watch out for the trap in the center of this room near the door and
precede right into the next room. Another small room, just head down. In this
room, pick up the ===MOUSE=== and exit back into the yellow colored room.
Use IDCARD 4 to open the door in the center of the room. In this room, pick
up the B3 RATION. Exit this room and use (F3) the RED CARD to enter the door
on the left side of the screen. Go through this room and in the next room
pick up another MOUSE. Go back to the yellow colored room and go left. If
you use (F3) IDCARD 4 and enter the room in the center, a girl will tell you
that she really hates men with guns. From the yellow colored room, go down
to the next screen. On this screen you will see a sensor and a open door.
If you want, you can run pass the sensor and into the open door to get the
MINES, but chances are the sensor will get you when you come out, so run pass
the sensor to the right. This screen will look similar to the previous screen,
but you can move in and out of the room much easier here. Use (F3) the RED
CARD to enter the room and grab the ===REMOTE-CONTROLLED MISSLES===. Now head
back to the elevator room. From here, use (F3) the RED CARD and go south.
In this room go down to the next screen and use (F3) the RED CARD to enter
the door on the southeast corner of the room. As soon as you enter this, equip
(F3) yourself with the GAS MASK. Follow the path and watch out for the camera
near the table. Use (F3) IDCARD 4 to enter the next room. This room will be
totally dark with only a visible light switch. Go right until you hit a wall
then go up to the light switch. Punch the light switch to turn it on and use
(F3) IDCARD 4 to enter the next room. I this room there will be three guards
guarding the path to the next room. Three shots will easily take them out.
Use the RED CARD to enter the next room. Take out the guard in here and pick
up the ---NIGHT VIEWER---. Watch out for the two traps directly in front of
the NIGHT VIEWER. After you have picked up the NIGHT VIEWER, head back to
the elevator area and take the elevator to the fourth floor.

When you get off the elevator on the fourth floor, use IDCARD 4 to enter the
door on the right. In this room you will find a sensor. Run north, past the
sensor and into the next screen. On this screen you will be at an intersection,
turn left. On the next screen head down and use the RED CARD to enter the
room. The child in here will tell you that all the guards stand straight when
they hear the national anthem. Exit the room and go back to the intersection.
At the intersection, go east. At the intersection, go up. This screen will
contain a camera. Sneak past it and right. Follow the path until you reach
the second door. Use the RED CARD to enter. The child in the room will tell
you if you catch a cold, go to the medical room and find some ---PILLS---.
Use IDCARD 4 to go down to the next room. In this room you will see a girl
walking in the dark. Use (F3) your NIGHT VIEWER and you will discover that
there is a wall between you and the girl. Craw under the hole to reach the
other side. Crawl on the left side of the hole or you will fall in a trap
when you come out. There is also a trap near the door, so stay along the wall
as you proceed. Talk to the girl and she will tell you that there are a lot
of dummy guards over there. Use (F3) the RED CARD to proceed through the door.
No need to worry about all the guards, they really are dummies. Use (F3) the
RED CARD again to go through the door on the right. In this room you will
notice more dummy guards, but one of the guards seems out of place, don't
you think? Kill this guard and proceed up to the next room. The next room
will also have some dummy guards along with three real ones. Look on your
radar to discover the identity of the three real ones and take them out. Use
(F3) IDCARD 4 and exit stage right. In this area DO NOT KILL ANY
GUARDS!!!!!!!!! One of them is Natasha Markova is disguise. Head right to
the next screen and use (F3) the RED CARD to open the door on the right wall.
In here you will find two B3 RATIONS. Now go back to the dining room. From
here go down a screen and right one screen. Enter the men's restroom. Collect
the ---BUCKET--- and exit the room. Hide behind the plant by the women's
restroom and wait for a guard to enter the women's restroom. Follow her in
the restroom. You will then meet Natasha Markova. Snake will tell her that
he has seen her somewhere before. She will accuse Snake of trying to seduce
her. Snake will then say he saw her win a gold medal in figure skating at
the Olympics. Natasha will then use Snake's transceiver to call Dr. Marv.
The will then talk in Czech or Slovak and Natasha will tell Snake that Dr.
Marv is being held at the +++DETENTION CENTER+++ north of the TOWER BUILDING.
Natasha will then show Snake an elevator that leads to the third basement.
On floor B3 there is a path that will lead you to Dr. Pettrovich and the north
side of the TOWER BUILDING. Natasha will now follow you.


XI. The Bridge of Sorrow:
This next section is purely story. Not much gameplay in it. You won't see
but two guards in this whole section. If you don't want a major part of the
story revealed to you, I suggest moving on to the next section.

After exiting the elevator you will be on floor B3. When you get in the sewers,
you will notice big, yellow machines moving around. These machines are called
sweepers. If one of them touches you, you'll die instantly. Stay against the
wall and watch your radar to avoid them. Continue north through the sewer
until you reach a screen that has water in front of you, go left here. On
the next screen go up until you reach a wall at an intersection. Turn left
at the intersection and ride the elevator to the first floor. When you get
off the elevator, you will be in the CONFINEMENT CELL with Dr. Pettrovich.
Dr. Pettrovich will be happy he is rescued and Snake will notice that Dr.
Pettrovich has lost weight. Pettrovich said he tried to escape through the
elevator, but it only opens from the inside. Dr. Pettrovich will then give
you the ---IDCARD 5--- that he stole from a guard. Dr. Pettrovich will then
join you party and you will exit in single file back down to B3 via elevator.
Exit the elevator and go right. Keep going right at the intersection and you
will reach a door. Use (F3) you new IDCARD 5 to open the door and proceed
north through the sewers. About halfway up the path, Dr. Pettrovich will stop
and ask to rest for a while. He will say he must do his "natural desire" and
exit the screen south. Natasha and Snake will then start talking. Natasha
will say "...strange..." and Snake will say that Dr. Pettrovich is old, but
he doesn't look it. Natasha will tell Snake that she wasn't talking about
that, but she was saying it's strange how a special agent, an Olympic Gold
Medallist, and a world famous scientist and end up together in this sewer.
Snake thinks it may be fate. She then talks about her mother running through
the sewers in Poland from Nazis during World War II. She said her mother was
so soaked with mud that you couldn't recognize her face. Snake asks Natasha
why she quit skating and joined the STB. She says, "The ice became cold".
Natasha asks Snake if he has a wife, Snake says he has no family. Snake asks
Natasha the same question and she says she's single. She said she once
considered marrying a man when she was still skating. She said he was a western
named Frank Hunter (thanks to J. Soler for pointing out this error in
translation in the game). She considered giving up skating to follow him.
She says she was stripped of competition and her and her family have had a
hard life ever since. She said that she then joined the STB, but has no
regrets. She said she learned many things about this world and even killed
people. Snake asks about her and Frank Jaeger and she says she never say him
again. Dr. Pettrovich then rejoins your party. Continue north to the elevator
and take it to the first floor.

Exit the elevator and equip (F3) your MINE DETECTOR, then continue west. When
you get to a screen with a single truck, stop and look for the MINES on your
radar. Since you can't crawl and pickup the MINES with Natasha and Pettrovich
in your party, you will need to use your radar and go around them. Continue
up to the next screen. The group will then come up to a bridge. Natasha
suggests that they go across one at a time. Dr. Pettrovich says he will go
first since he's getting old in years. Dr. Pettrovich will make it across
the bridge safely and then Natasha will go across the bridge. Natasha will
make it halfway across the bridge and tell Snake to come on. When Snake
attempts to cross the bridge, a shot if fired at Natasha from out of nowhere.
The bridge breaks in half and Natasha and Snake are thrown off the bridge.
Natasha and Snake start talking. Natasha says she has seen many deaths before.
Snake tells her to hold on. Natasha says it's a pity since she just met a
nice guy. Snake tells her he wants to see her skate again. Natasha thanks
Snake and give him ---IDCARD 6---. She says it will open the door to the north
side of the TOWER BUILDING. She also give Snake her ---BROOCH--- and tells
him to use it too. Snake respond by saying "to?". Natasha's last words are
"...Frank...". Dr. Pettrovich will then yell out to Snake. Two guards will
then capture Dr. Pettrovich. The top half of the screen will turn black and
when it comes back up, Metal Gear will be standing on the other side of the
bridge being piloted by Grey Fox. Grey Fox tells Snake that he won't let him
cross this bridge and that he's taking Dr. Pettrovich with him. Grey Fox says
since they were friends once, he'll let him go this time. He suggests to Snake
that he leaves the country. Snake then says, "FOX! I'LL NEVER GIVE UP!"


XII. The Zanzibar National Anthem:
Wasn't that a wonderful plot twist? The story to this game was much better
then I expected when I first started playing it. This next section is the
LONGEST section in thins FAQ/Walkthrough, but it's all backtracking through
the ZANZIBAR BUILDING.

Walk back from the bridge to the screen with the truck and the MINES. You
will then receive a call (F4) from Holly. She will ask you if you've seen
the balcony of floor 20 in the TOWER BUILDING. She tells Snake that he can
fly over the bridge from there using a ---HANG-GLIDER---. She said she saw
one in the east part of the ZANZIBAR BUILDING on the first floor. Use (F3)
your MINE DETECTOR and crawl to pick up the MINES. You can also pick up the
MINES in the truck. When you pick up all the mines, head to the screen to
your right. On this screen you will notice that the door to the four trucks
will now be open. You will also notice that there is a MINE in front of every
truck. Use (F3) your MINE DETECTOR and pick up the MINES and enter the truck.
The truck on the far left contains REMOTE-CONTROLLED MISSLES and ===GAS
GRENADES===. The second truck on the left contains three boxes of HANDGUN
AMMO. The second truck on the right will contain two GRENADES and the truck
on the far right will contain a B1 RATION and a PLASTIC BOMB C4. Exit the
truck area and go back to the lone truck on the left screen. Use (F3) ID CARD
6 to enter that door. You will notice that you are in the TOWER BUILDING on
the first floor. Your destination is the ZANZIBAR BUILDING, so backtrack the
same path you did when you went back there the first time. Remember to pick
up all ammo and equipment on the way. Use (F3) your MINE DETECTOR in the
minefield.

You have IDCARDS 5 and 6 now, so you have a few new places to go. Exit this
room using the RED CARD (F3) via the door in the southeast corner of the room.
Go right and kill the guard on the balcony. Use (F3) the RED CARD to open
the door. Use the IDCARD 6 to go into the room on the left. In here, pick
up the BLUE CARD. The BLUE CARD has the same function as the RED CARD, except
it works with IDCARDS 4-6. Exit this room and head for the elevator. Take
the elevator to the fourth floor. After exiting the elevator on the fourth
floor, you'll need to go back to the intersection. At the intersection, turn
right. Use the BLUE CARD to enter the door on the south part of the screen.
In here you will find dummy soldiers and two children. The boy will tell you
about the PILLS in the medical room and the girl will tell you that a women
has a brooch that changes shape. Could this be NATASHA'S BROOCH? Exit the
room and use(F3) the BLUE CARD to open the door on the north part of the screen.
In this room you will find two rows of lockers with four lockers on each row.
You can enter the two lockers on the end of the rows on the left side and
the locker on the far right side of the top row. The locker on the left side
of the bottom room contains a child playing hide-and-seek. The locker on the
left side of the top row contains nothing. The locker on the right side of
the top row is locked right now, but you will have access to it soon. Exit
the locker room and go right. Duck down on this screen and crawl to the next.
On this screen is a camera with several sleeping guards. You will need to
crawl to avoid waking the guards in this room. Hide under the bed to avoid
the camera. Crawl to the next screen. Crawl to the door and use (F3) the RED
CARD to open the door. In this room, you will need to use your NIGHT VIEWER
to see in the dark. Turning on the lights will wake the guards. Go up and
use the BLUE CARD to enter the medical room. Get the PILLS and head back to
the dark room. Use the RED CARD in the south part of the room to enter the
sauna. Shortly after entering the sauna, a naked guard will enter covering
his private parts. Kill the guard and check your equipment. You will notice
that NATASHA'S BROOCH has changed shape. Exit this room and head back to the
locker room. With NATASHA'S BROOCH, you now have access to the locker on the
top right side. Equip (F3) the BROOCH and enter the locker. In the locker
you will find a ---CASSETTE---. That CASSETTE contains the Zanzibar National
Anthem. Exit the locker room and head back to the elevator and to the second
floor.

Once on the second floor, you will need to take the elevator on the left to
B1. Exit the elevator and take the north path to the next screen. On this
screen you will see an open room to the left and a closed room above you.
There is nothing in the opened room, so kill the guard and go to the room
above you. Use (F3) the RED CARD to open this door. In this room you will
find three boxes of HANDGUN AMMO. Take them and head back to the elevator
room. Once in here, use (F3) the RED CARD to open the door on the south wall.
When you enter this area, you will see several rooms. Watch out for the trap
above the room on the left. Enter the room on the left with the RED CARD (F3)
to get two PLASTIC BOMB C4s. Use (F3) the BLUE CARD to enter the room on the
right to pick up three boxes of HANDGUN AMMO. Use (F3) the BLUE CARD to enter
the door on the left. In this next area there will be several cameras. Go
south and break through the wire. When the camera on the left is at the top
of the screen run past it and grab the HANDGUN AMMO. Then use (F3) the BLUE
CARD to enter the room and grab the two GRENADES. Exit the room and the camera
will alert the guards. Don't be alarmed. Watch out for the trap between the
left and center paths and quickly take the center path up to the next screen.
Once on this screen, break through the wire on the right and run quickly into
the room using (F3) the BLUE CARD. In this room you will find a MOUSE and
the ---O2 TANK---. Exit this room and pick up the HANDGUN AMMO. Take the left
path up to the next screen. Use the BLUE CARD to open this door and inside
you will find two GAS GRENADES. Take the GAS GRANADES and exit this room.
On this screen you will need to break the wire at the top of the screen and
take the right path down to the next screen. On this screen, break the wire
to the right and head up the path, BUT DO NOT ENTER THE NEXT SCREEN! Look
at your radar and wait until the camera is at the top of the screen and go
up. In here you will need to break the three wires. If the camera starts to
come back down, exit the screen and go back to break the rest of the wires
when the camera is at the top of the screen. The camera will come down a screen;
so hide on the other side of the wall until it passes. After all three wires
are broken, use (F3) the BLUE CARD to enter the room. Inside this room you
will fins the ===CAMOFLAGUE MAT===. Exit this room and head back to the room
just south of the elevator area. From this screen, head right. On this screen
use (F3) the BLUE CARD to enter the bottom room and pick up the ===SUB MACHINE
GUN===(from now on all ammo will be called "==-SMG AMMO-==" since the ammo
packs will refill both guns). Exit this room and use (F3) the BLUE CARD again
to enter the top room and grab the two GRENADES. Exit this room and head north.
On this screen, use (F3) the BLUE CARD to enter the room on the bottom of
the screen and pick up the REMOTE-CONTROLLED MISSLES. Use (F3) the BLUE CARD
to enter the room and pick up the STINGER and two boxes of SMG AMMO. Exit
this room and head north. Use (F3) the BLUE CARD to enter this room. In here
you will find the ---BODY ARMOR---. This will cut the damage you take by
bullets in half. Equip it whenever you feel the need. Exit this room and head
back to the elevator. Take the elevator to the first floor.

Once on the first floor, head back to the screen with the vent that you entered
at the beginning of the game and go right. On this screen you will see a door.
Use (F3) the BLUE CARD to open the door. Equip (F3) the CASSETTE and quickly
enter the room. Run down the hall as fast as you can and all the guards will
salute the anthem. When at the end of the hall, use the BLUE CARD to enter
the room and grab the HANG-GLIDER. Play the CASSETTE and go back down the
hall. Exit the ZANZIBAR BUILDING and head back to the TOWER BUILDING.


XIII. Grey Fox and His Goons:
I bet your getting tired of all the backtracking to the ZANZIBAR BUILDING,
right? Well don't worry, that was your last major trip to the ZANZIBAR
BUILDING.

In the TOWER BUILDING, go to the elevator halfway to the center of the spiral
and take it up to floor 20. BEFORE YOU GET ON THE ELEVATOR equip Snake with
the SUB MACHINE GUN (F2) and either (F3) RATIONS or the BODY ARMOR. When you
reach floor 19, you will hear the danger music start to play and you will
receive a call (F4) from Grey Fox. He will tell Snake that he shouldn't have
ignored his suggestion and that his friendship with Snake ends here. He then
tells Snake that this elevator will be his coffin. Fox will tell Snake that
he sent a hit squad that specializes in close-quarter combat to take out
Snake. Fox bids farewell to Snake and ends the transmission. You will then
fight the fifth boss of the game, the Ultra Box.

*****BOSS FIGHT #5*****
Ultra Box

This four-man assassin group will start off by attacking you on all sides.
Take them out one at a time. Try to stand in one spot that prevents at least
two of them from jumping down and attacking you. Stand away from you target
and fire your HANDGUN or your SUB MACHINE GUN at it. When you hit one of them,
he will flash black and white. When you're close to defeating one of them,
he will flash red. It will probably take all of your SMG AMMO and some for
your HANDGUN AMMO to kill them. You should also have about 4-5 RATIONS with
you. After the fight you will get IDCARD 7.

When your fight with the Ultra Box is over, the elevator will plunge back
down to the first floor. Looks like your going to have to find another way
up to floor 20. Exit the elevator and go to the outside elevator. Take it
up to the tenth floor. When you reach the tenth floor, punch the wall to your
left. You will notice that this wall makes the hollow wall sound. Use the
PLASTIC BOMB C4 and destroy the wall. Proceed into the next screen. On this
screen you will see two sensors. The best way to get past these is to wait
after the first sensor vanish and quickly run to the far left wall. Then wait
for the second sensor to vanish and run to the door. Use (F3) IDCARD 7 to
open the door. From here you have a death run to make up to ten flights of
stairs to floor 20. On your way you must fight off several obstacles including
two trip wires, three boxes of SMG AMMO, and several traps from floor 17 and
up. When you get to the top, use IDCARD 7 to open the door. Now that you finally
have some peace and quiet, you might want to take a short break and come back
to this a little later. If not, head to the screen to the right. Break the
trip wire hear, but watch out for the guard that often comes from the right
side of the screen. After breaking the wire, head right. On this screen, head
north to the balcony. Once on the balcony, you will receive another call (F4)
from "one of your fans". He will tell you that you can only jump from the
balcony when the wind is blowing north. He says the wind is normally blowing
south. He says you may have an item for finding out the wind direction. "Your
fan" will wish you well and end the transmission. On the left side of the
balcony are some B2 RATIONS. Walk up to the edge of the balcony and equip
your GAS GRENADES (F2) and your GAS MASK (F3). Use a GAS GRENADE to tell which
direction the wind is blowing. When the wind is blowing north, smoke some
CIGARETTES and use (F3) your HANG-GLIDER to jump off the balcony. After
watching Snake jump off the balcony, head left. Head left one more screen
and use IDCARD 7 to open the door on the north wall on the far left screen.
BEFORE you enter the area, equip yourself with GRENADES and the BODY ARMOR.
Go through the door and the sixth boss, Predator, who will approach you.

*****BOSS FIGHT #6*****
Predator

This boss is fairly easy. All he does is fire several shots at you with his
gun. When he goes into the grass, his is invisible to you and the radar. Hide
behind the crates near the entrance of the field and just keep going back
and forth throwing GRENADES at him every chance you get. He can shoot straight
through the crates, but he might get a shot on you diagonally. It will probably
take around 20 GRENADES to kill him. It's possible to get through this fight
without being touched, but just in case you better have a RATION or two on
hand. When you defeat the Predator, you will get the IDCARD 8.


XIV. Rescuing Czech Biologist Dr. Kio Marv, Part 2:
After those two boss fights, it's FINALLY time to rescue the real Dr. Kio
Marv. Keep going, you're almost at the end of the game!

With IDCARD 8 in hand, exit the field through the door in the northwest corner.
Kill the guard here and use (F3) IDCARD 8 to enter the +++ZANZIBAR BIO LAB+++.
When you first enter the ZANZIBAR BIO LAB, you will see a camera on the east
and west walls and four tables in the middle of the room. Use the tables to
avoid the cameras, and use (F3) IDCARD 8 to enter the next door. If you have
trouble avoiding the cameras, use this simple method to get quickly in and
out of the ZANZIBAR BIO LAB. When you enter the ZANZIBAR BIO LAB, have IDCARD
8 ready for quick use. Run straight through the room and use IDCARD 8 to open
the door. Equip (F3) your GAS MASK and run to the door on the left. Equip
(F3) the BLUE CARD and enter the left door. Re-equip (F3) your GAS MASK and
pick up the ---EGG---. Exit the ZANZIBAR BIO LAB the same path you came in.
Try to keep your GAS MASK on at all times except when opening doors. Repeat
the same process, but use IDCARD 7 to enter the door on the right and grab
the EGG. When finished in the ZANZIBAR BIO LAB, head back through the field
and back to the HANG-GLIDER landing area and head east from here.

On this screen take out the two guards and enter the truck on the left. In
here you will find four boxes of SMG AMMO. Then enter the truck on the right
and you will find a GRENADE, a GAS GRENADE, and a B1 RATION. Exit the truck
and head east again. On this screen you will see a sensor and a conveyer belt.
Move past and sensor and head to the screen to the right. On this screen you
will see another sensor and a truck. DO NOT GO IN THE TRUCK. If you do, three
guards will greet you. Of course, if you want to take the risk, you will
receive a B3 RATION for your troubles. Run past the sensor and through the
gates to the north. In this area, you'll see three laser gates. Go left and
use IDCARD 8 to enter the door. In this room, you will find some children.
They will tell you that in the evening, they go play behind the laser wall.
Exit the room and return near the laser wall. Check your inventory here and
you should notice that both eggs have hatched and you now have a ---SNAKE---
and an ---OWL--- in your inventory. When the SNAKE reaches the OWL, click
on the broken egg and the SNAKE will be gone. By now the SNAKE has probably
eaten all of your RATIONS though. Here you need to equip the OWL that should
have hatched from one of the eggs. Wait until the guard says it evening. He
will then turn off the laser barrier. You will now have access to the DETENTION
CENTER. Once in the DETENTION CENTER, go up the stairs to the right and kill
the guard. Now head right. Use (F3) the RED CARD to enter the building. In
here you will find a box of SMG AMMO, a GRENADE, and a PLASTIC BOMB C4. Exit
the room and head to the building directly above you. Use (F3) the BLUE CARD
to enter it. In here a child will tell you that the B1 RATION contains
chocolate. Keep that in mind and return to the laser gates. Go to the northeast
corner of the area and grab the B1 RATIONS. Head back to the laser gates and
go up the stairs to the left. Use (F3) the RED CARD to open the door. In here,
the child will talk about rats in the DETENTION CENTER. Exit this room and
head left up the path to the next detention center. Use (F3) IDCARD 8 to enter.
In here you will find a sweeper on the right path so head left. Go north on
this path and use the BLUE CARD to enter the room. Go up and grab the B1 RATION.
Go back through the door. Now you need to follow the sweeper up the path.
Hide in the passageway to the right to avoid him coming back down and smashing
you. Use (F3) the RED CARD to enter the door on the north wall. Follow the
path to the final building and use (F3) IDCARD 8 to enter it. Kill the two
guards in this building and hop on the elevator to floor B1.

In the elevator, equip yourself with the SUB MACHINE GUN and BODY ARMOR. Upon
exiting the elevator you will receive a call (F4) from "one of your fans".
He will ask you if you've ever heard of the guerrilla group, "The Whispers".
He says Night Sight, one of the survivors of that squad, is in the room with
you. He will tell you that Night Sight wears the latest in camouflage
technology. He will also tell you that Night Sight is wearing stealth material
that makes him invisible to radar. He will tell you that he also attacks with
a gun that makes little, or no noise. After the transmission is over, you
will be fighting the seventh boss of the game, Night Sight.

*****BOSS FIGHT #7*****
Night Sight

As "one of your fans" said, Night Sight is invisible to you and the radar
so the only way to see him is when he fires at you. When you see gunshots
from thin air, shoot that location and don't stop. Night Sight will appear
on the screen when you shoot him. If needed, use a RATION, but he's so easy
you probably won't have to. After using almost your entire SMG AMMO on him,
Night Sight will finally die, leaving behind ---+++===NOTHING===+++---. What
a wonderful prize for defeating him.

After defeating Night Sight, head to the right. Use IDCARD 8 to open the door.
In here you'll see three puddles of acid. Equip (F3) three B1 RATIONS and
move through the puddles. You will then discover that you don't have the
proper IDCARD to enter the door. Now you'll need to head back to the field
where you defeated Predator and search in the northeast corner of the room
behind the crates to find IDCARD 9. With IDCARD 9 in hand, head back to the
three puddles and use IDCARD 9 to enter the room. In here you'll find Dr.
Pettrovich standing next to a bed with Dr. Kio Marv in it. Dr. Pettrovich
will inform you that you're too late, his heart didn't make it. Snake goes
over to the bed and investigates and he notices strange stains on Dr. Marv's
neck. Pettrovich will tell you that Dr. Marv was a games maniac. He said Dr.
Marv concealed a microfilm in a small MSX cartridge from a Japanese game
company called Konami. Snake recognizes it as "the legendary worldwide
computer". He says that it is rumored that some freaks still use it today!
Dr. Pettrovich will tell you that he kept the cartridge in the locker over
there. Dr. Pettrovich will tell you that he didn't find out where the key
to the locker was. Make your way over to the locker and investigate. On your
way over there, you will receive a call(F4) from Holly. She will alert you
of an emergency. She said she did some digging on Dr. Pettrovich and found
out that after he was rescued from Outer Heaven, he was not too happy. She
says that in the west, his extreme dogma theories were not accepted and the
academic world saw him as a "scholar of madness". She said he was isolated,
and as time passed, he became forgotten. Holly will tell you that one day,
he received a invitation from a Zanzibar Land double agent. Taking advantage
of his position, he made a deal. Se said he flowed the latest technologies
to Zanzibar Land. Snake concludes that he is also involved in the kidnapping
of Dr. Marv. Holly says that he knew the details of Dr. Marv's trip to the
United States. Snake says it must be the OILIX he's after. The transmission
ends, and Dr. Pettrovich confirms the story. He says "your people" criticized
everything he did. He wanted to use his Robotology knowledge to complete Metal
Gear! He says "your" politicians weren't interested, but Zanzibar was. He
said he upgraded Metal Gear with their help. He says he killed Dr. Marv because
he wouldn't give him the OILIX plans. He also tell you that Natasha died on
the bridge because when he went to do his "natural desire", he was really
informing Grey Fox that they would soon be at the bridge. Dr. Pettrovich tells
Snake to give him NATASHA'S BROOCH because it is the locker key to Dr. Marv's
locker. Dr. Pettrovich then jumps on Snake's back and starts molesting him.
This is when the eighth boss fight begins.

*****BOSS FIGHT #8*****
Dr. Pettrovich Mandar

Dr. Pettrovich will start off having the upper hand by jumping on your back
and trying to molest you. Equip yourself with the REMOTE CONTROLLED MISSLES
(F2) and some RATIONS(F2) and fire away. Just keep firing the
REMOTE-CONTROLLED MISSLES at Dr. Pettrovich and he will eventually die. If
you run out of REMOTE-CONTROLLED MISSLES, just use MINES and run over them.
It will take about half of your REMOTE- CONTROLLED MISSLES to kill him if
you don't miss. Remember, the MINES will also hurt you! You will probably
only need one RATION to survive this fight. Dr. Pettrovich will flash black
and white when he is hit and red when he is about to die. When he is dead,
much like Night Sight, he will leave you ---+++===NOTHING===+++---!


XV. A Way to Destroy Metal Gear...:
After the fight with that traitor, you'll have to do some minor backtracking
to your favorite place, the ZANZIBAR BUILDING (note great deal of sarcasm
in that statement). This will be the last section intro I do. The last two
sections can speak for themselves.

After the fight with Dr. Pettrovich, you will need to change the shape of
NATASHA'S BROOCH to unlock the locker. The last time you changed it, you were
in a place with heat. Now you must cool it in a cold place. To do this, you
must backtrack all the way back to the ZANZIBAR BUILDING. Don't worry; it's
only a small backtracking mission this time. Exit the DETENTION CENTER and
head to the area just before the field where you fought the Predator. Use
(F3) the CARDBOARD BOX near the conveyer belt. You will then be in a truck
being escorted back to the TOWER BUILDING. When you enter the TOWER BUILDING,
you will be in the same location you were the very first time you entered
it. Make your way through the spiral and back to the ZANZIBAR BUILDING. I
should have to tell you by now, but just in case you forgot, use (F3) the
MINE DETECTOR in the minefield. When you enter the ZANZIBAR BUILDING, exit
the room via the southeast door using (F3) the RED CARD. From here head right
one screen. Kill the guard on the balcony and use (F3) the RED CARD to open
the door. Now use (F3) IDCARD 9 to open the door on the right and pick up
the GREEN CARD. The GREEN CARD works the same way as the RED CARD and the
BLUE CARD, but uses IDCARDS 7-8 instead. Exit the room and head for the
elevators. Take the elevator to the fourth floor. Remember the path to the
dining room from the last time. Take that path again and go to the dining
room. Once in the dining room, proceed east to the next screen and use (F3)
the RED CARD enter the room on the far right wall. Pick up the B3 and B2 RATIONS
in this room. Stay in this room for a second and check (F3) your equipment.
You should notice that NATASHA'S BROOCH has now changed shape. Exit the room
and head back to the TOWER BUILDING. From here, you will need to go to the
screen directly above the CARDBOARD BOX entrance to the TOWER BUILDING. Use
(F3) the GREEN CARD to enter the room on the north wall. Use (F3) the CARDBOARD
BOX near the conveyer belt to transport yourself back near the DETENTION
CENTER. From here, go back to Dr. Marv's locker and use NATASHA'S BROOCH to
open the locker. Inside it, you'll find NOTHING! Well, you'll find a hole
in the wall that will lead you to a bunch of rats that will kill you if you
touch them. Go through the hole and then back to the locker and equip a B3
RATION to lure them out one by one and kill them. When they are all dead,
craw through the hole. In the hole you will find the ---CARTRIDGE---. Exit
the locker and Pettrovich will say, "S-Snake...He will never let you go."
He will tell you that "he" will use that Metal Gear deliberately. He'll then
say his daughters name and say "...a way to destroy it..." Snake will look
puzzled and say "A way to destroy Metal Gear? Pettrovich says in his mind,
he couldn't cross between east or west, but his daughter, who he left in the
east, is different. Snake will tell him to start making sense and ask him
how to destroy Metal Gear. He will tell you that the legs are lightly armored,
destroy them with GRENADES. He'll then tell you that is the only way to destroy
Metal Gear. You will then fall into a hole that leads you to the third floor
basement of the DETENTION CENTER.


XVI. Grey Fox and Metal Gear:
After you fall down the hole, you will be in a room with a door on each side.
You will then hear Grey Fox's voice and he will tell you there is no way to
destroy this Metal Gear. Snake will ask Fox where he is. Fox will tell Snake
that you'll see him soon and to come through that door. Don't go just yet.
Use (F3) the RED CARD on the right door to find three GRENADES. Use (F3) it
on the south door to find a B2 RATION and two boxes of SMG AMMO. Look under
the vent to find another B2 RATION. When your ready, equip your GRENADES (F2)
and RATIONS (F3) and use (F3) the BLUE CARD to enter the north door. Upon
entering, you will be confronted by Metal Gear D.

*****BOSS FIGHT #9*****
Metal Gear D

Metal Gear D can be difficult if you don't know what to do. Metal Gear D can
only move up and down. It can fire its vulcan cannon 360 degrees around the
room. Throw a GRENADE at its legs whenever you get the chance. When it moves
back, it is about to fire two heat-seeking missiles. Throw a GRENADE at its
legs and use (F3) the BLUE CARD to exit the room. Re-enter the room and keep
trying to repeat this pattern. Try to avoid getting stepped on when it moves
forward. Move to the sides or behind it if needed. Equip (F3) the BODY ARMOR
to try to reduce the power of the vulcan cannon. The room will flash black
and white when you hit Metal Gear D. It will take about 20-30 GRENADES and
3-5 RATIONS to defeat Metal Gear D.

After the fight, the lights in the room are turned on and Snake will be on
fire! Grey Fox will then say, "I take the cartridge... Burn & die!". You will
then receive a call (F4) from Campbell. He will tell you that your equipment
is burning and that you need to get rid of it! Go to your equipment (F3) and
press Space Bar on each item to get rid of it. Get rid of your RATIONS last.
Snake stops burning and chases Fox to a mine field. Snake asks what this is
and Fox tells Snake that this is the final conflict. He will then challenge
Snake to a fistfight. Snake calls it a chicken fight. Fox says Snake was his
big rival in FOX-HOUND and he was eager for the day when he could fight Snake.
Snake says he will "kick the twisted mind" out of Fox. Fox then says, "SNAKE!
Learn the value of the 'FOX' title!" Snake then gets a call (F4) from George
Kessler, FOX-HOUND strategist and mercenary expert. Kessler will give you
all the info on Grey Fox. He will tell you that his real name is Frank Jaeger,
but ten years ago he was known as Frank Hunter, Hunter is Jaeger in German
(thanks to J. Soler for pointing out the translation error in the game). He
says he was the last man to bear the title FOX from the Big Boss days. Snake
says he already knows about his excellence. Kessler will then tell Snake about
his relationship with a woman from the east. He says about 10 years ago, they
tried seeking asylum, but America wouldn't grant her a green card. He said
Grey Fox held a lot of resentment towards his superiors for it. Snake asks
the name of the woman Fox was involved with. Kessler will tell you that she
was a former Czech figure skating Olympic gold medal winner. Her name was
Natasha Markova. Snake will then say "Natasha!" Kessler will tell Snake that
if he beats Fox, he will be the best mercenary in the world. The transmission
ends and your epic battle with Fox in the underground mine field begins.

*****BOSS FIGHT #10*****
Grey Fox

You're in like the smallest room in the game during this battle. And to add
more gas to the fire, the room is surrounded by MINES along the edge. If you
really want to be PO'ed about something, he can walk on the MINES! You can
see them on your radar without the MINE DETECTOR. If you want, you can blow
up a wall of MINES and hide in a corner during this fight if you want. It
may be the chicken way to go, but it's a lot easier since your fighting the
HARDEST BOSS IN THE GAME! Big Boss is a synch compared to this guy. Grey Fox
will run around the room during this battle. When tries to punch you, nail
him with a hard punch and try to escape before he hits you. When he tries
to hit you, he will throw three punches in a row. Keep repeating this pattern
until he's dead. If you want, you can try and get a punch in on him if you
think you can escape him before he hits you. Remember to avoid the walls at
all costs as there are MINES around the room. Fox will flash black and white
when he is hit. When he is almost dead, he will flash red. You have no weapons
or equipment in this battle; so don't even think about trying to heal yourself
with a RATION.

After the battle, Fox will say he thinks it's time to hand over the 'FOX'
title to Snake (Does this mean we should call him 'Solid Fox' from now on?).
Snake asks Fox why he helped Big Boss. Fox says he was in an awkward position.
He says Big Boss may have only been a supervisor to Snake, but he saved his
life twice long before he joined his troop. He says the first time was in
Vietnam when half-white men were discriminated against. He said he was forced
to work hard labors even after the war was over. He says that Big Boss helped
him out like he is doing with the children here. He says the second time was
in Mozambique. He says the Big Boss helped him when he was getting tortured
as a Renamo Soldier. Snake asks Fox if he thinks he's paying him back by doing
this. Fox says he hates war just like the children here, but he needs war
and can't live like a normal person. He says that Big Boss provides "us" with
area that "we" need to fight. He says that he was born on a battlefield and
he will die there, making other fortunate, especially women. Snake asks if
he's talking about "her". Fox says that dying in action suits him. Snake tells
Fox to rest assured that he will never like him. Fox says he will take Snake's
words to the afterlife as a souvenir. He wishes Snake well and tells him not
to trust his "fans" expectations. Snake then asks Fox if he made those calls.
Fox responds by saying that is was "a price for my selfishness". Snake then
says, "You're not alone, Frank. Natasha waits for you on the other side..."
Fox's dying words are "...Natasha.....Thank you, Snake" Grey Fox dies, the
MINES explode, your health will be refilled, and Grey Fox leaves behind the
CARTRIDGE.


XVII. Big Boss, The Final Battle:
After your battle with Grey Fox, you will hear a voice from a room to the
left say "Here, Snake!". The door will then open, run through that door. Again
you will hear the voice say "Here, Snake!" and the north door will open. Run
through that door and you will find former FOX-HOUND Commander, leader of
Outer Heaven, and the leader of Zanzibar Land, Big Boss. Snake says "Big
Boss...So, you were alive." Big Boss welcomes Snake to Zanzibar Land. He tells
Snake that he's has come back to him, just as he thought you would. Snake
says he's came to get rid of nightmares that have haunted him the last three
years (wasn't the fall of Outer Heaven FOUR years ago?). Big Boss will tell
Snake there's no way to exorcise them. He says that anyone who enjoys battling
will be on the battlefield for the rest of his life. He says once the battle
instinct surfaces, it will never sleep again. He says not money, power, or
sex can fill his desire. He says the only thing that can fill his desire is
war. Big Boss says he is providing it, giving Snake a means to live. Big Boss
says the children are victims of war from many nations. He says they are
budding soldiers for the next war. He says conflicts will never die in this
world. Snake translates that long speech by saying, "Without war, you'd be
out of a job. Is that what your saying?". Big Boss says that him and Snake
are rare in a battlefield, but just useless dummies back home. Boss says they
belong in a battlefield and will stay there till they die miserably. Snake
says he has only one battle and that is to be free from Big Boss and to rid
himself of nightmares. He then says, "Big Boss, I WILL kill you!" Big Boss
says whoever wins, the battle will not end. He says the loser will be freed
from the battlefield, and the winner must remain there and he will be a warrior
until his death. Snake says there are exceptions, he loves life. Boss says
he will free Snake from agony. He says it's his great-fullness as his former
supervisor. Snake says he doesn't need his help. Big Boss then says, "In a
situation without a single weapon... against me? You dare say you have such
a chance?!" Snake says never give up until the end, in any cornered situation,
imagine success. Snake tells Boss that he said that himself. Boss says even
he makes mistakes sometimes. Big Boss then says, "SNAKE! This time, once and
for all... COME ON! Your battle then starts with the eleventh and final boss
of the game, Big Boss.

*****BOSS FIGHT #11*****
Big Boss

This fight will be fought in a six-screen room littered with vents, acid
pools, and RATIONS. In the center of the room will be a big eight room complex
with IDCARDS, RATIONS, weapons, and acid pools. Start the battle by heading
right to the next screen. On this screen, avoid the acid pools, grab the B1
RATIONS, and head up to the next screen. Here you will need to grab another
B1 RATION and head left. On this screen, you will see a door on the north
part of the screen and two doors on the south part of the screen. Enter the
door on the left. In here, you will find IDCARD 6. Exit the room and head
left. On this screen, grab the B1 RATIONS and go down. On this screen you
will need to use one of your B1 RATIONS to get rid of the acid and head right.
On this screen, use (F3) IDCARD 6 and enter the room to find IDCARD 1. Exit
the room and head to the other side of the complex. Use (F3) IDCARD 1 to enter
the room on the northeast side of the complex. In here, grab IDCARD 2 and
exit the room. Head to the northwest side of the complex and use (F3) IDCARD
2 to enter the room. Crawl under the vent and grab IDCARD 3 and exit the room.
Head to the southwest side of the complex and head right. On this screen,
use (F3) IDCARD 3 to enter the room and grab IDCARD 4. Exit the room and head
right. Use IDCARD 4 to enter this room. Go around the acid pool in here and
grab the ===LIGHTER===. Equip (F2) the lighter and exit the room. Head to
the center section on the north part of the complex and use (F3) IDCARD 4
to enter the room. Avoid the acid pool, grab the final card, IDCARD 5, and
exit the room. Now head to the southwest part of the complex where you used
the B1 RATION on the acid and use IDCARD 5 to enter the room. In here, grab
the ---SPRAY---. Equip (F3) the spray and call (F4) Master Miller (140.38).
He will tell you that you can combine the SPRAY and the LIGHTER to make a
FLAME THROWER. Now that you have you new little toy, it's time to fight Big
Boss. Exit the room and fire away. Big Boss will fire several shots at you
with his gun. They should be easily avoidable. Most of the time he will only
fire shots when he is right in front of you, so use this your advantage. He
can hear your footsteps if you walk on the surface with holes in it. A good
way to kill him to to hide behind a corner of the complex and when he comes
around it, blast him with the FLAME THROWER and run to the next corner. Another
good way to kill him is to get across from him behind the crates and fire
away. He can't shoot through the crates, so don't worry about getting hit.
Keep repeating either pattern until he's dead. You only have two RATIONS to
work with, so be careful. Watch out for the acid pools around the room. Big
Boss will flash black and white when hit. He will flash red when he is about
to die.

When you kill him, he will flash several colors and his last words will be,
"Snake...Not yet...Not yet...Snake...Sn..". Now that you've killed Big Boss,
head to the center part of the northern part of the complex and head through
the north door, which should now be open. When you go through the door to
the next room, a guard will appear behind you and say, "HALT!" Don't worry;
it's really Holly in disguise. She says she's sorry about that and asks Snake
if he's all right. She then takes off the uniform and asks Snake if he was
surprised. Snake says he barely survived and asks what she is doing here.
Holly says they promised that they would meet up if they were alive. Holly
gives Snake a HANDGUN that she took from a guard. Holly asks how they are
going to get out of here and he asks Holly if he should call her a limo. Holly
tells him that this is no time for jokes. Snake then calls someone named
Charlie at 140.00. He tells him that the mission is completed and to come
and pick him up. He says that he will meet him at the next pickup point and
asks if there are any guests. Snake says there is one "blonde beauty" with
him. Charlie says he is looking forward to seeing her. Snake tells Holly that
he'll run to the pickup point nonstop and asks her if she can follow him.
Holly responds by saying "Oh boy...This is going to be rough.". Snake tells
her that she may get a little tired, but it's good exercise. Run up the path
with Holly following. Three armed guards at the end of the path will greet
you. Your HANDGUN has infinite ammo, so shoot them if you want, but they will
just keep following you. Continue down the path with the guards following
you. Watch out for a trap in a small square area. Feel free to grab the B1
RATION on the screen after that if needed and continue on. At the end of the
path, summon the elevator. It will take a while for the elevator to reach
your floor, so just keep killing guards. Don't worry about shooting in Holly's
path because it won't kill her. Get on the elevator and take it up to the
first floor. Guards will probably follow you on board, so just kill them.
Exit the elevator and pickup the B1 RATION. Follow the path north through
the JUNGLE breaking all the trip wires along the way. When you reach the end
of the path, Snake will call Charlie and say, "CHARLIE! You're late! Christmas
will be over soon." Charlie will say he's still 10K away and to hang on. Snake
tells Charlie to hurry. Take out the guards while you wait. Watch out for
the trap in the lower right corner of the escape path. After all the guards
are killed, fire your gun again. Snake will say it's out of ammo. Three guards
will surround you. You will hear chopper noises and gunshots will fire from
the sky and takeout all the guards. Holly will acknowledge the chopper and
say that we're saved. Snake will call Charlie and tell him that he's not a
second too soon. Charlie says that he didn't want to disturb you two. Snake
asks Holly if they will arrive before Christmas. Holly responds by saying
"Possibly before dinner." Snake says it's good idea because he's had enough
of those combat RATIONS. The screen will fade to black and you will hear
chopper sounds. The screen will have a little white box in it that will show
the chopper rising out of Zanzibar Land. You'll then be shown the sunset
(which looks better than it does on some PSX games!) and see the chopper flying
in the sky. The credits will then role on the sunset. After the credits, the
screen will fade black and the music will fade away. Campbell will then tell
Snake well done and ask him if he will go back to "our" squad. Snake then
says "Nightmare gone, I'm free. Campbell then asks Snake if the CARTRIDGE
is truly the one that Dr. Marv left. Holly asks if you want to try opening
the CARTRIDGE. Snake says there's no need to and tells them to insert it into
an MSX as it is. Campbell says he has one here, his good old MSX. You then
see the MSX start screen and Holly says that nothing happened. Campbell then
says, "Look...Snake is right!" Holly asks what he means and says that she
doesn't see it. Snake says that Dr. Marv's signature is on it in full. Holly
says she now sees that it's backwards. Campbell says, "Now the world is
saved...". Snake says it was Dr. Marv's last performance. Holly said that
he really loved games. Campbell said that he died in a stupid politics game.
Then Holly says "But...He left a game that saved us all. Didn't he, Snake?".
Holly then says that Snake is gone! Campbell said that he guess his place
is no longer here. Holly said that's cruel after he made a dinner appointment
with her. The screen fades to black again and more credits start to role.
These credits will show the cast of the game. After the credits are over,
the game will restart at the Konami screen. Congratulations, you have just
beaten Metal Gear 2: Solid Snake.

This walktrough has been written by Bagman077.

Tuesday, March 10, 2009

Night Fright

Night Fright was a Zanzibar Land mercenary who uses an optic camouflage suit that is also undetectable by radar and wields a Wei Shen Sho Ciang, roughly translated from Chinese "Silent Machine Gun", a gun which appropriately makes little noise. He was a surviving member of The Whispers, a legendary guerilla squad from North Vietnam. He fought against Solid Snake in the basement of the Detention Camp during Operation Intrude F014.

Monday, March 9, 2009

Jungle Evil

Jungle Evil was a Zanzibar Land mercenary who specializes in ambush techniques and guerilla warfare, and the self-styled "King of the Jungle."

Also known as the "Phantom Assassin", he was once an operative for a reconnaissance command unit in the South African Special Forces Brigade. He also served as a mercenary in Vietnam and southern Yemen. During his time as a mercenary, he single-handedly destroyed two entire troop companies. He wears a high-tech camouflage suit that renders him undetectable to motion sensing radar.

Jungle Evil fought against Solid Snake during Zanzibar Land Uprising in front of a laboratory near the Detention Camp.