Saturday, April 18, 2009

Game Boy Color



The Game Boy Color is Nintendo's successor to the Game Boy and was released on October 21, 1998 in Japan, November 19, 1998 in North America, November 23, 1998 in Europe and November 27, 1998 in UK. It features a color screen and is slightly thicker and taller than the Game Boy Pocket. As with the original Game Boy, it has an 8-bit processor. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide.
The Game Boy Color was a response to pressure from game developers for a new and much more sophisticated system of playing, as they felt that the Game Boy, even in its latest incarnation, the Game Boy Pocket, was insufficient. The resultant product was backward compatible, a first for a handheld system, and leveraged the large library of games and great installed base of the predecessor system. This became a major feature of the Game Boy line, since it allowed each new launch to begin with a significantly larger library than any of its competitors.
The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide, with 32.47 million units in Japan, 44.06 million in the Americas, and 42.16 million in other regions.

Thursday, April 16, 2009

MGS Mobile

Metal Gear Solid Mobile is a Metal Gear game for mobile phones. It was announced at the Metal Gear 20th Anniversary Party. It is available for download in Japan and North America. For now, the North American version of the game is exclusive to the Verizon network. On February 14th, 2008, Metal Gear Solid Mobile won the "Grand Prix" and "Operator's Choice" awards at the 2008 International Mobile Gaming Awards.

Players play as Solid Snake using the keypad on the phone. Gameplay is a combination of Metal Gear Solid 2 and Metal Gear Solid 3. For example, the player can take pictures using the phone's digital camera and transfer them onto Snake's sneaking suit, creating an all new camouflage to wear. The camera also controls the in-game camera, and will also be able to aim Nikita missiles. Hanging off ledges and hiding in lockers will also be possible. VR missions are also included.
The story takes place between Metal Gear Solid and Metal Gear Solid 2, and follows the early days of Philanthropy. Ocelot has leaked all the technical information for Metal Gear REX onto the black market. As a counter-measure, Solid Snake and Otacon form Philanthropy. It isn't long until Otacon receives his first lead on development of a new Metal Gear. Victoria Reed, an AI (artificial intelligence) programmer, learns that the technology she has been developing will be used in a fearsome weapon of destruction. She becomes a whistle-blower and attempts to escape from the facility. She places her trust in Otacon, and now Snake has been dispatched on a solo mission to infiltrate the facility and rescue the scientist.

Upon reaching the facility it becomes evident that the military holding the plans for the new Metal Gear REX is non-aggressive. Despite this, Snake infiltrates the facility and eventually reaches the basement, where he is captured in a cell. Snake is contacted via codec frequency 116.66 by the terrorist leader, named simply Commander, and it is revealed to the player that Victoria Reed was an AI program herself (Victoria Reed's initials are VR), created by the terrorists to lure Snake into the facility and deactivate their security system, allowing the terrorists to essentially walk right in and commandeer the REX stored in the basement. Snake escapes his cell and makes his way to the REX, avoiding the Semtex charges now lining most of the base and machine-gun mounted sentries along the way.

En route to the basement, Snake uses C4 to open a cracked wall and when he walks through the newly formed hole, the room flashes green and blue and becomes blurry and artificial. Strange codec calls come in from not only Otacon, but also Commander, breaking the fourth wall and urging the player to turn off their cell phone. The real Otacon then contacts Snake, alarming him that he has been drugged and kidnapped and placed into a virtual reality simulation, and he is in the process of hacking the simulation to save Snake. He says that he's been trying to reveal the identity of the group that kidnapped him, but has been unable to do so, however, due to the technology used in the VR simulation. He comments that judging by the complexity of the program, the programmers must have near-unlimited resources, hinting at the group being The Patriots. He then remarks that since Snake is so far into the simulation, it may be easier to just complete the objective and destroy the fictional Metal Gear than to even bother hacking him out. Snake agrees, encounters Commander on top of a VR Metal Gear REX, and easily dispatches him using a combination of the FAMAS and Nikita rocket launcher.

Snake then wakes up to unnamed voices speaking. They say that while Snake did prove useful, he failed to provide them with the battle data they needed for the Project, and they instruct someone to erase all memories of the simulation and dump him back where they kidnapped him. One unnamed voice then says that they already have the second test subject lined up. One of the voices then says, "...Let's see if Jack can do better."

Wednesday, April 15, 2009

MGGB Reception

The game was extremely well received by critics, achieving an average of 95.92% at Game Rankings. It is the 11th best-rated game on the site.

It achieved a perfect 10/10 on video game website IGN. Nintendo Power listed it as the 11th best Game Boy/Game Boy Color video game, praising it for successfully bringing elements from the three dimensional games as well as being better than previous two dimensional installments.

Monday, April 13, 2009

MGGB Download

Here is full download of Metal Gear Ghost Babel.






This package includes:

1) Metal Gear Ghost Babel rom

2) Visual Advance emulator

Sunday, April 12, 2009

MGGB Unlocks

Unlock Sound Mode

Complete all of the VR missions in both practive and time attack mode to access sound mode. Sound mode allows you to sample all of the background music and sound effects in the game.

Stage Select

Complete the game on the "easy" setting to unlock a mode where you can play through any stage in the game, but with new objectives.

MGGB Production

The game was produced under the request of Konami's European division to release a Game Boy Color version of Metal Gear Solid.

In the Japanese and European releases of the game, the CODEC frequency 140.07 (see James Bond) is included next to Shuyo Murata's entry in the credits. Calling this channel in-game launches Idea Spy 2.5, a comical radio play. Murata would go on to write a similarly styled extra in Metal Gear Solid 2: Sons of Liberty, before co-writing Metal Gear Solid 3: Snake Eater and becoming co-director of Metal Gear Solid 4: Guns of the Patriots. In 2006, Idea Spy 2.5 was adapted into an actual radio drama streamed on Konami of Japan's website, with Metal Gear creator Hideo Kojima playing the title role. Shuyo Murata also plays one of the boss characters. The full drama was released on CD in Japan on February 14th, 2007.

wikipedia.org

Saturday, April 11, 2009

MGGB Walktrough


*************
*4. Controls*
*************
Movements:
-Forward: Up Cursor
-Back: Down Cursor
-Left: Left Cursor
-Right: Right Cursor

Other Movements:
-Punch: A
-Fire Weapon: B
-Duck/Kneel: Start

Game Functions:
-Pause Game: Select
-Select Weapon: Select and Left or Right
-Select Item: Select and Up or Down
-Use CODEC: Select and Start
-Save Game: Select, Start, and choose to call Mei Ling


*************
*5. Prologue*
*************
A C-5 Galaxy transport plane carrying nuclear missiles and Metal Gear
researchers was hijacked on route to South America. The United States
Government has tracked the transport to Gindra, a small nation in Central
Africa. A Civil War is going on in Gindra. UN Peace Keeping Troops have been
deployed to calm the incident. The Gindra Liberation Front, or GLF as it is
more commonly know, under the control of General Augistine Erborn is in
control of Gindra at the moment. He demands that the UN Peace Keeping Troops
are removed from Gindra and that Gindra be recognized as an independent nation
by the United States or he will launch a devastating nuclear strike to the
United States by the usage of Metal Gear. The GLF operates in the Galude
Mountains in a place formally known as "Outer Heaven", the place where Snake
defeated Big Boss and Metal Gear seven years ago. Your mission is to
infiltrate the fortress Galude, rescue the Metal Gear researchers, and
neutralize Metal Gear before it's assembly is complete. Steve Gardner, the
US National Security Advisor, is overseeing the mission from Washington D.C.
John Parker, a top Army chief, has already deployed Delta Force agents in
the area to neutralize the threat. You are not to alert them to your presence.


****************
*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. Solid Snake's Entrance:
You(Solid Snake) are parachuted into the +++Jungle+++ in Outer Heaven. Snake
heads north and are contacted by Colonel Campbell. Campbell explains your
mission objectives and Mei Ling explains the radar and CODEC to you. Head
up to the first guard and punch him three times to knock him out. Do the same
to the second guard and head north. Head around the right side of the plants
to avoid the guard ahead. Head north along the path. You will soon see a guard
heading towards you. Knock him out and take the ---RATION--- that he drops.
Continue along the path to get the ===FIVE-SEVEN HANDGUN===. Head back along
the path to where you first entered the screen. Head right from here. From
here, head north along the path and avoid the guards. Knock them out if need
be. Continue on to the next screen. Here you will see a guard sleeping in
a field. Head left and up to get a RATION. Head to the right towards the end
of the field. Wait until the guards pass you and head north. Head north on
this screen and keep avoiding guards. Knock them out if needed. You will soon
come to a bridge with a guard on it. To the left is a RATION. Pick it up if
needed. Head across the bridge and dispose of the three guards on the bridge.
Head north to end the stage.

II. Infiltrate Enemy Fortress Galude:
Campbell contacts Snake and tells him that Delta Force was wiped out. Weasel
makes his introduction to Snake as does CIA director McBride. Campbell tells
Snake to watch out for cameras. Head right behind the boxes to avoid the
cameras. Head down below the plant and on to the next screen. Hug the bottom
wall and head right. You see a guard coming out of the door heading to the
right. Don't go in the open door. Instead, follow the guard to the right.
Go all the way to the right and into the door. Inside you will hear two guards
talking about a shift change. Once the guard leaves, head up and grab the
---SUPRESSOR---. You can now fire your HANDGUN without anyone hearing it.
Exit the room and head back to the open door that the guard came out of. You
are now in the +++COMPOUND+++. Head north and then go right. Go pass the locked
chain door and into the open area. Run pass the boxes and go into the door.
Inside this room you will find ==-HANDGUN AMMO-==. Take the ammo and exit
the room. Head right and enter the chained door. On the left wall there will
be a camera. Run around the left side of the boxes to avoid it. Enter the
door. Run around the trucks, head left, and enter the door. In here you will
find a RATION. Take it and exit the room. Enter the chained door on the right.
Continue north and enter the next chained door. Head left past the truck.
There will be a guard patrolling around some boxes. Avoid him and proceed
left. Avoid the next guard and continue left. When you reach the next screen,
you will receive a call from Chris Jenner of Delta Force. She is the sole
survivor of the Delta Force squad. She talks about the "Black Chamber"
mercenary group that killed the rest of Delta Force. He says their leader
is called Viper. She said that they were ambushed. Snake believes that the
mission was leaked. McBride says that the mission is absolutely classified
and that there is no way it could have been compromised. Weasel says there
is always someone who is welling to sell out to the highest bidder. McBride
says there is no risk of spies here. Campbell says this mission is top secret
and only a handful of people know about it. Chris confirms that Metal Gear
is inside the fortress. She says that it is near completion and that all the
researchers have been confined to another building. Jenner says that she
entered the fortress through the drainage system. She says that there are
ways into the drainage system by going into the recessed east walls in the
buildings. Chris refuses to leave the fortress after Snake demands her to.
Campbell convinces Snake that having an ally could be useful. Keep heading
left, but stay to the bottom part of the screen to avoid cameras on the north
wall. When you come upon a truck, enter it. Behind the boxes it ---ID CARD
1---. Take it and exit the truck. Head back right. When you change screens,
head down and left. Crawl under the hole in the fence that you see and into
the door. Sneak around the vents, avoid the guard, and grab the RATION. Exit
the room and head left. Go as far left as you can and head south through the
chained door. Keep heading south and go around the boxes into the door. Inside
this room you will find the ===R5 ASSAULT RIFLE===. Take it and exit the room.
Head back the way you came and go through the two chained doors again. Head
all the way right and all the way down. Head left and go up through the first
chain door that you see. Go through the bottom part of the recess you see
in the building and head down the ladder. Head left and go down the ladder
to end stage two.

III. A Journey Through The Sewers
You are now in the +++SEWERS+++ of Outer Heaven. Campbell contacts you and
tells you to make contact with Chris. He says that she is in the watchtower
above. Follow the path until you come to a door on your right. Enter it to
get HANDGUN AMMO. Exit the room and knock out the guard patrolling the area
and continue northward. On the next screen, go all the way north and pickup
the RATION. Head right to the next screen and you will see a rat coming towards
you. Proceed forward along the path. Head south and stay on the far right
wall to avoid the guard and the camera. Continue south to the next screen
while avoiding the guards. Keep following the path and head north when you
come to the dead end. Go around the rocks and keep moving north. You will
hear two guards talking about withdrawing from the area because the river
had flood. When the guards leave, head north. When you see the water coming
your way, climb on the ladder to your right and wait for the water to pass
you and continue onward. When you start heading left, climb on the ladder
on the north wall to avoid the water. Continue on and climb up the next ladder
on the north wall and wait for the water to pass. Head around the south side
of the rocks and again climb the ladder on the north wall and wait for the
water to pass. Continue onward when the water passes. Climb the next ladder
on the left wall and repeat the process. Again with the ladder on the north
wall. Two more north wall ladders on the next screen, but on the second one,
climb all the way up it to reach the +++WATCHTOWER+++. Campbell will call
you and tell you to meet up with Chris. He says that she is disguised. He
says she has a red cap on and hair tied up at the back. Go up through the
door and then head left through the next door. Wait for the guard in this
room to turn his back on you and knock him out and move on. Grab the ration
in the room next to the guard. Head south from here. Go through the door and
use the green box to avoid being seen by the cameras. Continue southward.
Avoid the guard in the next room and head right. In this room, stay against
the north wall and crawl over the vents. When you reach the right wall, head
into the door. Go around the wall, knock out the guard and head north into
the room on the left. In this room, pickup the HANDGUN AMMO. Exit the room
and head north. Go around the room and head into the north door on the right
wall. In this room are laser traps. Use your ---FOGGER--- to see when the
laser traps vanish. When they do, run past them. Campbell call you and tells
you about the lasers. Head through the north door when you are through the
maze. Head right from here. Wait behind the green box until the guard heads
back. When he does, knock him out and head south. Watch out for the camera
on the right wall. Head up and grab the ---GAS MASK--- next to the door. Then
head all the way back out to the room before the laser maze. In here, avoid
the guard and the camera against the right wall and enter the south door on
the right wall. Continue until the gas in the room turns on and Campbell
contacts you. He will tell you to use a GAS MASK to get through the room.
Equip your new GAS MASK and make your way though the room safely. There is
gas in the next room too so keep it equipped, make your way through the room,
knock out the guard, and make your way through the door on the right. Knock
out the guard patrolling this room and grab ---ID CARD 2--- in the bottom
right corner of the room. Exit the room. Knock out the guard in this room
and enter the north door of this room. Head north along the right wall avoiding
the camera and enter the door on the right. Head south from here. Get in the
elevator and head up to the second floor. Enter the north door once you get
to the second floor. Go through the next door and avoid the guards in this
room. Head straight into the next room. In this room, grab the HANDGUN AMMO
and exit the room. Head south, around the wall, and into the door. Keep going
south and knock out the guard ahead of you. Head around the spiral and go
in the door on the left wall. In this room, avoid the guard and head into
the door on the left. You have now come across another laser trap room. Do
the same thing you did to avoid them in the last room and enter the door on
the north wall. Go through the next door as well. In this room there will
be two guards. One of them is Chris. Knockout the one that is not Chris and
make contact with Chris. She will tell you to follow her and that will end
the stage.

IV. Follow The Leader
Chris will tell you about Jimmy Harks, the lead developer of the Metal Gear
project. She will tell you that he is being held captive in the +++BARRAKCS+++
north of the WATCHTOWER. She tells you to follow her to get out of the
WATCHTOWER. You then receive a call from Campbell telling you to rescue Jimmy
Harks. Head around, avoid the guard in the room, and go in the door that Chris
went through. Avoid the camera that is hoisted up on the north wall. Use your
FOGGER once again to get through the laser trap maze and keep following Chris.
There are three turrets in this next room so be cautious as you proceed
through. There are some ===CHAFF GRENADES== on the south side of the center
wall you can use to avoid the turrets. This next room is a spiral. Just follow
it around while knocking out any guards that get in your way and keep following
Chris. In the next room, just take the elevator down. When you're off the
elevator, head north and left through the two doors. Once again you see Chris
enter a door. Go around the room, avoid the guard near the door and the camera
on the east and west wall and proceed to the next room. Go south and you will
be in a laser trap room. Use your FOGGER once again to navigate the room and
exit via the door on the left. In this next room, quickly move to the north
door so the guard below you doesn't spot you. When you are outside, Chris
will tell you that Jimmy is held up in the BARRACKS to the northeast of your
present location. Chris says she is going to check the +++POWER PLANT+++ to
the north. She says something strange is going on there. She says Metal Gear
could be stored there. Campbell contacts you and tells you to head for the
BARRACKS. Head east of your present location and you will come upon a
patrolling guard. Knock him out and grab the RATIONS in the southeast corner
of the area. Once you grab those, keep behind the blue box until the camera
is out of the way and continue eastward. Here you will see a guard entering
in a pass code to get through security gates. After he is gone, head down
and in the truck you will find some CHAFF GRENADES. Take them and exit the
truck. To get through the security gates, you must figure out a set password
that changes every time you play the game. Pay attention to which doors a
certain switch opens and closes and that should help you figure out the
puzzle. I have figured out that the last switch you push always opens doors
3 and 4(numbering from the bottom), one of the switches moves one door two
places up, and one door operates on a 1:2 ratio (for every door closed, it
closes an extra one). When finished, head northward. On this screen, hug the
south wall to avoid waking the bird, which acts as an alarm for the guards.
Again remain on the south wall for the next screen and then head north against
the far west wall. This screen has man's not-so-best-friend patrolling the
area. Avoid them best as possible and grab the ===GRENADES=== on the right
side of the area. Keep continuing northward. On the next screen, go around
the field and hug the left wall. Head up and grab the HANDGUN AMMO. Avoid
the first guard and knock out the second and continue north. Here you see
more K9s. A boomerang will also randomly come and attempt to attack you. Avoid
it and the dogs and head west. Here are three birds and a guard. Hug the south
wall and then the west wall to avoid them and continue north. Grab the ==-R5
AMMO-== behind the rock on your way. More dogs in your way. Avoid them and
grab the RAITON to the north and head to the next screen. Press the button
to open the door on the far right. Head back to the area where you first saw
the boomerang and head east while avoiding the dogs. There are two trucks
on this screen. The one on the left has a RATION and GRENADES in it and the
one on the right just has GRENADES. Exit the truck and head north. Avoid the
dogs guarding the screen by staying on the east wall. Pickup the GRENADES
on the northeast part of the screen and head west. Go through the door you
opened earlier and you will find three GRENADES pouches and a RATION. Equip
your RATIONS and GRENADES and when ready, head north.

***BOSS FIGHT #1***
Slasher Hawk

An unknown voice startles Snake by saying his name. This voice turns out to
be none other than a "Black Chamber" member and your first boss fight, Slasher
Hawk. He calls the Delta Force wipeout a "boring little cleanup job". He says
Snake is a very special name to "Black Chamber". He says that "Black Chamber"
has no interest in the General's ideas or bid for independence. He says that
"Black Chamber", not FOX-HOUND, is the world's best special forces unit. He
then lobs a boomerang a Snake that he easily avoids. He says that his people
call it a "wilgi". He then initiates your first boss fight. Run up as close
to the wall as you can get and start lobbing GRENADES at Slasher Hawk. After
taking several hits, he says he will continue to fight as long as the Hawk
flies. Ignore his comments and keep doing what you're doing, but watch out
for the Hawk as well as his duel boomerangs. Within no time Slasher Hawk will
be no more than just an ordinary Hawk. Slasher Hawk will spout off some useless
nonsense about "Black Chamber" and that is the end of the stage.

V. Hail to the Chief
Once you enter the building, Campbell tells you calls you and tells you that
you must rescue Jimmy Harks, the Chief Engineer of Metal Gear. Start off by
making note of the elevator in front of you and then head left through the
doorway. Enter the door right above you to grab ---CARDBOARD BOX Y---. Once
you grab the box, head back to the elevator that you saw when you started
the stage and take it to the second floor. Exit the elevator and go around
the room up to the conveyer belts. Go to the conveyer belt at the top of the
screen and use CARDBOARD BOX Y to ride the conveyer belt. When the conveyer
belt has reached it's final destination, it will drop you on a lift which
will take you to a room where you will obtain ---CARDBOARD BOX R---. Use
CARDBOARD BOX R to ride the conveyer belt in this room to another lift. In
this room, grab the GERNADES and head right. Hide behind the boxes and wait
for the guard to come to you and punch him several times to knock him out.
Hurry around the boxes and head into the room at the top of the screen and
grab the CHAFF GERNADES. Hurry out of the room and continue to the right.
When you come out of the path, quickly hide behind the box in front of you
to avoid the camera on the right wall. Use the crates as cover and proceed
down and to the left. Follow the path left and grab the ===STUN GERNADES===.
Beware of the guard on the metal grates as you head left. Head around the
room and watch out for the guard again. Head right and avoid detection by
the camera, then head down. Head right around the elevator and take it to
the second floor. Go around the room and back to the conveyer belts that you
saw earlier. Use CARDBOARD BOX Y again to ride the top conveyer belt. After
the fourth junction, switch to CARDBOARD BOX R. Once you get off the conveyer
belt, put on your GAS MASK and head down the ladder. Head down the left side
of the room to pickup ---ID CARD 3---. Hide behind the boxes at the top of
the screen on the left side and wait for the guard to come around. Knock him
out and proceed around the right side of the room. Use ID CARD 3 to enter
the door. Head down the left side of the crates and avoid the camera and the
guard. If you come in contact with the guard, knock him out and head left.
Keep going until you reach the lift that you saw at the beginning of the stage.
Take it to the second floor. Go around the room to the conveyer belts and
use CARDBOARD BOX Y again to ride the top conveyer belt. After the third
junction point, switch to CARDBOARD BOX R. After the fourth junction point,
switch back to CARDBOARD BOX Y. Last but not least, switch back to CARDBOARD
BOX R after the fifth junction point.

When you finish with the conveyer belts you will arrive in a room with another
conveyer belt and a door. Use ID CARD 3 to enter the door. Head around the
crates and avoid the guard. Make your way up to the upper right corner of
the room to grab the RATIONS. Head left to the next room and grab the STUN
GERNADES in the upper left corner of that room. Use any box to ride the
conveyer belt at the bottom of the room to the lift. When you get off the
lift, head left and grab ---CARDBOARD BOX B---. Use any box to ride the
conveyer belt to the next room to ride the lift. Follow the path around the
room. When you start to head north on the path, take out the guard and continue
north. Grab the STUN GRENADES to your right and then proceed to the left.
Head up when the path forks then take a left and the down as soon as you can.
Follow the path until you can go down into the next room. Go right around
the elevator and take it to the second floor again. Use CARDBOARD BOX Y again
to ride the conveyer belt. Switch to CARDBOARD BOX B after the first junction.
Switch back to CARDBOARD BOX Y after the second junction. Back to CARDBOARD
BOX B after the third junction and finally back to CARDBOARD BOX Y after the
fourth junction. When you finish with that mess, you will enter a big maze
of crates. Beware of any guards or cameras that you may encounter along the
way, head left and grab the R5 AMMO. Continue left until you reach a dead
end. Now head all the way to the north. Grab the RATIONS and head all the
way to the right. Grab the HANDGUN AMMO along the way. Now head all the way
down and use CARDBOARD BOX B to ride the conveyer belt. After the first
junction, switch to CARDBOARD BOX R and ride it to the lift. Grab the
---THERMAL GOGGLES--- when you get off the lift and head right through the
door. Ride the conveyer belt using any box to the lift. Take a shot at the
sleeping guard and head up and grab the R5 AMMO then head left. Follow the
path down then left after the passage with the metal floor. Head around the
room and avoid the guard on the metal floor. Watch out for the camera and
head down. Go on the right side of the room to the elevator and take it to
the second floor. Go to the top conveyer belt again and use CARDBOARD BOX
Y again to ride the conveyer belt. Switch to CARDBOARD BOX B after the first
junction. Switch back to CARDBOARD BOX Y after the second junction. Back to
CARDBOARD BOX B after the third junction and finally back to CARDBOARD BOX
Y after the fourth junction.

You are in the box maze room again. Go around the room as you did before,
but go in the door on the right side of the room. Equip your THERMAL GOOGLES
and head through the room when the lasers disappear. Use whichever path in
convenient for you at the time. Enter the door at the end of the room. Head
through the room and down the stairs to the first floor. Head left and use
the crates to avoid the cameras on both sides of the room. Continue to the
left and the head down when you get the chance. Keep going down and avoid
the guards. Head right the first chance you get and enter the first door marked
A-1. Continue north and you will find Jimmy Harks. He will tell you to get
him out of here. He tells you that he was thrown in prison after Metal Gear
neared completion. The conversation carries on its usual Snake rescues
prisoner sequence of all Metal Gear games where the prisoner insults Snake
and he explains that he is a loner and all that stuff. Then Jimmy tells you
that the east wall of the room is hollow. Exit through A-1 and head right.
Enter B-1 and grab the ===C4=== in the first room. Head up and grab the R5
AMMO in B-3. Head out of B-1 and all the way back to the box maze. Use CARDBOARD
BOX B on the conveyer belt. After the first junction, switch to CARDBOARD
BOX R. Take the lift down and use the C4 on the left wall. This will take
you to Jimmy and it will end the stage.

This walktrough has been written by Bagman007

Friday, April 10, 2009

Black Chamber


Black Chamber was a Special Forces group founded after the Outer Heaven Crisis to act as a sort of "shadow FOXHOUND." After Solid Snake's sucess with Operation Intrude N313, FOXHOUND became too well known to the general populace and was therefore under closer surveillance by rival intelligence bodies. Black Chamber was founded to perform operations that FOXHOUND would perform normally, but they weren't under surveillance like FOXHOUND was at the time.

Two years before the Galuade Incident Black Chamber was ordered to retrieve a U.S built Metal Gear, which had been seized by South American terrorists at the time. Black Chamber succeded in destroying this Metal Gear, but the U.S government feared that Metal Gear's construction and Black Chamber's existence would be revealed to the public, so the unit was attacked by FOXHOUND (under Colonel Campbell's command, acting under false information) shortly after their return home.

Only five members survived that attack, but they escaped, vowing revenge against Solid Snake, Colonel Campbell and "Anonymous," the man who had ordered their termination. They became mercenaries until they later resurfaced as terrorists during the Galuade Incident, in which the remaining five members were killed.

Wednesday, April 8, 2009

Black Arts Viper

Black Arts Viper is the leader of Black Chamber and, along with Weasel and Solid Snake, is considered one of the world's best professionals of war. Despite this, his identity was completely unknown to the mercenary world before the disolution of Black Chamber, due to the intense secrecy surrounding the group. The first half of his moniker, Black Arts, comes from his skill with explosives and boobytraps; he uses brilliantly intricate wire and mine traps to completely dominate a battlefield, without his enemies even being able to understand what's happening around them, like some sort of black magic. The second half, Viper, a poisonous snake, comes from his goal of surpassing Snake and bringing Black Chamber out of FOXHOUND's shadow.

Two years prior to the events of Galuade Incident, Viper and the rest of Black Chamber successfully recovered a prototype Metal Gear that had been hijacked by terrorists in South America, but upon returning were ambushed by FOXHOUND under orders from Roy Campbell. In the struggle, Viper lost his left arm and sustained internal injuries which should have killed him, though his hatred allowed him to survive and he swore to avenge his fallen comrades using Metal Gear GANDER.

During the Galuade Incident, he first encounters Snake after kidnapping Chris Jenner, and the two do battle in a room filled with tripwire explosives, the configuration of which Viper constantly alters. After Metal Gear GANDER is destroyed, Viper reveals that its true destructive capacity is its satellite uplink to nuclear-equipped attack satellites, and Snake is again forced to do battle with him aboard an elevator, to prevent Viper from activating the uplink upon reaching the surface. In both fights, Viper makes use of his prosthetic left arm, which is outfitted with a number of tricks, allowing him to blind his opponents with a flash light and emit shockwaves through his punches, among other abilities.

Viper is ultimately unsuccessful, and dies expressing regret for his inability to get revenge for the slain members of Black Chamber.

Pyro Bison

Pyro Bison is a member of Black Chamber and a pyromaniac who is obsessed with his flamethrower, despite it being a less effective and more cumbersome weapon. He wears a custom body suit made of flame-proof material lined with ceramic plating, and uses a special blend of fuel which he states burns more purely and fiercly than any other flame; together, the suit and fuel tank weigh at least 300 lbs., indicating that he has considerable strength. A considerable amount of his body is covered in disfiguring burn scars, though how exactly he obtained them is unknown.

Unlike other members of Black Chamber, he doesn't reveal any details about his past. Instead, when defeated, he accuses Snake of being a sinner, commenting on how many he's killed so far on this mission, and reveals the history of Black Chamber and its relationship with FOXHOUND. He then expounds on his belief that fire cleanses both sinners and the innocent and is engulfed in flames as his fuel tank explodes, dying while crying out in seeming ecstacy.

Tuesday, April 7, 2009

Slasher Hawk

Slasher Hawk is an Australian member of Black Chamber who was raised as an Aborigine. He is accompanied in battle by a hawk, revered as guardian deity in his tribe and his personal totem, which he found as an orphaned chick on a battlefield. In combat he weilds a pair of wilgis, massive steel boomeranges capable of cleaving a calf in two, attacking with both simultaneously using a technique inspired by juggling and Chinese martial arts.

Following his defeat at the hands of Solid Snake, he explains that he had been abandoned by his birth parents and was taken in by an Aborigine couple, who raised him as their own despite opposition from the village elders. He observered their customs and taboos in an attempt to gain acceptance, but when his parents died, was rejected by the tribe and forced to leave the village. After years of wandering the world as an outsider, he met Black Arts Viper and was recruited into Black Chamber. Before he dies, he tells Snake that funeral pyres are forbidden by his tribe and that his hawk will carry his soul home, wondering if he will at last be accepted by his people.

Monday, April 6, 2009

Marionette Owl

Marionette Owl is a member of Black Chamber who, due to a genetic mutation, was born with night vision on par with that of an owl. As a result, he is skilled in nocturnal combat and is a master of the silent kill, however, because his eyes shimmer in the dark like a cat's, he wears tinted goggles. He always carries a pair of Japanese Bunraku dolls, named Osan and Koharu , which he compulsively takes apart and puts back together during any free time he has. In truth, the marionettes were crafted from the severed limbs of victims he murdered while living in the United States as a serial killer known to the media as "Spectre" and "The Spectre Killer". He slayed numerous women and was featured on the Most Wanted list until he was cornered by the FBI, when Black Arts Viper recruited him into Black Chamber.

Augustine Eguabon

General Augustine Eguabon, the leader of Gindra Liberation Front (GLF) was once one of Big Boss' faithful followers. He is leading a shadow war disguised behind the battle for Gindra's independence.

Sophie N'dram

Sophie N'dram is The General's daughter, second-in-command in GLF, and an excellent helicopter pilot. She is a dedicated follower in the GLF, even if she is not completely aware of her father's ultimate plan or purpose.

Sunday, April 5, 2009

Jimmy Harks

Jimmy Harks (AKA Jimmy the Wizard) was the chief engineer of the Metal Gear project that the Black Chamber sponsored. He was held captive somewhere in Outer Heaven. He is in his early teens. Dies after his handcuffs explode.

Saturday, April 4, 2009

Weasel

Rheaunalt Lensenbrink, better known as the Weasel, is a member of Solid Snake's support crew in Metal Gear: Ghost Babel. He is a mercenary said to be one of the most well known and resourceful in the world, who keeps himself informed about current mercenary activities around the globe thanks to his private connections. He earned the nickname "Weasel" due to his ferocity and cunningness, which he doesn't mind.

During the Galuade incident, Weasel was working for Steve Gardner, the Deputy Director of Central Intelligence, to monitor Solid Snake and his support crew and eliminate anyone with knowledge of Gardner's involvement in Project Babel. Although, Weasel kills Brian McBride, he decides to spare Mei Ling and Roy Campbell after developing a friendship with them.

Mei Ling

Mei Ling - A data analyst who designed Snake's radar and radio equipment and is in charge of saving the player's progress. Like in Metal Gear Solid, she meets Snake for the first time in the game.

Brian McBride

Brian McBride was a CIA agent assigned as director of operations of African Affairs. He served as First Secretary of the U.S. Embassy at Gindra and was appointed as the mission planner of the Galuade Incident, where he provided Solid Snake his expertise on Gindra affairs. Unknown to Snake and the rest, McBride was also the fifth surviving member of Black Chamber, who held a grudge against Roy Campbell and FOXHOUND. After the truth was revealed, McBride took Campbell and Mei Ling hostage while Snake fought Black Arts Viper. McBride was eventually killed by Weasel.

Friday, April 3, 2009

Roy Campbell

Col. Roy Campbell - Snake's commanding officer, who served as FOXHOUND's commander-in-chief before retiring two years before the events of the game.

Thursday, April 2, 2009

Chris Jenner

Sgt. Christine Jenner is an ally to Solid Snake and the last surviving member of the Delta Force unit sent to Gindra. She and Delta Force unit were sent into the Galuade Fortress preemptively to gather intel for Snake.

Solid Snake

Former FOXHOUND operative who retired three years prior to the events of the game. He is brought back to action to infiltrate Galuade and destroy the Metal Gear prototype that has been hijacked by the GLF separatists.

Wednesday, April 1, 2009

Story


A new Metal Gear prototype (codename Gander) has been stolen by a separatist guerrilla group in the region of Gindra in Central Africa. The group, known as the Gindra Liberation Front (or GLF), plans on using the prototype as a means of achieving victory in an ongoing civil war. Solid Snake, the FOXHOUND operative responsible for the destruction of the original Metal Gear seven years before, is brought back from his retirement in Alaska. His mission is to infiltrate the group's headquarters Galuade, the fortress that was formerly Outer Heaven.

During the course of his mission, Snake teams up with Chris Jenner, a surviving member of the Delta Force that was sent before him to retrieve Gander. His main adversaries are Black Chamber, a group of mercenaries with abilities and codenames resembling those of FOXHOUND. In the end, he uncovers a conspiracy involving the GLF and US Government.

Gameplay

Ghost Babel uses the same 2D overhead gameplay format of the early Metal Gear games for the MSX2 and NES, but with a few elements of the PlayStation game Metal Gear Solid included as well. As with previous Metal Gear games, the objective is to infiltrate an occupied enemy base while avoiding detection from guards and surveillance systems. The player can acquire numerous items and weapons to help them fulfill their mission. Unlike the earlier 2D games, the player can explore an entire portion of an area in one screen instead of merely changing from one screen to the next. The player can lean into walls and move the position of the camera above Snake's back or have Snake tap into the wall. The player can also move diagonally as well. Almost all the weapons from the PlayStation version are included, with the exception of the Stinger missiles (which required the use of the radar in Metal Gear 2) and the sniper rifle. Like in Metal Gear Solid, the player can use the communication device, Codec, to receive information from allies and save their progress.

Unlike the console installments, Ghost Babel uses a stage-based structure, with a total of 13 stages. After completing a stage, the player's performance is graded from "Terrible" to "Excellent". The player can replay previously completed stages in the Stage Select mode for a higher ranking. After the game is completed, a Special sub-mode becomes available where the player can replay the stages with new objectives (such as collecting FOXHOUND emblems or completing the stage without being seen). Other additional game modes include VR Training, where the player can test their sneaking and shooting skills in over 180 missions (most of them taken from the Metal Gear Solid: VR Missions expansion), and Vs. Battle, where one player competes against another in a mission via link cable.

About Game

Metal Gear Solid, released in Japan and Asia as Metal Gear: Ghost Babel​, is a 2000 stealth action game produced by Konami for the Game Boy Color. Based on the 1998 PlayStation game of the same title, the Game Boy Color version of Metal Gear Solid (or Ghost Babel) is not a conversion of the previous game, but an original game produced specifically for the portable platform. The story of Ghost Babel is neither a prequel nor a sequel to the original Metal Gear Solid, but instead serves as an alternate sequel to the events of the Metal Gear 2: Solid Snake, the sequel to the original Metal Gear.

Metal Gear: Ghost Babel was the first ever handheld Metal Gear title and was for the Nintendo Game Boy Color.It was released in the United States under the title Metal Gear Solid. The gameplay is a hybrid of watered-down Metal Gear Solid and slightly updated Metal Gear 2: Solid Snake. It is a non canon game, not taking place in the main timeline. In its own timeline however, the game is set 7 years after the events of Metal Gear (2002).