Andere Lösungen

Metal Gear (e)

Cover
Sat, 11 Nov 2000  21:33:11  -0500 (EST)
     __  __  __
    /_ \/  \/  \
     / _   _   /______ _______ ______ __      ________ ______ ______ ______
    / / | / | // ____//__  __// __  // /     / ______// ____// __  // __  /
   / / / / / // /___    / /  / /_/ // /     / / ____ / /___ / /_/ // /_/ /
  / / / / / // ____/   / /  / __  // /     / / /_  // ____// __  //   __/
 / / / / / // /___    / /  / / / // /___  / /___/ // /___ / / / // /\ \ 
/_/ /_/ /_//_____/   /_/  /_/ /_//_____/ /_______//_____//_/ /_//_/  \_\TM

                       METAL GEAR FAQ version 1.01
                            by Wilson Lau 
                            for NES

Copyright © 2000 Wilson Lau

This FAQ is best viewed in Courier, 10 point font.  This FAQ may be 
distributed FREELY so long as it remains unaltered AND is the latest version 
(see below for where to obtain the latest version).  It is intended for 
PRIVATE USE and may NOT be reproduced for commercial purposes by mechanical, 
electronic, or any other means.  Do not try to sell it even if no profit is 
made off this work.  In addition, this FAQ may not be used for personal gain 
by submission to game magazines, web sites, etc.  Email any changes, typos,
etc. to me at darktoshi@yahoo.com.

Metal Gear is copyright © 1988 Konami Industries Co. Ltd.


-----------------------------------------------------------------------------
 You may find this FAQ and all future revisions at:
-----------------------------------------------------------------------------
Dark Toshi's Home Page (me)        www.geocities.com/TimesSquare/Realm/4610/
GameFAQS                           www.gamefaqs.com


-----------------------------------------------------------------------------
   CREDITS
-----------------------------------------------------------------------------
Game Manual
   Story, enemies, weapons, items.

GameSages  
   Game Genie codes, "TOOOU" password.

Video Power (TV show)
   "DIANE" password.

Stan Lau
   "GMMMM" password.

J. Soler  
   Japanese Metal Gear story.
   Background story of Snake, Big Boss, Grey Fox, Dr. Petrovich, Ellen, 
      Diane, Jennifer, Schneider.
   Schneider's frequency & odd message in front of gas mask room.

Joel David Pena Diplan   
   "F.... YOUUU" password.

Ken Gifford  
   Used his Metal Gear FAQ to confirm building names and locations of items.
   Maze zone solution.

Magician Type 0  
   His Metal Gear FAQ prompted me to make this one.


=============================================================================
   CONTENTS
=============================================================================
I.         FAQ History
II.        Story
III.       Controls
IV.        Gameplay
V.         Weapons and Equipment
VI.        Friends and Foes
VII.       Maps
VIII.      Walkthrough
IX.        Secrets and Codes
X.         Did You Notice?
XI.        Frequently Asked Questions
XII.       Credits
XIII.      Disclaimer


=============================================================================
 I.  FAQ HISTORY
=============================================================================
Version 1.01 (11/11/00) [87.5k]
     Added new secret password

Version 1.01 (05/22/00) [87.2k]
     Japanese Metal Gear story
     Background story for Snake, Big Boss, Grey Fox, Dr. Petrovich, Ellen, 
        Diane, Jennifer, Schneider
     Building location map
     Schneider's frequency
     More Did you notice?'s
     Alternate "DIANE" password
     Minor typos, formatting changes, new credits

Version 1.00 (04/25/00) [81.5k]
     Initial release


=============================================================================
 II.  STORY
=============================================================================
English Manual
--------------
Vermon CaTaffy, Terrorist at Large
Colonel Vermon CaTaffy, a once tranquil shepard boy, who grew up on the
remote banks of the Sam River in outer Mongolia with his 27 sisters,
turned to terrorism at an early age.

Now after years of pillaging innocent people, he has taken control of outer 
heaven, a small nation on the outskirts of South Africa.  Here, he is sole 
tyrant and radial dictator.  He rules with bullets and bombs, and in only in 
a few months he has outlawed democracy and turned harmless villagers into 
mercenaries for a global terrorist network.

But his biggest threat is yet to come.  For, as an obsessed madman, he has 
created the Ultimate Super Weapon.  It's CaTaffy's greatest dream and the 
world's most hideous nightmare.  It's called Metal Gear.  And it must be 
destroyed before the crazed Colonel unleashes his violence across the globe.

How to tackle CaTaffy
Your mission, Solid Snake, is to seek out and destroy the Metal Gear, nothing 
less.  To triumph, you must gather necessary information, weapons, and  
equipment as you press forward into the enemy's domain.  Weapons and 
equipment can be found and captured in three various ways.  Find them in 
enemy trucks.  Find them in enemy storehouses.  Or snatch them directly from 
certain enemies.

Of vital importance as you proceed on your perilous mission, is how well
you communicate with Commander South back at Fox Hound's HQ.  Whenever you
see a flashing "Call Sign" it means that he's trying to reach you with key
info.  Get in touch with him on the double, using your transceiver.

Also know now that CaTaffy has 5 heavily fortified strongholds located 
throughout Outer Heaven, and you must discover then search each before
accomplishing your ultimate task.  The strongholds have between 1 and 3 
floors.  You'll move from floor to floor using elevators, and along the way 
you'll rescue grateful hostages who'll offer crucial information as to the 
whereabouts of Metal Gear.  When you rescue a predetermined number of 
prisoners you'll be promoted, and as your rank increases so will your vital 
sign.  On the negative side, if you botch it up and get a hostage killed 
you'll immediately be demoted.

Be warned, though, about the Strongholds.  They aren't cake walks.  Each, in 
fact, is surrounded by loyal CaTaffy guards, and it's up to you elude them 
without triggering hidden alarms.  The mission finally ends when you die.  Or 
when you win.

A little bit about yourself
Recruited from the Marines after an heroic performance in the Grenada 
invasion, you were given the code name "Solid Snake" because of your ability 
to strike quickly, quietly and with deadly accuracy.      


Japanese Manual
---------------
The year: 19XX, the world was split between East & West.
 
Outer Heaven, a military fortress nation located 200 km north of Galsburgh, 
South Africa.  It was founded during the late 1980s by a mercenary that was 
heroic and insane at the same time.  It is rumored that Outer Heaven is 
developing a top-secret weapon that could change warfare forever.  To 
investigate this rumor, the Western nations called upon Top Secret Army Fox-
Hound.
 
Fox-Hound sends its best member, Grey Fox, to Outer Heaven.  A few days 
later, communication with Grey Fox is lost.  His last message was simply two 
muttered words: "metal gear....."
 
Western nations once again called upon Fox-Hound.  This time Fox-Hound sends 
its newest member, Solid Snake, to rescue Grey Fox and to get more info about 
"Metal Gear" and report it to Big Boss, commander-in-chief of Fox-Hound.


=============================================================================
 III.  CONTROLS
=============================================================================
Up      :  move up
Down    :  move down
Left    :  move left
Right   :  move right
B       :  punch
A       :  fire currently equipped weapon, cancel command
Select  :  bring up mode selection screen
Start   :  start game, pause/resume game


=============================================================================
 IV.  GAMEPLAY
=============================================================================
The screen is divided into two sections:  action field and status bar.  The 
action field is where you'll move around, infiltrate enemy HQ, and engage the 
enemy.  The status bar contains vital information about your status.  Below 
is an explanation of the status bar.


        Action Field



.-----------------------------------------------.
|    1                                 4        |  \
|                     3                         |   > Status Bar
|    2                                 5        |  /
'-----------------------------------------------'

1.  Your Vital Sign
    If the Life Graph reaches zero, you're history.  You'll gain strength,
    on the other hand, via promotions and captured rations.

2.  Rank
    The number of stars reflects your rank.  4 stars equals "The Honor of
    Royal Dragoon," the highest rank in Fox Hound.  Killing a prisoner of war
    will result in a demotion of 1 star.  Ranking affects your life total, 
    the amount of ammo you can carry, and the number of rations you can have.  
    It also determines where you start off after you continue.

    Promotion table                     Continue Location
    -------------------------------------------------------------------------
    Rank 1     Rescued 0  POWs          Jungle
    Rank 2     Rescued 5  POWs          Building #1 entrance
    Rank 3     Rescued 10 POWs          Building #1 right elevator
    Rank 4     Rescued 15 POWs          Outside Building #1 rear

    Ammo/Ration table
    Rank | Gun | M.Gun | Mine | Plastic | Remote | Grenade | Rocket | Ration
    -----+-----+-------+------+---------+--------+---------+--------+--------
      1  | 50  | 50    |  5   |   5     |   5    |   15    |   5    |  3
      2  | 100 | 100   |  10  |   10    |   10   |   30    |   10   |  6
      3  | 200 | 200   |  15  |   15    |   15   |   60    |   20   |  9
      4  | 250 | 250   |  20  |   20    |   20   |   60    |   30   |  12

3.  Transceiver Call Sign
    The word "call" flashes when someone is attempting to reach you.  The 
    frequencies used are:
    120.13  Big Boss (new code)
    120.16  Schneider (new code)
    120.33  Diane
    120.48  Jennifer
    120.79  Schneider
    120.85  Big Boss
    120.91  Diane (new code)

4.  Weapon
    Displays the weapon you are currently using.  The weapon's ammunition is 
    displayed to the right of the weapon's name.

5.  Equipment
    Displays the equipment you are currently using.


=============================================================================
 V.  WEAPONS AND EQUIPMENT
=============================================================================
Weapons
-------
Baretta M92F
Lethal hand gun that fires one bullet at a time.  Silencer may be attached.

Ingram MAC-11
Semi-Automatic submachine gun with continuous fire.  Silencer may be 
attached.

M79 Grenade Launcher
Its name says it all.

Rocket Launcher
Speaks for itself as well.

Silencer
Attach to Baretta or submachine gun, to keep your mission hush-hush.

Plastic Explosives
Explodes with timer when set.

Remote Control Missile
Can be guided with control pad.  *Note you can't move while missile is 
moving.

Mine
You may set these mines in key locations.  Up to 3 mines allowed on each
screen.


Equipment
---------
Bomb Blast Suit
Protective gear which shields you from explosions

Body Armor
Reduces enemy damage by 50%

Binoculars
All you to see one screen ahead without risking your life to enter it.
However, they cannot be used when is a room.

Gas Mask
Only means of survival in gassed out areas.

Antenna
Allows you to use transceiver in areas where enemy is jamming devices are 
located.

Mine Detector
Allows you to discover enemy mine positions.

Infrared goggles
Used to detect infrared alarm sensors

Flashlight
Used to see in underground passages                                         

Oxygen Tank
Keeps you breathing underwater

Compass
Helps you navigate through uncharted deserts.

Antidote
Saves you from poison, including scorpion bites

Iron Glove
Allows you to locate hidden doors by punching various walls.

Uniform
Try it on and see what happens

Rations
Crucial nutrition need to restore your vital Sign.

Cardboard
Hmmmmm, it could be valuable or it could be a trap.

Cards 1-8
each card opens a door.  Of course, the card number must match the door
number.

Cigarettes
Bad for your health and Snake's favorite.  Gives you more time to escape.

Transmitter
Alerts the enemy of your presence.  Discard it immediately.


=============================================================================
 VI.  FRIENDS AND FOES
=============================================================================
Friends (good guys)
-------------------
Solid Snake
A rookie who just joined Fox-Hound.  Operation Intrude N313 is his first 
mission.

Commander South aka Big Boss
Chief commander of Fox-Hound.  After his career in special forces like Green 
Beret, SAS and GSG9, he became Fox-Hound chief commander.  He gives tips to 
Solid Snake about various things like the usage of weapons and equipment 
through wireless communication.

Grey Fox
He is considered as a sort of leader in Fox-Hound due to his durable physique 
and super intelligence.  He has a "FOX" title, the highest rank in Fox-Hound.  
All contact with him has been lost since he infiltrated Outer Heaven.

Dr. Petrovich Madnar
A brilliant scientist.  He was captured by Outer Heaven while trying to seek 
asylum in the U.S.A.  Since then, he developed weapons against his will, 
while his daughter was held hostage.  He developed TX-11 (Arnold) and TX-55 
(Metal Gear).

Ellen Petrovich
Dr. Petrovich's only daughter.  Former Bolshoi Ballet star.  She was captured 
by Outer Heaven to blackmail her father.

Diane
A resistance member.  Former vocalist of a positive punk band called Thin 
Wall.  She uses her female charm for her intelligence activities.  She knows 
a lot about the mercenaries and war machines of Outer Heaven.

Jennifer
A resistance member.  To save her brother, who was captured in Outer Heaven, 
she crept into Outer Heaven as one of its medical staff.  She supports you 
physically.

Kyle Schneider
Formerly an architecture engineer and now a resistance leader.  He was forced 
to be one of Outer Heaven's designing staff, but joined underground forces 
after his wife and children were killed.  He develops resistance activities 
with his acute inner sense and leadership.  He knows a lot about the internal 
structure of the fortress.


Foes (bad guys)
---------------
The Electrocutioner
Likes to activate the electrified floors.

Corporal Watchman
Guards areas by holding a position.

Soldier of Fortune
Fires many bullets at you.

Trained Killer Scorpions
Their deadly sting will poison you.

Checkpoint Charlie
He only allows uniformed personnel to pass.

B.A. Dozer
Often falls asleep while on duty.

The Dogs of War
Trained dogs.  Their bark is worse than their bite.


Bosses
------
Shotgunner
Enjoys spraying a rain of bullets out.  No one has ever escaped him alive.

Machine Gun Kid
Shoots bullets from his machine gun.  Can only fire downward though.

Twin Shot
Shoots bullets in all directions downward and throws grenades.  There's 2 of 
them.

Arnold
Twins who are immune to nearly every weapon you possess.

Tank
Fully armored tank.  Shoots bullets in all directions downward.  Can run over 
you.

Bulltank
A bulldozer converted to a tank.  Kill it before it runs you down.

Fire Trooper
This soldier enjoys turning the heat up.  Give him a taste of hot lead.

Coward Duck
Holds hostages while throwing boomerangs at his enemies.  Truly cowardly.

Super Computer
Responsible for controlling all of Metal Gear's functions.

Big Boss
Leader of Outer Heaven and Fox Hound.  Rumored to be greatest soldier alive.


=============================================================================
 VII.  MAPS
=============================================================================
Here are the maps of Metal Gear's buildings.  The maps are only an 
approximation.  Each screen is represented by 5 x 8 block below.

Notation
--------
0     Door is unlocked
1-8   Card key needed to open door
A     Ammunition
B     Boss
C     Surveillance camera
D     Dog
e     Elevator
G     Guard
I     Infrared sensor
m     enemy land mine
P     Pit
R     POW
T     Truck
X     Electrified floor
W     Water
==    Door
%%    Jeep
#     Background/decoration/wall
@     Death (by falling down)
!     Electrified floor control panel
.     Placemarker (For mapping purposes but not in game)


----------------
Truck Navigation
----------------
This is a map of where the trucks in the game go.

~~~~~~                                ~~~~~~~~~~~
Jungle                                Building #1
~~~~~~                                ~~~~~~~~~~~

       nothing                        ________==________
 ____ /                                ____        ____
|____|                                |____|      |____|
 ____      ____                         \            \
|____|    |____|                       rations      to Building #3
  \          \                          ____
 card #1    to Building #1             |____|
                                          \
                                         to Jungle


~~~~~~~~~~~                           ~~~~~~~~~
Building #3                           Tank area
~~~~~~~~~~~                           ~~~~~~~~~
                                           Tank

_______==_______                      -----------------
 ____      ____
|____|    |____|- to Building #1
  \      ____                                ____
 guard  |____|- to Tank area       /        |____|
                                  /            \
     ____                        /            rations
    |____|                 to Maze
      \                       Zone 1  -----------------
     2 box of ammo          & Bldg #4 
                                        (1 Screen)

---------------
                                      -----------------
                                       ____
<-- to Maze Zone 2                    |____|- Plastic Explosive
    (building #5)                         ____
                                         |____|- to Jungle
                                                        
                                                   ____ 
---------------                       _______4____|____|- card #4
                                              \
  Desert                                       \__ to Bldg 1,(C2)


------------------
Building Locations
------------------
                        Bldg #3
                     _|_____7____|_
                      | ..    .. |
  Bldg #5             |      ..  |
|____6_____|__________|    ..    |_
|              Maze              |
|              Zone              |
|__________ _____________________|_
|          |          |          |
                      |  Desert  |
     ^               _|          |_
     |                |          |
     |                |  Desert  |
     |               _|          |_
     |                |          |
     |                |  Desert  |
     |               _|          |_ <-- Need compass to pass
 Underground tunnel   |          |
 connects Bldg #4     |          |
 & Bldg #5           _|____7_____|_
     |                |          |
     |                | Bldg #2  |
     |               _|____U_____|_
     |                |          |
     |                | ..   ..  |
     |               _|          |_
     |                |          |
     |                |          |
     V               _|          |_
                      |   Tank   |
  Bldg #4             |          |
|____3_____|__________|          |_
|              Maze              |
|              Zone         ..   |
|__________ __________           |_
|          |          |          |
                      |          |
                     _|          |_
                      | ..       |
                      |  ..    ..|
                     _|____4_____|_
                      |          |
                      | Bldg #1  |
                     _|____1_____|_
                      | ..    .. |
                      |  ..      |
                     _|__________|_
                      |          |


------
Jungle
------

      A         B
 _|________|________|
  |#################|
  |#################|
1 |#            %%G#|
  |#                |
 _|##############   |
           |#####   |
           |# D   %%|
2          |# %%  %D|
           |#    D  |
 _         |#  ##  #|
           |#  #   #|
           |#  #D  #|
3          |#  ##  #|
           |#  ##  #|
 _         |#  ##  #|
           |####    |
           |       #|
4          |#T   G #| <-- Truck contains binoculars
           |####   #|
 _         |####  ##|
           |###G  ##|
           |####  ##|
5          |####  ##|
           |###  G #|
 _         |##  ####|
           |### ####|
           |        |
6          |   D ## |
           |###   ##|
 _         |###    #|
           |###    #|
           |##     #|
7          |   __   |
           | G|__|G |
 _         |        |
           |        |
           |%%    G |
8          | T  G   | <-- Left truck contains card #1
           |_____T__|     Right truck leads to building #1
 _         |________|
  |        |        |
     A         B


-----------
Building #1
-----------

1st Floor
---------

      A        B        C        D
                         
                     ______________________ Hand Gun (left truck)
                    /                       Guards   (middle truck)
                   /                        Mines    (right truck)
                  /       _____________ to south side of Tank area (see
                 /       /              Truck Navigation above for details)
 _|__e_____|________|___4____|____e___|
  |  G        G _ _ |  G  G           |
  | # # ##    _| | ||   ##     G #PP#G|
1 | # # ##   | |_|_||   ##       #PP# |
  |          |_|    4  G  G           |
 _|  ##     ________|___________    ##|
  |  ##   #|        |        |##    ##|
  |G ## PP#|        |        |##  # C#|
2 | G## PP#|        |        |#2 #  ##|<-- POW (D2)
  |# #### #|        |        |#C   C##|
 _|# #### #|________|_______1|## # ###|<-- Gas Mask (C2)
  |                          |##    ##|   
  |   G                      |#  #  ##|    
3 | # # # ###   #   ## #    G|1   G 2#|<-- POW (left door)
  |  G G      #   #      # # |# G##  #|    Submachine gun (right door)
 _| # # #  .        .        |##     #|
  | # # #                    | G_    #|
  |          ############### | | |    |<-- Truck (get captured inside)
4 | # #  #                  G| |_| ## |
  |           #G##  ##### ## |     ## |
 _|_________________ ____1___|________|
                    |  G     |
                    |T     T |
                    |%       |
                    |   T  % |
 _                  |________|
  |        |        |        |        |
     A        B        C        D


2nd Floor
---------
                     A        B        C        D
                              _______________________ Plastic Explosive (left
                             /                         door)
                _|________|________|________|____e___|Ammo (right door)
                 |        |        |#  G  #          |
                 |---3----|        3  #  G# ##C#     |
               1 |        |--0-C--0|# #        # ### |
                 | ###### |        |# #   #    C     |
                _|  G     |____________G__#_#  #     |
                 |        |        |        |  #     |
                 | ### ###|        |        | #####  |
               2 | # G  ##|        |        |   G    |
                 | G  #G #|        |        |### ####|
                _|## ## ##|________|________|        |
                 |##     #|        |        |-I      |
         Mine -->|#0     #| Iron   |        | |  III-|
               3 |##     1| Glove  |        | I  I   |
          POW -->|##     #|        |        | |      |
                _| G    ##|__1_____|________| 2## I  |<-- POW
                 |    XXXX|    B   |            | |  |
                 |####XXXX| # # #  | ######   I-I-I  |
               4 |####X#XX| # # #  |G######     |    |
     Infrared -->|#!3#X#XX4 # # #  3 #3####   III I  |<-- POW
     Goggles    _|_XGXXXXX|________|______________|__|
                 |        |     |  |        |        |
                                \        \_____________POW
                                 \_________________________Machine Gun Kid

                    A         B        C        D


3rd Floor
---------
                 *       A        B        C        D
      Silencer, Grenade Launcher _           ______________ Cardboard in room
                                  \         /
            _|       _|__e_____|________|__2_____|____e___|
                      |##     ### G  G  |     G  ##G     G|
                      |##  C#     ##### |  #  ##    ##### |
           1          |#C  ##     ##### |G### ##    ####  |
                      |##         #2### 2 ### ##    ###   |
            _ ________|##  #  #|________|______G____####__|
             | #   A  |#   ## #|        |        |# ####  |
             |        |# # ##  2  R     |        |# #### #|
           2 |        0  # ##G#|        |        | G#### 1|<-- POW
             |        |# G    #|        |        |#    G #|
            _|___1____|########|________|________|   !####|
             |        |        |        |        |XXXXXXXX|
             |        |  ####  |        |        |####XXXX|
           3 |   R    1  #     |        |        |XXXXXXXX|
             |        |  #  ###|        |        |XXXX####|
            _|________|__#___1_|________|________|XXX     |
  Remote     |        |        ###     ####G##G######     |
  Missile -->|        2   ## ####0  #  #### ## ###2C#  ###|
           4 |--------|C  ## ###0#  #                  ###|
             |   R    1   ##     #  # #  ### ##    ### C1#|<-- Card #2
            _|________|__________#________#__#____________|
             |        |        |^       |        |^       |
                                |                 | 
                            Plastic Explosive   Rations

                 *        A        B        C        D


Roof
----
                     A        B        C        D
                _|________|________|________|________|
                 |          G # #     G        ####  |
                 |  #  #    #  G     # # #     ##E#  |
               1 |  #  #    # # #    # # #     #  #  |
                 |  G       # # #   G#  G#     #  #  |
                _|    ### ___   ____________         |
         Ammo -->|    0## |@@   @@@|        |  #####G|
                 |    ### |@@@@ @@@|        |  ##### |
               2 |     ## |@@@  @@@|        |     ## |
                 |     ## |@@  @@@@|        | G   ## |
                _|   #### |@@   @@@|________|     ## |
          POW -->|   #2## |@@   @@@|        |     ## |
                 |     ## |@@  @@@@|        |###     |
               3 |     ## |@@@  @@@|        |####   G|
                 |     #  |@@@@ @@@|        |####### |
                _|########|@@   @@@|________|#2##3##_|<-- POW, Dr. P (gone)
                 |####XXGX             ###### B# B#  |<-- Twin Shot
Mine Detector -->|3!##XXXX             ##            |
               4 |XX#XXX#   ##  ######### G          |
                 |XG#XXX#      G      G              |
                _|XXXXXXX____________________________|
                 |        |        |        |        |
                     A        B        C        D

-----------
Building #2
-----------

1st Floor
---------
                     A        B        C

To Bldg #5   ________________                
(see Truck                   \           ______to Underground Lock
 Navigation     _|___e____|___7____|___ /___|
 section)        |           |_____  |***|  |
                 | I I I       |  #| |***|  5<-- POW
               1 |             |  5| |***|  |<-- Card #6 (B1)
                 | I I I  |    |  #|   **|  |
                _|___4____|    |  #| | **|  |
                 |  | |   |    |_____| **|  |
     Bulltank -->|  |B|   |_           * |  |
               2 |  | |   2 | ********** |  |<-- Antenna (B2)
                 |  | |___| |____ _______|G |
         Ammo -->|4_|4|__5|_____ ________G__|<-- Rations (A2 right door)
                 |G |W|  G         |####e###|
                 |  |W|__________  |#     ##|
               3 | |WWWWWWWWWWWWW| |   #PP##|
                 | |WWWWWWWWWWWW | 5   #PP##|
                _|______________U|_|________|
                 |        |        |        |
                     A        B        C

2nd Floor
---------
                     A        B        C

                                        ______ Antidote
                                       /    __ Compass
                                      /    /
                _|___e____|________|_6____1_|
                 | G   G  |  G  G     # #   |
                 | #####  |   ######### #G  |
               1 |G##6##G   G #       G     |<-- Dr. Pettrovich (A1)
                 | ## ##  |   # G###### #G  |
                _| ## ##  |_1_#_2###### #___|
                 | ##  #  |   B    |#5# ##6#|<-- POW (C2 left door)
                 |### G#    ###### |# # ## #|<-- Rocket Launcher (C2 R door)
               2 | G   ###|        5  # ##G#|<-- Arnold (B2, holds Card #7)
                 |##   #  | ###### | G#### #|
                _|#### #  |_1_B_5__|____G___|
         Ammo -->|0 ##G   |  ###   |        |
                 |  ##   G|  ###G  |____0___|<-- to elevator
               3 |  #   # | G###     #G#    |
                 |G    ## |  #0   G| # #    |
                _|_____#_____#_____|________|
                               \___POW

                     A        B        C

Underground Lock
----------------
                     A
         Ammo ______      __ Coward Duck, 3 POW
                    \    /
                _|_!1___7_|
                 |  XX#X X|
                 |###X#XXX|
               1 |###X#XXX|
                 |XXXX#XXX|
                _|XX XXX X|
                 |  ____  |
                 |G     |G|
               2 | __   | |
                 |G|WWWW|G|
                _| |WWWW| |
                 | |WWWW| |
                 | |WWWW| |
               3 | |WWWW| |
                 | |WWWW| |
                _| |WWWW| |
                 | |WWWW| |
                 | |WWWW| |
               4 | |WWWW| |
                 | |WWWW| |
                _| |WWWW| |
                 | |WWWW| |
                 | |WWWW| |
               5 | |WWWW| |
                 | |WWWW| |
                _| |WWWW| |
                 | |WWWW| |
                 | |WWWW| |
               6 | |WWWW| |
                 | |WWWW| |
                _|_|WWWW|_|
                 |    \_____to building #2

                     A


Roof
----
                     A        B        C

                _|________|________|        |
                 | ######   G G G  |         
                 | ###e##    ###   |         
               1 | ##  ##   G###   |         
          POW -->| #2  ##     #    |         
                _|__GGG____   #    |         
                          |   #    |         
                          |   #    |         
               2          |   #    |         
                          |G  #G  G|         
                _         |   #### |         
                          |      # |________ 
                          |    ###          |
               3          |    ###   #####  |
                          |    ##4   # # e  |<-- Card #5
                _         |____G_________G__|
                 |        |        |        |

                     A        B        C


-----------
Building #3
-----------
1st floor
---------
                              A 
                         _|___e____|
                          |     ## |
                          |   PP###|
                        1 |   PP ##|
                          | PP#PP  |
                         _| PP#PP  |
                          |   #    |
                          |##### ##|
                          |        |
                        2 1     GGG|
                         _|___7____|
                          |        |
       
                              A


Sub Basement 100
----------------

                     A        B

                _|________|_0_0_0__|<-- Escape (take left door)
                 |   B    |        |<-- Super Computer
                 |        | # # #  |
               1 |        0      B |<-- Big Boss
                 | G G G G| # # #  |
                _|___0____|________|
                 |XXXXXXXX|
                 |######XX|
               2 |XXXXXXXX|
                 |XXX#####|
                _|_1_#####|
                 |    e ##|
                 |##e e ##|
               3 |## e  ##|
                 |    e ##|
                _|______5_|
                 |        |
                 |   #####|
               4 |   # PP |
                 |   # PP |
                _|# ##_8__|
                 |    #   |
                 | #### # |
               5 |        |
                 |####### |
                _|______8_|____e___
                 |#C###   ##C## #C#|
                 |        #        |
               6 | ########    ##  |
                 | ####C###    ##  8<-- POW 
                _|_____________7___|
                 |        |     \__Oxygen Tank

                     A        B


-----------
Building #4
-----------

                     A        B        C        D        E
 to Underground _______ 
   Tunnel              \  
                _|______1_|        |        |        |                            
                 |    D  D|                           
                 | #D# #  |                           
               1 | # # # D|                           
                 | #      |                           
                _|   #####|___                         
                 |   |    |  |                        
                 | # |    0  |                        
               2 |G#G|_6__|__|                        <-- Cell with Ellen
                 | #      |                           <-- Bomb Blast Suit
                _|_6______|________ _____________2___ 
   Shotgunner -->|        |   B    |                 |
                 | #####  |     #  |  ############## |
               3 | #####        #  3D #            # |
     Grey Fox -->| #0###  |     ###|  #            # |
                _|________|_2__0___|2_#___3_____3____|        
                 |        |    ^   |\       |### ### ## #  ###|
      Card #3 _____________/   |            |##   #             to Tank area
               4               |            |###        ###    
                               |            |###  ##### ##  ##|
                               |            |###_###### ## ###|
                           stolen equipment               \__ Maze Zone

                     A        B        C        D       E


-----------
Building #5
-----------

                     A        B        C

                _|____6___|________|________|<-- Dr. Pettrovich
                 |  _| |__|               ##|<-- Fire Trooper
                 | |  B   |   ########### 0#|<-- Plastic Explosive
               1 | |      |   #0#######1#   |<-- Flashlight (B1)
                 | |      0     #       #   |    POW (C1)
                _|_|______|_____# ##### # # |
                 |                #|### # # |
                 | ################     # # |
               2 | ###        #         ### |
                 | #5######_  #         ##  |<-- Rations
                _|________  | #__ _#######_3|
                 |  |     | # ###0#|5###### |<-- POW
                 |  | # P | #  #   |        |
               3 |_0| #   0 #  #   |        |<-- Ammo
                 |    ##  | #  #   5        |
                _|___6____|____#___|___6____|
                      \______________________to Underground Tunnel

                     A        B        C


Underground Tunnel
------------------

                     A
                       _____to building #5
                      /
                _|___6____|
                 |  #     |
                 |  ### ##|
               1 |      # |
                 | #   ## |
                _| ###    |
                 |    ##  |
                 | PP  ###|
               2 | PP   PP|
                 |##### PP|
                _|        |
                 |#  PP   |
                 |#  PP ##|
               3 |#PP# PP#|
                 |#PP# PP#|
                _|        |
                 |  ###PP |
                 |PP   PP |
               4 |PP PP###|
                 |###PP   |
                _|        |
                 |  ## #  |
                 |  ## #  |
               5 |PP PP PP|
                 |PP PP PP|
                _|__###1##|
                        \__to building #4
                     A


=============================================================================
 VIII.  WALKTHROUGH
=============================================================================
This walkthrough will guide you from the beginning to the end.  Use as 
much/little as you wish.  The rules of thumb to remember while playing are:

Infiltrate, not obliterate
Your mission is stealth.  Killing wastes ammo and possibly energy depending 
on if you get hurt.  Kill when necessary but otherwise avoid engaging the 
enemy.

You hesitate, you die
Probably the most important rule.  The guards will notice you if you don't 
take them out quickly.  Pausing will give the guards the split second to 
notice you.  Remember, hit them hard and hit them fast.  You didn't earn the 
name Snake because you were merciful.

Stun and run
You don't have to kill the guards.  It sometimes pays to just punch them to 
temporarily stun them.  Then just run past them before they recover.  This 
rule can be ignored once you've obtained the silencer.

------
Jungle
------
Items:  Binoculars, Card #1
POWs :  none
Boss :  none

Solid Snake has just landed in the jungles of South Africa.  Thus, Operation 
Intrude N313 begins.  Your mission, if you choose to accept it, is to 
infiltrate the enemy fortress, Outer Heaven, and to destroy the weapon known 
as Metal Gear.  This is a solo mission so don't expect backup.  First things 
first.  Use the transceiver to hear what Big Boss has to say.  When you're 
ready, head right to the next screen.  You'll see a guard.  You can do two 
things here.  The first is to walk up next to him and punch him 3 times to 
kill him.  The second is to wait until he says "I'm getting sleepy."  Then 
just walk past him.  Beware that the guard will say "I feel asleep" 
afterwards but he will NOT be sleeping.  Anyway, head down to the screen 
below.

You'll now see dogs lying in wait.  There's no point in trying to sneak by 
them so we'll run past them.  First, head down so you're above the pair of 
jeeps.  Now walk to the left and stop when you reach the jungle sticking 
outward.  Now walk all the way down so you're above the "tip" of the jungle 
at the middle of the bottom of the screen.  The dogs should now be alerted to 
your presence.  Don't panic and walk to the right.  Then walk down to the 
next screen.  It's another dog.  Just walk straight down.  The dog will chase 
you but you won't get hurt.  On the next screen, there is a guard and a 
truck.  Without hesitating, quickly run down and punch the guard out from 
ABOVE.  If you try to punch him from the right, he'll spot you before you 
reach him.  Enter the truck to get the binoculars.  Before you leave, I'll 
let you know now that the guard outside is ready and waiting.  So when you're 
ready, storm out the door.  The minute you leave and the screen fades to 
black, quickly press DOWN.  The guard will notice you when you come out of 
the truck and he'll fire at you.  By pressing DOWN, you'll avoid the bullet.  
Now face right and have your fists flying to nail the guard as he runs into 
them.  Now head down to the next screen.

There will be 2 guards.  They'll begin facing to the right.  Quickly punch 
the top guard from the right.  Then charge down and punch the guard at the 
bottom.  If you want to take your time, you can simply just take out one 
guard and then hide out in one of the alcoves.  It doesn't matter which one, 
but just make sure you keep out of the bottom guards line of sight.  In any 
case, head down to the screen below.  It's a lone dog in your way.  Just 
punch its lights out and then stay to the right side.  Now head down.  Punch 
the right guard.  You might get spotted.  Then head down.  Don't move.  
You'll now be standing right behind a guard.  Wait for his back to be turned 
before you punch him.  If you punch him when he's looking to the left or to 
the right, there's a good chance he'll be alerted to your presence.  After 
dispatching him, take care of his buddy to the left.  Enter the truck on the 
left to get card #1.  Ok, remember how you got spotted when you left the 
truck with the binoculars?  Well, the same thing is going to happen now, only 
with 2 guards instead of one.  So exit the truck and while the screen is 
still black, press DOWN.  You'll emerge from the truck and get spotted.  The 
left guard will fire a bullet at you as you move down.  It will miss.  Once 
you've moved down, take a step left and then about face.  Keep punching and 
both guards will come down and get hit.  Now that that's over with, head on 
over to the truck on the right.  The truck will move and you'll find yourself 
outside of building #1.


-----------
Building #1
-----------
Items:  Card #2, Card #4, Cardboard, Grenade Launcher, Hand Gun, Land Mines, 
        Plastic Explosive, Rations, Remote Control Missile, Silencer
POWs :  7
Boss :  none

You're now outside building #1.  There's a guard by the door.  Ignore him for 
now.  The next few steps will be confusing for you right now but follow my 
directions to the letter.  See the maps of the trucks if you're still 
confused.  Enter the truck in the upper left.  Grab the rations inside.  Use 
the transceiver trick (See Secrets and Codes section) to get the current max 
of 3 rations.  Now step outside.  The guard will spot you and run to the 
right.  Wait for him to pass you.  Then walk up to his level and face right.  
Start punching and he'll get hit.  Enter the truck to the right.  You'll now 
be outside building #3.  There will be 4 trucks.  Enter the one just below 
you.  You'll now be at the Tank area.  The truck you just came out of has 
rations inside.  You have the max now but for future reference, you can use 
it to restock your ration supply.  Don't go up to the next screen because 
Tank is there.  Instead go down two screens.  You'll now be outside the rear 
side of building #1.  Enter the topmost truck to grab the plastic explosives.  
Next, enter the truck in the lower right corner.  Grab card #4.  To see 
something strange, try radioing frequency 120.79.  Finally, enter the middle 
truck to head back to the jungle.  Defeat the guards and enter the truck on 
the right to go back to building #1.

Now that the side trip is over, hide somewhere.  Then wait a little bit and 
the guard will leave.  As he is leaving, take the opportunity to enter 
building #1 by using card #1.  There's a row of jeeps in front of you.  Head 
north through the opening in the first row of jeeps.  Now go to the right so 
you're standing against the right wall.  Now head north.  Radio resistance 
leader Schneider at frequency 120.79 and hear what he has to say.  A guard on 
the next screen will spot you and start running down towards you.  Just run 
straight past him and into the room up top.  There's a guard inside the room.  
Walk up a step and have your fists flying.  The guard will walk right into 
them.  Grab the gas mask and leave.  Once the screen turns black, rapidly 
press the punch button.  If you did it right, you'll emerge from the room and 
start punching the guard at the door without him noticing you.  Now go left 
while walking along the top wall.  You'll see a trio of guards.  Head up the 
right passage at the top.  The passage will now widen up after a few steps.  
There's a pit there so use the pit trick (see Secrets and Codes section) to 
stop the pit from opening.  If you use the radio and switch to frequency 
120.79, resistance leader Schneider will introduce himself.  Head up.  Now 
head to the right.  You'll see 3 trucks.  Grab the hand gun from the left 
most one.  Then enter the middle one but quickly leave because there are only 
guards inside.  Now enter the right truck to grab the land mines.  Now you 
probably noticed that whenever you leave the middle and right trucks, the 
guard will spot you.  Well to avoid getting hurt, just exit one truck.  Then 
quickly enter the truck next to it.

Exit that truck and enter the left truck.  Now safely leave the screen.  As 
long as you walk along the top wall, the guard will not spot you.  Head for 
the elevator doors.  Enter and ride the elevator to the 3rd floor.  Stay 
along the left wall to avoid getting detected by the security cameras.  Head 
down.  Enter the door to the left.  Grab the ammo and stock up until you have 
the max of 50 (for now).  Don't use the gun even though you have ammo because 
the gun makes a loud noise that the guards will hear.  Stick with fisticuffs 
for now.  Use card #1 to open the door below where you'll find your first 
POW.  Go through the door on the right.  IMMEDIATELY put on the gas mask 
after you enter the next room because it's full of gas.  Head for the door on 
the other side.  Lean against it before switching back to card #1 to open the 
door.  This will minimize the amount of damage you take from the gas although 
you'll always take a little bit because you can't wear the gas mask and use 
the card key at the same time.

On the next screen, there will be 2 doors to the left and a security camera.  
Skip them for now and head right.  Then enter the door.  Inside the room are 
the plastic explosives.  They are guarded by a huge rolling pin that will 
kill upon contact so keep your distance.  Wait for it to roll the other way 
before moving.  Now go through the door on the right.  Head right.  Two 
guards will emerge from their alcoves.  Stay along the top wall.  Walk over 
and punch the first guard.  Then do the same to the second one.  Now head 
right.  Two more doors and two more cameras await.  Skip the first door and 
go to the door on the right side.  Use card #1 to enter.  Grab card #2 inside 
the room.  Now head back to the door you skipped.  Use card #2 to open it.  
Use a ration before you grab the rations in the room.  You'll be at full 
power.  You'll recall that the gas room took a little energy off.  Now head 
back left to the 2 doors that I told you to skip from before.  When you get 
back there, use card #2 to open the top door.  Grab the remote control 
missiles inside.  Then use card #1 to enter the bottom door.  Rescue the POW 
and then leave.  The camera will spot you and guards will be heading your 
way.  Enter the remote control missile room before they reach you.  Now exit.  
The camera won't spot you.  Now make your way back to the screen with card #2.

Head up and you'll see an electrified floor.  Look along the top wall.  
Notice the purple panel?  Use a remote control missile to destroy it.  This 
will stop the electricity.  Now stay along the left wall.  Then head up.  A 
guard will start walking down.  Position yourself parallel to the wall 
sticking outward so that your fist will hit the guard as he comes down.  Now 
the other guard will be moving up top with his back turned.  Quickly head 
over to the door.  Use card #1 to open it.  Rescue the POW in the room and 
you'll gain a new frequency (120.33) with which to contact resistance fighter 
Diane.  Using the frequency in the room will contact Steve who says that she 
is out shopping.  Leave the room and head up.  Hide behind the walls and 
knock out the guard on the right.  Then take care of the guard on the left.  
Position yourself in the middle of before heading left.  Now run against the 
left wall.  Then step down and position yourself so you can hit the guard on 
the bottom as he walks to the right.  After killing him, step over to the 
right so that you are not in the top guard's line of sight.  Don't leave the 
screen though.  When the top guard turns around, charge up and punch him.  
Forget about the third guard and use card #2 to enter the door at the top 
wall instead.  Grab the cardboard inside the room.  Now go through the door 
on the left which requires card #2.

Quickly enter the room in the screen before the guards spot you.  The door 
requires card #2 which you still are using.  Grab the silencer inside.  Up 
until this point, you've been punching the enemies because the gun made a 
loud noise.  Well the silencer solves this problem.  You can now shoot your 
enemies instead of punching them.  Just watch your ammo supply though.  Open 
the door on the right with card #1.  Grab the grenade launcher inside.  The 
ammo for the grenade launcher is the same as the one for the hand gun.  You 
won't be using it for a while so don't worry about not having ammo for it.  
Leave the rooms and head to the right.  Go another screen to the right.  Take 
the elevator down to the 2nd floor.  There will be security cameras.  Head 
down.  You'll see a sleeping guarding.  Take him out and head down.  The next 
two screens contain infrared sensors that you must avoid.  Since we don't 
have the infrared goggles, just head down until you touch the wall.  See the 
narrow gap to your right.  Go through it to the screen below.  Now take a 
step to the left.  Stand against the wall with the door.  This will prevent 
the sensor below you from detecting you.  Now walk to the door.  Use card #1 
to enter.  Rescue the POW and you'll gain a rank for rescuing 5 POWs.  Now 
head back to the right.  Go up and before you go up to the screen with the 
sleeping guard, move over to the right a little bit so you're out of his line 
of sight.  Then head up and walk past the guard.  Take the upper left path to 
avoid the cameras on the next screen above.  There are now 3 guards in your 
way.  Take them out.  You don't have the right card key to open the door on 
the left so skip it and head to the left.  There are two doors, both of which 
are unlocked.  Stock up on ammo and plastic explosives before you leave.  Now 
head back to the elevator.

Go down to the 1st floor.  There's a pit between the 4 crates so walk to the 
side of it.  Head down to the next screen.  Use card #2 to enter the door on 
the left.  Hurry because you'll most likely be detected by the camera on the 
right.  Rescue the POW inside.  Then head down to the next screen.  You'll be 
spotted immediately.  Let the lead fly as you kill the guards.  Go to the 
right door since you still have card #2 equipped.  Grab the submachine gun 
inside.  Now go to the left door.  Use card #1 to open the door.  Rescue the 
POW inside.  Then head down one more screen.  Take out the guard and enter 
the truck.  Walk to the left and a guard will arrest you.


-----------
Building #4
-----------
Items:  Armour, Bomb Blast Suit, Card #3, Rations, Transmitter, Uniform
POWs :  1 (Grey Fox)
Boss :  Shotgunner

You'll now be inside a solitary cell.  All your weapons and equipment have 
been confiscated.  Big Boss will tell you to search the walls.  Punch the 
center wall section of the left wall to find a hidden door.  If you don't 
find it, keep punching.  Hidden doors will make a different punch sound than 
a solid wall.  Head left and you'll find missing agent "Grey Fox."  Now punch 
the south wall to find a hidden door.  Exit and head right where you'll meet 
the first boss, the Shotgunner.

Boss:  Shotgunner
Atk :  Shoots a spray of bullets at you
Weak:  10 bullets, 4 Mine/Plastic/Missile, 1 Rocket

Try radioing Diane on 120.33 for fun.  You can use any weapon you possess to 
defeat him.  The safest is the remote control missiles since you can hide out 
in the lower right corner and shoot him.  However, we'll use the hand gun to 
conserve the missiles.  When you first enter the screen, run to the lower 
right door.  Grab your equipment back.  You'll notice that an item called the 
"Transmitter" has been added to your inventory.  It's a device that will 
alert the enemy to your presence so use it to remove it from your inventory.  
That is, unless you like a harder game.  Now, head up and keep going up until 
you touch the north wall.  The Shotgunner can no longer hit you with his 
shots.  Stand to the far left wall.  Take a step down.  Then turn to the 
right and fire at the Shotgunner.  He'll be gunned down in 10 shots.  Now use 
card #2 to enter the room on the lower left.  Grab card #3 inside the room.  
Then head over to the door on the right wall.  Use card #3 to open the door.  
On the other side is a dog.  Hit it from behind.  Then use card #2 to open 
the door below you.  Grab the armor inside.  Now head up.  Shoot the dog and 
head right.  Use card #2 to enter the room at the top.  Grab the bomb blast 
suit inside.  Now head down and to the left.  Use card #3 to open the door.  
Get the uniform inside.  Now head to the right and use card #3 to open the 
door.  Leave building #4 and head right.  You'll now be in the Maze Zone.  
Head right one more screen where you'll be at the Tank area.  You'll remember 
this area as the one you passed by during the beginning of the game when I 
directed you during the truck run.  Since you're not powerful enough to face 
Tank, head south.  Use card #4 to enter building #1.


-----------------------
Building #1 (revisited)
-----------------------
Items:  Ammo, Infrared Goggles, Iron Glove, Mine Detector
POWs :  4
Boss :  Machine Gun Kid, Twin Shot

You might want to restock your weapons, notably the remote control missiles.  
When you're ready, head right to the elevator.  Take it to the 2nd floor.  
Head left.  Take out the guards and use your recently obtained card #3 to 
open the door on the left.  Go through to the next door.  The room has 
another rolling pin in it.  Quickly follow it until you're above the doorway 
at the bottom.  Then head down before the pin gets you.  The guard in the 
screen will move to the right.  Therefore you should move to the left.  Hug 
the wall as you head down.  Three guards are here.  Head down and punch the 
left one.  Then take out the middle guard while his back is turned.  The 
right guard should now be no problem with the other two gone.  Then take the 
left path down.  Head into the open doorway on the left.  Inside the room are 
3 guards fast asleep.  Behind them are the land mines.  Punch/shoot them and 
grab the mines.  Then head out the door and use card #1 to open the door on 
the right.  Rescue the POW inside.  Now head down.  You'll see deactivated 
electrified floor panels below you.  Slowly sneak down to the guard and take 
him out before he spots you.  If he spots you, he'll try to activate the 
electric control panel at which point you'd better run or fire a missile to 
destroy the panel.  Use card #3 to open the door on the left.  Grab the 
infrared goggles in the room.  Then use card #4 to open the door on the right 
to fight the boss, Machine Gun Kid.

Boss:  Machine Gun Kid
Atk :  Runs left and right shooting a stream of bullets downward.  He only 
       fires down.
Weak:  10 bullets, 4 Mine/Plastic/Missile/Grenade

When the fight starts, immediately head up.  Make sure you're hugging the 
left wall.  Now you're safe from Machine Gun Kid since he can't fire at you.  
Just don't let him touch you.  Radio Diane (120.33) to find out what you can 
use.  You're probably low on missiles so we'll use bullets to take this guy 
out.  Line up with Machine Gun Kid.  Face the right but make sure you tap the 
control pad when pressing RIGHT otherwise you'll move too far to the right.  
This will enable Machine Gun Kid to hurt you by contact.  Fire 10 bullets and 
the fight is over.  Now use card #1 to open the door.  Grab the iron glove 
inside.  Use card #3 to open the right door in Machine Gun Kid's room.  Use 
card #3 to open the door.  Rescue the POW and your rank will now be 3 stars 
since you rescued 10 POWs.  Now is the best time to restock your inventory, 
especially the remote control missiles and rations.  Leave the room and head 
right.  You'll recall this area as the infrared sensor area from a while ago.  
Equip the infrared goggles and you'll be able to see the lasers.  Walk around 
them and head up.  Walk around the next set of sensors.  Then take out the 
guard on the next screen above.  Head for the elevator at the top.  Use it to 
go to the roof.

Big Boss will tell you to equip the bomb blast suit so do that.  Heading down 
leads to a dead end so go left instead.  Take out the right guard first.  
Then sneak over and get the middle guard.  Skip the left guard and head left.  
Eliminate both guards.  Pass the southern exit and head left.  Stay along the 
top of the screen so the guard won't notice you.  Take him out and head down.  
The door is unlocked to the right so enter and restock your ammo.  Then head 
down and use card #2 to open the door.  Rescue the POW inside.  Then head 
back to where I told you to skip the southern exit.  You'll now see a moving 
bridge.  If you fall off, that is, by touching any of the "black", you will 
die.  Therefore it is important that you take your time when crossing.  Try 
to position yourself so that you only have to walk vertically instead of 
horizontally.  The reason is that you're more likely to fall off if you walk 
horizontally and vertically instead of just vertically.  Cross the bridge and 
head down to find yet another bridge.  Take your time again and head down.  
Head left but stay along the top wall.  Punch out the guard to the left.  Do 
NOT get detected or else the guard on the left will activate the control 
panel.  All the blue floor tiles are electric panels so you'll die if you get 
spotted.  Anyway, head to the left and hide behind the wall separating you 
and the left guard.  Wait for the guard to stop facing the right before 
killing him.  Use card #3 to open the door.  Grab the mine detector inside.  
Now head right.  Take the lower path right.  As always, hug the walls to 
avoid detection.  Take out the 2 guards to the right.  Now hug the south wall 
and head right to fight another boss.

Boss:  Twin Shot
Atk :  Bullets fired downward in all directions and grenades thrown downward.
Weak:  10 Grenades

When the fight starts, run all the way to the right.  See the empty alcove to 
the right of the twins?  Run up to it quickly.  Radio Diane (120.33) to find 
out what to use.  Now the fight is essentially over.  The Twins are unable to 
attack you but you can attack them though.  Only the grenade launcher will 
work so equip it.  You'll notice that you're at the perfect distance to hit 
the Twins so fire 10 grenades at the right Twin.  Do NOT enter the room yet 
or else the Twin you just killed will revive.  Stand where he used to be and 
fire 10 more grenades at his brother.  The fight is over now.  Use card #3 to 
enter the right door where you'll discover that Dr. Pettrovich is not to be 
found anywhere.  Use card #2 to open the left door and rescue the POW who 
reveals that Dr. Pettrovich is now in building #2.  That's where you'll now 
go.


-----------
Building #2
-----------

Items:  Ammo, Antenna, Antidote, Card #5, Card #6, Card #7, Compass, Rations, 
        Rocket Launcher
POWs :  4
Boss :  Tank, Bulltank, Arnold

Head north to the truck with rations.  Max out your supplies before heading 
north.  You'll finally be able to fight Tank now.

Boss:  Tank
Atk :  Spray of bullets in all directions downward.
Weak:  11 Mines

You can use the trick (see Secrets and Codes section) but defeat it once and 
for all.  It'll be a pain later on anyway.  Radio Diane (120.33) to find out 
Tank's weakness.  Just equip the body armor and stand in front of Tank.  Use 
the transceiver trick (see Secrets and Codes section) if you want to "push" 
Tank back.  Then just place 11 mines (3 at a time) to defeat Tank.

Head up to the next screen.  Use the mine detector to safely walk through the 
mine field.  On the next screen, put on the uniform.  You can now beat up the 
guards, touch them, use missiles, etc without them getting alerted.  After 
you've had your fun, radio Big Boss and Schneider to find out their new 
frequencies.  Then enter the door to building #2.  Head left.  Use card #4 
to open the door and grab the ammo inside.  Now head back to the entrance.  
Walk into the water.  Head left.  Equip the grenade launcher.  Then use card 
#4 to open the door where you'll fight the next boss.

Boss:  Bulltank
Atk :  Will crush you if you don't defeat it in time.
Weak:  8 Grenades

This boss is easy if you know what to use.  Diane won't be available on this 
one so you're on your own.  The minute you appear on screen, DO NOT MOVE.  
Just rapidly throw grenades at Bulltank.  If you didn't start throwing 
grenades when you first appeared, you will die.  Bulltank will die after 8 
grenades.  Now use card #4 to open the door up.  It's a room of infrared 
sensors.  Use the infrared goggles to detect the lasers.  The lasers will 
blink this time.  The easiest path is the one to the left of the elevator 
doors.  Just wait for the beam to disappear and head up.  We'll be back here 
quite often so don't worry about what I'm about to tell you.

Enter the elevator.  Skip the 2nd floor and head up to the roof.  The 
elevator is one-way if you didn't notice.  Defeat the 3 guards below you.  
Then use card #2 to open the door on the left.  Rescue the POW inside.  Now 
head right, staying along the southern wall.  Then head down before the 
guards spot you.  Shoot the lone guard below you and head down.  Defeat the 
guard by the door and use card #4 to open the door.  Grab card #5 inside the 
room.  Head to the right where you'll find the elevator down.  Defeat the 
guard by the door and enter.  Inside is a small room to the elevator and a 
guard is watching the door.  Defeat him and head for the 1st floor.  We'll 
come back to the 2nd floor later.  There's a pit below you so don't walk in 
the area between the crates on the right and the 2 crates to the left.  Head 
left.  You'll see that you're now at the entrance to building #2, only you're 
on the other side of the water now.  Head up to the north wall.  Then head 
left.  Punch the guard.  Then use card #5 to open the door.  Grab the rations 
inside and stock up before you leave.  Head to the right.  Now head up.  
Don't move because the guard to the left will detect you.  When his back is 
turned, shoot him.  Then use card #2 to enter the room on the left.  Grab the 
antenna inside.  Then equip it to receive the call from Big Boss.  Now head 
out and to the right.  Pass the water for now.  As always, hug the walls to 
avoid detection.  Follow the path around to the next screen above.  Use card 
#5 to enter the room on the right.  Rescue the POW inside who reveals that 
the lock you just passed outside the room connects with building #3.  Now 
head back to the water.  Enter it and follow the shallow water around to the 
right.  Stay on the north part of the shallows because the south part leads 
to a dead end.  When you reach the end of the shallows, head left and then 
down.  Follow the small path around the corner.  Take out the guard to the 
left.  Then head up.  On the next screen above, use card #5 to enter the room 
to the right.  Grab card #6.  Now head back out.  Go down a screen.  See the 
area past the wall to your left?  Follow the water around until you reach 
that spot.  Then head up.  Hug the north wall as you go left.  You're back at 
the infrared sensors now.  Take the elevator up to the 2nd floor.

Punch the guards to your left and to your right.  Then shoot the guard on the 
far right.  Head right.  Blast the guard in front of you.  Then hug the north 
wall.  You'll avoid detection.  Take out both guards as you head right.  Use 
card #6 to open the door to your right.  Grab the antidote in the room.  Head 
back out.  Stay along the north wall.  Take out the guards.  Then use card #1 
to open the door at the bottom of the screen.  You're now in the room of the 
boss Arnold.  You don't have the proper weapon to kill Arnold yet (the POW 
said rocket launchers are needed).  You'll be back later so head down for 
now.  See the lower right door?  Use card #5 to open it.  Head down.  Take 
out both guards.  Then enter the unlocked door at the bottom.  Rescue the POW 
in the room and you'll be promoted to the highest rank of 4 stars.  Head back 
to Arnold's room.  Use card #5 to open the door to the right.  Take out the 
guard and then use card #5 to open the door at the top.  Rescue the POW 
inside who tells you to radio Jennifer at frequency 120.48.  Step outside the 
room.  Head to the room on the right.  Radio Jennifer.  Note that she will 
not answer if you do not have 4 star ranking.  She'll respond and inform you 
that the rocket launcher is in the room (if you don't radio her, nothing will 
be in the room).  Use card #6 to open the door.  Grab the rocket launcher 
inside.  You've got the weapon to kill Arnold with but alas, you have no 
ammo.  That won't be a problem in a moment.  Head out the room and back to 
Arnold's room.  Use card #1 to open the lower left door.  Follow the path 
down to the left.  Take out the guards.  Then go to the open door.  Grab the 
ammo inside.  Restock until you're maxed out.  Then head out of the room.  Go 
up to the next screen.  You'll be spotted.  Just have your guns blazing as 
you charge up to the top.  Use card #6 to open the door.  Inside is Dr. 
Pettrovich.  Shoot him.  Hey, you didn't lose a rank!  Surprise!  That was an 
imposter.  If you move up, a message will still appear even though he's dead.  
After telling you to die, a pit opens up.  Step back to avoid dying.  Now 
head back to Arnold's room.

Boss:  Arnold
Atk :  Just runs at you causing damage through contact.
Weak:  4 Rocket (each Arnold)

This is a pretty easy fight.  The only damage Arnold inflicts is through 
contact.  Equip the body armor.  Then stand as far away as you can from 
either Arnold while still staying parallel with them.  Fire 4 rockets to 
defeat each Arnold.  Grab the card #7 that appears after you've defeated 
them.

Use card #2 to open the upper right door.  Take out the guard and head right 
along the north wall.  Punch out the left guard.  Get close to the two guards 
on the right.  When they face the right, quickly charge between them and fire 
a shot at both.  Then radio Jennifer (120.48).  Use card #1 to open the door 
up top to the compass room.  Grab it and head back to Arnold's room.  Use 
card #5 to open the lower right door.  Head right.  Shoot the sleeping guard.  
Then enter the door.  Wait for the rolling pin to pass before moving.  Use 
the elevator to go to the 1st floor.  Take out both guards in the room 
afterwards.  Now head left and then up to get back to the area outside the 
antenna room.  Follow the water around like you did when you went to get card 
#6.  When you reach the end of the shallow water, head up instead of down.  
Follow the path around to the left.  Use card #7 to open the door out of 
building #2.  You'll now be in the desert and on your way to building #3.


-------------
Building #3-5
-------------

Items:  Ammo, Card #8, Flashlight, Oxygen Tank, Plastic Explosive, Rations
POWs :  8 (Dr. Pettrovich, Ellen, Jennifer's brother)
Boss :  Coward Duck, Firetrooper, Super Computer, Big Boss.

You'll need the compass to travel through the desert.  Equip it and head 
north.  Shoot the scorpions.  They'll poison you with their stinger.  If you 
get poisoned, use the antidote to counteract the venom.  Head north and 
you'll soon reach building #3.  You'll remember the trucks outside.  Enter 
the bottom truck to replenish your ammo.  If you wish, you can now make a 
detour side trip to restock all your weapons and rations.  Use card #7 to 
enter the building.  You'll be spotted immediately.  Take out the guards.  
Big Boss will tell you to enter the room on the left.  Use card #1 to open 
the door but don't enter it.  Why?  Because it's a room with a pit inside.  
Stay along the right wall.  Head up.  Now the next screen has 3 pits on it.  
Use the pit removal trick (see Secrets and Codes section) to safely pass 
although you can use normal means to pass (more difficult).  Take the 
elevator down to sub basement 100.  There are now 2 security cameras.  These 
cameras will fire lasers at you so stay out of their sight.  Use card #7 to 
open the door at the bottom.  Grab the oxygen tank.  Now head back up the 
elevator.  Leave the building and cross the desert back to building #2.  Use 
card #7 to open the door.  Head right.  See the dark water that you couldn't 
cross from before?  You can now cross it with the aid of the oxygen tank.  
Equip it and head up the lock.  Take out the guards at the top of the lock.  
Then head up.  The floor is electrified so find the safe spot to stand.  
Destroy the control panel.  Then use card #7 to open the door on the right.  
It leads to a boss.

Boss:  Coward Duck
Atk :  3 Boomerangs, holds 3 hostages, pit present in room
Weak:  10 Bullets, 4 Mine/Plastic/Missile/Grenade, 3 Rockets

This boss is truly a coward.  He's holding 3 hostages and dares you to attack 
him.  Don't listen to him.  Radio Diane who will tell you what to use.  
Jennifer also radios you.  Her brother is the middle hostage.  Okay, back to 
the fight.  Walk left until you hit the wall.  Then head straight up.  You'll 
rescue the left POW.  Then hug the north wall.  Turn and face Coward Duck.  
You're safe from his shots.  You can use any weapon to kill him but just 
shoot him 10 times with the hand gun to conserve the weapons.  He'll leave 
card #8 behind.

Rescue the other POWs in the room.  Then head out.  Don't bother with the 
other room on the left because all it contains is ammo.  Now head back out to 
the desert.  Head up to screen between the desert and building #3.  Head left 
now.  You'll be in the Maze Zone.  Go LEFT, LEFT, UP, LEFT to pass through 
it.  Use card #6 to enter building #5.  Schneider will radio you.  Use card #
5 to open the left door at the top.  Rescue the POW inside.  Use card #3 to 
open the door on the right.  Equip the gas mask once you're on the other 
side.  Head up.  Enter the unlocked door above to find a room with plastic 
explosives.  Watch out for the rolling pin.  Now exit and head left.  Enter 
the open door.  Grab the flashlight.  Now exit.  Punch the wall to the left 
of the room.  A door will open up.  Enter to fight a boss.

Boss:  Fire Trooper
Atk :  Flame thrower in front of him.
Weak:  15 Bullets, 6 Mine/Plastic/Missile/Grenade, 3 Rockets.

Walk up and hug the wall.  Then follow it and stand next to Fire Trooper.  
Radio Diane for fun.  Then blast the trooper 15 times.

Now use card #6 to open the door.  Inside will be the real Dr. Pettrovich.  
He says you'll have to rescue his daughter, Ellen, in building #4.  So head 
back out to the first room of this building.  Then use card #5 to open the 
door on the left.  Equip the gas mask and punch the wall above to find a 
hidden door.  Follow the path around to the next door.  Use card #1 to enter 
the room.  Rescue the POW inside.  Then head left.  Follow the path around 
again to the next door.  Use card #5 to open the door.  The room has rations 
inside so restock your supply.  Head right.  Then head down.  Punch the left 
wall about halfway down to find another hidden door.  There's a pit above you 
so walk along the bottom of the screen to avoid getting killed.  Punch the 
wall northwest of the door at the bottom of the screen to find a hidden door.  
Grab the ammo inside the room.  Use card #6 to open the door at the bottom of 
the screen.  Suddenly the screen is all black.  Use the flashlight to see.  
Now Diane will radio you.  It seems the next area will be filled with pits.  
Use the pit removal trick to safely pass.  It will still be dangerous but not 
as dangerous as crossing without the trick.

After 4 screens of pits, you'll reach the door at the bottom.  Use card #1 to 
open the door.  The room is filled with dogs.  Take care of them and head 
down.  Blast the guards below you.  Then use card #6 to enter the door to the 
right.  It appears to be an empty cell.  There's a pit inside.  Hug the south 
wall and follow it along until you reach the right wall.  Punch it to find a 
hidden door.  Ellen is in the room on the other side.  Rescue her and then 
head back out.  Use card #6 to open the door at the bottom.  The next screen 
should be familiar to you.  It's the solitary cell that you found Grey Fox 
in.  Anyway head right to get and use card #3 to eventually leave the 
building.  Head right past the maze zone.  Then head south to reach the 
trucks.  Ride them until you're back outside building #3.  Then head through 
the maze zone to get to building #5.  Go back to Dr. Pettrovich who will now 
reveal how to destroy the Super Computer.  Now leave building #5 and head for 
building #3.  It would be wise to restock your weapons now if you haven't 
already done so.

Enter and head down to the sub basement 100.  Hug the right wall to avoid the 
camera's lasers.  Use card #8 to open the door.  Rescue the POW inside.  Now 
head left.  Stay along the walls to avoid the cameras.  Use card #8 to open 
the door.  Put on the gas mask once you're on the other side.  Skip the door 
to the right and head for the open passageway on the left.  Use card #5 to 
open the door.  Equip the gas mask once you're on the other side.  There are 
mines in the room.  Just hug the right wall until you reach the door to avoid 
the mines.  Use card #1 to open the door.  The floor is electrified but there 
doesn't seem to be any control panel to deactivate it.  In fact, there isn't 
any so you'll have to make a run for it.  Use rations when you're about to 
die to make it across.  Head for the door to fight the Super Computer.

Boss:  Super Computer
Atk :  4 guards in the room.
Weak:  16 Plastic Explosives

The easiest boss fight of them all.  Shoot all the guards first.  Then just 
walk up to the Super Computer and plant 16 plastic explosives.  The fight is 
over.  The base's self destruct sequence has been activated.  Head through 
the door on the right to fight the leader of Outer Heaven.

Boss:  Big Boss
Atk :  Fires single shot to the left or downward, depending on his location.  
       Retreats a lot.
Weak:  10 Rockets.

It's true.  The Fox Hound Supreme Commander, Big Boss, was behind the enemy 
fortress too.  This won't be too hard of a fight.  Radio Diane who will tell 
you that she can't help.  Jennifer suggests you use a cigarette.  Use it to 
add 1000 seconds to the timer.  Now walk around so you lure Big Boss to the 
bottom of the screen or to the right side so that he just moves back and 
forth without firing at you.  Then shoot 10 rockets at him.  Big Boss is no 
more.  However, it's not over yet.  There's 3 doors to choose from, but only 
one is the right one.  If you recall, Jennifer's brother said to take the 
left elevator so do that.  You'll know it's the right one because it's the 
only elevator in the game that you can fire a weapon in.  Have your guns 
blazing as you head up and escape.  Outer Heaven is destroyed and Operation 
Intrude N13 is a success.


=============================================================================
 IX.  SECRETS AND CODES
=============================================================================
Secret Tricks
-------------
Stop the pits
As you know, when you get near a pit, it will open up and kill you if you 
don't move back in time.  However, you can stop the pits from opening by 
simply entering the weapon mode or the equipment mode.  Note that this trick 
only stops pits from continuing to open.  Already open pits will remain.  
Also, this code will "cover" up the pits as if they never opened.  Be sure 
you know where the opened part of the pit is because it is still there for 
all intents and purposes.

Reset the items
Use the transceiver to reset items in a room.  Useful to reload ammo, 
rations, etc.

Skip Super Computer
You can access Big Boss's room without having to destroy Super Computer by 
entering/exiting Super Computer's room and pushing RIGHT immediately after 
you leave but before the screen fades to black.  If done correctly, you'll 
wind up in Big Boss's room with no timer.  *Note you can't use the cigarettes 
as a result.

Skip Tank
You can actually skip past Tank by walking up to the building on the right 
side.  Then as Tank comes forward, it will release a spray of bullets.  
Notice the narrow gap between tank and the right wall?  Well, run out and let 
a bullet hit you.  Then quickly line up against the wall and run up before 
your temporary invincibility wears off.  You'll walk up to the next screen, 
thus passing Tank.  A riskier method is to stand in front of Tank, get hit by 
a bullet, and quickly charge right through Tank.  Note that you will die if 
you fail to make it using either method.

Disappearing Guards
You can make guards disappear by using the transceiver.  They'll appear soon 
afterwards though.  You can extend their time of disappearance or make them 
disappear altogether by first punching them and then using the transceiver.

Reposition Bosses
You know how bosses like to move around right?  Well, sometimes you'd like to 
hit them with a grenade launcher but they're always out of range.  You can 
correct this problem by using either the weapon, the equipment, or the 
transceiver mode.  Bosses always have an initial position they begin at in 
the room.  Using the transceiver will reset them to this position although 
any damage they have received is still intact.  This trick is useful for 
hitting Machine Gun Kid with grenades and to "push" Tank back.


Standard Passwords
------------------
The following passwords are normally obtained in the game.

Code            Description
-----------------------------------------------------------------------------
5ZZZZ YZZZG     Outside building #1 rear.  All weapons, items, ammo max
UOOOU UYRZZ     (includes transmitter).  All POWs rescued.  Super Computer
NZZZX           and Big Boss still alive.

5ZZZZ YZZZG     same as above but without transmitter
UOOOU UYRZZ
NZRZP

GZZZZ YZZZE     Same as code #1 but Super Computer destroyed.
MO5OU UYRZZ
NZZZF

OZZZZ YZZZG     Same as code #1 but Big Boss dead.  Super Computer is still
UOOOU UYRZZ     alive.
NZZZH

WZZZZ YZZZE     Same as code #1 but Super Computer and Big Boss dead.
MO5OU UORZZ
NZZZL


Secret Passwords
----------------
The following passwords are not normally obtained in the game.  Credits to 
Video Power (game tips show) for the "DIANE" codes and Stan Lau (my brother) 
for the "GMMMM".  The rest come from Game Sages.

Code            Description
-----------------------------------------------------------------------------
GMMMM  MMMMM    Start in building #4, solitary cell.  Destruct sequence
MMMMM  MMMMM    begun.  Grab card #3 and exit the building.  Let timer run
MMMMM           out.  Continue and you'll be in front of Super Computer.

DIANE  ELLEN    Start outside of Super Computer.  Super computer is 
JENNY  FERBY    destroyed.  Kill Big Boss.
GBOSS

DIANE  ELLEN    Same as above code but no oxygen tank in equipment.
JENNI  FERBI
GBOSS

3LLLL  LLLLL    Just been captured.  You have extra items not normally
LLLLL  LLLLL    obtained at this point in the game.
LLLLL

TOOOU  TOOOU    Outside of Super Computer.  Big Boss dead.  Just escape.
TOOOU  TOOOU
TOOOU

____K YOUUU     Replace the underscores with the "F" word.
OKKKK JUANN
CARLO


=============================================================================
 X.  DID YOU NOTICE?
=============================================================================
- The bad English in the game?
  Examples:
  1.  Big Boss:  First, attempt to contact missing our "Grey Fox."
      location:  Jungle
      comment:  Contact who?  Who's missing our "Grey Fox."

  2.  Guards:  I feel asleep!
      location:  Jungle
      comment:  Feel or fell?  Doesn't really matter since he doesn't sleep  
      after he says this.

  3.  Snake:  The truck have started to move!
      location:  Any moving truck
      comment:  Is Snake riding one truck or two?  We'll never know thanks to 
      his stellar use of subject verb agreements.

  4.  Big Boss:  I forget to tell you something!
      location:  Gas room in Building #1
      comment:  More fine use of English by Big Boss.

  5.  Big Boss:  Now, locate the Grey Fox's hidden cells.  Check the way!
      location:  Building #4, solitary cell
      comment:  Find Fox's cells?  Wasn't he in only 1 cell?  "Check the 
      way!" yeah, I'll check it if I knew what "the way" was.  Reminds me of 
      Final Fantasy Tactics' phrase "I had a good feeling!"

  6.  Snake:  I have recaptured our weapons and equipment.
      location:  Building #4, equipment room
      comment:  I thought you WERE Snake.  Why would he say "our" then?  He 
      certainly can't be aware of "you." o_O

  7.  Dr. Pettrovich:  Out-foxed!  The real Dr. Pettrovich is in building #5.  
      Die Fox Hounder!
      location:  Building #2, 2nd floor, first room.
      comment:  Just a spelling error here.  Also humorous how he can say 
      this even after you've killed him.

  8.  Diane:  Hi there!  This is Diane!  That guy Arnold gurding the door 
      there--he's invincible!  Better get outta here!
      location:  Building #2, 2nd floor, Arnold's room.
      comment:  More spelling errors.  It should be "Better get outta 
      there!" and not "here"

  9.  Jennifer:  Jennifer here.  I got a compas for you.  Over.
      location:  Building #2, 2nd floor, compass room.
      comment:  More spelling errors.

  10.  Diane:  The only way to defect the enemy without killing each other is 
       to use the hand gun!
       location:  Building #2, 1st floor, Coward Duck's room.
       comment:  Defeat Diane, not defect.  A world of difference a letter 
       makes.

  11.  Fortress:  The enemy fotress destruct mechanism has been activated!
       location:  Building #3, Sub basement 100, Super Computer's room.
       comment:  Another spelling error.

- Snake will hold the same looking gun for every weapon he equips, even if 
  he's not using a gun at that moment.

- Cigarettes are actually a good thing in the game.

- Grey is spelled the English way as Grey.

- Snake says he found "Armor" but it is referred to as "Armour."

- Jennifer radios you in building #3, sub-basement 100 using frequency 120.79 
  even though this is Schneider's frequency.

- Schneider reveals the location of the mine detector when you radio him in 
  front of the gas mask room AND when you radio him outside of building #1's 
  rear side.  He should have told you where the gas mask was.  There are 
  other areas where such strangeness occurs as well.

- Schneider can still radio you after he was "killed."

- No one in the game tells you how to solve the Maze Zone even though you're 
  expected to be able to cross through it.

- The secret "DIANE" password are the names of the characters in the game.


=============================================================================
 XI.  FREQUENTLY ASKED QUESTIONS
=============================================================================
Q.  How do I pass the Maze Zone?
A.  Go LEFT, LEFT, UP, LEFT

Q.  Where is the compass?  It's not in the room!
A.  Radio Jennifer at 120.48 when you're outside the room.  She'll put the 
    compass inside.  (*side note, I quit the game because of this problem but 
    I solved it by accident in 1991.)

Q.  Where is the rocket launcher?  It's not in the room!
A.  Radio Jennifer at 120.48 when you're outside the room.  She'll put the 
    rocket launcher inside.  (*side note, I quit the game because of this 
    problem but I solved it by accident in 1991.)

Q.  I radioed Jennifer but she doesn't respond.
A.  You need to have a rank of 4 stars before she'll respond.

Q.  How do I get past the electrified floors?
A.  Use a remote control missile to destroy the purple control panel on the 
    wall.

Q.  How do I destroy the Super Computer?
A.  Use 16 plastic explosives.

Q.  I used 16 plastic explosives but the Super Computer is still alive.
A.  You need to rescue Dr. Pettrovich's daughter, Ellen, first.  The doctor 
    will then tell you that you need to plant 16 plastic explosives to 
    destroy the Super Computer.  Only after he says this can you actually 
    destroy it.

Q.  What are the cigarettes for?
A.  You'll be able to use them after you've destroyed the Super Computer to 
    add 1000 seconds of time to the timer.

Q.  I just recovered my items after getting captured, but the enemy always 
    spots me.
A.  You'll need to dispose of the item called "transmitter" from your 
    equipment.  This device alerts the enemy to your presence.

Q.  Why did I lose a rank?
A.  You shot a POW.  DO NOT SHOOT ANY POWs in the game!


=============================================================================
 XII.  CREDITS
=============================================================================
Game Manual
   Story, enemies, weapons, items.

GameSages  
   Game Genie codes, "TOOOU" password.

Video Power (TV show)
   "DIANE" password.

Stan Lau
   "GMMMM" password.

J. Soler  
   Japanese Metal Gear story.
   Background story of Snake, Big Boss, Grey Fox, Dr. Petrovich, Ellen, 
      Diane, Jennifer, Schneider.
   Schneider's frequency & odd message in front of gas mask room.

Joel David Pena Diplan   
   "F.... YOUUU" password.

Ken Gifford  
   Used his Metal Gear FAQ to confirm building names and locations of items.  
   Maze zone solution.

Magician Type 0  
   His Metal Gear FAQ prompted me to make this one.


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 XIII.  DISCLAIMER
=============================================================================
This FAQ is neither affiliated nor endorsed by Konami Industries Co. Ltd.  It 
may be distributed FREELY so long as it remains unaltered AND is the latest 
version (see above for where to obtain the latest version).  It is intended 
for PRIVATE USE and may NOT be reproduced for commercial purposes by 
mechanical, electronic, or any other means.  Do not try to sell it even if no 
profit is made off this work.  In addition, this FAQ may not be used for 
personal gain by submission to game magazines, web sites, etc.  Email any 
changes, typos, etc. to me at darktoshi@yahoo.com.

Copyright © 2000 Wilson Lau.