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