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Retro Game Walkthroughs For
"Metal Gear Solid 4: Guns of the Patriots"
(PlayStation 3)

Retro Game Walkthroughs for Metal Gear Solid 4: Guns of the Patriots (PlayStation 3)
Submitted By: thug1
Metal Gear Solid 4: Guns of the Patriots Walkthrough
Prologue
Watch the opening cutscene.
TIP: When you gain control of Snake, do not crawl under the truck immediately in front of you yet. Go to the right, and crawl under the second truck. You will find a hidden Ration.
When you're ready, move to your left and press the X button to go underneath the other truck. This will trigger another cutscene. Continue forward and wait for another cutscene.
When you regain control, head north. There will be a lot of action going on with soldiers fighting large Gekkos, but try not to get involved. Go through the first building you see and head up the stairs.
Go through the door on your right, and find Ammunition in the corner.
Go back out of the room, and jump out of the hole in the wall.
Head left, turn right around the corner and make your way up the pathway. Turn right around the next corner, and when it's safe, head into the building across the street slightly to the right. Make your way upstairs. To the right through a door there is hidden Ammunition in the corner. When you're ready, go out of the building, and head right down the street ahead. Do so only when the patrolling Gekkos are out of the way.
Follow the red marker on your compass map, to your next objective.
NOTE: If you spot an enemy by himself, you can knock him out by sneaking up behind him and pressing the Triangle button. Be warned, though: you can't use their guns, as they are ID-tagged.
Watch the cutscene, where Snake battles a Gekko and escapes. You'll be given access to your normal Octocamo suit finally.
Once the cutscene is over, you'll be able to save your game.



Act 1: Liquid Sun
Watch the mission briefing with Otocon. He will mention the Mk. II, which you'll be using later in the game.
TIP: When you regain control over Snake, you'll have access to the Octocamo. To use it, press Triangle to press yourself against a surface, and a couple seconds later the Octocamo will automatically trigger, rendering you all but invisible. Alternatively, you can trigger the Octocamo by simply shaking the Sixaxis controller.
When you're ready, follow the objective marker which is pointing you to the right of your current position.
You'll need to head straight down the pathway ahead, out into the open area. Enter the building on the right. You'll find a Ration near the stairs. Head to the left out of the building, and trigger the next cutscene.
When it ends, get down into a crouching position, and crawl through the vent at your feet ahead. You'll find an Compress inside. Continue through the vent, and take note of your next objective area, which is all the way up to the Northeast.
When ready, head to the left towards the open area with the tank in the middle of the street. Beware, you can be spotted quickly by enemies at this point.
You'll need to wait until the tank in the street to the right looks completely away, and then crawl to the destroyed car ahead. Wait until the tank has looked away, and then quickly crawl through the door into the building on the right.
NOTE: If you are spotted, crouch down and get back into the crawl space and wait out the alert. Alternatively, head into the building, around the corner to the left, and hold Triangle to blend in with one of the walls. You should be able to wait out the alert in this position.
Once inside the building, find a Compress on the bed in the room to the left.
When ready, crouch down again and crawl through the crawl space to the left of the entrance to the building. You'll see a short animation of a citizen being shot by soldiers.
Wait for the soldiers to walk away and then crouch out and hide behind the boxes ahead. The soldiers will hang around the hall ahead, making it difficult for you to progress.
TIP: Head over to the left side of this area, taking cover behind the low wall. The soldiers will be down the hall to your right. In the corner ahead, you'll find Ammunition, and another crawlspace in the wall ahead. Crouch down and go through it.
When you come out the other side, stop. There will be soldiers running past through the pathway on the right. When they're gone crawl to the left and find a Compress.
Crouch and make a left, and crawl straight ahead through the next crawlspace in front of you.
Wait for the tank in the street to be facing the other way, and then crouch/run quickly over to the doorway on the right.
When you enter the next area, it will trigger the next objective. Head to the left, under the staircase, where you will find the Cardboard Box and a Compress.
Sneak up the staircase (that you were just under). When you get to the top, you'll hear Otacon give you advice about jumping over the gap ahead. Do so, and head into the next room.
You'll notice a soldier guarding the doorway up ahead. Sneak up behind him and dispose of him any way you see fit. To get him in a choke-hold from behind, get right up behind him, stop moving and then press and hold R1. You can't have a rifle equipped, or you will simply knock the soldier down. Press Triangle to use the knife to execute the soldier. You can hide the soldier in the nearby locker if you wish.
NOTE: If you are going for a perfect playthrough, you will have to just K.O. all opponents in your way.
When he's down, head through the door to the right and down the stairs. Go into the larger room ahead. In the locker straight ahead you'll find a Regain item.
When ready, head out the door to the left. Stay either crouched or crawling. You will pass arches to your right.
Enter the building to the left of the arches. You will find stairs leading up to an area with planks of wood leading across the area. Walk slowly across, otherwise you will fall. You will be heading east at this point. When you get to the next landing, you will find two Instant Noodle items.
Drop down into the new area. When ready, head down the main street, towards your objective marker. To the right, before you make it to the objective, find a Compress to under a window, slightly off the road.
Head for the objective, which will trigger a cutscene. Otacon will introduce you to the Mk. II, and give you the Snake Eye.
TIP: To the left of the objective (the Militia Safehouse), you will find the RPG-7. Needless to say, this is a pretty powerful weapon.
After the conversation with Otacon, head back to the wooden planks that lead you up to the Instant Noodles items. Follow the boards across the gap, and drop down to get the extra RPG-7 ammo on the ledge.
When this is accomplished, your next goal is to destroy the Stryker tank out to the north on the main road. Right when you come out of the building, you'll see it to the left out on the road. Take it out with the RPG-7. It's a sitting duck.
Next head to the main objective marker in the northeast. Before leaving, you'll need to head back and eliminate the other tank in the area to the southwest. Crawl through the small passageway on the far east side of the map, all the way north, towards the objective marker.
After you have the extra RPG-7, make a point of taking out each of the PMC soldiers with the Operator Pistol one by one. The cluster of them near the (destroyed) tank can be taken out rather quickly if you hit the explosive barrels near their barricade.
When that's done, head west down the main stretch, and you'll eventually discover the tank on the right. Take it out, and the rebels will thank you for it. You'll then be free to explore the area at your leisure.
Act 1: Militia Safehouse
NOTE: If you helped the rebels in the earlier section, you will able to cruise through this entire section fearlessly.
Once inside, head straight, and make a left.
You'll need to equip your Night Vision.
Hit L2 to bring up the Solid Eye, and then hit Square to switch it to Night Vision.
Head straight ahead past the guard. You'll find a Ration in the corner at the turn.
Turn left and head down the path. You'll come to a room. Find a Regain in the corner of the room.
Go past the room and head up the stairs. In an offshoot room to the left, you'll find a bunch of items: Ammunition, a Grenade, a Pistol, etc. Stock up on all you find.
When you're stocked head out and to the left, into a larger room where a rebel soldier is kneeling over a wounded other soldier. Find the Pentazemin on a box on the other side of the room. Also, there is a compress further along on the left.
TIP: Find an iPod tune on the left as you leave the room.
Head around the curve, into another large room. There's nothing of value in there, so keep going.
There is nothing of use in the room off to the right, either. Keep going.
Explore the many rooms of the Militia Safehouse at your leisure. You'll find a ton of ammunition, including RPG-7 ammo, a Playboy (in the northeast room), and other useful items. When you leave the northeast room, head out and make a right. Make another right, and then a left into a large room.
Go straight through the large room you come to, and turn right up the hall.
Turn left and go south down the hall, to the blocked passage. You'll find RPG-7 ammo.
Turn back around and head up the pathway, into the room straight ahead. Collect the items in the room (including a Petro Bomb) and head to the next objective on the left.
Act 1: Urban Ruins
A cutscene occurs in which you meet Drebin, your shopkeeper throughout the remainder of the game. He can sell you new IDs for firearms, so you can use enemy firearms.
After the cutscene you'll walk out into the street, and get a call from Otacon. He'll give you more information about the nature of the war.
After the cutscene ends, you'll have an M4 Custom gun.
Make a U-turn out the way you came, go down the short alley, and find Instant Noodles, Ammunition and a Playboy. Then head left down to the end of the main path, and find an RPG-7 ammo.
Facing the stairs you came in from, head left up a separate flight of stairs. Go up the stairs in the building, and find Ammunition and a Petro Bomb.
Go back down into the main area. Head into the next building through a hole in the wall, and then another hole. Up on a cement block you'll find more Ammunition.
Continue forward and head to the left through the crawlspace. You'll find a ration on the left up on a block. Continue forward through the next crawlspace and find a Compress.
Continue forward through the main crawlpace in this area, and you'll come to a window overlooking the street ahead.
Turn to your immediate left, and find more ammunition.
From the vantage point near the window, you can help a group of rebels eliminate some PMCs. They are hiding behind cars in the street. However, there is no real reason to do this.
When you're ready, head back through the crawlspace area. Make a right up onto the slab (where you found the Ration), and continue ahead through the path.
Take the platforms up ahead, onto the second floor. The floor is damaged in this section, so you'll need to shimmy Snake over to the next area.
Drop down back to the first floor. Go straight, where you will come out of the building. Crawl to the right (partially under the building), and find a corpse with a Petro Bomb.
Find the items back to the left of the building exit, mainly the iPod tune "Zanzibar Breeze."
When you're ready, continue straight ahead and drop down into a room. Continue down the hall to the left, which triggers a cutscene.
Act 1: Downtown
When the cutscene ends you'll have acquired the Oil Drum for cover.
Find a Handgun Light in a room to the left of the exit.
Continue straight ahead down the main street. Loot the bodies in the street if you feel the need, as they hold supplies and Ammunition.
You'll come a section where rebels are pinned down behind some cars ahead. The PMCs are ahead to the right behind a barricade. Throw a Grenade at them (if you want), then move in to mop up any remaining.
Otacon will speak to you, and recommend that you avoid the street up ahead. Take his advice, since the PMCs have a tank and many soldiers.
TIP: Alternatively, you can take an alley off to the right of your former position, head up the stairs on the building on the left, and find the Mortar launcher. Use it to make quick work of the soldiers ahead in the street, including the tank (!). Don't do this if you're going for a perfect playthrough.
TIP: To take the passive route, make a right off the main road, and head through the short system of alleyways to go around the warfare. If you take this path, you'll come to a section with heavy warfare up ahead. If you want to get back to the main road, you'll need to shimmy through a small space between two buildings on the left. This will take you back to the main road (where you potentially blew up the tank).
The safest route, however, is to hug the rightmost wall on the map, taking the alley towards the objective marker.
Take a moment to shoot off the main path and get items in the building on the left.
Avoid any intense firefights, and crawl a lot, using the Octocamo to blend in. The soldiers will be mostly blind to you, unless you get way too close.
Get to the objective marker. When you enter the door, a cutscene occurs.
Act 1: Advent Palace
Take a moment to explore the first floor, and find several items scattered around: a Playboy, a Claymore, Noodles, etc.
TIP: don't bother with being stealthy in the palace, but do watch out for traps.
Go up to the second floor. Shoot out any traps in your way. Bear right down the pathway, and go through the new door. In the bathroom find a Smoke Grenade.
Continue into the second bathroom area, and then go through a hole in the wall. To your right, you will a laser-trap. Do not go that way. You'll need to find a way around the sensors.
To the left on top of some rubble, find the Instant Noodles.
Head up to the third floor. Go straight and into a room on the right. It's a kitchen. Make your way through the kitchen, and out into the next area. Shoot out and traps you encounter with the Pistol.
Find an iPod tune in the next room over, in the southwest of the map.
When you're ready continue along the south wall, past a set of pay phones. When you exit out into the hall, make sure you shoot out the mine near the stairs.
Go up to the fourth floor.
Head left and into a bar area (shoot out the trap).
Head right over the top of the bar, and near the far wall find Instant Noodles and more Ammunition.
Head out into the hall and trigger a cutscene.
The battle will now start.
IMPORTANT: Do your best to use non-lethal bullets only on the Haven Troopers. If you do so, later you'll be awarded the Frog Soldier Doll. Use the Mk. 2 Pistol.
During the cutscene, where the soldier is on his knees feeling sick, follow the on-screen prompt and push X rapidly to trigger as many secret flashbacks as possible.
When the first encounter begins, start by shooting the Haven Troopers immediately, aiming for headshots every single time if possible. This first battle with them shouldn't be too tough.
Head straight forward down the path. When you come to the next area, the Haven Troopers will be swinging from the roof. This part can be become pretty overwhelming. If you focus on headshots and are systematic, you'll come out on top.
Follow the team down the stairs to the third floor.
They will shoot at you from the ledge across the gap. Take cover behind the low wall, and pop out momentarily to pick them off. Don't ignore the soldiers up on the higher floor, they'll shoot down at you. Remember to aim straight for their heads. That is the only way the Mk 2 is effective.
Keep moving through the rooms on the second floor. The area is flooded with Haven Soldiers. Follow your teammates when you're ready to proceed.
When they jump down the hole (where the laser trap previous was), don't jump down with them yet. Instead, jump over the hole using X, and on the other side you'll find a few items: a GP30 (lets you add a grenade launcher onto the AK, do so when you have a second), and some Ammunition.
When ready, jump down into the hole to follow your teammates. You'll be in a bathroom, where you'll find a Stun Grenade.
Head into the next room and find some Instant Noodles. When ready head into the main room, where the battle continues. Take down all of the Haven Troopers. There are only a few of them. You should be accustomed to using the Mk. 2 at this point.
Head towards the elevator to trigger the next cutscene. Your teammates jump down the elevator shaft. Before doing so yourself, make sure you search the area for items. You'll find a Smoke Grenade, a Grenade and some Ammunition.
When you're ready jump down and watch the cutscene. You've finally defeated all of the Haven Troopers.
TIP: Before you leave make sure you grab the Frog Soldier Doll! It's in the B1/garage area, right next to a tire against the wall behind Snake (if you managed to eliminate all of the soldiers using non-lethal rounds).
Act 1: Crescent Meridian
When you're ready, head up and out of the basement area on the platform of rubble.
Follow the path over the boxes. You'll come to an open area to the left with some intense warfare in the street. Walk out into the area, and trigger a cutscene.
TIP: Observe the map. Your ultimate goal is to make it all the way to the northwest position, to the objective marker.
When the cutscene ends, use the barricades for cover and then move into the small room on the right. Follow the alleyway around to the right.
Rather than going back out into the open space, crawl down through the crawlspace ahead, and find a Ration and some Ammunition. Go back out the crawl space, and climb up the ladder directly next to it. You can grab onto the ledge there and shimmy across to the other side of the street. Press Triangle to shimmy across. On the other side you'll find some Ammunition.
Go back across or drop down, and continue northward. You'll come to some rebels pinned behind a van. Take the alley to the left, and climb the ladder up to the roof. When you're up there you'll immediately encounter a crouched PMC. Waste him, and he'll yield the Automatic Sniper Rife. Also, you'll find the Javelin (!).
Go back down the ladder, and continue northward. At this point you'll encounter some fairly heavy enemy resistance. On the left you'll find another ladder. Take it up to the roof (if you want a shortcut over the street). Jump down to the ground level and trigger a cutscene. During the cutscene, follow the prompt and hold LI to get a good look at Laughing Octopus from Snake's eyes.
When the cutscene ends, that concludes the Crescent Meridian section.
Act 1: Millennium Park
When you're ready, collect the ammo from the murdered soldiers. If you need anything extra, remember to loot their bodies holding Triangle.
Head straight down the path while crawling, and make sure your Octocamo has adjusted. Stay all the way on the left side, and you won't need to engage the enemy soldiers patrolling right next to you in the middle of the street.
Go past the box on the right, and some barbed wire barricades in the street. There will be a soldier patrolling back and forth in the middle of the street. Wait until he's walked the other way, and then crawl past.
Head into the of-shoot alleyway to the left. Right as you enter the building, find the iPod tune "Theme of Solid Snake."
Go up the stairs. You'll find some Ammunition, and an enemy to the left ready to snipe you. Take him out any way you see fit (we used the Mk. 2 tranquilizer as he walked in front of us). Do not fall down the hole yet. Enter the door to the left of the hole, and walk straight ahead (there's another hole on your right, don't fall down). You'll find a Playboy in this room.
When you're ready, drop down the hole straight ahead.
Under a table you'll find a Ration. Check the lockers for some items.
Right when you drop down, search the locker for the M4 Suppressor. This is for the M4 Assault Rifle. Modify the weapon if you wish. The other lockers have other lesser items. Search them and stock up.
When you're ready, leave the enclosure and crawl out into the open. You're objective marker will be northwest, to the left diagonally.
Make your way that way, avoiding the patrolling soldier. If you crawl carefully they should have no way to spot you.
Head all the way to the left of the map, and you'll come to an arched crawlspace. Go through it, and you'll see some large tankers parked in the area. Under the truck, find a Compress.
Remain crawling at all times, unless you're completely sure no one is around you, and then stay crouched. If you are seen, get to an isolated area, blend in, and hold Triangle to "play dead," which will eventually kill the alert level.
In order to enter the compound and reach the objective marker in the northwest, you'll need to enter through a pink door right to the southwest of the marker on your map. Enter the door when you're ready, and trigger the cutscene.

Act 2: Solid Sun
Act 2: Mission Briefing
TIP: Notice the "press select for help" text on the screen during the briefing. Press it to get a listing of controls during these scenes. Wait for the moment when the mission briefing switches to split-screen, then press Square to take control over the Mk. II. Navigate it quickly around both floors of the area to find some extra items. On the ground floor you can find a Camera (used to take pictures in the field) near a desk. Also downstairs, you can find a Battery, which we're guessing will help your night vision goggles stay powered when you need them. Head upstairs to find the iPod tune "Boktai 2: Solar Boy Django."
NOTE: To make this section more comfortable, you'll want to swap the Mk. II's view to full-screen. To do this, press Triangle to put the Mk. II onto the left main window, then press L2 to make that window entirely full-screen. Otherwise navigating the Mk. II will have you squinting during these sections.
Act 2 - Cove Valley Village
Watch the cutscene. Remember to tap X rapidly to trigger a stream of flashbacks during the cutscene. You'll watch Laughing Octopus annihilate some soldiers.
TIP: Right as the mission starts, you'll notice some PMC soldiers holding prisoners at gunpoint. We dig the rebels, so we attempted to snipe the PMC soldiers and set the boys free. This worked, sort of. When you take out the PMCs standing right over the bound rebels, the rebels get up quickly and say something like "get guns!" Which they do. They then proceed to get executed anyway. However, when they restocked they apparently opened a room to the right of your starting position. When the caution level runs out, go inside the room. You'll find a bunch of items, the most notable being a Double-Barrel Shotgun, a Muna (restores Psyche) and a South American Rebel Disguise.
Follow the rooftops in front of your starting position, over to the furthest roof and climb in the window. You'll find a Ration. Across the gap, you'll spot some ammunition and a weapon. You will need to time your jump/roll (press X) perfectly to get across to the other ledge. You'll find an SVD Automatic Sniper Rifle.
On the bottom floor of this building, towards the back, find a C4.
Head to the left, across from the room with the Double-Barrel Shotgun, and crawl under the deck of the building. You'll find a Smoke Grenade. Crawl out from under the deck, and go inside this building. You'll find the iPod tune "The Fury."
Get up on the roof to the left of the building containing the iPod, and you'll find a Petro Bomb.
Act 2 - Cove Valley Village (Hill)
When ready, start the journey towards the objective marker in the northeast. Search the bodies along the way. If you sniped the PMC soldiers earlier, this will be a pretty quiet journey.
NOTE: You should be in a pretty good place to use some of your accrued DP (Drebin Points) and buy some choice gear. Remember to take a look at his selection often, as he adds new items regularly. We recommend purchasing the Mosin-Nagant, which is a non-lethal sniper rifle.
To the east, where the path is blocked, you will find a Playboy near the fence.
Head north up the grass steps. There are some enemies patrolling this area, hidden up on certain steps. Don't just run through this area, you'll get spotted very quickly. Stay crouched, using the Solid Eye to help you steer clear of any PMCs. If you are spotted, get down into the grass in the south, lie die down and play dead (press Triangle). The PMCs should blaze right past you in this position.
Start your ascent up the steps from the east-most edge of the grass steps. Get up the first two steps, then the third. Stay crouched, and stay on the east side of the steps.
TIP: There is a store-building right in the middle of the series of steps. We found one PMC guarding it, which we easily sniped from a distance. You might choose to use a Pentazemin to hold your arms steady (use the Mosin-Nagant if you bought it).
Get up to the building, through the small garden from the west. You'll find a Stun Grenade.
Continue up through the remainder of the grass steps, and head through the narrow passageway. Make your way around the corner to the west into the next area.
You'll get a Codec call from Campbell. Watch the cutscene.
When it ends continue westward, through to the next large area.
There's some fairly heavy enemy resistance in this area. Crawl through, and hug the west-most wall. This should lead you totally around the first batch of them. When you do this you'll find a separate, hidden pathway that you can crawl through along the west wall.
There is a building in the north-most wall of this area. Head for it. There is a large rock directly south of the building (in the middle of the area on the map) with a crawlspace under it. Crawl through it, and make for the building. You'll need to incapacitate the patrolling PMCs when you get to the store-house in the north section. Do so from a crawling position. You will find Ammunition there.
Make your way east towards the objective marker.
Act 2 - Power Station
When this section begins, you'll be up against a strong enemy resistance.
TIP: Hug the west-most wall of the area, crawling the whole way. Shake the Sixaxis Controller to manually blend Snake in with is surroundings.
Continue northward up the pathway along the way. There will be a battle raging between PMCs and Rebels, but don't get involved.
NOTE: You can pick up some weapons from downed PMCs, for instance the PSA3 Assault Rifle.
Make your way from rock to rock in the middle section, choosing your moments wisely. Use the Solid Eye.
TIP: When you can see the Power Station up ahead, you'll be pinned down by PMCs shooting from barricades in front of the building. To move quickly through the area, we sniped 4-5 PMCs using the Mosin-Nagant.
When ready, cross the battlefield and make your way for the truck in front of the building. Hide there until your alert level (if you've incurred one) has gone.
Come out from under the truck, and head through the wall into the structure. You'll need to crawl into the building itself through a crawlspace at your feet. Find a Playboy in the crawlspace. Turn right down the next turn, and find a Compress. Turn left next, and in the next corner find a Regain (these items are easy to find with your Night Vision on).
Come back out of the crawlspace, and carefully enter the Power Station through the door. At this point, the Rebels finally destroyed the Power Station controls, calling out cries of victory. The PMCs in the area disappear when this happens, so explore the area at your leisure.
Head for the marker in back of the building, and trigger a cutscene with Drebin.
TIP: During the cutscene with Drebin, make sure to hold L1 when the on-screen prompt tells you. This will give you a good look at the B&Bs (Beauty and the Beast) enemies flying through the air. There are a couple more of these opportunities. Follow the prompts as Drebin talks about Mantis.
Act 2 - Power Station (Part 2)
When the section begins, head straight ahead to a fork in the road. You can either go left or right down separate paths.
NOTE: If you haven't already, head back to the east towards the power station. The eastern backyard area of the power station is sealed off, but there are a lot of items up on the tower inside. To reach it, head over to the west yard (through the back door of the power station itself), climb up to the tower, and then hang down from the catwalk using Triangle. Move over and shimmy across on one of the power lines to the east yard. Drop down to find a bunch of items up on the catwalk. Among them: Rifle Scope, Anesthetic Rounds, Ammunition. Down below in the yard itself, find more Ammunition, a PSS (silenced pistol) and Pentazemin. Finally, for the big reward, find the FIM-92A, a portable surface-to-air missile launcher.
When you're ready, decide whether to go left or right down the path. We chose to head left. If the Power Station was destroyed, the area will only have rebels in it. Explore the area at your leisure.
As you head through the area, you'll find a bunch of items: a Sleep Gas Mine, Playboy (near a stack of wood), Carbine XM8 and Javelin ammo, among others.
Head through a small doorway between the rocks into the next large area. Find the few items in the middle of the area. Continue onward towards the objective marker, and trigger a cutscene.
Act 2 - Confinement Facility
This is a huge area. There are three main areas: the northeast, the southeast, and the northwest. For the purposes of this walkthrough, we will highlight one of those paths towards the objective marker, giving strategies and item locations.
When the section begins, head northeast along the path there. Snipe any patrolling PMCs along the ledges. when it's safe, drop down onto the ledge to the east. Follow it while crouched, and get up onto the dirt path along the hillside (with wood railing on the left). Follow it.
Soon enough, you'll come into view of the facility in the northeast. We used the Mosin-Nagant to snipe any and all PMCs in view. We took out about six PMCs before getting withing 100 yards of the facility.
When ready, crawl along the dirt path, and make your way towards the facility. If you clear out enough PMCs, rebels will move in and attempt to secure the facility. Assist them whenever you can.
Move around to the south side of the facility, along the rode. Again, use the Mosin-Nagant to snipe any PMCs. To the east along the road, you'll spot a Stryker tank. We know we're supposed to be stealthy, but we decided to go ahead and use the RPG-7 to destroy it anyway. Sorry.
NOTE: Make sure to loot the bodies of the soldiers as you secure the facility. We found an XM320 this way.
Move around to the north side of the facility and enter through the door. Loot the facility for supplies. Among them: a Chaff Grenade, Instant Noodles and in the east-most room find a Playboy along with the iPod tune "Metal Gear 20 Years History Part 3."
In the storeroom in the northwest of the facility, find an M870 Custom Pump-Action shotgun, and Ammunition. Also around the side of the storeroom, find a Playboy.
In the northeast storeroom, find two Playboys.
Don't forget to climb up the tower to the west, to find anesthetic rounds and some Ammunition.
When you're ready, head to the northwest towards the objective marker.
Act 2 - Vista Mansion
Watch the cutscene. Because we chose the northeast objective marker, this put us in the middle pathway, south of the Vista Mansion. Your goal here is to head through the large battlefield north and get to the mansion.
The Rebels will immediately start fighting with PMCs. Ignore this, and hug the west-most wall, crawling the whole way. The enemy forces should be pretty well distracted by the rebels, so don't feel too much need to go incredibly slow. Just snipe anyone in your immediate way with tranquilizers.
There will be two PMCs perched near a large log, which you'll need to take out to proceed.
NOTE: Find the M60E4 general purpose machine gun from one of the PMC bodies.
When you head north far enough, Otacon will talk to you and mention how the Rebels are attempting to break into the Vista Mansion using a bulldozer. He says, "Give it some cover!" We had apparently already sniped enough PMCs, because the bulldozer rolled straight through the Vista Mansion gate.
When the cutscene ends, head into the breached Vista Mansion gate. Loot the PMC bodies you come across for items.
NOTE: Find the PKM machine gun on the PMC bodies.
Crouch along towards the mansion.
NOTE: Find the M72A3 Anti-tank Rocket on a PMC body, near some boxes to the left of the breached entrance.
There will be a few PMCs perched up on the deck of the mansion. This section is a bit tricky, because they have the high ground, and sneaking past them right out in the open is tough. Instead, we used the Mosin-Nagant to take them all down. You need to use a Pentazemin to hold steady for the PMC up on the roof area manning a large gun.
Head to the back of the mansion. While there are probably a few ways to enter the mansion, we chose to dive in through a back window using X. This seemed to be the most satisfying.
This will position you in the mansion's north hall. Explore the mansion. Head left from where you dove in, and enter the dining room area. Find Ammunition inside the fireplace.
Head back out into the hall.
TIP: Stay crawling in the mansion. The PMCs can spot you from the windows outside.
Come back out into the hall, make a left into the next room. Loot it for items.
When ready, head to the upstairs area of the mansion. Crawl up. When you get to the top, make a left and go into the bedroom. Find a Ration on the table, and a Playboy on the other table.
We noticed a poster up on the roof near the fan, above the bed. Stand on the bed, and look straight up. You can enter first-person mode to get a closer look. It's a poster of a model, Akina Minami. Snake will say something when he sees her.
Exit the bedroom out onto the roof. You can use the mortar shot to eliminate any PMCs down in the battlefield, if you wish. Proceed to the open skylight area on the roof, and drop down. Head down into the basement.
Head straight through the hall, collecting items as you go. You'll find a Claymore on the table on the left. To the right up ahead, you'll find a Grenade and a Stun Grenade in the stall area.
Follow the path and you'll come to a ladder. Go up to trigger a cutscene.
Act 2 - Research Lab
Watch the cutscene with Naomi. There's are two hidden cutscenes during this section, where Snake will take a closer look at Naomi. Follow the link if you want to see where they are. Otherwise just watch.
After the cutscene ends, you will need to fight quite a lot of Haven Troopers. They will flood into the research facility, and an alert will be triggered.
TIP: If you're going for a perfect playthrough, or just in general would rather stealth, use tranquilizers (Mk. 2, or Mosin Nagant).
TIP: If you don't care about getting a perfect playthrough, you can use the M870 Custom Pump-Action Shotgun (you should have found it in the Confinement Facility in a storeroom, in the northeastern area). The shotgun is a one-hit wonder.
We chose to use the Mosin-Nagant, using L1, and pressing Triangle to go out of zoom mode and use it like a regular gun. The Mosin-Nagant is faster and more effective in a quick fight than the Mk. 2.
TIP: Stay crouched right in the room you start in, near the bed on the right side of it. This will give you a fairly good backed-in-corner position to see them enter the area from the left or right. Pick them off as soon as you can.
TIP: We found that throwing a couple Smoke Grenades out into the hall was an effective way to put a few of them to sleep. Eventually the alert level will fade. At that point you can get up and move freely around the Research Lab.
Find a Compress in the room with the muscle-skeleton, near the bed.
Head down the hall and trigger the cutscene. Get ready for a fight with Laughing Octopus.
Act 2 BOSS: Laughing Octopus
Laughing Octopus is a flying, morphing, mechanized Beast with tentacles. She can be very quick, and at times, very invisible. She will use a machine gun, her tentacles to swipe you, a devastating roll-attack and various illusions to distract you and hide. One of the main challenges of this boss fight is learning to track her consistently around the map when she disappears. Below are a few strategies we used to take her out. Remember to equip Snake's Night Vision Goggles if you completely lose her, she will show up glowing.
NOTE: On our first playthrough, we chose to use the M4 Custom Machine Gun on her for the majority of the fight.
NOTE: On our second playthrough, we used the Mosin-Nagant, pressing L1 and then Triangle to exit first-person mode. In this style, remember you will be aiming to completely deplete her Psyche, not her health. If you're doing this, you're definitely aiming to acquire the Laughing Octopus Doll.
HER VARIOUS FORMS: A dead Haven Soldier, a muscular-system skeleton, Naomi crying for help, connected pumps in the room with machines, blended into the walls, the Mk. II as Otacon and a portrait hung at the end the hall. If you see her as any of these forms, immediately open fire and get in some good damage.
If you get in point-blank range of her, she will open fire with a sub-machine gun, and hit you with her tentacles. Whenever you engage her, try and be about ten feet away. This can help ensure accuracy but is far enough away to keep her from attacking.
TIP: When she rolls up into a ball, and starts rolling at you, you've got to get up on top of something immediately. It will be a near instant-death if she hits you with this attack.
TIP: Stay out of the hall as much as possible, as she will periodically dive in and attack you. This seems to be a no-block attack.
At times she will shoot slow-moving missiles at you. If she does this, run into another room, around a corner, etc. The missiles will usually hit an obstruction before hitting you.
Whenever she clings to the ceiling, open fire on her, and she will fall. don't fire at her when she curls up into a ball, as she is temporarily invincible in that form.
Avoid walking into the black mist she sprays. When she turns into black mist, it's time to fall back and reset.
NOTE: She has an attack where she will impale Snake with a tentacle, and give him a bit of electro-shock. During this phase, it's especially important to shoot-and-move. She'll be very fast with this attack if you stay in her line of sight for too long.
NOTE: Grenades are minimally effective, don't bother.
When you wear down her health, a cutscene will occur and she will shed her suit.
Act 2 BOSS: Laughing Octopus Phase 2 - Laughing Beauty
In her Laughing Beauty form, try and take her out using all tranquilizers. Doing so will award you with the Laughing Beauty FaceCamo.
This next fight isn't so bad. She is very slow-moving, and not much of an immediate threat. Stay as far away from her as possible, and take careful shots at her. She is pretty evasive, and you'll be hitting air a lot of time.
If she gets too close, she'll grab Snake and embrace him, which causes a fair amount of damage. Shake L to get her off.
When she's down, watch the cutscene, which ends Act 2.
NOTE: If you've eliminated the Laughing Beauty using all non-lethal attacks, Snake will pick up the Laughing Beauty FaceCamo.
NOTE: If you defeated her in her suited Octopus form using all non-lethal attacks, make sure as soon as the Laughing Beauty fight starts you run over to the northeast room on the map, and find the Laughing Beauty Doll on the bed.
Act 2 - Mountain Trail
Watch the cutscene. Remember to get the flashbacks by following the prompts and pressing X rapidly.
In this next section, you have no objective marker, and you'll need to use the Night Vision Goggles to track Naomi's footprints.
When the cutscene ends and then head west, following the footprints.
Collect a Ration on your right as you head forward. Head to the left around a large rock, and then curve around to the right up the path.
Turn right at the first turn you can. You'll find a soldier urinating into the river. Sneak up behind him, stop, press and hold L1 to grab him, and then dispose of him any way you wish. You'll find a Fore-Grip B to the right of his former position.
Head back, make a right to the west and continue onward. Make the next right and you'll head out across a bridge over the river, into the next area.
When you're over the bridge, Otacon will say, "looks like they split up here."
There will be a PMC patrolling this area. Snipe him, then move on. Loot his body for some Ammunition.
Head northwest, up a small path to a dead end. You'll find some Instant Noodles here.
Head back the other way, and take a left, northward up the middle path. You'll find some items this way in a storehouse: a Stun Grenade, a Playboy and some Ammunition for the PSS.
You'll have to head back down, and make a left, heading north down the third pathway to the next area.
Make the next right you can, heading east. Otacon will point out Naomi's bra hanging on some rocks.
Take out the two PMCs patrolling the storehouse.
You will find a Playboy in this next area in a small storehouse. You will also find a MP7 Light Submachine Gun. Find the RPG-7 behind the storehouse.
Continue north to the next area. At the next clearing, you'll find some ammo and a PMC soldier. Snipe him and move on. Head east, over the river. Otacon will tell explain that Naomi's trail vanishes at this point.
Head over the river and take the south path, to the right.
The PMCs will try very hard to ambush you in the next clearing. One will be hiding behind a log. Crawl into the area slowly and take them out sequentially.
Head around the curve, to the north (left).
At the next clearing, take a hard left and head north. Follow the path to a small clearing. A PMC will be waiting for you, crouched and hidden. Snipe him. Otacon will mention that the Solid Eye is giving your position away. Un-equip it, as he suggests.
Continue along the path. When you come to a fork, stay to the left, and take the north path. You'll encounter a few Haven Soldiers. They are very persistent. You may consider tossing a Stun Grenade at them before they can launch an offensive.
Keep following the path to the next clearing. Take out the single patrolling PMC. Watch out for the mine in the middle.
You'll come to a place with three paths. Choose the north-most path, and you'll come a dead end. Collect all the items, including some Instant Noodles. Notice the granite block in the center of the area. Examine it closely. You'll notice some signatures and hand-prints on the slab. It is the signatures of the game's developers, including Hideo Kojima.
Head back out of the dead-end area, and make a hard left. Proceed south along the path towards the next clearing.
You'll come to a large rock in the area's center. Choose a path around, and crawl slowly along. Snipe the Haven Soldier in the clearing. She drops a DSR-1 Bullpup-Style Bolt-action Sniper Rifle.
Continue onward. Hug the left-most wall. Several Haven Soldiers will be patrolling. We used a few Smoke Grenades to take them down. Move on when they're down.
Avoid the mines. Notice Naomi's purple shoes along the path.
The next clearing will have a single PMC patrolling. Snipe him and move on.
Follow Naomi's footprints to the right. Otacon will mention how there are many footprints, and security is getting tighter. Follow the right path.
When you come to the next fork, you'll notice that two sets of footprints (one to the north), lead into cave. Go into the cave, and trigger the next cutscene.
Act 2 - Marketplace
The goal is simple. Don't die, and escape aboard the Stryker.
Immediately man the gun turret, and wreak havoc on the zombie-like PMC soldiers.
Once you eliminate enough of them, a cutscene occurs. When it's over, many, many Gekkos will be in the road ahead. Use the gun turret to take them down (quickly) one by one.
TIP: If any of the zombie/PMCs make it on the Stryker, break out the 12-Gauge Shotgun to blast them off quickly.
Soon enough, Drebin will continue driving. You're next destination is the Power Station.
Stay behind the gun turret. When you get to the green gate, focus all of your firepower on it.
TIP: If the tank in the area gets in the way, or becomes too threatening, turn the gun turret on it and destroy it.
You'll eventually shoot through the gate. When Drebin drives you through, continue firing the gun turret. You'll need to be very fast in this section taking out the Gekkos. Shoot the tank that rams you from the side.
The next sequence will occur. Drebin will make a hard right, and more Gekkos will be leaping around. Destroy them, and keep shooting everything in site.
Act 2 - Marketplace Pt 2
A cutscene will occur. Drebin's Stryker has crashed, and Raiden makes his flashy appearance.
When you regain control, you'll need to make it past a whole slew of Gekkos patrolling the marketplace street. On foot. This won't be exactly easy, but at the same time, the strategy is simple. Get to the objective marker, any way you can. Trying to kill the Gekko is not an option.
TIP: If you're feeling adventurous, wait until the Gekko stomp into the area and smash open a few crates behind you (away from the crashed Stryker). When they do, make a mad dash for the items. If the Gekko kicks, you'll probably die. You can make the Gekko chase you around the series of boxes in the area, and it will be too slow to catch you, if you're lucky. The rewards: the hidden iPod Tune "Bon Dance" and a Playboy.
When you're ready, head towards the objective marker.
Trash through the area. This is one of the more non-stealthy sequences in the game.
Head straight for the objective marker. When you get to a right-hand turn, jump over the low wall for a brief short cut around the Gekko, and then turn right.
TIP: You can use Chaff Grenades, to temporarily disable the Gekko. This is a very temporary solution, though. They will soon regain composure.
When you come to the section ahead with a Gekko completely blocking your path, make a mad dive over the road block to the right, doing your best to avoid its sweeping attack. If you're lucky you'll barely avoid the Gekko's sweeping leg and trigger the cutscene to end the chapter.
Act 3: Third Sun
Act 3 - Mission Briefing
Watch the cutscene, in which Sunny and Naomi bond and make eggs in the kitchen.
TIP: Make sure that you take control of the Mk. II during the mission briefing when the screen switches to a split-screen mode (press Square). Navigate the Mk. II around the area to discover some hidden items. On the ground floor, head past Naomi sitting at her desk, to the back of the area and find two containers of Ammunition. Head upstairs, and find a Battery in the left corner on the ground. Also, find a Compress. In front of the refrigerator, find the hidden iPod tune "Sin Bokura no Taiyou Theme."
TIP: If you ram the Mk. II into Otacon, you can unlock his FaceCamo.
NOTE: While you're upstairs, you can get a closer look at the dolls/figurines you have collected so far. They will be sitting on top of the desk.
Act 3 - Eastern Europe - Midtown Sector
Your goal is make contact with the resistance, and find Big Momma.
When you regain control over Snake, you'll need to identify the "Resistance" member, and tail him back to Big Momma's hideout.
As Otacon said, you'll need to use the Signal Interceptor to zero-in on a member.
When you regain control, head to the right down the street. Head forward, after Snake intercepts a resistance signal and trigger the cutscene.
When the cutscene ends, you'll need to tail the whistling resistance member. Hide behind the van, right against the hood until he moves off to the right ahead.
Walk slowly, about 20-30 feet behind him at all times. When he stops, take a moment to pause behind an obstruction to keep Snake hidden. Be very slow and patient during this part. You can't rush through it.
When you curve around to the left, you'll come a section where you need to snipe some PMC soldiers in order to clear the path for the resistance fighter. We used the Mosin-Nagant to clear the way. We recommend using tranquilizers, rather than loud fire. This is a very stealthy mission.
When the first PMC soldier is down, continue to tail the whistling resistance member. Crawl up behind the truck on the left, and observe another PMC blocking the path to the right ahead. Crawl SLOWLY forward, to the parked car ahead, and crouch behind the hood of the car. From here, you can snipe the PMC ahead with the Mosin-Nagant. Do so and then follow the resistance member.
ALTERNATIVE: Double back, away from the resistance member, and make the first right you come to. Turn right and go up the steps. You'll now be positioned on a balcony area, overlooking the PMC soldiers ahead. The resistance member will be peeking around the corner on the right. From here, you should be able to stealthily snipe the PMCs.
NOTE: This can be an easy section to lose the resistance member. Watch him very closely. He'll proceed up the path ahead, past the second downed PMC soldier and make a left at the turn. He will eventually make his way to a pathway branching off to the south from the large park area. Carefully follow him. When you go through the tunnel area it will trigger a checkpoint, and put you in the Midtown Central Sector.
TIP: Never position yourself in front of his line of sight, always stay behind him. He will invariably spot you otherwise.
NOTE: If you happen to lose the resistance member, you can zero-in on him again, and find him somewhere inside the blinking area on your map. You'll need to start over and tail him to his hideout. Obviously, the best the way is to successfully tail him from the beginning.
Act 3 - Midtown Central Sector
Continue south through the tunnel, and make a right to follow the resistance member around the corner. Pause before running around the corner, as the resistance member may pause here and he is easily spooked.
Follow the resistance member as he heads past two PMCs on the right, under an archway near some pillars on the right.
He will make a left, and head up some stairs. It can be very easy to be spotted by the PMCs at this point. Follow him up the stairs.
He will move into the Riverside South area. Snipe the PMCs across the canal from a distance. You'll also notice a patrolling helicopter panning a search light across the area. Avoid it, obviously.
Head to the left, and make your way down the steps onto the canal walkway. He will continue ahead, and jump down into the water and go across to the other side. He will continue down the canal, and go into a small tunnel on the left of the canal walkway. Follow him through, which will trigger a checkpoint and the next map.
Act 3 - Midtown NW Sector
The resistance member will cross the water to the other side of the canal. Follow him carefully. He will go up the steps on the left, and head southwest down the street. Follow him, and he will make a right, heading west.
TIP: If at any point the PMCs attempt to arrest the resistance member, snipe them right as he has his hands up.
After the PMCs are down, follow the resistance member as he turns right and then left (northwest). When you move forward, it will trigger a checkpoint, and the next map.
Act 3 - Midtown NE Sector
The resistance member will head riskily forward, right past the PMCs in the street ahead. Follow him, crawling.
He will move to the left, under cover of the system of pillars, and move forward, past the PMCs. Crawl and follow him.
He will turn left (southwest), and continue down the new path. Follow him. He will make another hard left. Follow him again, and trigger a checkpoint and the new map.
Act 3 - Midtown N Sector
TIP: The resistance member will head into an open gate on the left, and then emerge disguised as a PMC. You can tell by his gait and overall demeanor. Shoot out the PMCs to the right on the walkway that he encounters, and continue to follow him as he takes a left down the path.
He will continue ahead to the left, and blend in with a few PMCs. Keep a close eye on him. His body is slimmer than the others and he doesn't carry a gun. We chose to just follow him, rather than snipe these PMCs.
He will eventually head up a short series of steps off the road to the northeast. Follow him once he has turned the corner. He will continue forward, and then make a right. Follow him. He will move out back onto the main road, and then straight ahead (west) down a new road.
He will come to a "no right turn" sign, and then break off to the left (south) across the street. Continue to follow him.
Follow him as he heads towards a dead end. A short cutscene will occur, in which the resistance member will go down an alley and then emerge in his normal attire. He will then head southeast, and trigger the final cutscene of this area. You have arrived at the resistance headquarters.
Act 3 - Big Momma
Watch the cutscene, which introduces Big Momma.
Act 3 Motorcycle Chase pt 1
When the cutscene ends, you will have acquired the Vz. 83 submachine gun.
NOTE: Take note of the fact that you have infinite machine gun ammo.
You new goal is to keep Big Boss' body out of enemy hands.
When you regain control of Snake, you'll be riding on the back of Big Momma's motorcycle. Don't shoot the folks on black motorcycles, they are your friends.
Act 3 Motorcycle Chase pt 2
When Big Momma turns left, waste the PMCs on the right. Keep following the two trucks. A Haven Soldier will be on top of the truck. Eliminate her (as long as you're not going for a perfect playthrough).
A short action sequence/cutscene will occur, where Big Momma takes the motorcycle over a jump, right over a bunch of PMCs below (you can still control Snake in slow-mo during this scene).
Make sure to turn all the way around when Big Momma stops next, and eliminate the PMCs stationed there.
Continue to shoot everything in site, focusing on protecting the black van ahead. Keep following it, and another cutscene will be triggered, featuring some flying Beasts.
When you regain control, you'll need to shoot down the flying Beasts. Do so. They should go down relatively quickly if you score a direct hit for a couple seconds.
Keep fending off the flying Beasts, and the truck that comes out of an alley.
TIP: Keep the gun trained upwards, as the flying Beasts will constantly swoop from above.
NOTE: When the slow-motion action sequence occurs where a truck flips over the top of Snake, narrowly missing him, you can shoot the upside-down PMC soldier in the driver's seat as she skims past.
You will eventually trigger a cutscene, in which Big Bomma and Snake finally make it back up to the black van. Then the flying Beasts shoot a missile at the van, crashing it, along with Big Momma and Snake. Watch the cutscene. Next you will fight Raging Raven.
Act 3 BOSS: Raging Raven
Raging Raven is a rocket-powered boss, and she will fly all around the map, swooping into the building at certain times and circling outside (for what seems like forever) at other times. She uses a grenade launcher at close range, plants timed bombs in the building, and is very difficult to pin down and actually hit. Below we've outlined a few strategies we used to shoot her down.
NOTE: Remember that if you're trying to obtain the Raging Raven Doll, you'll need to shoot her down using all non-lethal attacks. We used the Mosin-Nagant on her the whole time, which was difficult but seemed more doable than using the Mk. 2 Pistol.
TIP: The basic strategy against Raging Raven, is to keep moving on whatever floor you are on, waiting for her to burst into the room. When she does, move partially behind a pillar if you can, staying about 5-10 feet away, and open fire right on her chest. You will need to hit her literally right in the chest to score a hit with the Mosin-Nagant. Typically, you can get in about two solid hits, and then it's time to dive-roll to the right or left and reset. She will fire her grenade launcher after a few seconds, and you need to dive out of the way.
Her general attack flow is as follows: She will burst into building on the ground floor, then fly back out, and then burst into the building up on the first floor. Engage her on the ground floor, then up on the first floor, then back on the ground floor, etc.
TIP: Towards the end of the fight, when Raging Raven's health is about 10-20%, she will cease to swoop into the building. In order to attack her, you'll need to go all the way up to the top floor, and snipe her as she swoops past. This can be difficult, but can be done with the proper technique. One strategy to try is to stand on one of the corners of the top the floor, and wait for her to swoop past on your left or right. Then zoom in with the Mosin-Nagant on the other side of the middle section, where she will emerge. Shoot right when she is in your sights.
Keep the Solid Eye up at all times, so you can keep an eye on the Flying Beasts.
TIP: At the very top of the map, you can find the hidden iPod tune "The Essence of Vince."
When you hear a bomb arming, make sure you run up, down or anywhere you can to get away from the current area. Otherwise you'll take major damage.
Act 3 BOSS Phase 2 - Raging Beauty
Like the Laughing Beauty, this is a very easy fight. Always stay about 15 feet away from her, and shoot her right in the body section. She will often completely dodge your shots, but enough of them will connect.
Be careful not to let her get too close, as she will grab and squeeze Snake, causing moderate damage.
When the fight ends, you'll acquire the MGL-140 Grenade Launcher, and the Raging Beauty FaceCamo (if you killed her using the Mk. 2 or Mosin-Nagant, i.e. all non-lethal attacks).
Watch the cutscene, in which Snake finally encounters Ocelot. This concludes Act 3.
Act 4: Twin Suns
Act 4 - Mission Briefing
TIP: Remember, as always, to take control of the Mk. II (though it's the Mk. III now) when the view switches to split-screen, and navigate it around the area to find hidden items. On the ground floor, find a Regain and some Ammunition. Remember to bump into Sunny to get the Cyborg Raiden FaceCamo Closed.
On the top floor, find a hidden iPod tune, "Lunar Knights" main theme. Also, find a Battery.
Act 4 - Shadow Moses Island Heliport
When you regain control of Snake, the graphics will have switched to the Metal Gear Solid style from the 1998 PlayStation original. All you have is a scope, cigs, rations and no items.
Head to the right (east), to the side of the box-shaped area. Pause to avoid the panning search lights, and then run in to retrieve the item in the middle of the area. When ready, run across and acquire 3 Chaff Grenades.
Run straight across and into the a side-room. Throw a chaff grenade in the room to temporarily disable the security camera. Inside, you'll find three Stun Grenades.
Head back out, and turn left, heading north. There are patrolling enemies up on the north side of the area. Wait for the first one to head to the right on his route, and then come up right behind him and press Square repeatedly to choke him out.
TIP: You can hide in the back of the truck in the northwest section of the area.
When ready, crawl east. Hug the topmost wall, and you'll pass right under the security camera. Once you're past it, head up the stairs, and up onto the second level.
Pause at the top of the steps to avoid the patrolling enemy. You can go to the right, hide behind the corner there, and wait for the soldier to be walking the other way. When he is, run up behind him (the enemies can't hear you run in the old MGS), and repeatedly tap Square to take him out.
Crawl through the crawlspace in the center of the walkway. This will end Snake's dream-sequence. You will have acquired the Snake's MGS1 FaceCamo.
Act 4 - Shadow Moses Snowfield
When you regain control of Snake, you'll be in the middle of a snowfield, as the area is aptly titled.
To see way, way better, equip your Night Vision Goggles. To the east of your starting position, find to Ammunition containers. To the south against the hillside, find more Ammunition.
When ready, head west through the pathway. There are patrolling Gekkos in the area ahead. Go straight ahead, past a large rock to the right to find more Ammuntion.
Your goal is due-west. Make sure to avoid the Gekkos at all costs. Go through the path ahead to the next area, the Shadow Moses Heliport.
Act 4 - Heliport
You'll notice a song has started to play, "The Best is Yet to Come."
TIP: If you head towards the large building, look up at the security camera on the right hand side. You'll get the chance to trigger some secret flashbacks with X.
In the middle of the Heliport you'll find some Chaff Grenades.
Head into the side-room to the left of the heliport, and look up at the other camera. This will give you 1000 DP.
In the next room on that side, with a slim door, find an RPG-7. In this room on the left, crawl through the crawlspace on the left. In the next room over you'll find a Stun Grenade, and a Ration.
Underneath the tanker in front of the door to the Tank Hangar, find an Mk. 23 automatic pistol.
Act 4 - Tank Hangar
You can throw a Chaff Grenade into the main building from the ground floor, which will temporarily disable the Dwarf Gekkos in the Tank Hangar.
Once in the hangar, you'll need to deal with all of the Dwarf Gekkos. Technically you can just sneak right past them if you're careful. Their laser-sight is easy to avoid if you're careful. They have moderate hearing, though, so be careful.
Once in the hangar, make a right, and find a crawlspace. Go through it. Go past the first turn to the left, and take a left to find some Noodles. Go back out into the Tank Hangar.
Once back in the hangar, make a break for the stairs on the other side of the room, and take them up to the right.
Make your way to the room in the top right. Inside you'll find a bunch of Ammunition.
TIP: If you are in the mood, you can destroy some of the Dwarf Gekkos. Each time you do so you'll be awarded 50 DP. Beware that their death explosions hurt Snake.
When ready, head back out of the Tank Hangar, go up the stairs, and go through the crawlspace into the building. Follow it. In the crawlspace you'll find the hidden iPod tune "Warhead Storage."
When you come out on the other side, you'll need to drop down from the broken vent.
Head back into the Tank Hangar, and crawl under the north door. You'll need to sneak past the Dwarf Gekkos laser sighting. Wait until they are all pointing at the walls, and then make a break for it.
Act 4 - Canyon
Head west to the far wall, and find the Ration. When ready, continue north. Be careful of the hiding Gekko in this area. Use the rocks for cover, and make a break for the far door when ready. To the right side of the door, near the pipes, you can crawl through and get a Ration and some Ammunition.
Head inside the building.
Act 4 - Nuclear Warhead Storage Building 1F
Head up the stairs on the left, and find a Ration at the end of the walkway.
When ready, crawl through the doorway into the next room. You'll get a call from Otacon.
There are a bunch of items in this room, various Ammunition, like 5.56 x 44 mm in the middle of the room between the missiles and other varieties. Search a bit to find them. There are no enemies in this area, so explore it at your leisure.
Otacon will call again. The door is locked. He will give you a password, 48273.
Head to the north door on the second level, and use the panel to go through it.
Take the elevator down to B2.
Act 4 - Nuclear Warhead Storage Building B2
Head to the right, picking up any items you find as you go.
Make a left into the next room and head south. You'll find some Ammunition in this room, and Otacon will call. There are some cool references to MGS1 during their conversation.
When the call ends, continue south. At the back wall find the hidden iPod tune "Metal Gear 20 Years History (Part 2)."
When ready, crawl under the desk in the lower east side of the room, and continue down the hallway.
Go down the hall into the room to the north, and trigger a cutscene. You'll need to enter that password, 48273. During the ensuing cutscene, make sure you follow the on-screen prompts to trigger all of the flashbacks, pressing X.
When you regain control of Snake, find a Playboy right in the middle of the office, and also various items scattered throughout.
Head back to the exit, and encounter a Gekko. You'll need to find a way around it.
TIP: Recall what Otacon said before, about the electric floor. He said it wouldn't be an issue, as long as you didn't turn the electric floor back on. However, now you have a legitimate reason to: eliminating the Gekko. Take control of the Mk. III, camouflage it, and navigate it into the room with the Gekko. You can find the smashed control panel for the electric floor on the far end of the room, near the door. Push Triangle to have the Mk. III switch the floor back on. Watch the cool animation of the Gekko getting fried.
When ready, head back to the elevator. Take it up back up to the first floor.
Act 4 - Nuclear Warhead Storage Building 1F (pt. 2)
Follow Otacon's directions. Take the stairs down and go the north door. When you arrive, the Mk. III will open the door. Before it can do so, a Gekko will enter the room. You'll need to distract the Gekko so the Mk. III can open the door.
TIP: Here is one process to gun down the Gekko, though you'll expend quite a few bullets. Use the M4 Custom machine gun on its legs. This will bring it down on its knees. Then aim for the radar-looking device on the left of its head. It will eventually shatter. When this is accomplished, you'll need to aim for the ball-shaped device on the top if its head. This will eventually cause the Gekko to explode.
NOTE: You can backtrack through the storage building, through the canyon snowfield (collect the ammo in the field), and go back to the Tank Hangar. Go up to the second level (watch out for the Dwarf Gekko) to the shut door on the south side. Find the hidden iPod tune "Beyond the Bounds" from Zone of the Enders, and Suppressors for the M4.
Head east straight ahead on the snowy platform and collect the Ammunition. To the left find more Ammunition before entering the Snowfield. Right as you enter the snowfield, enter the room off to left with an automatic door. Collect the items inside, and continue into the snowfield, triggering a cutscene.
Act 4 BOSS: Crying Wolf
Crying Wolf is a mechanized wolf-like Beast. She will charge at Snake, throw grenades and fire her Rail Gun. She can be very fast and seemingly appear out of nowhere. To make matters worse, the area is crawling with Haven Soldiers. Here are a few techniques we used to take her down.
When the battle starts, find the ration underneath the tank right in front of you. Take a moment to use the Mosin-Nagant to snipe out a few PMCs from a distance while underneath the tank. In general, take your time during this boss fight.
You'll need Night Vision activated in order to see through the snow storm.
Crying Wolf's Attacks: At close range, Crying Wolf will tackle Snake and cause major damage. Stay far away from her most of the time. Also, she can fire grenades at you. Finally, she arms a large Rail Gun that she will fire if she spots you. If the camera switches to first-person view from the point of the view of Crying Wolf, she is about to charge you. Dodge/roll out of the way. If you successfully dodge, you'll have a couple seconds to get in a good shot or two. At the same time, don't be afraid to get in Crying Wolf's face. You can easily dodge/roll out of the way when she charges you, and then reset for another shot. It's her Rail Gun that can be a problem. With the Night Vision Goggles enabled, aim directly for Crying Wolf's glowing white area on her body (her head). This is the only place she can take damage.
After an encounter with her, watch carefully to see which way she runs. Head that way to track her again.
Spot crying wolf from a distance, and quickly hit her with the Mosin-Nagant. One shot alone knocks off nearly a quarter of her Psyche.
You can climb on top of the towers on either side of the snowfield. This isn't necessarily a good place to snipe Crying Wolf, but you can find a few good items up there.
Stay crawling as long as possible. This is the best way to spot her from afar, and hit her a couple times before she runs away.
You can find a Five-Seven Pistol on the Haven Soldiers.
Stay away from the PMCs as much as possible. Triggering a unneeded alarm won't help you. If it's completely necessary, snipe the Haven Soldiers making your life difficult. Otherwise focus on Crying Wolf, and she'll go down soon enough.
Act 4 BOSS - Phase 2 - Crying Beauty
TIP: Remember to grab the Crying Wolf Doll in the snowfield, if you killed Crying Wolf with all non-lethal attacks. You can find the item on the far north side of the map, against the wall.
Crying Beauty is, like her predecessors, a very easy fight. Stay about 10-15 feet away from her at all times and continually shoot her. She will occasionally dodge your attacks, but will go down soon enough.
At the end of the fight, you'll get the Crying Wolf FaceCamo if you took Crying Wolf down using non-lethal attacks.
Invariably, you will receive the large Rail Gun she was manning.
Act 4 - Blast Furnace and Casting Facility
Go through the door and trigger a call from Otacon.
When it ends, you'll be in the Blast Furnace.
Take a second to head down the catwalks up on the top level area and collect all of the items.
If the Dwarf Gekkos get it in the way, you can take a shortcut past them and jump over the railing down to a lower level. Use this technique to go around them when they block the path.
Turn left from the entrance, and go all the way to the far side. Walk along the ledge there to the right to the get to the next area. Follow the catwalk to the end. Drop all the way down on the left-hand side to ground level. Walk up to the panel and trigger it. The elevator will take a couple seconds to arrive.
NOTE: You can always backtrack to the previous area to reset the alarm, if it gets out of hand.
Act 4 - Blast Furnace PT. 2
When the elevator door opens, there will be a Gekko right in front of you. Obviously, you'll need to avoid it.
Wait until the Gekko has its back turned, and then make a crouching break for it along the west wall. If you dare to head to the right and collect the items there, it can be done.
Act 4 - Casting Facility North
Creep forward along the west wall. Use the large machinery in the area for crouched cover from the patrolling Dwarf Gekkos. Wait until they are scanning an area pointing away from you, and then head forward across the room. Enter the north door. You'll need to jump up over the conveyor belt, running past the Gekko to your right, and make a break for it.
Once you enter the north door, go down the ladder on the right and find some Ammunition.
Go through the door when you're ready to the next objective marker, and a new area.
Act 4 Underground Base
Head forward, and collect the Ammunition at the foot of the stairs. Go through the crawlspace at your feet. Otacon will call you.
You'll need to get past the Drawf Gekko patrolling the room ahead. If you fall into the trap doors in the floor ahead, you will instantly die.
When the Gekko moves behind the corner to the right, crouch up behind the corner. Wait for it to move forward across the steps. When it does, move slowly across the steps, and then immediately to the right. Go up the steps to the top floor (there are a bunch of items up there: Noodles, Ammunition, RPG-7, etc.). Wait until the Gekko moves back down the stairs to the left, and then move back to the foot of the steps. Wait until the second Gekko on the ceiling disengages its search beam near the exit, and then make a crouched break for the door on the right.
Enter the door at the end of the hall to trigger a cutscene, and a boss fight against Vamp.
Act 4 BOSS: Vamp
Vamp is an extremely powerful, vampire-like enemy. His CQC tactics are very threatening, and he has one especially confusing ability (which we'll get to). Here are a few techniques we used to take Vamp down.
Vamp's Attacks: He will jump all around the map, doing flips and other acrobatic moves, a spin/dance kick that causes major damage, throws heat-seeking knives, does close-quarters knife stabs and in general is very difficult to shoot.
We used the M4 Custom machine gun, which worked pretty well. When he stops moving, shoot him and cause as much damage as possible.
Stay far away from him at all times, and keep running around the map.
If you can keep him at a distance, he won't be much of a immediate threat.
When he's rushing right at you, fire continuously with the machine gun and dodge out of the way when he's about five feet away. He will then usually reset.
Don't stay directly in his line of sight for too long. He will throw knives at you, sometimes two at a time.
TIP: When you deplete all of his life, he will stay down for about five seconds, and then he will rise again and completely regain his life. We admit, this was pretty confusing on our first playthrough. We took him down again, this time depleting his Psyche with the Mosin-Nagant, with the same results. We then took him down yet again, using the M4. Again, he rose. Otacon exclaimed something about "what are we going to do?" We don't know, Otacon. That's what you're for. Through all of this, we got rather good at dodging his CQC attacks.
After exhausting nearly every weapon in our arsenal, including the Rail Gun, the Mosin-Nagant, the M4, the RPG-7, depleting all of his Psyche and his health at once (or trying to...), we decided to try something unorthodox: the Syringe. This, actually, is how you kill him.
TIP/SPOILER: Quickly drain Vamp's health. When he falls, equip the Syringe. When he rises he will be temporarily vulnerable as he regenerates. Come up behind him, press R1 to grab him from behind, and then Triangle to inject him with the Syringe.

Act 4 BOSS: Vamp Phase 2
When the cutscene ends, you'll need to destroy all the Gekkos in the room, while Raiden fights it out with Vamp in split-screen.
Use the Rail Gun on the Gekko's legs first. When they drop down onto their knees, fire straight at their head continuously. You might have to do this a couple of times, but they'll eventually fall. Ideally, aim right for the underside of their necks with the Rail Gun.
TIP: You can zoom in using Triangle, and aim three well-placed shots with the Rail Gun right at their heads, and this will take them immediately down.
When they have all been eliminated, this will end this section. Watch the cutscene.
Act 4 - Port Area
When the cutscene ends and you regain control of Snake, you'll have five minutes to escape while piloting the Rex.
Weapons: Zoom in with L1 and then press R1 to shoot with the Gatling Gun. Be advised, the Gatling Gun can overheat. Also, you can press R1 to do a roundhouse kick if the Gekkos get too close for comfort. Additionally, there are two other selectable weapons. You can switch the FE Laser. To charge it, press and hold R1, then let up and press R1 again to unleash the laser. If properly aimed, this is a one-hit kill. Also, use the AT Missile, pressing R1 to fire. Finally, you can launch yourself forward for a brutal tackle move using X. Annihilate everything in site. Move briskly through the area.
TIP: You may find it useful to just launch yourself through crowds of Gekko (press X) if you're short on time. You'll take some damage, but this will push you through. When you finally make it to the end of the pathway you will trigger a cutscene, and one last boss battle in Act 4.
Act 4 BOSS: Metal Ray
Ocelot is manning the Metal Ray, and you will be manning the Rex.
Otacon will yell something like "wait for it to reload!" Follow Otacon's advice. If you use cover liberally, this will be a fairly easy fight.
TIP: You can dodge to the side, using L + X. This is essential while fighting Metal Ray. When he fires missiles at you, dodge to the side and then fire back with a couple AT Missiles. You'll need to constantly use cover during this fight.
TIP: The main strategy for destroying the Metal Ray is as follows: take cover behind one of the large metal boxes whenever you can, and wait for Ocelot to unload all of his ammo. He will need to reload at some point. When he pauses, face him directly and use the AT Missiles, which we found to be the most effective weapon against him overall. After you've taken off a chunk of his health, take cover behind one of the boxes again and reset.
He will occasionally jump into the water, and then jump out to try and ambush you.
Metal Ray Attacks: Gatling Gun, missiles.
When the Metal Ray goes down, watch the cutscene.


Act 5: Old Sun
TIP: Follow the on-screen prompts to obtain flashbacks with X whenever they appear.
Act 5 - Ship Bow
NOTE: As the Act starts, a message will come up informing you of the fact that Drebin's products are all half-off. Take this opportunity to fully stock up with whatever you need. You can buy the most expensive weapon in the game, the Tanegashima, for 500,000 DP (!). Our weapons lineup for this section was as follows: Mk. 2 Pistol, Rail Gun, M4 Custom, AK 102 and Twin Barrel Shotgun, so we made sure all those were fully stocked.
When you regain control of Snake, you'll be on the extreme south end of the ship. You need to make your way all the way to the extreme north end. Stealth is the name of the game in this entire sequence. You'll need to eliminate Haven Soldiers as they get in your way, but otherwise sneak everywhere. Never break cover, crouching or crawling at all times.
The basic route we chose, was to hug the west wall as much as possible, and head straight for the north objective marker.
Two Haven Soldiers will invade your personal bubble straight away. Stay crouched behind the cargo.
Wait until the first Haven Soldier comes slowly around the left side of the cargo. Keep your Mk. 2 trained right where he will appear (we found that the Mosin-Nagant was too loud, and triggers the alarm). Take him down from a crawling position, right when he appears. For the second Haven Soldier, creep around to the right side of the cargo, and take her out while she has her back turned (or whenever you have a safe shot).
TIP: When the first two Haven Soldiers are down, find the trapdoor right at your feet, which will lead you to the right under the metal grating. Follow the underground crawlspace and find the "Metal Gear Solid Main Theme (The Document Remix)."
Head back out above ground, and crawl to the left, hugging the west wall. Move forward cautiously. Two more Haven Soldiers will drop down in front of you, near a large cargo container connected to the right-hand wall. To avoid them, crawl through the crawlspace at your feet on the right, and stay hidden until they pass by (watch your Solid Eye). When they're gone, crawl back out and keep going to the right, crawling the whole time.
Continue forward. Crouch behind the slim stack of cargo pinned to the wall on the right. A Haven Soldier will eventually head your way. What makes this part hard is that he doesn't come around so you can shoot him from your hiding place. You'll need to keep an eye on him, and wait until he turns his back and heads the other way. Then pop out of cover and shoot him in the back.
Continue forward to the left wall, and then lay down facing the east hallway. From here, you can use the Mk. 2 to snipe any Have Soldiers as soon as they come into view. This gets complicated when other Haven Soldiers come onto the scene and wake up their fallen brethren. You may have to unload quite a few Mk. 2 darts, but if you stay crouched and have good aim, you should be successful.
When that batch in the east hall are down, continue north and perch behind the corner on the right.
Wait for the next approaching Haven Soldier to approach (the previous Haven Soldier may even act as bait). Keep the Mk. 2 trained right on the area when he will appear, and shoot as soon as you see uniform.
Head north, and crawl across the east hallway, all the way to the east wall. Two Haven Soldiers will likely drop down from above. If you're crawling, you should be able to hit them both quick and they'll pass out. Make it all the way to the east wall.
Then crawl north, stand, and hold Triangle to shimmy between two boxes and a thick pillar. When you're through, continue to crawl towards the objective marker. Two final Haven Soldiers will be blocking the exit. To take them down, peek out from the box on the left, and shoot them down one by one.
Continue towards the objective marker. The Gekko may pass by you on the left. Keep crawling.
When you come around the northeast corner, there will be two Gekkos in the middle section ahead. Stay completely put, and the first Gekko will inexplicably get destroyed by air fire from above. When that Gekko is down, make a crawling break for the door (make sure the final one has his back turned).
Tap Triangle repeatedly to open the door and get inside! If you made it through without triggering the alert, congrats on a stealth-only playthough of the Ship Bow.
Act 5 - Command Center
Collect the Ammunition in the next room after the elevator lands, and then move through to the next room and trigger the cutscene and boss fight with Screaming Mantis.
Act 5 BOSS: Psycho Mantis
When the cutscene ends, mow over all of the Haven Soldiers in this area (we abandoned all pretense of stealth during this section. Although the Mosin-Nagant helps immensely during the second wave of soldiers, which attack from the balcony).
When the first wave of ground troops are down, a second batch will attack from above. Use a long-range weapon of your choice to get rid of them. Hide behind the computers as much as possible to avoid getting hit.
Finally, when the balcony troops are down, one last wave of them approaches on the ground again. We switched to the Mosin-Nagant for this part, to eliminate them from afar.
Act 5 BOSS: Psycho Mantis PT. 2
Psycho Mantis will now attack you directly. Meryl will now be under her power, and will also attack you. Always use tranquilizers on her, and be careful she doesn't lose too much health (it's game over if she dies).
When the cutscene ends, immediately put Meryl to sleep, and any Haven Soldiers right near you.
When your nearest enemies are down, aim for Psycho Mantis. You'll notice that she is stopping you from firing at her all. You'll have to figure out how to take shots at her. Try your best before reading the next section.
TIP/SPOILER: After trying quite a few different tactics (including C4, grenade launchers, etc.), we discovered that you must use the Syringe in order to break her psychic hold on Snake. Once this is accomplished, Psycho Mantis will start flying all around the room. Then, you'll need to figure out how to damage her. Again, try your best to figure out how to damage Screaming Mantis before reading the below section.
Screaming Mantis' Attacks: Controlling bodies, teleporting at you and causing melee damage, shooting blades at you and shooting slow-moving darts.
TIP/SPOILER: Like any big boss, Screaming Mantis has a weak spot. The two flying dolls on her left and right stand out quite a bit. Upon shooting at them, if you nail a direct hit (we used the Mosin-Nagant), this will trigger the last phase of the battle, where she will become much more aggressive. The general tactics remain the same.
TIP: You will notice puppet strings hanging down from Snake, and you may also notice that Psycho Mantis physically pushes your shots out of the way. It's time to use the Syringe again, which will disable her psychological control over Snake and give you a solid chance to snipe her dolls (we used the Mosin-Nagant to aim carefully).
Hitting her floating dolls can be particularly difficult, especially when she uses human shields (like Meryl) to guard her. Use your tranquilizers to put the human shields to sleep, which will make them drop.
In general, keep moving along the outer perimeter, taking careful shots wherever you can.
Use the Mosin-Nagant to zoom in and precisely target either of the dolls. This works relatively well, especially when her human shields are down and she floats in a stationary position for a couple seconds.
Alternatively, when she is floating alone we were able to unload on her with the MP4 grenade launcher, and hit the dolls with proximity damage. This caused the Sorrow Doll to drop first.
When the Sorrow Doll is down, go ahead and collect it. After this, it's a mere matter of using the Mosin-Nagant to zoom in and target the last one.
Run and collect the Psycho Mantis Doll when it drops. Follow the on-screen prompts and use the Psycho Mantis doll on Screaming Mantis. You will be able to quickly shake her to death.
Act 5 BOSS - Screaming Beauty
Like all of her predecessors, Screaming Beauty is a cinch. Just target her mid-section from about 10 feet away, and she'll go down eventually. Don't let her get too close.
Act 5 - Missile Hangar
Move forward towards the door on the other side of the catwalk. You're heading towards your final destination. Go through the door into the next room, continue straight. Keep going through the consecutive system of catwalks, until the next cutscene occurs.
When the cutscene ends, you'll need to get Snake past a swarm of Dwarf Gekko. An effective weapon against them is the AK102. It may take a few seconds to eliminate all of them, but there is little danger of taking damage at this point. Just stay back and destroy them.
Alternatively, you can just keep pressing X to dive right through the Dwarf Gekkos indefinitely, without taking damage. Just keep pressing forwards and X nonstop.
Act 5 BOSS: Ocelot PT. 1
When the final fight with Ocelot begins, you will notice two things: this is a fistfight only, no guns allowed, and also your range is limited. You will only be able to sidle back and forth.
TIP: the general strategy for this section of the boss fight is to move in for a short flurry of attacks (keep tapping R1), and then move out of range to reset. Press L1 constantly whenever not attacking to block Ocelot's combos.
Follow the onscreen prompts whenever they occur. Occasionally you will need to push either L1 or Triangle to pin Ocelot against walls, choke him, use CQC, etc.
Charge Move: Press X to charge him, and then R1 to follow it up with an attack combo.
Act 5 BOSS: Ocelot PT. 2
Snake's health will reset at the beginning of the fight, raising to almost full capacity.
Ocelot will be more powerful in this section. He will use one extremely powerful charged punch attack that takes away major damage. You can see him charging up for it pretty obviously. When he does, either quickly lunge in pressing X to wallop him in the stomach (displays a cool animation), or dodge to the side to avoid it altogether.
TIP: The strategy during this section is basically the same, except you have to be more careful of his charge-punch. Block during his normal combos, and unleash a combo of your own when he is finishes. Don't get greedy. Take your time and damage him modestly and then move out of range.


Act 5 BOSS: Ocelot PT. 3
Your health bar will switch to white during this section, for whatever reason. Use the same tactics as before. Block constantly when you're not striking (press L1), and wait for him to finish his combos before finishing your own.
Act 5 BOSS: Ocelot PT. 4
When you regain control over Snake, simply move in and execute a couple more solid punches, which will end the fight.
Watch all the successive cutscenes. Congratulations on beating Metal Gear Solid 4: Guns of the Patriots.
Submitted By: NABEELOV
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MM MME T A A L G E A A R RS O O L IID D 44 !!!!
MMM MMMEEE T AAAAA L G GGGEEE AAAAARRR SS O O L IID D 44 !!!!
MMMMMMME T A A L G GE A AR R SO O L IID D 44 44 !!!!
MM M MMEEEE T A ALLLLL GGG EEEEA AR RSSSS OOO LLLLLIIDDD 444444 !!!!
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*Metal Gear Solid 4: Guns of the Patriots*
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Table Of Contents
*****************

Section:

1. A Brief Foreword
2. Controls
3. Starter Tips
4. Walkthrough

Act 1: Liquid Sun
Act 2: Solid Sun
Act 3: Third Sun
Act 4: Twin Suns
Act 5: Old Sun

5. Combat
6. Stealth
7. Weapons
8. Items
9. Rewards
10. Emblems
11. iTunes
12. Easter Eggs and More
13. Ghosts of Shadow Moses



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* 2. Controls *
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PS3 Controls
------------

X - crouch, hold to go prone, roll as you run
O - reload
Square - change auto aim or manual aim (ha, wish someone would have told me)
Triangle - context command, aim down sight of gun
R1 - shoot, melee if close to enemy, hold to grab enemy (CQC)
R2 - hold for weapon menu, tap to quick change
L1 - aim gun
L2 - hold for item menu, don't tap that, you can
D-pad - up and down to zoom in binos mode or in a scope
LS - move, press hard to run, press soft to walk
RS - look
SELECT - controls (wait a second!)
START - pause menu for all you ever need



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* 3. Starter Tips *
*****************************************************************************

#1a. Sorry, missed this one completely! You can go prone and stay still to recover health. Mucho important for you no health-item runners. So only use health items when in the heat of battle and don't care about the emblems and whatever.

#1b. If you want to use your guns or items, gotta set them to slots in the pause menu.

#2. Staying hidden means keeping track of that camo percentage in the upper right corner of the screen. 50% is good and means most enemies can walk near you and not see you. Remember, if you want to turn your OctoCamo you need to either press against a wall or lie down.

#3. If you ever don't know what you are to do, just check your map. And if all else fails, just start moving around - maybe something will happen.

#4. You should know there are items and unlockables, like tons of them, so you need to decide before you play if you want to go for those or not. The main ones are no kills and no alerts. There are also ones for speed, no continues, no health items, and just whatever you can think of. The game is way easier if you leave all of this stuff for a later playthrough.

#5. Don't slouch off during the cutscenes, you need to be ready for the L1 and the X presses, which pop up in the corners. During the L1 presses you can move the camera around, and during the X presses you can press it multiple times. Feel free to press L1 during certain times for hidden presses that are usually the best ones.

#6. There is always a stealth way to get through an area, even if it doesn't look like it. This game is designed to support both run and gunners, and the sneaking mission kinda players. As far as rewards, you are given more points to buy weapons for stealth, so keep that in mind.

#7. You can pick up downed bodies and drop them back down to see if they drop an item.

#8. You can disarm traps using the Mk II, your robot. The Mk II can even act as a distraction by tapping on a wall, and he can even stun enemies. Just make sure to watch his battery life.

#9. Speaking of battery life, you can get more batteries by using the Mk II during the mission briefings between the chapters. Just press the SELECT button to get the button icons and take the robot up the stairs for a battery, which should be there between each act. There is also a camera behind Sunny's computer.

#10. You should always have the Solid Eye on when you need to know about your surroundings, but the eye chews up battery life, especially on night vision. So aside from more batteries, you should just switch to some other item.

#11. If you don't know how to use rations, just have the item in the L2 screen and press X.

#12. Psyche, the little bar under your health, goes down if you crouch for too long. If it goes down too much then everything you do will suffer, so have those compresses or regains ready.

#13. There is a Threat Ring that pops up around Snake if you crouch and stay still, or if you go prone. If the ring is smooth then there are no threats around you. If there are humps in it, the size of the hump is relative to how much of a threat that thing is. For instance, a guy that is just patrolling is a threat, but a guy patrolling and kinda knows you're around is an even bigger threat.

#14. It's in your best interest to help the rebels in the first two acts. Not only does it make full use of your combat skills, it also means you don't have to tip toe around the rebels. True, you can ignore them and sneak by all areas, but it would sure be more difficult.

#15. Use your radar to know if someone is near. Keep the solid eye on and the radar will detect nearby enemies. Don't let the smaller blips fool you, those are usually rats or birds.

#16. You have four options for no kills: Mk2, Mosin-Nagant, V Ring rounds for shotguns, and stun grenades. If you realize that I and many other players can get through this game using only these guns (for the most part), then if you are using all the guns you should have a much easier time.

#17. Look at the briefing tab in the pause menu for more useful tid bits.

#18. Watch your step, and maybe stay down wind. Enemies can detect you by scent, sight, sound, and maybe they can even taste you. The last thing you want to do is hit a can, or hit a claymore.

#19. If you are playing the no alert / no kill game, then you need to save often. The game saves at the start of each area, so keep that in mind, especially early on when the areas are quite large. If you get caught or kill someone, gotta reload that save. You also need to save in many files. Consider saving at each act point, at least after each briefing.

#20. The iPod works just like your iPod, or the one's your friend owns. It's worth checking out. You also regain psyche faster with tunes on, and you can control the iPod using the shape buttons (X, O, Squ., Tri.).

#21. Do you want to start the game with extra battery life? What about just having one heck of a good preface to the game? Well, soon into act 1, just save and go to the title screen. Choose the act 1 mission briefing and at some point you can take control of the robot (press SELECT for more icons), and on top of getting more of the story, you can search for a battery, song, and play around. Remember to do so in each briefing.

#22. Otacon is your hint maker. Call him up if you are stuck or just want to talk and he will surely have something to say.



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* 4. Walkthrough *
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Metal Gear Solid 4 Walkthrough


Just a side note about the opening menu with Snake in the cemetery. You can wait a while and something does happen, or rather, something doesn't happen. Just FYI.

Also, maybe it's just on a round 2, but those strange opening skits are on serveral different channels. Just move around the LS.


Ground Zero
-----------

*NOTE: During the brief time you have control, feel free to edit the options in the pause menu, mainly turning on the subtitles.*

Well, the game starts soon after the many strange company lead-in movies and the long opening intro scene. Once you have control, briefly press pause to see where you need to go. Then just go left to crawl under the truck for another part of the intro scene. Then just walk up the road for more scene. Nope, you don't get the pleasure of cutscening your way through these guys. Just relax and run up the road, through the guys and into the doorway on the right. Go up, jump through the window, then go out into the street, and swing around to the left to hit the next scene. Be ready for two L1 presses during the next, long scene.

After the save, be ready for some X presses if you feel like it, a few sets of them (you can press X quite a number of times when you see the icon).


=================
Act 1: Liquid Sun
=================

Red Zone NW Sector
------------------

*NOTE: You can press SELECT for the control layout.*

*NOTE: I'll say this only once, but if you plan on getting the Bandanna and a lot of other unlockables at the end of the game, you cannot kill anyone. Granted, you can do this one easy if you like, and for your first game just play to play. That is the way I would go, just play the game now, do the secret stuff later. Plus, I already killed a guy or two by the time I wrote this, so it's all good.*

*NOTE: Remember, you can save often and save in many files, especially if you want to go for the no-kill route.*

In what will be a routine, press pause to see where you need to go, which is east for now. Go up to the corner and either sneak around this corner and go in the door, or wait for them to leave and go in the building. In the building, go up and a scene will drop some soldiers in the streets. You can basically just go up to the crawlspace, but feel free to be as sneaky as you wish. Crawl by holding down the X button. Go through and you'll get a compress kit, which relieves lower back pain from prolonged crouching, so don't crouch too long, and you'll know you are when Snake holds his back. To avoid crouching for too long you should just get on the floor if you must stay low.

*NOTE: If ever in doubt, go to your Briefing screen in the pause menu.*

Anyway, on the other side of the space you should just stay down. There is a gun turret on the APC around the corner, but it does turn. Your best bet is to just crawl your way around this corner and into yet another room; and remember that the OctoCamo only changes when you are still. When in the room, go into the room on the left for some ammo and another compress on the bed. Then come back into the main room and go through the crawlspace here; and note that stepping on stuff does make noise, so just be patient where you walk. You'll see a guy get shot going through, so just stop and wait for the soldier to move on.

Now go out and then go around to the right. You can post up at the doorway, or stick to the ground to let the soldier pass by the doorway; or even better you can get through after he shoots the guy, get out your stun knife, follow behind him, press L1 to ready it, and the press R2 to stun him. Then quietly go through and to the right. I suggest crawl all the way to the end of the building where you look out into the street. Let the next soldier pass and then crawl around through the doorway to the right. If they spot you you should get through the doorway and be able to lose them.

*NOTE: If you do get caught at any point, just fend them off and then run to a quiet place to run off the alert. You never have to stay completely still during an alert, just don't be seen again. And the place where you get caught and where you kill the bad guys, be sure to get far away from there when the backup gets there. Also, one guy will usually call for help, so try to kill him if you can.*


Red Zone
--------

*NOTE: A heads up to something you could miss. Save now and exit. Go to the mission briefing for this act and it may clear things up a wee bit. Of course you could wait later. You can also bump Otacon, Sunny, and Roy for face camo. There is a battery in front of the chopper and a song up the steps. Press SELECT to see the icons and you can drive the Mk II, FYI. Save the game after you watch the scene and you'll get the stuff.*

NOTE: Upon entering this area, there is a crawlspace under the stairs where you can get the cardboard box earlier than the next area.*

*NOTE: There are statues near the stairs also, and maybe you saw the commercial of it. You can hop on the pedestal and hold Triangle to turn their color. Yes, you hold that, and do it three times and it breaks off.*

Assuming you go to the next part unseen, post up behind the statue and let all the guards go about down the way. You can go up the stairs on the left, where you will roll over a gap (press X while running), then sneak up behind the guard and stun him with the knife. Carry his body over to the lockers, but please pull out the Playboy first, then stuff him inside. I believe a guard will patrol by here, so if you want to put that Playboy down, feel free. It's purpose is to distract them, not you.

Once he is gone, go up along this side of the upper areas and jump over the half-wall to get across (press Triangle against the wall, push up on the LS, and then press Tri. again). Now crawl up and you can either drop down the ladder, or just keep going and then fall down in the next room. Either way watch out for the guard patrolling the alley. There is another compress on the ground in the corner of the last room.

*NOTE: To better avoid the last guys before the upcoming scene, hide in the little alcove, or even in the dumpster. If you hide in the dumpster, wait for the footsteps to run away.*

Now crawl to the corner of the last room and watch as the guy in the alley moves. Wait for him to go away, crawl up a bit, and then crouch to go right quickly and to the destination, and let one guy go by you. Hit the point and then there is a scene. Now you have two guns, one lethal and one not, an eye patch that gives you some abilities, and you have a little robo friend. You can feel free to use them all by pressing the L2 or R2 buttons to check them out. The MK II is just like you when you choose him, and you can move him however you like, just don't send him to his death. He can go across the ways on the right to pick up that gun for you. The eye can be changed to a few modes from the item menu. And if you want to use a gun, use the Mk2.

Once you are back in control, wait for the guys to the right to leave, then go around the corner and grab the ration on the wall. Now you have two options: help the rebels, or stealth your way out of here. I'll explain how to help the rebels, but you can cut the parts that don't involve you getting out of here with as little effort possible. Oh yeah, if you are going stealth and no kills, best equip that Mk2, I mean it.

*NOTE: Remember, there are alerts and kills you want to avoid if you are going for unlockables in your first run. So save, but quitting (which is done under the save option) and reloading that save just takes you to the nearest checkpoint, not to where you saved. So just make sure you save, but it may not always be a good spot.*

So right after the scene, go up and out to the opening, and you shouldn't be seen by the three enemies, but try to make yourself as least noticable as possible. If you work quickly, use your Mk2 to put the guy at the end of the pack to bed, then move so you can see around the corner and put out another guy as they post up at the dividers, and if you can get the third, great. If not, just move out into the open and pick them off from way back here.

*NOTE: I do hope you are going for headshots. Even with the Mk2 you want a headshot to put them to sleep instantly.*

Feel free to pick up the items around here, or maybe send out the Mk II (the robot) to go pick them up. Now go back to where the scene ended and there is a ladder on the left. Go up and slink around to a crate, hop up, cross the boards here, and then go around the left side, sneaking of course. There will be two guys on the walkway. You need to either stand around the corner or just wait for good clean shot at their heads. You get the one near you first, then the one away - that's a basic tactic so neither one sees the other getting put down.

Now go back down the ladder. Go across the little alley and you'll be behind the building that all the PMC's are around. Look around the right side to see if there is a guy to put down, and if not just go left. Crawl out into the alley, but not into the hole to crawl through. Just stand prone and look to the APC. You should see two guys behind the sandbags. Hopefully you can aim worth two cents. Use your Mk2 and put out the guy farthest away, then the one closests to you. Now there should be no one else, but if there is feel free to go behind the APC and take out anyone else.

*NOTE: It may not be all that necessary for anything to destroy the APC.*

Now crawl to the left, behind the barrels, and through a crawlspace. You get a few items and on the other side there is one RPG. Grab it, crawl back through the space, get back a bit, and fire. If you want no kills, you have to make sure no enemies are around where you shoot your RPG; I say shoot it from the alley to the right of the APC. After you shoot, quickly go to the sandbags where the rebels were. From here you can help them take down the last group of PMC's.

Hopefully they handle the first APC you saw from earlier. If not then you'll have to get another rocket and fire. There is another one if you search the ruined building for stairs and follow the path to a rocket up here. When you fire, make sure nothing is around the APC and make sure you are a good distance away from it. When you hear the cheers, you're free to go.

*NOTE: The standard mode of your eye does consume battery power, the little bar in the lower left corner. It will go down as you use the Solid Eye and the Metal Gear. If you want to recharge the battery, just change to no items or something else.*

*NOTE: You can set items into slots from the pause menu, and the same for guns.*


Safe House
----------

Okay, so if you killed PMC's, the soldiers, then these rebels should like you. Either way, when you get close to them and they ask you to stand still, do so. If you have a ration in your item window (go to pause menu and place rations in one of your slots and then select it with L2 while in game) and the guy tells you to stand still, you will be prompted to give him the ration and the group will have instant like of you. At least that is true of the first militia you see.

*NOTE: I'll write this like you want to avoid the militia, and if you are caught you had better stand still. But again, if you helped the militia beat the enemies in the Red Zone, should just have to give one ration to this first guy and then you are free to run about this area. Otherwise it's just another sneaking level.*

You can sneak around the first guy if you want, by going around the left side of the crate. Then go up the tunnel and hide in the alcove on the right, or straight ahead as the other militia pass by. Go through the chicken room and in the hall there is a little divet at the corner you can hide behind, either crouching or whatever. Then there is a tiny room on the left for some items, then you can go into the injury room for a few health items.

In the next hall is an iPod song in a little alcove - neat. Now go and either let these guys pass, or let them sniff you and go by. If you have to sneak, crawl as soon as you enter the room and go right. Once in the hall you can duck under the cover at the corner of the hall to pick up the old cardboard box. Then come out and go into the tiny room for a bunch of items. Then go back and across the hall for another room with some items and some lockers. Mainly you want the Playboy in the one locker, and I guess the costume in the other locker is worth it too.

*NOTE: The Playboy is a gun, believe it or not, and you can only lay it down, but follow the directions if you want to view it. Also, you put on the disguise in the camo tab in the pause menu.*

Put on the costume and the militia will no longer see you as a threat. From here there are just two more groups of militia, but with the militia outfit on you don't have to worry about them. Just run to the last room and up the stairs for the first of many long-winded cutscenes. The kind of cutscenes that make you appreciate games that go with the "less is more" attitude.


Urban Ruins
-----------

*NOTE: Also some noodles behind the stairs, on the ground.*

*NOTE: FYI, to remove locks from guns, just select them and press X and it will cost you some DP.*

*NOTE: If you are not concerned with no kills, then feel free to start buying parts for the M4. It's a solid gun and about all you need to buy is a force grip.*

Now it gets really confusing as there are many options with Drebin. For one, you do not have to meet him. Just press pause and his shop is right there. I couldn't find anything to buy because all I do is use the Mk2. You can do whatever you please, and the customization options are limited at the moment. Feel free to ignore this for now. If anything he is always good for ammo.

On with the mission, go up the alley for an item, then up the steps and to the top for a gun. Then drop over the right side from up here so that you land on the second level, but not on the steps. If you fell in the right place you will snag an RPG and a few other things; you can equip the scope onto the M4 if you are using the lethal route.

So back on the ground, go up and through the doorway. Go up and then take a right. Crawl over and then look left to see some rebels get shot. Then go up and crawl through a space for a compress. Come out and jump up to hit a ration. Go up to the carpet along the wall and go right to hit a quick scene. Now go up and hang a right to hit a room with a sloping path and crawl to the right for a quick item. Then go up the ramp, shimmy along the path, and then keep going to hit one classy, high road of humor cutscene.

*NOTE: Before you jump down, crawl left and you will hit a song. You can go to the right and hop down for other items too.*


Downtown
--------

*NOTE: Keep your rebel disguise on please. Actually, if the rebels like you, I guess you can take it off.*

*NOTE: From the start, you can turn around and go back for a few items if you want them.*

Well, you have a rusty drum, but the question is "do you want it?" Actually, "how are you keeping it?" Anyway, go up and you'll see an infinite stream of rebels fighting with some enemies. First you need to hit the two in front of you behind the sandbags. Your best bet is to hide behind the first car and pop the first one, then go left, onto the street, and pop the second one from behind this car. Now go to the left side of the street, behind some kind of cover. Your guys will do good to provide support, and they will even take care of the APC on their own. What you need to do is pick off the many bad guys with your Mk2. If you do your job, they should take care of the APC. If they do not for whatever reason, just clear the area around the mini tank of enemies and then fire a mortar at it (you have one by the sandbag on the street and one up above reached via a ladder in the alley).

*NOTE: Remember, headshots, even with an Mk2 as it puts them to sleep in an instant.*

The militia may not cheer, but one the APC is gone you are free to plunder the field and leave through the alley a short ways back. Follow it and you'll be in a market street where there are a lot of little items in corners. Go to the end and you'll see some rebels under sniper fire. Just go left and there is a crate to hop over on the right, or just run to the end. Get to where the smash APC is and go up the street, which is two streets up from where the militia are pinned. You'll peek around the corner and see two enemies behind a sandbag. Get behind the crates and shoot one, then pop the other.

The only tricky thing is there is one roaming PMC on the top floor. Otherwise you could just sneak up there and pop both snipers while they aren't looking. I say just wait until you see a third enemy on the ground floor, shooting at rebels from the windows. He will come down eventually, but if you storm the building and go up the stairs you may run into him and cause an alert. Just wait for him, pick him off, and then go up the stairs. Sneak up on the sniper in the top room, then go to the side window and pop the other one. Now you are free to plunder the items.

No matter how you do it, the next part is tricky. You see, to the left is the main street where there are the rebels and snipers fighting. To the right there is a mere alley, but from this alley is a neverending flow of bad guys. So your best bet is to just ignore your allies. If you want to help them, just stay far back and hit the snipers. The best thing you can do is stay down the alley on the right and crawl all the way to the end. There are two spots enemies spawn from, so just keep your camo % high and be still when they are close; pay close attention to your threat ring. Just hit the end, crawl left, behind the car and into the trench area.

What you'll see is a semi-trench. On the left are your rebels, and on the right are the PMC's. You can quickly try to crawl through this trench to the other side if you want. Or sit back, maybe hit the sniper up high and a few bad guys as you wait out the airstrike from above. Either way, crawl over, stand up, and go through the green door to hit the next area.


Advent Palace
-------------

*NOTE: After the fact I learned that the Mk. II can disarm traps. Just send out your robot, get close to a trap, and press Tri.*

Go into the main lobby area for a rifle and yet another Playboy, but watch out for the claymore in front of it (use the Mk II). When you come back to stairs, have your gun ready, the Mk2 will do, and there is a stun grenade waiting for you. Just go up some steps and shoot it. On the second level walkway you'll see an item by some crates, but you probably don't see the claymore mine in front of it. Shoot that and grab the item. Now go right and you'll see another claymore in front of a doorway. Go in and there is an item in the bathroom. Go out a hole at the back of the girl's side and you'll see a laser grid to the left. You can go to it to be told to watch out by Otacon, and if you right there will be noodles in a room, but watch out for the claymore (or whatever it is, it just blew up on me).

Now go back to the stairs and watch out for another stun bomb as you go to the third floor. Go right and there is a stun bomb along the walkway. There is an item behind the counter in the dining area, and an iPod song in the back of the kitchen, but watch out for the claymore in front of it. There are stairs opposite the stairs you came up here, so hit the stun bomb and go up them; at the top of the stairs you came up is just noodles, but watch out for the mine on the steps.

At the top there are some items in the bar area, including one last trap near the front, but if you go to the left side you will trigger the next scene, and it's a long one, but you already knew that. There is a crawlspace outside of this area, but it's a long crawlspace with just noodles, and you could even use it after the scene, but it's just a pointless space.


Advent Palace Escape
--------------------

*NOTE: For you lethal lovers, the M14EBR is a good choice, but just don't shoot for too long or else a buddy may get in your sights. The P90 is okay, but not wise for the number of Frogs.*

So after you trigger the scene, be ready for two X presses and one L1 press. After the scene, you are going to help the team get back down through the building. For one, if you are going no kills, just use your Mk2 the whole way. You'll have to be careful not to hit them and make them fall or they will die. And no, there are no alerts. Players that are just playing the game, feel free to visit Drebin's shop and upgrade or whatever and whip out your best killing machine.

*NOTE: If you ever wondered how to use a ration, just have it in your L2 window and press X to use it to restore health.*

*NOTE: If going no kills, best to buy up the stun grenades and remove their locks.*

For the first fight, let your team handle the first few enemies. You can stay on the doorway and pop out to fire (while aiming press Tri. to look down the sight, it's a bit easier). Assist in spots but don't keep your head out for too long. Remember you use only the Mk2 if you want that statue. When things are clear follow your team down the steps.

Run down the steps and wait for the enemies that will appear on the opposite stairwell. Shoot some for easy headshots, but then duck down to hide. Pop up only to hit the ones who are camping, and don't hit the ones hanging on the walls or they will die. Once the opposite Frogs are away, look to where you came from for more. Hide behind a pillar and from here you can pop up for some shots, and again look down the sight to help. May want to avoid any Frogs on the ceilings too as you may kill them too.

*NOTE: Going near Akiba may yield an ammo box.*

Once your team is away, follow them to the back of the kitchen. Again, don't pop any Frogs on the ceilings. Try to get the four in this back room quickly then you can hide and let your team mow down the ones in the main kitchen area. Help if you want, but don't hit any bad girls on the ceilings, last time I say that - not the last time I say bad girls though. After the fight, go collect guns for DP and then down to level 2.

Go down the steps and post up to the left, in a corner of the wall. Just look down your sight and hit anything you see. There are two waves of enemies that attack from level 3, and they take priority. Take out the ones on your level at a steady pace. Shortly after Akiba's incident, your team will be on the move toward the bathrooms (get it, no?). You could stay out here and help fight, but just wait in the bathrooms. Akiba will run through the men's room and a blast will go off. Go to Akiba and defend him from the Frogs coming through this hole. There will also be more in the hallway. Shouldn't be all that hard, especially if you got good aim.

*NOTE: If you don't mind using rations, which not only affect your Drebin score but also possible emblems. Otherwise, feel free. But FYI, if you go prone you will recover health.*

When it's clear, Akiba will be awoken and the team moves into the hallway. Again, lie down and be still to recover health before meeting them. After the lasers are cleared, roll over the hole and you can get a nifty little grenade launcher for your AK, which you aren't using of course. Now drop down the hole, grab the items in the two rooms, and then come to behind the bar. Look away as the two flash bangs go off. Now what you will do is pop up, shoot a few rounds, and then hide. Your team is there to help fight, so don't think you have to take on all the bad girls (although, that sounds pretty awesome if you know what I mean).

When they move on, there are two items in the next room before the scene. After the scene, a few more items and then drop down for another scene. There is a Frog doll behind you if you managed to not kill any of the bad girls. Some more items in the garage and then take the hole in the corner to get out and follow the path.


Crescent Meridian
-----------------

Move up the street to hit a scene. You can go over to the barbed wire and shoot tangos all over the place, even a few up high. When ready, come back a bit and look to the side for an opening and you will get onto the main road.

From here you can go onto the streets and help out your friends, or go up a ladder. I say go onto the streets because you need to help them take out a missile guy that appears. After hitting some PMC's on the ground and up in windows, one guy will appear up high to the left with a rocket ready to take out that tank; he's in a window. Then look high up to the right for another rocket guy on top of a roof.

After that, things get tricky. For one, there is a constant stream of enemies, especially down an alley to the left, even though your guys are there. So your best bet is to stay to the right side of the main street, behind the tank, and out of view of enemies (and if you don't care about alerts then have at it). You need to stay with the tank because when it gets to the next intersection there are two rocket guys, both of them up high. The tank can take one hit, but not two. And once it gets to this intersection you actually don't need to worry about the tank, it's basically made it to the end anyway.

The correct thing to do is find an alley on the left where there is usually a stream of bad guys. You need to crawl toward this alley, maybe from directly across the street, and then make sure you put down the two guys that will be by a ladder; there is a sniper up above, so don't expose yourself. When the two by the ladder are gone, and two more will replace them shortly, sneak to the ladder and go up. When up here, quietly take out the sniper on the right. Now go across a bridge, through the doorway, and go down a level. Go to the opening in the wall in the corner and pick off a few enemies. Drop down to the second level opening and try to pick off the rocket guy in the window before he shoots your tank twice. If you cannot see him, clear the ground and drop down, staying in the shadows. Either way, once the rocket guy is done for, just finish off the rest of the bad guys and wait for the cheers.

Go to the intersection and hang a left for one heck of a good cutscene, and be sure to hit the one L1 prompt.


Millennium Park
---------------

Start off by grabbing all the guns for much DP, and if you've been saving and are going down the stealth route, you should have 60,000 DP, enough to buy the Mosin-Nagant sniper rifle, which uses anesthetic rounds, and you do get 10 bullets for free. You don't need to buy it now, just FYI.

After you plunder the guns, slowly walk up the road and stick to the left side, crawling behind the dozer and along the sidewalk. You can crawl past the PMC's as they go to the scene behind you, or put them to sleep, either way works. Now sneak up the road and put the next guy to sleep using your Mk2, not the rifle.

*NOTE: There is a song in this building too.*

Crawl all the way to where he was and go left to find a hole in the wall of a building. Sneak up the stairs with your Solid Eye on and you can stay prone on the stairs as you wait for the enemy to get in view. Put him to sleep and then you can get up and go in the door nearby. A mag on the bed and then drop down the hole near the door. Open the locker for a suppressor, then you want to sneak toward the opening. There are two guys patrolling around the fountain, and putting both to bed is the best way to go. Or you can just crawl to the left, your choice.

Crawl left to the wall and there is a hole, with one item before you go through. Crawl under and peek to the right to see if an enemy is looking. It's best to crawl under the truck and put this guy to sleep on the other side, then hit the guard up in the tower. There are three more enemies patrolling around, so get under the truck by the tower. You shoudl see one to the left, and one to the right, but you probably don't see the third enemy who is also on the right. Tag the guy on the left, then one on the right, and if the other goes to investigate, hit him too.

Now get up, grab any guns, and then go through the red door behind the tents in the corner. Now you get a big scene, so be ready for the L1 and X presses. Then that's it. You will get your score for the act. If you are going for no kills and no alerts, you'll know if you are satisfying those goals. If you aren't and you intended to, well, may as well keep playing.

*NOTE: If you are going for something, like no kills, and you've done that for this act. Aside from having each act ready to go, why not make a seperate save file for the start of this act? Each save is just a few kilobytes, so you may as well.*


================
Act 2: Solid Sun
================


Mission Briefing: There are fives X presses, so be alert through all the many screens and information. Sunny seems like the coolest character thus far. Oh yeah, and you can move around, of course at the expense of the story. You'll need to press Square to get the Mk II screen up, then press Tri. to get it in the main screen, and then press L2, but you don't have to press L2. You'll find a camera behind the computer down here, an iPod song up the stairs, and more items upstairs. Then that's it. You can press select to get all of the icons. There are also items by the chopper.


Cove Valley Village
-------------------

*NOTE: Aside from a bunch of extra, lethal options at Drebin's shop, you can now buy rounds for the sleeping sniper rifle if you have it.*

The first X press goes about 10 deep, and there is another one when you see Vamp. Once you are back in control, there are villagers in the process of being executed. You have time before the first one is offed, but you'll need to work fast. For one, there is a guy in the first building (he's looking at a Playboy) so put him to sleep through the window. Watch out for the guy that patrols the path in front of this building. Either put him to sleep and then crawl to the patch of grass under a wooden fence, or get wherever you can fire from. You simply start shooting the guys that are holding the prisoners and then panic will erupt. Help them kill off the bad guys as best you can.

*NOTE: The hostages will take you to a shack just near where they are held. Go inside for a muna, rebel disguise, and a shotgun.*

Another option is to just stay on this ledge and pick off enemies from afar, even using your sniper rifle if you want to. If you manage to help the hostages escape, then your search for items will be much easier.

*NOTE: If you didn't realize by now, the tranqs don't keep the enemies asleep forever. You have enough time to run around, just don't stay too long. And if you didn't realize this also, the dots on your radar are enemies.*

Regardless of what happens, you now have at least two buildings here of interest. Please note that there are probably more enemies among the buildings, so if in doubt just crouch or lay down so you can see the humps in the threat ring around you. There is an iPod song in the building to the north, and there is a rifle in the upper area in the barn on the left side. To get the rifle, go up the ladder and roll over the gap. There are also a ton of items all around, so feel free to use night vision and such.

*NOTE: If you didn't know, you can play dead by lying down and press Tri. and Snake will put his head down on the ground. It's not guaranteed to work, but it's better than nothing when cornered.*

So you've checked out this first village, now make your way eastward. If you heard gun fire, or you see the guard yourself, there is one guard here on patrol along a ridge. Either use your threat ring and radar to find him, or if you see a dead body you know it's safe. Now in the open you should hear more fighting, probably the guys you helped. Either help them fight the enemy, or just stay back and let it all resolve. Whatever happens, you need to start climbing the ridges on your left to get up to the top. There should be about five or so enemies, all of them patrolling on the various levels. You should stick close to the rock wall on the left as you make your way up, putting enemies to sleep and slowly creeping up.

If you make it to the top, go along the path and you'll hit a transmission. When you go around the corner you will see some rebels, but don't put them to sleep, or be seen by them. Let them move along as you sneak along a path to the left. You'll come around and you should see two enemies. Put them out and then go along the rock wall to put out another guy by a shack.

If you continue up the path you'll see the rebels continue to sneak along. Somehow they manage to avoid detection from the three remaining guards, but either way you need to be careful of the three enemies down this narrow stretch of path. You probably can't see them as they are on the other side of a rock in the road. You could even just sneak all the way up to the end of this section if you want.


Power Station
-------------

*NOTE: Please get the Mosin-Nagant if you're going no kills, or any other rifle with long range if you don't care.*

*NOTE: Remember, if you ever need ammo, visit the shop. Also, the Wednesday and Sunday discount is legit. If you play on those days you get 20% off any item in the store. I would advise against planning your game around these, but it's interesting to note.*

You'll get a call warning you about the snipers up ahead. Move with the rebels and stick to the left. When you get to the end of the rock get out your rifle and peek around the corner and look up high to the right. You should see two snipers perched up, waiting to pop your guys. Put them out and you are free to move up.

Next is a fight in front of a fortified base. Help your guys with the sandbag enemies, watching up high to the left for a enemies on the tower, and then make your way right to find a sloping dirt path - don't worry, the enemies will spawn at the sandbags until you go up this path. There is a mortar up here for you straight up killers, otherwise use this position to take out any more tangos on the ground with your Mk2.

Now go down the other side of the slope and some of your guys should be on this side. Make your way, cautiously, over to the south end of the brick wall. Make sure no enemies are around and go through the opening and go left behind the wooden spool. Take the crawlspace and go straight out to the other side, taking no turns. You'll pop up under some steps. Get up and go up the steps. Crawl and come over to the side so that you can peek around the corner and look through the doorway to see an enemy at the north end of the building. If you are crawling and well hidden, just inch into view and put him to sleep. Then you can stand up and wait for your friends to arrive and blow the power. There is an item in this room. If you don't hear the cheers, then help the rebels finish up any enemies, very carefully.

Go outside to the north end and move toward a truck to trigger another long scene. Watch for the two L1's and the three X's; one of the X presses is hard to see.

*NOTE: There is a closed off area along the complex that has a power line tower. The trick is revealed in a pic I saw somewhere. Get on the tower that is accessible to you, the one to the south. Climb the ladder and then go to the north end of the walkway. Climb over the railing and then make your way to a power line and take it across. Drop down at the end and you're there. Items on this walkway, then take the ladder to the ground for more stuff. There is a FIM and a scope among others. If you want to quickly get out, roll on the highest boxes to the south and then roll over the wall.*

After the scene, follow the rebels down a path, which is clear of enemies and parallel to the road. You'll hit a cache with tons of items, mainly two new guns up by the wall. Keep along the path and you'll end this section.


Confinement Facility
--------------------

*NOTE: There are several paths to get to this area, so don't think there is just a road and these little shacks.*

Rock Path:

You are on the rock path if you entered from the rebel path in the last area. If not then you're on the road. Either way you need to watch out for three guards that are watching the road. You can take them out or ignore them, but stay on the rock path. Stay on the path and you'll hit a little encampment.

You can ignore what's going on and just try to move on. However, there are some rebels being held inside a tiny building. If you're on the rock path, just crawl forward and you'll see some bars on the window of the tiny building. You can look through the window to see some rebels being held by one guy on the outside. However still, there are too many guards around for just freeing the rebels to work.

You need to take out if not all, most of the enemies. There's one on the road, one holding the rebels, one in the big building, one behind the big building, one in a tower, and one patrolling between the trucks. You should put out the guy in the big building, then to around and put out the guy in the back. Then go and snipe the guy in the tower so you can sneak around and pick off the two guys in the front. Then go free the rebels. If you want to do not so much work, maybe leave the two guys that are patrolling in the front, but feel free to do as much or as little work as you please.

There are some items you may want to grab in the big building. If you don't have the area cleared, there is a crawlspace in the back corner of the big building and you can crawl under to a hole and then stand up to easily get the cool little rifle. Then head out.

*NOTE: I post the rest for those who want the songs, gun, or just see the rest of the area. You can always get back on the rock path, but of course it takes longer if you're putting everyone to sleep.*

Prison/Swamp Route:

This path has two entrances, either by the road or by an offshoot rebel path. Both entrances are side by side if you check the map. You end up by a swamp and there are three mini battles to be had, and this is not even counting the tiny shack down the rock path.

Swamp - Both entrances dump you at either end of the swamp. The road path puts you at a blockade on the road with the swamp to your left. This fight is tougher than the prison itself because two choppers can come and there are quite a few waves of enemies. You can probably help your friends by just hopping into the water. In the water you can see a vent to crawl through to pop up by the prison, and across from this space is a path onto the island where you can get an iPod song.

*NOTE: I believe you can shoot RPG's at choppers and have it not count as a kill. I haven't seen it through to the end, but your rebels can't advance unless the choppers are gone, so I don't know. I'll be sure to post otherwise if I'm wrong, but just know that you shoot the choppers down at your own risk. Make a save here at the very least.*

Shack - This one is close to the offshoot path, which is just across the swamp. There are two patrolling enemies, and once your friends join the battle it will turn into a battle. At least one chopper arrives and then you have to fight a few waves of enemies.

Prison - Take either path from the swamp and you'll hit the prison. For how big it is there really isn't that much going on. Either side is defended by only a few enemies, though they seem to keep coming if you don't get in the prison. You need to also look in the towers for enemies, watch out for the active APC from the road, and a chopper should show up. As for the prison, there are just two small buildings at the back with rebels, and the big building is mostly empty except for one song on a bed. There is a shotgun in one of the holding cells too.

*NOTE: One thing to maybe consider is the chaff grenades in the big prison area. Those will help a ton in getting out of the last area alive. Essential for those needing to use no health items. You can even come back after you clear the next area, or after the gate is taken down to the mansion. You just follow the road back.*

Okay, so for all of the battles you should know that it's easy to move around because the rebels are fighting the PMC's. At the back of the prison is a path to the next area, but it's not the best way into that area, so skip it and take the rock path. And all paths lead to the rock path, or at least the road parallel to the rock path, just follow the road from the prison. There is even a sloping path from the prison along the rock that sets you back on the rock path.

*NOTE: Again, you can come back after you help the rebels smash the gates in the next area.*


Vista Mansion
-------------

*NOTE: Again, this assumes you came from the rock path, which you should have anyway.*

You'll be along a ridge that has you in prime sniping position over this battle. You're goal is to make your way along this path to the end, where a scene will trigger. You don't really have to help the enemies fight, but you should at least clear away the enemies around you. Clear the enemies below the ridge, then advance, and when you see more enemies coming from the road, go prone and crawl the rest of the way up. The enemies will keep coming, so pop a few in the head and move up and keep going. Hopefully your guys will take the road, but if the enemies keep coming just keep crawling up until the scene triggers. You don't have to do anything and the dozer will go past you and into the gates.

Now you can go either left or right, but I feel that attacking from the east, which means go right from the gate, is a bit easier. You should go prone at the gate and help pick off some of the enemies defending the mansion, then just follow the wall. You should find some items along the way, then if you squeeze between a crate and the wall you will pick up a song near the corner. Keep following the wall and you should hit stairs that lead you to the east side of the mansion. Crawl along the wall and onto the grass, then make your way to the door nearby. Be careful if any enemies come around the corner, so help the guys clear the outside and then ease your way into the dining room.

No need to help kill any more enemies, but don't wait around. Go through either door and head toward the stairs. You'll hear some guys coming down the steps, so either get in your box, or just hug the wall of the stairs and let them pass; putting them to sleep is optional. When they go by, sneak up the stairs and around into a room. Go out the door to the rooftop, and hopefully you've already cleared it. Just go around and you'll find an open skylight. Hop down and then follow the stairs into the basement. Just rats down here, so no worries. There is a room with a lot of items, some claymores at the start, and then make your way to the hidden lab.


Research Lab
------------

*NOTE: During the second L1 press you can see a little something swinging around.*

You two long L1 presses, and I hope you realize you can move the camera in L1 presses. After the little computer movie, there is a hidden L1 scene, and yes, you can move the camera for a nice little upskirt (how sad). Two more and then you save. After the save wait for you to lose some psyche and then press L1 to regain it soon after. Then it's two X presses and you wait for the first boss battle.


*****
BOSS: Laughing Octopus

Beast Mode
----------

For one, if you are going for the no kills and no alerts, you need to sneak straight up and behind the CAT scan machine. From here you should blend in and either crouch behind it, or go prone and look out an opening below the bed. There are about four Frogs to start off, and after you put them out there will be two more waves of pairs. Just use your Solid Eye to find them, wait for them to get into view, and then tag them. You should just hit one, even in the leg and that will bring the other one to investigate but not wake up the sleeping Frog. And if you don't care then have at it. When all is clear, go to the right side and you should trigger the scene to bring her out.

There are a few things you need to know. You have two opportunities to get damage on her. You can hit her while she is shooting, and you can also hit her when she is hiding. You also need to avoid her when she balls up and shoots ink, and if you are inked you can roll to shake it off.

When she is "hovering" around, just follow and wait for her to pull out her gun, then fire back. For you "don't want to use health items" players, well, I guess just quickly pop out and fire at her, or just don't attack when she is shooting at all; feel free to risk some life though. If you want to cause any kind of real damage, buy a shotgun and equip it with V Rings if you have them, otherwise you'll have to use the Mosin-Nagant. If you want to risk no damage at all, you let her shoot and after about two seconds you need to come out of your cover and blast her as she is holstering her gun. Also, if she goes up but not out a window, look up and blast her for a free hit as she hangs from the ceiling.

Another shot is when she is swiping at you, you can hit her after she swings.

After some hovering around she will ink up and disappear. Now you need to put on the Solid Eye and look for the radar sound waves. Go to where the waves come from and look around for her outline. If you don't see her on the ground, then look up and she is most likely in the rafters. If you see the sound coming from the CAT scan machind, shoot the thing in front of it with the tubes that look like her tentacles.

Yeah, she might be a box, that human body figure, MK II, just anything. Be sure to check bodies, like if you put all the Frogs to sleep, if you see one without Z's over it then that's her, aside from the "L. Octopus" name. And she usually doesn't pop out unless you are too close. Don't be fooled when she is Naomi either, I'll spoil that for you right now.

So let us recap: shoot when she is hiding or shooting at you, and use your solid eye to find her when she laughs, and if you're going for no kills (which gives you an item) then use a V Ring Shotgun or Mosin-Nagant.

*NOTE: Remember, more ammo in the shop, keep an eye on your health to use rations, and it takes longer to use the tranq method, but stick with it and you'll pull it off. Oh yeah, anyone going no health items, all you got is lying down during the searches to regain some health, just don't be still forever.*

*NOTE: I also hear she will do something to you if you lie down on a bed and turn over, face up. But I was never brave enough to test it.*


Beauty Mode
-----------

*NOTE: Also, look on the bed for a doll during this mode if you tranqed her beast mode.*

So after the scene, you fight her true form, but nothing to fear. Just two things to keep in mind: she will slight move from where you are aiming, and the stuff going on around you is just for show. There is nothing else going on. Just keep your gun on her, shoot after she moves or whatever, and keep backing up. There should be no reason to not use the Mk2.

*NOTE: Also, if you last for 3 minutes after not killing the beast, then you get a nice little treat. This is the same for all the beauties.*

*****


Mountain Trail
--------------

More presses during the scene outside. Now you will follow some footprints to track down Naomi. Use night vision (NV) sparingly, not just to keep the hum noise down but also to save battery life. Follow the prints to the first intersection, then go left. You'll cross a bridge, but there is one guy making the round across the bridge. Pop him and follow the prints right at the three- way intersection.

*NOTE: You're tracking the prints with the tiny triangle points in them. Also, when I say "middle" or "right" path meaning there are at least three paths, check the map to see which one I mean.*

You'll hit a purple scarf in the ground, so sneak up the middle path. Along the path you'll hear a guy detect your prescense, so crawl to the next footprint intersection and peek around the right corner to pop the guy. The prints intersection by the crates the guy was hiding behind, and the tiny heel prints go left toward the stream.

*NOTE: Go left for a crop circle and a little piece of dialogue.*


Mountain Trail Riverside
------------------------

Otacon tells you her prints disappear. Follow the prints left, but either trail takes you to the same place. It's hard to decipher, but if you look you'll see the tiny heel prints going up the middle path. If you sneak along it, you'll come up behind an enemy, so put him out. Go around the path and you'll be out in the open, but be careful as there is a guy to the right, behind the rock. Put him out and then send the MK II to disarm the claymore he was setting up.

*NOTE: Go up the left path and you'll hit an interesting metal plate. There are of all the staff team's handprints. Lie down to take on the camo and register it into your suit to use the pattern again.*

From here you see that the heels take the middle path yet again. Go up the path and at the intersection the heels to right. However, if you go straight and around, you can sneak up on the Frog waiting for you to bite on the heel trail. If you go up the rocky mound, you may get spotted by her, so maybe toss a mag clip away, or crawl through the grass. You can investigate the shoes, but watch out for the claymore right by them.

Follow the path to another fork and pop the guy patrolling around. You can go right and up, but just go straight to another open area and pop the next PMC on patrol. Then just go right and into a tunnel that the footprints all lead into.


The Escape
----------

*NOTE: For you no killers out there, you cannot target the PMC zombies or the suits. The Gekkos are fair game, but that's it as far as your turret is concerned. Also, best save right now so that if you get a kill in your end chapter report, just play this section again.*

*NOTE: Don't forget to use the stun knife, and don't forget to use the stun feature if you do.*

First, just move up and get on the turret, duh. You actually don't need to do anything but CQC the "zombies" getting on the tank. Remember, hold R1, and then press the LS away and press R1 again to toss them down into sleep. If you don't care about kills, just fire away with the turret and do some CQC. If you are avoiding kills, well, don't do anything but CQC.

*NOTE: If you want to quickly kill the Gekko, be sure to aim for the little dome on their heads.*

Now you have to blast Gekko before they ram the tank too much. Again, be careful not to hit any zombies and just target the heads of the Gekko with the turret. If a Gekko falls on a zombie it shouldn't count against you. Also, if you want to just stun the Gekko for a while, aim for the legs. You need to kill a majority of the mechs to move on.

In the next area you will have a tank following you, so target it and fire, but there is a gate in your way of advancing. You need to shoot the gates, both of them, and take out the tank. You target the green of the gates FYI.

This next section is just you and Gekkos, a ton of them. Just aim for the tops of the ones in front of you. After Drebin rams a tank off the road, you'll need to look behind you to shoot down the ones following you. And then that's pretty much it. I don't think you really need to do much, or at least not nearly as much as you think.


Marketplace
-----------

*NOTE: If you want no continues, best save before attempting to get through this terribly frustrating section.*

*NOTE: Your best friend is a chaff grenade. Sadly, you're only shot was to grab them in the prison a ways back.*

*NOTE: There is a song here where you start, but you need to let the Gekko crush the stalls. Probably need to not care about damage be in a second game to get this.*

During the cool scene, a long X press during the guy's intro. Then you're in control. What you need to do is run, and don't stop. Run forward and then left over some rails and you will avoid the stalls. Just keep running down this alley, past the people and past the Gekko that comes for you. Run back out into the street and go up. You'll see a Gekko in your way, and he will swipe at you and kill you, but oddly, you can just roll into him and you'll trigger the scene that ends the level. I guess you were supposed to blast him, but no point when this glitch works.

*NOTE: Again, chaff grenades if you want to avoid damage. If this is your first playthrough, I guess you'll just have to take on any damage. So it's best to make sure you are close to full health. You'll probably need to lie down toward the start of this area to regain any lost health, maybe.*

And that's it for this act, finally. Remember, if you screwed up and killed some of those "zombies", save in a different file and consider starting from a prior save, like at the mountain trail if you must.


================
Act 3: Third Sun
================

Mission Briefing: Again, the camera is there behind the computer Sunny is at. There could also be another battery up the stairs.


Midtown S Sector
----------------

*NOTE: If you don't care about kills, use the VSS to snipe. For any up close kills or kills where there are two guys near each other, use the Mk2 no matter what.*

Well, a nice change of scenery. It all seems complicated, but just move forward and you will trigger the appearance of a Resistance member. Go around the van so he doesn't see you, then just watch your step, stay a good ways behind him, and don't let him see you. He'll eventually hit a corner with a guard. You could put the guard to sleep, or you could wait for the Res. guy to run back a bit and take a higher up path, either way works. Just follow the guy, clear bodies out of his way from afar and unseen.

*NOTE: If you look behind you at times, there is something peeking around the corners to see you.*

The park gets tricky because he wants to go north, but there are enemies at both ends and patrolling. You need to clear the path for him and not let him get held up. Also, if you get on the empty pedestal you can press Triangle and maybe the guy will pee on you - fun.

When you follow him the rest of the way, it may be best to crawl in the street, especially when going down a long stretch of road.


Midtown NE Sector
-----------------

Just hug the wall right to avoid the spotlight, then put out the two guards down the road. He should go down an alley.


Midtown N Sector
----------------

*NOTE: Even though you may be going down a "kill everyone" route, please just use the Mk2 as it's the safest bet for this section.*

Just wait for the Res. guy to emerge from the doorway, but now he's in a PMC outfit. Some rations in the area he came from, then follow. You'll see two real guards in the street. Sneak to the right down a short alley, then hug the walls behind the cars on the right side to get behind these guards, then take each one out (the right one first then the left one).

*NOTE: Another option is to let your guy pass by them as you stand on the boxes in the area he put on the outfit. Then snipe them both.*

Keep following your guy, the Solid Eye helps, and the Res. guy goes up the road and hops in with a convoy of real guards. There are three, four altogether and they walk up the street. One splits off and goes right, so pop him soon after. Then one splits left, so pop him, and the last one splits right down the alley; up the steps where the last one goes is an iPod song to grab quickly.

Now keep following the Res. guy down a short alley. You'll hear about the vehicle patrols, and one goes by at the other end, so just stay around the corner. The guy will then cross the street and head north up a road, but the patrol car will be coming from the north too. You can hide on the left side of the street in a doorway, or anywhere else; maybe even toss on the barrel or box. The vehicle only patrols the same route, so keep that in mind. The guy will slip into an alley nearby to change clothes, and then just stay close to trigger the end scene.

There is an L1 press where you can look both left and right to see some nifty little pictures on the walls. When Snake is speaking to Otacon, there is an L1 press of interest, and soon after there is a hidden one.

*NOTE: Perhaps unlock and set the P90 onto an item slot. It may pay off in, oh about, 20 minutes after this long cutscene.*


Church Courtyard
----------------

*NOTE: If you want no kills, I guess just switch to the Mk2, you have no other choice. You could even use the double barrel shotgun with V Rings, but you'll need all the luck in the world for that to work for you.*

*NOTE: If you want kills, whip out that P90, maybe give it a laser sight, and then have at it.*

Well, you can try to help shoot, but there isn't much reason to. Your little gun is about your only option, and it chews up ammo like noting. You can try to shoot Gekko, but you like won't have much effect. Luckily, if you just keep shooting, the van seems to take little if any damage.

*NOTE: As far as I can tell, you don't need to do much. You really don't even need to shoot at the Gekkos at all, so just tranq enemies if you are doing no kills.*


Riverside West
--------------

You mainly need to keep the Frogs off the of the van. Then you'll need to hit turret guys at both ends of a street. Best get good shooting headshots if you're using the Mk2, but it seems like one bullet of your submachine gun does the trick if you are doing kills. The van will take damage, but not so much as you will take.


Riverside East
--------------

You're not in the boss fight just yet. This fight is harder if you are going for no kills, but possible, although you may need to throw a ration in there or two. You need to target the smaller winged units with your P90, as there are no kills for it - I hope. You use your gun on the gliders and then use the Mk2 on the guys. If you have rations, congrats, you'll make it through this part no matter what.

If you are going for no kills and no health items, well, damn. I hear of two techniques that help during this run for you players. One way is to toss smoke grenades all over the place, which I guess means a lot of trial and error and probably a lot of exiting to the main screen and reloading your game. The other way is to get the Solar Gun, which means a prior run getting all five dolls from each act (no kills on the Frogs in act 1 and not killing the B&B bosses). I'm not here for players doing these runs, so I hope these tips help. Of course use the P90 on the gliders and don't forget you can shoot smoke from a grenade launcher.


Echo's Beacon
-------------

I'll let you know there is just one press for each of the following scenes.


*****
BOSS: Raging Raven

Beast Mode
----------

*NOTE: If you are wanting to avoid damage, or just not use health items, you can always lie down at the top of the stairs, within the doorway. It's cheap, but it works. If you want to play somewhat fair and not take forever, have your health up a good bit and then run out to go find her as staying in this doorway is slow.*

Well, the first thing you need to do is go all the way up the stairs. Up here you can do as little or as much shooting of the gliders as you wish, but it makes little to no difference as far as I can tell. It's actually pretty easy to use the Mosin-Nagant. Just find her, aim the rifle at her without even looking down the scope, and then fire. You aim for the chest and fire, and so long as you have the rations/regains to take the hits, you'll do fine.

If you want to avoid the hits, then you have to stay moving, or shoot down the gliders, or watch when she aims the gun at you. When she fires you have like a second to move or you'll get toasted. Sometimes her blast leaves fire, and if you catch flame you should roll, duh!

I mean, compared the Octopus lady, this is an easy and quick fight. The only hard part would be reloading and tracking her down, but even that shouldn't be hard. When her psyche is low, you can find her on a rooftop and shoot her, or just shoot her again, however.

*NOTE: I believe there is a song on the top floor, and you can always search the place in the beauty mode.*


Beauty Mode
-----------

*NOTE: The doll is at the very top, so just run up there and she'll meet you.*

*NOTE: If you have a shotgun and V Rings, use those to better effect. Just hold your sight on her, let her move, and then fire.*

This fight is the same as the last. However, it seems like things actually happen around you, like walls blasting. You need to watch where you back up, as you may fall off. Just keep backing up, after you get the doll up top, and just keep firing away even if you miss.

*****


And there is just one press early in this, what may be the longest scene in any video game ever. So while this was a short played act, it was by no means short in total time.


================
Act 4: Twin Suns
================

Mission Briefing: Ugh, just playing as the Mk III will get you by at this point. Again, up the stairs for a battery and song. Don't forget the items by the chopper. If you waited to get the camera, you will have extra pics if you pick it up now.


Spoiler Treat: Well, read on if you want the surprised spoiled. Yep, you revert back to MGS1, from the Playstation, way back in the year 1998! Yeah, I missed it, but there are no advanced sneaking techniques required, or offered for that matter.

*NOTE: The faster you move in this section, the better.*

Just run up to the steps. The lights will move back and forth, and you can wait for the right light to cross over before you go. You'll run, hopefully not get spotted, and go left; if you do get spotted quickly run to a little alcove you can hide behind (press against the wall). How you can run directly up, and to avoid detection from enemies you need to stay out of their little pie vision on the radar (yes, you can be right in front of them and they will not see you if you're out of that pie). Then go right and there will be a scene with a camera. Just stay under it and go up the steps. Hug the wall to see if a guard is patrolling the upper area, and if not you are free to run straight up to the vent. If there is a guard, which means you took too long, then just hang back and wait for him to go back the way he came and then go to the vent (you press X to crawl).


Snowfield
---------

*NOTE: There are lots of things at the shop, since we didn't really need to visit in the last act.*

Hopefully you have been grabbing some of the batteries during the intermissions because you'll need them here. Turn on the night vision and you can see through the storm. In this area there are a few items around, then move up. Stop before you go into the open because there is a Gekko patrolling. To the right up the ridge is some ammo you probably don't need. Watch the thing's movements because you want to move when it is away and hopefully looking away. When it has it's back turned, run forward to the little rock that is sticking out of the ground. From this cover, just run straight to the path in front of you when the big thing is not looking.


Heliport
--------

Yeah, I didn't play the first game, but even I get the scent of nostalgia in the air. For one, you want to go all around this area in search of items, among with some flashbacks. If you want to move on, avoid the main door and take the stairs to find the vent, just like from the other flashback, and you'll get into the next area.


Tank Hangar
-----------

Well, this vent can work, but I don't know how. You'll crawl and find a song, and when you drop down I guess you either get caught or you don't. You are welcome to try, but there is a better route to get through this without risking alert. Yep, you'll have to go all the way back down this vent. You'll come back to the heliport area, but if you look to the left side of the open door you'll find another vent. Take it, go right, and follow all the way to an opening on the right side of the hangar.

From this ground vent, just watch as the Scarabs roll around. There are three groups on the ground and they roll in a set route. They all go counter- clockwise around the tank. You want to go out after you see the third set roll by, and after you see the third set of green beams. Once those are gone you are free to exit the vent and sneak right. There is a room to stop by, just don't alert the sleeping Scarabs, for two items. Now come to the cracked hangar door nearby. There are just a few laser lines from Scarabs in this tiny hall, and you can use your NV to help you see them. Just avoid the lines and you'll be fine.


Canyon
------

This last part is not that bad. If you want to be real safe, just crawl to the left side and hide in the crawlspace when the Gekko wakes up. There is an iPod song in here, and the rest of the items are missable. Just let the Gekko walk away and then slink to the cracked doorway and crawl under.

*NOTE: You can call Otacon here for a few interesting talks.


Nuclear Warhead Storage BLDG 1F
-------------------------------

Just run up and crawl under the door for a call. Then just plunder all the corners of the area for ammo. In the truck is a niftly little rocket launcher. Go to the door at the north end for a call, then go up the steps to the elevator and use the control panel to call it. Get in and press the buttons.


Nuclear Warhead Storage BLDG B2
-------------------------------

Yep, a trip through memory lane for anyone who played MGS1, but even without having played that game, you should at least get a small sense of what is going on. Anyway, go right for some items and then follow the middle path up to the control room. During the scene, insert the code: 48273, and I only know that because I actually wrote it down.

*NOTE: GameFAQs tells you the following codes give these extra effects:

14893 - 100,000 DP
78925 - iPod song
13462 - iPod song

You can only do one at a time, so if you want both songs, then you'll need to play the game twice.*

After that, you can stop and listen to the voices if you want to, and there are a lot of items to grab in here. Make your way back and a Gekko drops in. However, you want to stay out of sight, so just stay behind cover. Wait for the Gekko to move, takes a second or two, and then send out the Mk III. Send it under the desk and to the end of the room. The switch board is near where the elevator door is, all banged up. Just get near it with the robot and press Tri. to fry the Gekko. Then go up the elevator.

*NOTE: Don't forget to press X to activate the Mk III's camo.*


Nuclear Warhead Storage BLDG 1F
-------------------------------

First, set your magazine (the empty cartidges) to a weapon slot, as well as something to cause sleep (Mk2), and top it off with a powerful rifle or machine gun. As the fight starts, toss an empty clip to where the missiles are and that should draw the Gekko down. Now come up behind it and you want to shoot its legs with the Mk2, hopefully without getting spotted. So you popped its leg and now it's stuck on the ground. Get up to it so that you can see the top of its head, a clear shot at the dome. It should take just a few direct bullets on the dome to kill the thing. Then you are free to move on.


Snowfield & Communications Tower
--------------------------------

Two ammo boxes up ahead, then take the ramp and into the little shack for a lot of items. Then hop on down to the open field.


*****
BOSS: Crying Wolf

Beast Mode
----------

We will cheat our way through this one. First, either snipe or pop the two Frogs to the right, the ones around the truck. Then get under the truck. Now we play the waiting game. Crying Wolf will come to this truck and take some whacks at you, but never send it into an alert. Then she runs away. That is when you turn on the NV, find her, and then snipe her before she snipes you. You should get at least two hits, but try to stretch it out to four if you can. Of course, you are aiming for her, not the suit. You can only attack when she is sniping.

*NOTE: Feel free to hit her 2 or 3 times a pop, then try to hit the little things at her side when she's down. If you are playing lethal, use the DSR-1 and you only need a few hits at her to win.*

And that's about it. There are minute long intervals between her appearances around the truck, and when she howls she is close; she'll actually be far away, but you can see her and she will get closer. You can try to hit the things on her hind legs if you want, but it's hard.

As far as the Frogs, well, that is why we are under this truck. There are just too many and they seem to spot you pretty easily in the snowstorm. By staying under the truck you are just having to keep the two near you down. You can snipe the other ones as you see them, but they don't stop coming.

If you want to venture out and test your luck, good luck. Again, the Frogs can see you pretty easily. You may be able to track down Crying Wolf in the snow, but after one shot, unless all the Frogs are down, they will probably find you. If you are close to the end, watch the wind direction, even the sound waves on the radar, and if you snow is blowing eastward, then you can try to go out and find her for the killing blow, especially if you hit a fight where she doesn't come out much (I've played one where she is walking all over, and then another where she barely made any appearences). If she isn't walking around, maybe she is in between the two buildings.

So to recap: just stay under the truck, you'll have to wait a while for her to show, and then you need to get at least two hits on her when she is sniping you. Keep track of the wind if you venture out so she cannot sniff you.


Beauty Mode
-----------

*NOTE: Just turn around and there is the figure by the wall.*

Again, use a shotgun with V Rings and you'll take her out quick. Just let her move and then shoot. Takes three shots.

*****


You can now comb the battlefield for items, but more importantly you can trigger the various little "flash voices" that should remind you of points from the first game. Mainly, there is a helicopter to the right of the door you need to go through. There are about five of these all around, and no worries about the wolves.

When ready, go in the door, grab the iPod song, hit the funny little scene, and then move on.


Blast Furnace
-------------

This may look intimidating, but it's hella easy. Just run up to along the walkway to the wall. Hug the wall and then shimmy right to another walkway. Walk by the birds and then you should look below you. Wait for the Scarabs to go away and then get to the corner of the railing and the wall. Hang over the rail and drop down, then drop down again and you'll be right next to the door. Your only option is B5.

*NOTE: Though I'm pretty sure there are no Scarabs along the walkways, you can hang over the railings to avoid them.*


Casting Facility South
----------------------

A Gekko in front of you, but tranqs don't seem to work. You can just let the thing walk away and then sneak straight ahead down this left side. If you want ensure many success, toss an empty mag across the room.


Casting Facility North
----------------------

Things get a bit more complicated. There are Gekko at both ends of the "conveyor belt" thing, and them numerous Scarabs watching various spots. For one, you are going to be zig zagging around this room. There are lots of ways to get caught, but if you see an opening, just shoot - just like in football, if you see a hole, pass.

So you're on the left side, right? Well, you need to go right, from the start. Just let the Gekko walk away, sneak to the raised belt, get on, and then sneak to the other side. Get down and then watch for the gang of Scarabs nearby. They just go around the barrels, but they scan a few areas. You can wait behind the barrels if you want, and when the Gekko is looking left or back and the Scarabs are scanning away, sneak to the belt and get on. Quickly crawl into the space on the right side. Should be ammo you don't need.

Okay, so you're to the second half of the room. It's actually much easier. The door is on the right side. You just wait for the Gekko to be walking away. Come out and look to see where the Scarabs are scanning on the ground, and if they are not looking just hop down and head to the doorway. Glance at the Gekko, but if the Scarabs over the doorway are not in the way, just head through the door. Hop down the ladder, grab the ammo if you need it, and leave.

*NOTE: There is a song before you exit, near the exit on the side.*


Underground Base
----------------

*NOTE: If hanging over a railing, you cannot move if a Scarab is near.*

Move up and crawl through the space. There is a Scarab, but he will roll away soon; watch out for those holes in the floor. Okay, so your bail out card is when you're about to be spotted you just press over and Tri. to hang off the side of the railing. You want to wait on the bridge, let the patrolling one to make his way back across the bridge, and then get back up. If you go right and up the stairs there are a bunch of supplies. When ready, and hoping you have moved quick enough to keep the patrolling Scarab out of the picture, you'll notice a Scarab scanning in front of the door. Wait for the beam to look away and then quickly sneak inside the door. If it spots you and you don't care about the alerts, just run forward to the next door. The best thing is to toss a Chaff grenade, which jams electronics, and then run.


Underground Supply Tunnel
-------------------------

*NOTE: When Otacon says "Hop on" look to the left of Snake you may see something straight out of the Dark Side.*


*****
BOSS: Vamp

*NOTE: If you are going lethal, which I don't think it matters either way, but you should also use the shotgun, V rings or whatever.*

This fight is way easy. For one, you better get a shotgun and the V Rings, or I'm pretty sure anything would do, even grenade rounds, but for the sake of us, just use V Rings. Blast him in the face area until his psyche is down. Then run up to him with no weapon equipped and have the syringe in your items menu. When he gets up, get behind him and hold R1 (the CQC button), and you'll grab him. There is either the red knife icon for Tri., or the yellow syringe icon. You want the syringe to end the battle.

*NOTE: When you knock him down, just head for the nearest cover as being open usually means you get hit. Also, feel free to just keep attacking as he is getting up. Doesn't cause a ton of damage, but it's damage.*

As far as his attacks, he has quite a few. You mainly want to avoid his daggers when he is spinning on his knees. He tosses three and you can either hide or just run to the sides. He will also run up to you and when he gets close he does a twirling spin kick, so just rolll away when he is close. When he jumps on debris, watch out for daggers as he jumps. At late in the fight he will just toss daggers as he jumps around, so just be ready to roll.

If you for whatever reason have to keep fighting longer, he loses his psyche faster, or maybe it's just on headshots. Either way, keep blasting and remember: syringe in one hand, nothing in the other, hold down R1 after you down him, and hopefully you get the syringe icon to press Triangle.

*NOTE: You can only snap photos of the three ghosts around REX now, just FYI.*

*****


Now is a defensive fight where every bullet counts. The key is to look down the scope. There is a meter in the sight that tells you the charge level, and when the thing is to 3 you are given a one-shot kill. Just stay down the sights, wait for charge level 3, and fire directly into the Gekkos' heads. Make sure you hit the ones that eventually come from behind, otherwise just stay under REX and wait, you can even check out that cool fight as the gun charges up. There are three items behind REX if you want them, one down a debris path. When the fight between Raiden and Vamp is almost over, so is this sequence. And if you didn't realize, you need to really put the Gekko that have big timers over them as a priority, duh!

One X press after the... passing, during the cutscene - just die already!


The Escape
----------

Okay, so you need to go straight. You can press L1 to aim, and then R1 to fire. You have three weapons you can select using R2, but there is no need to use the other two right now. You just move and shoot, and when you hit a room that is way crowded, just stop and shoot them down. Be sure to fire in bursts or else you'll overheat it. You can shoot the side walkways to knock down the ones on the sides.


Port Area
---------


*****
BOSS: Metal Gear Ray

Okay, this battle can get hectic, but just stay calm. For one, switch to either the laser or the rockets. Here is how you use them both.

Rockets - just hold the sights over the enemy until you have a few locks, and then fire. You can fire at multiple points on his body.

Laser - aim, hold the fire button, and when charged press the fire button to let the beam fly. You have like two seconds of beam to get a hit. This is the main weapon you want to use as you have more room for error. You'll run out of power after a while, so switch to rockets for a while.

Gatling Gun - Only used to shoot down missiles, and quickly switch to after you shoot the laser or the missiles so you can get in more damage.

As far as the fight, well, stay away from him. I found it easy to go to the upper right corner, along the water's edge, and after all the buildings are gone he will not have many places to hide. You just keep the laser pressure on, and when out of power switch to the rockets.

Don't bother ramming him, it won't work. And if he gets you you'll just have to take it and wait until you can move again. He will at some point launch rockets into the air, and then you should try to shoot them down with your gatling gun.

I was able to beat him on the first go, and he beat me up to a sliver of health. So don't give up. And one more time, head to the upper right corner, at the water's edge, and you can just camp here. You need to quickly and efficiently switch guns, but if he gets in the loop of jumping at the opposite end of the pier, you can laser, then missile, and then machine gun him over and over until victory.

*****


==============
Act 5: Old Sun
==============

Mission Briefing: Just a few X presses and an L1. No running around in the Mk III this time, although, you can move around the projection screen.


Ship Bow
--------

*NOTE: Easily the toughest part of the game. Get ready for your skills to be put to the test.*

First, there is a little hatch nearby that you can hide in. Crawl along for a song and an RPG. Make sure your Solid Eye is on before you come back up from either end. Now you have a choice to make, and it depends on what you've been doing all game. You can try your hand at sneaking, usually ending in many, many deaths. Or you could actually just run straight to the door and it will work, maybe.

The sneaking path is a bit risky, but you're already on Caution, so you can take some gambles. After you pop up, I advise you take out any Frogs way high up in the towers. Then if there are any others a good distance from you, pop them asleep. Now play cat and mouse with the others nearby and put them out. You can go down the right side, up the middle, or use the various ladders and walkways. The right side has a choke-off point and has a more difficult end. The middle offers you almost no solid way to get to the end. And the ladders and walkways are all just dead ends, so there is no point.

The best way is to go up the left side. When you hit a column, just hide and take out the Frogs either later or just jump out. You can't be too close, but you want them asleep. If you want to let them pass and sneak up behind them, that works too. There are three, and once they are gone make sure the coast is clear and move up to some cover. There are about three more before you hit Gekko territory. You may only see one, but either way just put them to sleep and then go left behind a round container.

By this time a Gekko or two have arrived and are patrolling the area in front of the door you need to get in. But stay behind this round thing. Hug it and slide between the crates to get past. Slink over to a column when the Gekko isn't looking, but also watch out for the two Frogs that drop in front of you. You can hide behind the round container and be mostly safe. You need to get both of these bad girls to sleep. Now go to the end and then take cover from the doorway; there should be just a tiny little sliver of wall along the right side you can hide behind. A Gekko drops in front of the door, but give it some time and your allies will take him out. But the others are still around.

You have two options: either run to the door and open it under fire, or try to avoid any detection. You could try to toss a magazine clip, a grenade, the Mk III, or whatever to distract the thing, or things. You could even peek around and try to nail them with the rail gun. You could even try to just go for the door when they aren't looking. Either way, you need to get to the door, tap Tri. to open it, and then slip inside. There are items to grab and then step on the elevator to go down.


Command Center
--------------

You have three waves of enemies. First you get out your Mk2 and start popping a few enemies in one direction, then get up and hide among the desks. Pop the rest down here. The second wave is above you on the catwalks, so pop them with headshots. The last wave is just like the first.


*****
BOSS: Screaming Mantis

Beast Mode
----------

Okay, the hardest boss fight, maybe. For one, there are going to be a few weird happenings, but you can't really change controller slots, so nothing that weird. As for fighting her, you need to use the syringe, just like the last battle. That frees you from her control. Now you need to try and knock that blue doll from her right side with a lethal gun, such as the M4. Then repeat for the red doll, or get the red one first. You'll have to blast Meryl out of the way, I say use a V Ring shotgun.

So you have both dolls, now what to do? Well, the only thing that works is the red doll. Just equip the red doll and shoot. When you hit hold L1 and then shake the controller back and forth. Just keep it up, maybe dodge her daggers, and that's it. Don't worry about a lethal kill. The red doll saps both health and psyche, and there is no other way to damage her. If you hold L1 and just move the controller up and down with force, you could wipe out her health in one hit.

*NOTE: When and if you see the screen go to Hideo 2, you can actually change controller ports by pressing the PS button, then call Otacon.*


Beauty Mode
-----------

*NOTE: The doll is down the north hall. You grab it and roll past her.*

Again, just blast her with V Rings. I guess too late I realized they only dodge as you press. Eh, you'll get by.

*****


*****
BOSS: Psycho Mantis

Yeah, I didn't play the first game, but I get the joke here. You should get a few good laughs from the X presses anyway. And yes, your controller changes his response. Good joke, even for this late phase of the game where long-winded cheese is the norm. This next cutscene is proof enough.

*NOTE: Press L1 after he leaves to see someone on the walkway. It's The Sorrow from MGS3.*

*****


Missile Hangar
--------------

Just run forward. Some X presses in the cutscene. If you were expecting someone to say "Ask us the sex question again," or "Where's the rum?" then you are not alone - and shouldn't they be in a sand castle of bodies too?

Anyway, once you're back with Snake, all you can do is roll past all the Scarabs and just keep rolling. You only need to roll when you hit a big group or when one is on you. No need to stop and you can roll right into the items.


Microwave Corridor
------------------

Kentucky Fried Snake. Just move forward and keep a watch on the upper half of the screen. After that it becomes a real test of endurance as you must keep pressing the Triangle button, and keep pressing it quickly. You'll be hurtin', but you get the long end of the stick. You'll live. No worries of health either, FYI.

Just a thought, but I believe there are no more female humans left on earth. Never mind me, enjoy the scene.


*****
BOSS: Liquid Ocelot

*NOTE: Pressing SELECT is not only the controls, it's the only way to pause the game now. Take note of the strong punch and the dash.*

Phase 1 - I have a flawless tactic for this one. Well, you may have troubles getting this first part down. The first thing to do is knock him down. Then run up to him as he is on the ground. As he is rising, dash backward, and when he stands he will dash into you. As he is dashing start mashing the R1 button. Repeat with no health lost.

Many people point out that you can run into the edges and let him attack but it won't hurt you. It works, but so does my way.

*NOTE: If you need help downing him the first time, for whatever reason, just apply the same tactics as if he was on the ground, dodge back, attack, and then you're good.*

*NOTE: Holding R1 will send him into a choke hold after you've grabbed him. Also, if you do grab him, just hold R1 until you see the Triangle button down low, then press it.*

Phase 2 - It will sound crazy, but keep the same tactic in place for this fight. Just keep dodging back and then just attack. Oddly enough, it usually works. Be careful of his big wind up punch as a few of those will kill you; try L1 or even dodging to the right, very little else works. But yeah, dodge backward and just attack, very similar to the first phase. I'm not sure how, but it worked for me. He does dash a bit in this form, not often, but you know what to do when he does.

*NOTE: By taking less damage in the first two fights, you'll have a good bit of health for this last fight, which is basically the end of the game. If you have managed to disregard my advice and have been losing health, you don't have much room for error.*

Phase 3 - Okay, this is where 75% of the players of this game have quit. You don't have to. First, let us clear out what need to be done during holds: "L" need to be flicked back and forth as fast a you can, "R1" is just a press, and Triangle is usually your big hit, missing Tri. is usually bad too.

When you hear "Take this!" that means to back up, but you must lure him into spending his grab without getting you. To do this you need to get close, but not too close and then dash away and hopefully he will grab at air, and after he does you are free to go. Each time he does this though, back off. If he does get you, flick L and then press Tri.

Now for the damaging him part. After he uses the "Take this!" grab, go up to him with L1 pressed down. Let him punch into you, then either hold R1 or start mashing it. Holding means you want to grab him and drain his stamina. Mashing means you want to just lay into his health. Choking his stamina to zero will mean any more choke inflicts damage, but the meter fills up to one bar very quickly. It is the best way, but not the fastest. Either way you just need to get his health to about a third and then punch to end the fight.

*NOTE: I know that during your combo you see a Tri. press pop up, but I've never hit it.*

If he does his super cheap headbutt, just take it and then go back with L1 pressed, let him do his one-two, and then do your hold/attack.

If you just can't wrap your head around fighting him here, then feel free to use the edges to your advantage, especially to avoid his "take this!" attack.

Phase 4 - Well, you've beaten the game at this point. Just senile-ily tap the R1 button for game. You don't have to stop during the scenes either, and you can stop after the biggest hit.

*NOTE: Trust me, this fight would have probably halted the game for you without my help. I'm just so awesome like that (I almost stopped playing until I stumbled upon finding all of this in one go - divine intervention?).*

*****


Epilogue: Naked Sin
-------------------

Eh, just watch. Like seriously, it's a good time for diner. Oh heck, just get a snack, you're gonna be here for a while. What should come as a surprise to no one, it's about an hour, yep, an hour.

"Oh, they're alive."
"Ooo, pretty hat."
"Look, it's Ving Rames!"
"Look, it's Elian Gonzalez!"
"Look, it's Lindsay Lohan!"
Press START
"Wait a second! This guy doesn't have crazy monkey feet!"
"Hey look, it's that surprise twist everyone saw coming, months ago!"
Press START
"Hmm, an interesting twist."
An X press
"DEUS EX MACHINA!"
"Lindsay needs to lay off the smokes."
And 30 minutes later MGS4 is over.
Well, not really.


Debriefing: Naked Son
---------------------

An X press
"Where are these people coming from?"
"DEUS EX MACHINA AGAIN!"
Another X
"Do these people even listen to themselves as they speak?"
More X's, then more
"Just end already! Stop talking, you!"
Another 30 minutes later (all of which I expect back at some point), the game
finally ends.

Okay, so counting the credits and the end of those, we go well over an hour. In fact, we are at an hour and ten minutes from the end of gameplay. Wow. Gotta do it too so you can save all the stuff you unlock, if anything. You could have skipped and then played the ending scenes from the save earlier too, if you were in a rush.

Well, Lord of the Rings is off the hook for having the longest ending. My goodness, in Grand Theft Auto 4 he just walked away. Oh well, it was a good story... well, it was a story at least.

I think the next game will be really great! Oh wait...



*****************************************************************************
* 5. Combat *
*****************************************************************************

There are two ways to play this game, combat or stealth. We will cover stealth in the next section. The only reason to play combat is if you want to bypass the thinking portion of this game and just do whatever works to advance. True, even stealth players have a few spots where they must fight, but most of your lethal fighting is done when you ignore the stealth route. So playing stealth means you really won't use much of this stuff.


Close Quarters Combat (CQC)
---------------------------

CQC is just that, fighting up close. You can either punch or grab, and if you have a weapon in hand you have a few more options.


Basic grab - just sneak up behind an enemy without a gun and hold R1. You can have pistols and other one-handed weapons, but two-handed guns will knock over the enemy. You can't hold them forever, but you have some time.

Toss without grabbing - just press to the side with the LS and press R1.

Knock away gun - press R1 and then let go as you are grabbing.

Moves after you grab:

Choke - keep holding R1.

Throw - same as above, move the LS and press R1.

Special move - if you have the syringe or scanning plugs you can press
Triangle to use that item, and the basic press is to cut
their throat.

Meat shield - press L1 and you can aim while holding the guy if you
have a one-handed gun.

Drag - you can move with the LS and then use a move.


Gun Combat
----------

There isn't much to say. The gunplay can be standard GTA, Gears, and RE4 with the over-the-shoulder aiming. You can also press Triangle to aim in first person. FPS aiming is your best friend for long distances, and you want the enemy where the little target is, not over it or under.

Of course, aim for heads, even if you are using a sleeping gun. Enemies cannot determine who is shooting them when you are far away as you fire. So there is a balance between aiming and distance.

Though you aren't trying for stealth, you want to stay behind cover all the time. Pretty much if the enemies do not find you, you are free to fire at will. You can press L1 while against a wall to aim from behind cover and remain somewhat hidden. But probably the most effective tactic for shooting and staying hidden is the crawling shot because enemies will rarely see you unless they are right over you.

The last thing is that you need to help the rebels when you can during the first two acts. Not only does this mean you have allies fighting the enemies, but you can also move freely. Just let them know you are helping them, which means helping them when they can see you. This is easy when going full scale to war, but it's only slightly tougher when sneaking.

One parting thought: aggressive gun play is always best. Don't sit back and wait for the perfect shot. You have to get out there and stick your neck out just a bit and not play to not lose. This is the way to beat the last sneaking portion in this game, so it just proves that perhaps the best stealth is aggressive gun play.



*****************************************************************************
* 6. Stealth *
*****************************************************************************

New Toys
--------

There are four main new additions to the stealth gameplay. The Mk II is overkill, but you have it.

OctoCamo - The best new addition. Press against a surface or lie down and your suit takes on the pattern. So long as you stay in front of or on top of that pattern, you will be harder to see. You reduce this camo by moving, standing, or getting in front of a new surface.

Threat Ring - On top of your radar you get this useful "instinct." Just lie down or crouch and in a few seconds a ghostly ring appears around Snake. If it's smooth then there are no threats around you. If there are humps then you need to avoid those threats. A big hump means someone is either nearby or they know you are there. Small humps mean enemies are around. Don't confuse some of the humps for small animals. As far as normal difficulty, the animals have no effect on your game, but that could be different on harder modes.

Solid Eye - Putting this one allows your radar to appear, and if you combo the radar with the threat ring you will have your surroundings in order. The eye has three modes: binos, night vision, and normal. You never need binos. NV not only allows sight in dark places, it also seems to double as a thermal vision, which makes it even useful in the daylight, all at the cost of eating up battery life. The eye sorta acts like the helmet from the GRAW games in that it helps you see things on the field. Mainly you can see items and the disposition of the people/things by the color of their names.

Mk II - A nifty little robot that isn't entirely needed. He would mainly be used to scout the field, but you have two easier to use things in the eye and ring that help you see the field. He can pick up items for you, tap on walls to distract enemies, shock enemies, and he has camo like you (press X). He eats up a lot of battery life with movement, and when you're done using him just select another item and he will be fine.


Blending In
-----------

For this game you should know that the enemies can potential detect you through any of these factors: seeing you, hearing you, or even smelling you. Here are some basic pointers for staying hidden in all three.

Sight - There is a camo % in the upper right corner of your screen. This tells you how well you are blended into a part of your surroundings. This is mainly affected by the use of your OctoCamo. Simply press up against a wall or lie down and your suit will do its best to copy the pattern. 75% is really good, and anything above means you can usually be on the ground, still, and an enemy can walk right by you and usually not see you; of course nothing is certain. And staying in the shadows not only helps reduce your psyche lose, it also helps you stay hidden.

You have several techniques to help you remain hidden as well. The first is the wall press, where you just press Triangle against a wall and you stick to it. Another move to hang off edges, like on a bridge as the enemy goes by. Going up ladders can help too

The last thing is your position. Lying down is the best way to stay unseen, and you should only stand if you know no one can see you. Crouching is good when you are playing aggressive and still want to stay unseen.

Sound - Well, never run or let your footsteps be heard. This means you must crawl, crouch and move, or stand and lightly press the LS so you walk, but even this is risky.

Sound can even be your ally. Use the Mk II to go across the room and have it tap the wall to lure the enemy away, or toss an empty magazine clip (which is a weapon you have to start). You can also tap walls with a Tri. press, but there aren't many times to do so.

Smell - Well, all you can do is stay down wind. But honestly, there is just one spot where this is key, and that is a boss battle with the wolf sniper. There is a wind icon where you camo % is, but again, no big deal for the majority of the game.


Stealth By Combat
-----------------

Okay, so the first rule of stealth is to make sure you don't stand out in the environment. However, your only remaining hidden because there are enemies around you. So doesn't it make sense that the best way to remain hidden is to eliminate the things that can see you?

Carrying over from the previous section about combat, the best defense in this game is aggressive combat. Stealth is usually tied with not killing anyone, so you'll have to use the Mk2, V Rings in the shotgun, Mosin-Nagant, or one of the blue colored explosives.

It's quite simple: sneak up toward an enemy, get a quick feel for his patrol route, and then put him to sleep. Has his buddy come to wake him up? Put him out as well. Of course you need to aim for headshots or else you could cause them to call HQ for backup. Headshots with sleeping guns cause instant sleep, whereas a body shot takes a few seconds, a few seconds to get an alert. Of course you are trying to stay stealthy, so unlike pure combat you may want to hide the bodies, especially if you're going to be in this area for a while.

*NOTE: Hiding bodies isn't like past games. The areas are small and I can only think of one spot, early on, where you need to hide a body in a locker.*

The most advanced form of "stealth by combat" is aggressive style. You just lightly sneak around and go for the "sleep shot" first rather than sneak to set up the shot. It's not "run and gun," it's just not waffling around as much to stay hidden.

You should naturally learn this by having to play areas over and over. It's the classic "I'm not taking my time, I already know where every bad guy is" approach to gaming.

To sum it up, you probably would go pure stealth, the slow, methodical approach in your first playthrough, but in your second run you already know what to expect and you have no patience, so you will remain unseen, just not as slowly as before. That is stealth by combat, when you take the stealth to the enemies.



*****************************************************************************
* 7. Weapons *
*****************************************************************************

This game is kinda, sniper rifle, Mk2, shotgun, or bust as far as weapons. The extra guns are nice, but none are really needed at all. The rifles are okay early in the game, but aside from guns not being needed much at all, the game is very slim on chances to use guns.


=============
Given Weapons
=============

Really the best guns you are given. And you can get through pretty much all of the game with the Mk2 alone.

-----
Stun Knife - You have this at the start. Just hold L1 and then press R2 to stun an enemy. Use R1 for just a knife, which is deadly.
-----

-----
Name - AK-102; given toward the start.
Cost - 0 DP
Clip size - 30
Ammo - 5.56mm
Type - lethal
Ranks:
Damage - D
Range - E
Piercing - C
Recoil - C
Reload Time - B
Auto-Aim - D
-----

-----
Name - Mk2 Pistol
Cost - 0 DP
Clip size - 10
Ammo - Anesthetic (.22)
Type - Sleeping
Ranks:
Damage - D
Range - /
Piercing - E
Recoil - S
Reload Time - A
Auto-Aim - B
-----

-----
Name - Operator
Cost - 0 DP
Clip size - 7
Ammo - .45ACP
Type - lethal
Ranks:
Damage - D
Range - C
Piercing - E
Recoil - B
Reload Time - S
Auto-Aim - B
-----

-----
Name - M4 Custom
Cost - 0 DP (given to you by Drebin)
Clip size - 30
Ammo - 5.56x45mm
Type - lethal
Ranks:
Damage - D
Range - E
Piercing - C
Recoil - C
Reload Time - B
Auto-Aim - D
-----

-----
Name - Vz. 83
Cost - 0 DP (given during the act 3 escape)
Clip size - 20
Ammo - 9x18mm
Type - lethal, crap
Ranks:
Damage - D
Range - D
Piercing - E
Recoil - B
Reload Time - B
Auto-Aim - S
-----

-----
Name - MGL-140
Cost - 0 DP (reward for beating Raging Raven)
Clip size - 6
Ammo - 40mm G.
Type - lethal/non, useful for no health item people on a second round
Ranks:
Damage - A
Range - S
Piercing - /
Recoil - E
Reload Time - E
Auto-Aim - /
-----

-----
Name - Rail Gun
Cost - 0 DP (given after Crying Wolf battle)
Clip size - 40
Ammo - Rail gun ammo, duh
Type - lethal, very
Ranks:
Damage - S
Range - S
Piercing - S
Recoil - C
Reload Time - D
Auto-Aim - /
-----


=======
Pistols
=======

Never used anything but the Mk2. You would think the Operator is the killing counterpart to the Mk2, but it doesn't kill Frogs and most PMC's with a headshot, so you're better off using the Mk2 no matter what.

-----
Name - PMM
Cost - 3500 DP
Clip size - 12
Ammo - 9x18mm
Type - Lethal
Ranks:
Damage - D
Range - D
Piercing - E
Recoil - A
Reload Time - S
Auto-Aim - B
-----

-----
Name - GSR
Cost - 0 DP (found in the safe house in act 1)
Clip size - 8
Ammo - .45ACP
Type - lethal
Ranks:
Damage - D
Range - C
Piercing - E
Recoil - B
Reload Time - S
Auto-Aim - B
-----

-----
Name - PSS (found in act 1, in a locker in the sniper room)
Cost - 5000 DP
Clip size - 6
Ammo - 7.62x42mm
Type - lethal
Ranks:
Damage - D
Range - D
Piercing - C
Recoil - A
Reload Time - S
Auto-Aim - B
-----

-----
Name - Five Seven
Cost - 0 DP (found during Frog battle in act 1)
Clip size - 20
Ammo - 5.7x28mm
Type - lethal
Ranks:
Damage - D
Range - D
Piercing - B
Recoil - B
Reload Time - S
Auto-Aim - B
-----

-----
Name - G18C
Cost - 6400 DP
Clip size - 33
Ammo - 9x19mm
Type - lethal
Ranks:
Damage - D
Range - D
Piercing - C
Recoil - C
Reload Time - S
Auto-Aim - B
-----

-----
Name - Desert Eagle
Cost - 16,000 DP
Clip size - 7
Ammo - .50AE
Type - lethal
Ranks:
Damage - C
Range - A
Piercing - E
Recoil - D
Reload Time - S
Auto-Aim - B
-----

-----
Name - Mk. 23
Cost - 0 DP (found under the truck at the heliport in act 4)
Clip size - 12
Ammo - .45ACP
Type - lethal
Ranks:
Damage - D
Range - C
Piercing - E
Recoil - B
Reload Time - S
Auto-Aim - A
-----


===============
Submachine Guns
===============

The P90 is okay, but it still isn't needed much at all.

-----
Name - M10
Cost - 3000 DP
Clip size - 30
Ammo - .45ACP
Type - Lethal
Ranks:
Damage - D
Range - C
Piercing - E
Recoil - B
Reload Time - B
Auto-Aim - B
-----

-----
Name - MP7
Cost - 3500 DP
Clip size - 20
Ammo - 4.6x30mm
Type - lethal
Ranks:
Damage - E
Range - E
Piercing - B
Recoil - A
Reload Time - B
Auto-Aim - A
-----

-----
Name - P90
Cost - 0 DP (picked up during Frog battle in act 1)
Clip size - 50
Ammo - 5.7x28mm
Type - lethal
Ranks:
Damage - D
Range - D
Piercing - B
Recoil - B
Reload Time - B
Auto-Aim - B
-----

-----
Name - BIZON
Cost - 7000 DP
Clip size - 64
Ammo - 9x18mm
Type - lethal
Ranks:
Damage - D
Range - D
Piercing - E
Recoil - B
Reload Time - B
Auto-Aim - A
-----

-----
Name - MP5SD2
Cost - 15,000 DP
Clip size - 30
Ammo - 9x19mm
Type - lethal, but silenced too!Shhsh!
Ranks:
Damage - E
Range - D
Piercing - E
Recoil - B
Reload Time - C
Auto-Aim - B
-----


======
Rifles
======

Not sure why you would use any of these. You can upgrade the M4 you are given
from Drebin.

-----
Name - Mk. 17
Cost - 0 DP (found easily off any PMC in act 1)
Clip size - 20
Ammo - 7.62mm
Type - lethal
Ranks:
Damage - C
Range - C
Piercing - C
Recoil - C
Reload Time - B
Auto-Aim - D
-----

-----
Name - G3A3
Cost - 0 DP (found in rebel village of act 2)
Clip size - 20
Ammo - 7.62X51mm
Type - lethal
Ranks:
Damage - C
Range - C
Piercing - C
Recoil - C
Reload Time - C
Auto-Aim - E
-----

-----
Name - XM8
Cost - 0 DP (found next to the Javelin in the rebel path of the power station)
Clip size - 30
Ammo - 5.56x45mm
Type - lethal
Ranks:
Damage - D
Range - E
Piercing - C
Recoil - C
Reload Time - B
Auto-Aim - D
-----

-----
Name - AN94
Cost - 4000 DP
Clip size - 30
Ammo - 5.45x39mm
Type - lethal
Ranks:
Damage - D
Range - E
Piercing - C
Recoil - B
Reload Time - B
Auto-Aim - D
-----

-----
Name - FAL Carbine
Cost - 3600 DP
Clip size - 20
Ammo - 7.62mm
Type - lethal
Ranks:
Damage - C
Range - C
Piercing - C
Recoil - C
Reload Time - B
Auto-Aim - D
-----

-----
Name - Tanegashima
Cost - 1,000,000 DP
Clip size - 1
Ammo - Lead Ball
Type - Lethal, and crappy, but chance for a big drop of items from enemies!yeah!
Ranks:
Damage - C
Range - B
Piercing - E
Recoil - B
Reload Time - E
Auto-Aim - D
-----


=============
Sniper Rifles
=============

These are all great as long range is your best weapon. It's VSS for you quiet killers, and Mosin-Nagant for you no killers.

-----
Name - M14EBR
Cost - 9000 DP
Clip size - 20
Ammo - 7.62X51mm
Type - lethal
Ranks:
Damage - C
Range - C
Piercing - B
Recoil - D
Reload Time - B
Auto-Aim - /
-----

-----
Name - DSR-1
Cost - 20,000 DP
Clip size - 5
Ammo - 7.62x67mm
Type - lethal
Ranks:
Damage - B
Range - A
Piercing - A
Recoil - D
Reload Time - C
Auto-Aim - /
-----

-----
Name - Mosin-Nagant
Cost - 60,000 DP
Clip size - 5
Ammo - Anesthetic (7.62mm)
Type - sleeping
Ranks:
Damage - B
Range - A
Piercing - E
Recoil - D
Reload Time - B
Auto-Aim - /
-----

-----
Name - SVD
Cost - 0 DP (found in barn of rebel village at the start of act 2)
Clip size - 10
Ammo - 7.62x65R
Type - lethal
Ranks:
Damage - C
Range - B
Piercing - A
Recoil - E
Reload Time - B
Auto-Aim - /
-----

-----
Name - M82A2
Cost - 2000,000 DP
Clip size - 10
Ammo - .50BMR
Type - lethal, very
Ranks:
Damage - S
Range - S
Piercing - S
Recoil - E
Reload Time - B
Auto-Aim - /
-----

-----
Name - VSS
Cost - 0 DP (found in the northern area of the confinement facility, reached
via the rock path or just staying to the road; it's in a room with a
hole in it)
Clip size - 10
Ammo - 9x39mm
Type - lethal, and the best lethal, silenced sniper rifle
Ranks:
Damage - D
Range - D
Piercing - A
Recoil - D
Reload Time - B
Auto-Aim - /
-----


========
Shotguns
========

The Twin Barrel is one handed, and that's it's only use. The SAIGA is your best option here.

-----
Name - M870 Custom
Cost - 30,000 DP (also found in act 2 confinement facility)
Clip size - 4 + 1
Ammo - 00 Buck
Type - Lethal/stun
Ranks:
Damage - B
Range - S
Piercing - B
Recoil - D
Reload Time - E
Auto-Aim - C
-----

-----
Name - Twin Barrel
Cost - 0 DP
Clip size - 2
Ammo - 12GA (00 Buck)
Type - Lethal/stun
Ranks:
Damage - B
Range - S
Piercing - B
Recoil - E
Reload Time - A
Auto-Aim - C
-----

-----
Name - SAIGA12
Cost - 40,000 DP
Clip size - 8
Ammo - 12GA (00 Buck)
Type - Lethal/stun
Ranks:
Damage - B
Range - S
Piercing - B
Recoil - D
Reload Time - B
Auto-Aim - C
-----


============
Machine Guns
============

It's Mk. 46 or bust, but the rest are okay.

-----
Name - HK21E
Cost - 6000 DP
Clip size - 100
Ammo - 7.62x51mm
Type - lethal
Ranks:
Damage - C
Range - C
Piercing - C
Recoil - C
Reload Time - D
Auto-Aim - E
-----

-----
Name - M60E4
Cost - 10,000 DP (can be picked up from fallen enemies in act 2)
Clip size - 200
Ammo - 7.62x51mm
Type - lethal
Ranks:
Damage - C
Range - C
Piercing - C
Recoil - C
Reload Time - E
Auto-Aim - E
-----

-----
Name - PKM
Cost - 0 DP (found from dead rebels during the power station fight in act 2)
Clip size - 100
Ammo - 7.62x54R
Type - lethal
Ranks:
Damage - C
Range - B
Piercing - C
Recoil - D
Reload Time - E
Auto-Aim - E
-----

-----
Name - Mk. 46 MOD1
Cost - 7200 DP
Clip size - 100
Ammo - 5.56x45mm
Type - lethal
Ranks:
Damage - D
Range - B
Piercing - C
Recoil - C
Reload Time - E
Auto-Aim - D
-----


==================
Rockets / Big Guns
==================

Not much use for anything but the RPG-7, as the rocket guns can only be fired outdoors and you're indoors for the end of the game.

-----
Name - RPG-7
Cost - DP
Clip size - 1
Ammo - RPG
Type - lethal
Ranks:
Damage - S
Range - S
Piercing - /
Recoil - E
Reload Time - B
Auto-Aim - /
-----

-----
Name - XM25
Cost - 80,000 DP
Clip size - 6
Ammo - 25mm ABG
Type - lethal
Ranks:
Damage - A
Range - S
Piercing - /
Recoil - E
Reload Time - B
Auto-Aim - /
-----

-----
Name - M72A3
Cost - 40,000 DP
Clip size - 1
Ammo - M72A3
Type - lethal
Ranks:
Damage - A
Range - S
Piercing - /
Recoil - D
Reload Time - A
Auto-Aim - /
-----

-----
Name - Javelin
Cost - 150,000 DP (found in the rebel path of the power station area in act 2)
Clip size - 1
Ammo - Javelin
Type - lethal
Ranks:
Damage - S
Range - S
Piercing - /
Recoil - E
Reload Time - B
Auto-Aim - /
-----

-----
Name - FIM-92A
Cost - 0 DP (found by crossing the wires of the towers at the power station in
act 2)
Clip size - 1
Ammo - FIM
Type - lethal
Ranks:
Damage -
Range -
Piercing -
Recoil -
Reload Time -
Auto-Aim -
-----


==========
Explosives
==========

The chaff is the only useful thing here. The rest you will force yourself to use.

-----
Name - Grenade
Cost - 120 DP
Type - Lethal, very
Ranks:
Damage - A
Range - S
-----

-----
Name - Petro Bomb
Cost - 100 DP
Type - Same as a WP grenade, this is just a molotov
-----

-----
Name - WP G.
Cost - 110 DP
Type - An incendiary grenade, which is fire
-----

-----
Name - Stun G.
Cost - 120 DP
Type - Stun
-----

-----
Name - Smoke G.
Cost - 100 DP
Type - Just provides cover for you, use NV to see through it
-----

-----
Name - Chaff G.
Cost - 0 DP (can only be found)
Type - It jams electronics, good for Gekko and getting past Scarabs
-----

-----
Name - Claymore
Cost - 300 DP
Type - Placed lethal mine
Ranks:
Damage - A
Range - S
-----

-----
Name - S.G. Mine
Cost - 300 DP
Type - Placed sleep mine
Ranks:
Damage - S
Range -
-----

-----
Name - C4
Cost - 400 DP
Type - Placed, detonation (press O after you place it to use it)
Ranks:
Damage - S
Range - S
-----

-----
Name - S.G. Satchel
Cost - 400 DP
Type - Placed, detonation, sleep
Ranks:
Damage - S
Range -
-----


==========
Ammunition
==========

+++++++++++++++++
Non Lethal Rounds
+++++++++++++++++

-----
Name - Anesthetic (.22)
Cost - 30 DP
Guns - Mk2
-----

-----
Name - Anesthetic (7.62mm)
Cost - 40 DP
Guns - Mosin-Nagant
-----

-----
Name - V. Ring
Cost - 50 DP
Guns - SAIGA 12, M870 Custom, Masterkey
-----

-----
Name - 40mm (Stun G.)
Cost - 130 DP
Guns - XM320, MGL-140
-----

-----
Name - 40mm (Smoke G.)
Cost - 100 DP
Guns - XM320, MGL-140
-----


+++++++++++++
Lethal Rounds
+++++++++++++

-----
Name - 9x23mm
Cost - 50 DP
Guns - Race Gun
-----

-----
Name - .45ACP
Cost - 20 DP
Guns - GSR, Operator, M10
-----

-----
Name - 4.6x30mm
Cost - 10 DP
Guns - MP7
-----

-----
Name - 5.56x45mm
Cost - 15 DP
Guns - M4 Custom, AK 102, XM8
-----

-----
Name - 5.7x28mm
Cost - 30 DP
Guns - P90, Five Seven
-----

-----
Name - 7.62x42mm
Cost - 30 DP
Guns - PSS
-----

-----
Name - 7.62x51mm
Cost - 30 DP
Guns - G3A3, MK. 17, M60E4, M14EBR
-----

-----
Name - 7.62x54R
Cost - 40 DP
Guns - SVD, PKM
-----

-----
Name - 7.62x67mm
Cost - 50 DP
Guns - DSR-1
-----

-----
Name - 9x18mm
Cost - 10 DP
Guns - Vz. 83, PMM
-----

-----
Name - 9x39mm
Cost - 40 DP
Guns - VSS
-----

-----
Name - Rail Gun ammo
Cost - 200 DP
Guns - Rail Gun
-----

-----
Name - 00 Buck
Cost - 50 DP
Guns - SAIGA 12, M870 Custom, Masterkey
-----

-----
Name - Slug
Cost - 60 DP
Guns - SAIGA 12, M870 Custom, Masterkey
-----

-----
Name - 40mm (Grenade)
Cost - 130 DP
Guns - XM320, MGL-140
-----

-----
Name - 40mm (WP G.)
Cost - 120 DP
Guns - XM320, MGL-140
-----

-----
Name - RPG-7 ammo
Cost - 250 DP
Guns - RPG-7
-----

-----
Name - M72A3
Cost - 200 DP
Guns - M72A3
-----

-----
Name - Javelin
Cost - 350 DP
Guns - Javelin
-----

-----
Name - FIM-92A
Cost - 300 DP
Guns - FIM-92A
-----


============
Custom Parts
============

++++++++++++
Attachements
++++++++++++

Just add to the guns to give them more options.

-----
Name - Masterkey
Cost - 30,000 DP (can be found from fallen enemies when assaulting the Vista
mansion in act 2)
Ammo - 12GA (00 Buck)
Gun Attached to - M4 Custom
Ranks:
Damage - B
Range - S
Piercing - B
Recoil - E
Reload Time - /
Auto-Aim - C
-----

-----
Name - GP30
Cost - 30,000 DP (found after Akiba removes the lasers, roll over the hole in
act 1)
Ammo - 40mm G. (GP30)
Gun Attached to - AK-102
Ranks:
Damage - A
Range - S
Piercing - /
Recoil - E
Reload Time - /
Auto-Aim - /
-----

-----
Name - XM320
Cost - 60,000 DP (can be found from fallen enemies when assaulting the Vista
mansion in act 2)
Ammo - 40mm G.
Gun Attached to - M4 Custom
Ranks:
Damage - A
Range - S
Piercing - /
Recoil - E
Reload Time - /
Auto-Aim - /
-----


+++++++++++
Suppressors
+++++++++++

Limited uses, cheap, silence your guns, but still not much use.

-----
Name - Sup. (Op)
Cost - 200 DP
Gun - Operator
-----

-----
Name - Sup. (M4) (found in a locker in Millenium Park of act 1)
Cost - 200 DP
Gun - M4 Custom
-----

-----
Name - Sup. (P90)
Cost - 200 DP
Gun - P90
-----

-----
Name - Sup. (M14)
Cost - 200 DP
Gun - M14EBR
-----

-----
Name - Sup. (Mk.23)
Cost - 0 DP (found in the lower right room in the tank hangar of act 4)
Gun - Mk.23
-----


+++++++++++++++
Sights & Scopes
+++++++++++++++

The scope and laser sights are okay.

-----
Name - Scope
Cost - 35,000 DP (can be found by crossing wire towers in the power station)
Gun - M4, MP7, Mk.17, M870
-----

-----
Name - Laser Sight (found in the locker in the sniper room in act 1)
Cost - 30,000 DP
Gun - Mk.17, M4, M14EBR
-----

-----
Name - Handgun Flashlight
Cost - 3000 DP
Gun - GSR, Operator
-----

-----
Name - Rifle Flashlight
Cost - 7000 DP
Gun - Mk.17, M4, M14EBR
-----

-----
Name - Dot Sight (MP7)
Cost - 16,000 DP
Gun - MP7
-----


+++++
Grips
+++++

Just two to choose from, so choose wisely.

-----
Name - Force Grip A
Cost - 2500 DP
Gun - Mk.17, M4
-----

-----
Name - Force Grip B
Cost - 2500 DP
Gun - Mk.17, M4
-----



*****************************************************************************
* 8. Items *
*****************************************************************************

Health Items
------------

Ration - Restores about half of your health.

Noodles - Full life and some psyche restoration.

Compress - Restores psyche.

Muna - Helps restore psyche when equipped. Found in act 2 in the shack the rebels open if you help them, and behind the Vista Mansion.

Regain - Restores life and psyche.

Pentazemin - Improves accuracy while aiming; good for sniping.


Sneaking Items
--------------

Solid Eye - Has three modes. Normal means you get the radar and you see items and enemy info; binos means you can zoom with the d pad; and night vision (NV) allows you to see in the dark and have some thermal detection. All chew up battery life, NV more than the others.

Mk II (III) - Can scout the field, retrieve weapons, shock enemies, tap on walls to distract guards, and can disarm traps. Eats up battery life and has a limited range.

Cardboard Box - Just hide in it and maybe the enemies won't see you. There really is no need for this, just a classic item that had to be thrown in the mix. You can get in this and be still to restore psyche faster.

Drum Can - More useful than the box, but the box isn't need anyway. You can roll around in this thing; roll around a bunch and get out to make Snake toss his lunch - fun, but sadly you also lose psyche, in which case you get in the box.


Other
-----

Syringe - Picked up from Naomi. You use it for two boss battles, to kill Vamp and to free yourself from Screaming Mantis.

Signal Interceptor - Can find Resistance members in act 3, but there is little reason to lose the first one.

Camera - Pick this up in act 4 behind Sunny's computer during the mission briefing to get a few free pics in the start menu. This is used for any other pics and for finding Ghosts on Shadow Moses.

Cigarettes - Smoke at your own risk, or at least gain psyche (think you look cool) at the expense of health (which is true).

Playboy - actually a weapon, but I can't put this there. It's all tame, so don't jump out your seats now. You press and hold both L1 and R1, then press Triangle to look, and then press O to flip. Let go and you plant it. It's intended to distract guards, but it's probably more of a distraction to you than anything.

Emotion - Same as a Playboy. Has beasts on your first game and then beauties on your round 2.


Unlocked Items
--------------
Can only have one on at a time. You can use these to get many of the other emblems except the more challenging ones. You can also buy these straight up from Drebin in a second game, but it's easier to not kill anyone or get an alert.

Bandana - Play a game without killing anyone and you unlock this thing. Equip it and you have infinite ammo for anything.

Stealth - No one can see you, for the most part. Doesn't work on bosses and I believe not on Gekko or Scarab to a degree.



*****************************************************************************
* 9. Rewards *
*****************************************************************************

Round 2
-------

Simply beat the game and then load that save when you want to start a new game. You'll have to wait until you get the Mk II, and you'll have all your previous weapons and everything else.


Passwords
---------

For beating the game once and loading your completed game, you can go to the Extras option in the main menu and choose Passwords. Enter these:

thomas - Unlocks "Desperate Chase" iPod Song
george - Unlocks "Gekko" iPod Song
theodore - Unlocks "Midnight Shadow" iPod Song
abraham - Unlocks "Mobs Alive" iPod Song


Unlockables
-----------

Suit - Beat the game.

New Vest Colors - Beat the game. Change your colors in the Camo screen.

Emotive Ammo - Beat the game and buy from Drebin during a new game.

Colored Smoke Grenades - Beat the game and buy from Drebin during a new game.

The Boss Extreme Difficulty - Beat the game and save your data.

Bandanna - On any difficulty, don't kill anyone. You can only use blue guns, and there is only one way to beat Screaming Mantis. You can kill Gekko and Scarabs, but not even the PMC's at the end of act 2.

Stealth Item - On any difficulty, don't cause an alert. Caution is okay.

Race (Ricochet) Gun - Beat the game once.

Solar Gun - Must beat the B&B bosses with non-lethal guns and find the statues during the beauty mode. There is also a Frog statue in the parking lot of act 1 if you didn't kill any of the Frogs.

Desert Eagle (Long Barrel) - Get the Fox Emblem.

Patriot Future Assault Weapon - Get the Big Boss Emblem.

Thor 45-70 - Get the Fox Hound Emblem.

World War I Pistol - Get the Hound Emblem.

Altair - Get the Assassin Emblem.

Scanning Plug S - Buy from Drebin after more than ten hours of Metal Gear
Online play.

Civilian Disguise - Start of Act 3.

Middle East Militia Disguise - Half-way through the Safe House in Act 1.

South American Rebel Disguise - Free the hostages at the start of Act 2 and they will lead you to a shack with this.


Facepaint
---------

Big Boss - Get the Big Boss Emblem.

Corpse Camo - Have 41 total continues during one game.

Drebin - Obtain 60 guns.

Otacon - Bump Otacon with Mk II during a Mission Briefing.

Raiden A - Bump Sunny with the Mk II during a Mission Briefing.

Raiden B - Bump Naomi with the Mk II during a Mission Briefing.

Roy Campbell - You can only get this one through the Act 1 briefing in the main menu. So if you've beat the game just load that save and then choose the first one. Then bump him with the Mk II. You can also get a battery in front of the chopper and a song upstairs. Save your game after to keep the stuff you find.



*****************************************************************************
* 10. Emblems *
*****************************************************************************

Emblems are like achievements, and if this were a 360 game these would be the achievements, with 10 extra tossed on for good measure. But for us PS3 owners there is really no reason to go after all of these. It's purely all for self-satisfaction, the worst kind.

These first few are way hard. For the later ones, they are easy if you have the stealth item and the bandana.

Keep in mind that the rewards can overlap and apply for other emblems. In fact, you could earn many emblems by going after the harder ones. It's not like you only get one emblem. And of course, you must beat the game to get them.

One key to remember about not using health items, you can hide in the box to regain psyche and you can lie down to regain health.


=====
ELITE
=====

-----
1. Big Boss

Difficulty: The Boss Extreme
Special Items: No Stealth item or Bandana
Alerts: 0
Kills: 0
Continues: 0
Time: less than five hours
Health items: 0
Rewards: Patriot gun, Big Boss facecamo, Big Boss iPod song
-----

-----
2. Fox Hound

Difficulty: Big Boss Hard or higher
Special Items: No Stealth item or Bandana
Alerts: less than 3
Kills: 0
Continues: 0
Time: less than five and a half hours
Health items: 0
Reward: Thor .45-70
-----

-----
3. Fox

Difficulty: Solid Normal or higher
Special Items: No Stealth item or Bandana
Alerts: less than 5
Kills: 0
Continues: 0
Time: less than six hours
Health items: 0
Reward: Desert Eagle (Long Barrel)
-----

-----
4. Hound

Difficulty: Naked Normal or higher
Special Items: No Stealth item or Bandana
Alerts: less than 3
Kills: 0
Continues: 0
Time: less than six and a half hours
Health items: 0
Special Completion Bonuses: Type 17 Pistol
-----

-----
5. Mantis

Alerts: 0
Kills: 0
Continues: 0
Time: less than five hours
Health items: 0
-----

-----
6. Wolf

Continues: 0
Health items: 0
-----

-----
7. Raven

Time: less than five hours
-----

-----
8. Octopus

Alerts: 0
Reward: Stealth item
-----

======
UNIQUE
======

-----
9. Bear

Use 100 CQC chokeholds
-----

-----
10. Eagle

150 headshots or more
-----

-----
11. Assassin

Alerts: 25 or less
Perform 50 or more knife kills or knife stuns
50 or more CQC holds
Reward: Altair costume
-----

-----
12. Pigeon

Kills: 0
Reward: Bandana
-----

-----
13. Blue Bird

Give 50 or more items to rebels
-----

-----
14. Hawk

Rebels show hearts for you 25 or more times
-----

-----
15. Little Gray

Get 69 weapons (apparently there is another "1911" that needs a yet-to-be- released code to unlock, so don't ask me about it); and yes, that means you need to get all of the weapons, even the ones from the toughest emblems
-----

-----
16. Ant

Perform 50 or more body searches
-----

-----
17. Gibbon

Perform 50 or more hold-ups (get Ant by doing body searches at same time)
-----

-----
18. Tortoise

Spend more than 60 minutes in the Drum Can or Cardboard Box
-----

-----
19. Rabbit

Flip through the pages of Playboy or Emotion Mag 100 times or more
-----

-----
20. Bee

Use the Scanning Plug, or the Syringe, on 50 or more PMC's
-----

-----
21. Gecko

Hug walls for one hour or more in total
-----

-----
22. Scarab

Roll 100 times or more
-----

-----
23. Frog

Roll to the side 200 times or more
-----

-----
24. Inch Worm

Crawl for one hour in total
-----

-----
25. Lobster

Crouch for two and half hours or more
-----

-----
26. Hyena

Pick up 400 or more weapons/items
-----

-----
27. Hog

10 or more Combat Highs (use a machine gun and go crazy on enemies)
-----

-----
28. Pig

Use 40 or more health items
-----

-----
29. Cow

Alerts: 100 or more
-----

-----
30. Crocodile

Kills: 400 or more
-----

-----
31. Giant Panda

Time: 30 hours or more (need more than the cutscenes)
-----

======
COMMON
======

-----
32. Scorpion

Alerts: less than 75
Kills: less than 250
Continues: less than 25
-----

-----
33. Tarantula

Alerts: less than 75
Kills: 250 or more
Continues: less than 25
-----

-----
34. Centipede

Alerts: less than 75
Kills: less than 250
Continues: 25 or more
Rewards: Corpse Camo if you get 41 continues
-----

-----
35. Spider

Alerts: less than 75
Kills: 250 or more
Continues: 25 or more
Rewards: Corpse Camo if you get 41 continues
-----

-----
36. Jaguar

Alerts: 75 or more
Kills: less than 250
Continues: less than 25
-----

-----
37. Panther

Alerts: 75 or more
Kills: 250 or more
Continues: less than 25
-----

-----
38. Leopard

Alerts: 75 or more
Kills: less than 250
Continues: 25 or more
Rewards: Corpse Camo if you get 41 continues
-----

-----
39. Puma

Alerts: 75 or more
Kills: 250 or more
Continues: 25 or more
Rewards: Corpse Camo if you get 41 continues
-----

====
JOKE
====

-----
40. Chicken

Alerts: 150 or more
Kills: 500 or more
Continues: 50 or more
Time: more than 35 hours
Health items: more than 50
Rewards: Corpse Camo
-----

Credit Wikicheats



*****************************************************************************
* 11. iTunes *
*****************************************************************************

iPod Songs to Unlock
--------------------

Random gift from rebel for giving healing item:

Show Time
Love Theme (Action Version)
Destiny's Call
MPO+ Theme

*NOTE: Best gotten during a round 2, provided you have a lot of items carry over from your last game. And if you help the rebels in the first big fight in Act 1, just go around handing out rations, noodles, and regains to any rebel you see. You can hand out at least four to each rebel.*


Big Boss - Get the Emblem.

Snake Eater - Get all the Emblems.

Subsistence - Play one game of Metal Gear Online.

*This is not all of the iPod songs, these are just the ones you can't find in the game.


iPod Songs with Effects Found in Game
-------------------------------------

The Fury - Act 2, Village. In the burnt house.

Rock Me - Act 2, Confiment Facility. Take the road and look for the swamp, this song is on one of the islands in the swamp, the bigger one.

Sailor - Act 2, Vista Mansion. On the east wall, toward the corner, and you must squeeze between the wall and a crate.

Bio-Hazard - Act 3. Need to hold up a Resistance member.

One Night in Neo Kobe City - Act 3. Need to hold up a Resistance member.

Beyond the Bounds - Act 4, Tank Hangar. With power back up, return and look in the upper area rooms. I believe you do this before you take the elevator down.

Flowing Destiny - Act 4, Canyon. There is a crawlspace in the rock wall on the left.

Opening Old LA 2040 - Act 4. During code input. Enter 78925.

Policenaughts Ending - Act 4. During code input. Enter 13462.


iPod Tunes with Effects
-----------------------

Beyond the Bounds - Increase stun damage.

Big Boss - Increase stun and accuracy.

Bio-Hazard - Held enemies scream

Destiny's Call - Held enemies get mad.

Flowing Destiny - Held enemies cry.

The Fury - Held enemies go mad.

Love Theme - Held enemies cry.

One Night in Neo Kobe City - Held enemies laugh.

Opening Old LA 2040 - Increase accuracy.

Policenaughts Ending - Held soldiers fall asleep.

Rock Me - Increases life recovery items effect.

Sailor - Increases life recovery items effect.

Show Time - Held soldiers scream.

Snake Eater - Increases life recovery items effect.

Subsistence - Increase accuracy.


iPod Songs Without Effects
--------------------------

Inorino Uta - Act 1, Mission Briefing.

Theme Of Tara - Act 1, Militia Safehouse. Just before seeing the unmanned flying-bomber on the table

Zanzibarland Breeze - Act 1, Urban Ruins. Before hitting the end, crawl left.

Level 3 Warning - Act 1, Advent Palace. On the third floor, at the back of the kitchen.

Theme of Solid Snake - Act 1, Millennium Park. Through the hole in the first building you sneak through.

Boktai 2 Theme - Act 2, Mission Briefing.

Metal Gear 20 Years History: Part 3 - Act 2, Confinement Facility. In the bed room of the prison (the big one).

Bon Dance - Act 2, Marketplace. Let the Gekko crush a stall near where you start to get the song.

Shin Bokura no Taiyou Theme - Act 3, Mission Briefing, upstairs in the Nomad

Test Subject's Duality - Act 3, Midtown S Sector. No one knows apparently.

On Alert - Act 3, Midtown N Sector. Found when the third PMC leaves the little escort, in an alley.

The Essence of Vince - Act 3, Echo's Beacon. I believe on the top floor while fighting Raging Raven.

Lunar Knights Main Theme - Act 4, Mission Briefing.

Warhead Storage - Act 4, Tank Hanger. Take the upper vent from the heliport and you'll hit this at the long end.

Metal Gear 20 Years History: Part 4 - Act 4, Warhead Storage Building B2. Again no one knows.

The Best Is Yet To Come - Act 4, Snow Field. In the building leaving the field.

Yell (Dead Cell) - Act 4, Casting Facility North. On the right side, toward the exit.

Metal Gear Solid Main Theme (The Document Remix) - Act 5, Under hatch to the left at the beginning of area



*****************************************************************************
* 12. Easter Eggs and More *
*****************************************************************************

Credit WikiCheats, again, for this section:


Commercials
-----------

To start each game you get a few commercials for the various PMC's in the game world. You can flip the channels to see other ones.


Mission Briefing Fun
--------------------

Okay, so you already know that you can pilot the Mk II around during these things, but there are a few more things you can do. Find the remote on the table and shock it (L1 and R1) and you get a much better picture on the screen. You can also go upstairs where not only is Sunny up to crazy things, there is a radio you can turn for a few stations.

Also, flip through the radio stations in Act 4 for different songs.


Discounts
---------

If you don't need to buy a gun, and if you promise not to let it affect your game, you can get 20% off stuff in Drebin's shop on Wednesdays and Sundays. You can even get 50% off during Act 5, and I believe they stack. So, feel free to change the day on your PS3.


Infinite DP
-----------

Credit "Cheat" on XPlay for this one, which I guess is all over the place, but I never quite understood it until I saw it on TV. This takes place in the Downtown area, where you pick up the rusty can. Walk forward a bit to two crates and you'll see a few rebels come out of the alley and take cover, but they die. Just wait here and more will come, and more and more and more. The point is they will keep coming and they will keep dying. You can pick up the guns for as many DP as you want by sending out the Mk II. No reason to get too much DP.


Lose the Camo
-------------

During cutscenes where Snake is in some camo, shake the Sixaxis and you'll go back to normal.


Regain Psyche
-------------

During some cutscenes Snake will lose some psyche. Just tap X and you'll get it back.


Motion Capture Artists
----------------------

During a character's intro with name, press R2 to see the Motion Capture Artist instead of the voice actor.


Taking Advantage of Rose
------------------------

In the tradition of pervertedness, call Rose on your codec after you meet her and shake the Sixaxis - sad, I know. You can also do this the first time you meet her between missions apparently, but didn't work for me, and believe me, I tried.


Please Don't Smoke
------------------

The easiest one is that there is always a "no smoking" sign whenever Snake decides to light up. On top of the cautions during the loadings.


Crop Circle
-----------

When you hit the river while tracking Naomi, go left to find a crop circle and a conversation.


Staff Easter Egg
----------------

In act 2 when you are tracking Naomi, you'll hit a spot shortly after the river where you will run into a guy setting up a claymore. Go down the left path to hit a metal plate with handprints from the game's staff members. You can take on the camo pattern and register it to later use too.


Extra Photos
------------

Pick up the camera during the briefing in act 4 and you get extra pics of Naomi and Sunny.


Beauty Photoshoot
-----------------

During the beauty mode fight with the four B&B bosses, stall for three minutes or so and they will pose for you. Of course you need the camera behind Sunny's computer found during the Mission Briefings. If you want the extra photos as well, best to get the camera act 4 and then go for these shots in the next playthrough of yours.


Emotion Mag Reprint
-------------------

Buy an Emotion magazine on your round 2 and you can see the beauties this time rather than the beasts.


Rat Help
--------

Crawling through the vents when first entering the tank hangar will have some rats that use "!" as you follow them. Call Otacon after and you'll talk about them.


Animal Cruelty
--------------

After beating Crying Wolf there are wolves that follow you around. Shoot one and then call both Otacon and Rose to get extra conversations.


Dancing Sunny
-------------

Play the song "Oishii Two-han Seikatsu" on the iPod and then press Pause to see a funny bit in the camera feed.


FROG Play
---------

Hold up a Frog, sneak up and aim at close range, and perform searches on the bad girls for a perverted good time.


MGS1
----

Attack Meryl during the Frog attack to hear a line from the first game.

Crying Wolf = Sniper Wolf, duh! You fight in the same place. There is also the chopper you shot down from the first game in the area on the side.

A game over in act 4 cues the first game's music.

Apparently you CAN switch controller ports during the Screaming Mantis fight when it switches to Hideo 2. Just press the PS button.

Dying during the last boss fight turns the "Exit" into "Exist", and Liquid gives to you lines from the first game if you select it.

*NOTE: If you need help knowing what the hell I'm talking about, as I don't really know about these references, go visit wikipedia and start plugging in names, or just go play the games, your call.*


MGS2
----

Call Rose with a ration equipped to get the bit referring to Raiden talking about her cooking.


MGS3
----

Drebin and Little Grey (the monkey) jump off the Stryker a la Snake's entrance from MGS3.


Twin Snakes
-----------

Stare at Meryl's chest to get the same response as in that game.


MGS Series
----------

The chickens are named Solidus, Solid, and Liquid.

Otacon has a REX model by his computer.

While Snake and Naomi talk about war being a game, a list appears with all the game titles, and a few "in production" titles appear; that means there are no titles, just "in production."

The two puppets of Screaming Mantis are Psycho Mantis and The Sorrow, from MGS1 and MGS3 respectively.


Other Franchises
----------------

Otacon has wallpapers for Policenauts and Zone of the Enders on his computer on the Nomad. There are also several posters of games in Otacon's lab on Shadow Moses.

Snakes suit in act 3 is apparently from a game called Snatchers.

Drebin is named after Frank Drebin from "The Naked Gun" movies, and he sells "naked guns" - get it?

When taking the lift to meet Vamp in act 4, there is a Vader helmet on the floor.


PS3 Stuff
---------

While Snake controls the Mk II, he is using a PS3 controller.

Sunny has a PS3 upstairs on the Nomad, and she plays some PSP at times. Sunny is supposedly playing Penguin Adventure, Kojima's first game.

Otacon mentions "changing the disc" in act 4.

Psycho Mantis not only mentions your controller, he also has the joke with the PS1.


Easter Eggs in Scenes
---------------------

In the act 1 scene with the B&B intro, keep pressing L1 and look left of Screaming Mantis to see the ghost of Psycho Mantis.

When you meet Naomi in act 2, the second L1 gives you some teasing of Laughing Octopus. During the Naomi scenes you will hit two erotic views. One is when Snake drops his cig, and the second is shortly after being told how long you got left.

Keep holding L1 after Psycho Mantis leaves and you will hear The Sorrow, then you can press X.


Kojima Eggs
-----------

The watermelon box in the early act 1 scene reads "No Place for Hideo."

There is a ghost of Kojima in Otacon's lab between two game posters.

Flip through the commercials to hit two channels called "Hideo" instead of "Video" - get it?



*****************************************************************************
* 13. Ghosts of Shadow Moses *
*****************************************************************************

There are 30 of these faces found by snapping photos of certain places while in act 4. It helps to have the shadow doll from Screaming Mantis on a round 2, but you can take the pics on your first game, you just won't see the faces until after you snap.

Also, if you die after you snap a photo, the photos are saved to your drive, so no need to take them again.

It's worth saying, there is no point to taking these photos, they are just there.

Here are the locations and who they are:


Heliport
--------

#01. Nishimura - Directly in the center of the helipad.

#02. Wuraoka - Head to the south end and snap a photo over the fence.

#03. Genome Soldier - In the corner of the southwestern room with the frozen camera.

#04. Shigeno - Under where the other camera was, in the northeastern corner.

#05. Tanaka - In the northwestern corner, to the left of the hangar door.


Tank Hangar
-----------

#06. Master Miller - When you enter from the lower vent that was to the left of the hangar door, he's at the start of this vent.

#07. Genome Soldier - On the west side of the tank.

#08. Decoy Octopus - On the wall to the north of the tank.

#09. Sigint - He is on the opposite side of the hangar door leading to the tunnel, on the right side and up a bit.


Canyon
------

#10. Kobayashi - This one is behind the second rock on the left.

#11. Raven - Near the crawlspace on the upper left side.

#12. Korekado - On the rock wall in the upper right side.


NWSB1F
------

#13. Makimura - There is a walkway on the left as soon as you enter this area, and ghost is at the end of it.

#14. Genome Soldier - On the side of a missile on the west end of the room.


NWSBB2
------

#15. Matsuhana - In the hallway corner heading to the lab.

#16. Hideo Kojima - between game posters in Otacon's lab.

#17. Takabe - In the middle desk area.

#18. AT President - On the west side of the lab.

#19. Shimizu - In the hole the Gekko drops down when leaving the lab; creepy.


Snowfield
---------

#20. Sniper Wolf - To the right of the door you are supposed to go through is another, locked door. Take a picture of that door.

#21. Sato - Go to the northeast side of the map to hit the chopper you downed in the first game (you may have, I didn't). Go to the south end of the chopper and take the picture looking at it.

#22. Shinikawa - There are two big buildings in the field. Head to the west side of the southern one and look south of the ladder and up to see this guy.

#23. Nakamura - There is a trench heading south, so take it to the end and and look up a bit to see three heads.

*NOTE: Perhaps it is only when you tranq Crying Wolf, but it says numerous places that you can snap a photo of the wolves and see Sniper Wolf. I didn't see anything when I killed CW, so maybe only tranqing works.*


Casting Facility
----------------

#24. Sasaki - This ghost is in the south end. Look on the map to see an "11" in the middle of the room, the ghost is there, up a bit. The Gekko is easy to lure away, just toss a mag and then run to the back of the little barriers. From here you can look up and take the photo, just keep an eye on the Gekko.

#25. Hirano - When crawling through one of the two openings along the middle of the belt, you'll have to toss a mag to lure the Gekko on this side away, then get on the line, back up, and snap a photo above the right crawlspace to see the ghost.


Underground Base
----------------

#26. Keneda - Really creepy. As soon as the area loads, move down the steps, turn around, and snap a photo looking up a bit.

#27. Negishi - When the Scarab on the walkway is away, stand on the bridge and look to the waterfall and snap a photo.


Supply Tunnel
-------------
You can only get these ones during the Vamp fight.

#28. Cyborg Ninja - This one is under REX.

#29. Liquid - He's in the mouth of REX.

#30. Kimura - This one is behind and on the side of REX.



**************The End****************

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