# # ##### ## ## ###### ##### ## # # # ###### ## ##### # # # # # # # # # # # # # # # # # # ##### # # # # # #### ##### # # # # # # # # ###### # # # # ###### ##### # # # # # # # # # # # # # # # # ###### # # # ###### ##### ###### # # # # ##### # # # #### # # ##### # # # # # # # # # # # ##### # # # # # # # # # # # # # # # ####### # # # # # # # # # ##### #### ###### # ##### # _____ __ _ _ / ____| / _| | | | | | | __ _ _ _ __ ___ ___ | |_ | |_| |__ ___ | | |_ | | | | '_ \/ __| / _ \| _| | __| '_ \ / _ \ | |__| | |_| | | | \__ \ | (_) | | | |_| | | | __/ \_____|\__,_|_| |_|___/ \___/|_| \__|_| |_|\___| _____ _ _ _ | __ \ | | (_) | | | |__) |_ _| |_ _ __ _ ___ | |_ ___ | ___/ _` | __| '__| |/ _ \| __/ __| | | | (_| | |_| | | | (_) | |_\__ \ |_| \__,_|\__|_| |_|\___/ \__|___/ ___________________ / \ | Table of contents | \___________________/ ...1) Version history ...2) About this guide and legal ...3) Controls 3.1- Basic controls 3.2- CQC 3.3- Hold-ups 3.4- Octocamo ...4) Enemies ...5) Walkthrough 5.1- ACT 1 5.2- ACT 2 5.3- ACT 3 5.4- ACT 4 5.5- ACT 5 ...6) Special Thanks/Credits ...7) Closing notes and contact - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Version History - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - .3 -- First submitted version, no line breaks and only partly done with act 2 .4 -- finished with act 2, partly done with 3, still no formatting .8 -- finished with walkthrough, still no formatting .9 -- Added line breaks, table of contents, version history, about this guide, and closing comments First version on gamefaqs. Also first completed MGS 4 guide on gamefaqs. 1.00 -- Added octocamo, enemy alertness/status, cqc, and hold ups. 1.05 -- Current revision. Added weapon list, alternate strategies, fixed some errors. ___________________________ / \ | Future releases (planned) | \___________________________/ 1.10 -- Add unlockables, search system, embelums 1.20 -- Add drebins shoper's guide, item list 1.30 -- Add online 1.xx -- Add names of every area you visit instead of what I have now. 2.00 -- Add cutscene info and storyline, turning this into a spoiler guide - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - About this Guide - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This guide is a comprehensive walkthrough of this game. For the first two acts, it will list the locations of basically every item you will encounter in this game. After this, it drastically cuts back on item hunting and shifts to the stategic aspects. This is mostly due to the drastic cutback on free roam gameplay. I'd explain why exactly here, but that would be giving away the general plot to those who haven't completed the game yet. This guide contains ABSOLUTLEY NO SPOILERS. None of the cutscenes or codec conversations are explained in this guide. I will (often) mention when a cutscene will appear, and reference some events that have already happened for clarity's sake, but I never give away plot points or anything of the like. THIS GUIDE WAS WRITTEN DURING MY SECOND PLAYTHROUGH OF THE GAME. So, many times the ammo I will be describing will be different for you if you don't have the gun I have, even if it is your second playthrough (provided you didn't buy the same guns I did). Also, I'm fairly certain the ammo types that spawn are random anyway. However, the locations will always be the same for every playthough, so it's still worth checking the locations out. - - - - - - - - - - - - - - - - - - - - - - - - - - This guide is Copyright 2008, by the author Subject 17. You can feel free to check out my blog at http://dboyzetown.com/b/ (soon to be renammed subject17.com) You can always find the latest version of ths guide at gamefaqs, and minor updates will be immediatley shown on my blog. List of sites approved to host this guide: gamefaqs.com (and by extension gamespot) cheatcc.com supercheats.com gamershell.com Video-game-forums.com Direct link to most recent version: http://dboyzetown.com/b/wp-content/uploads/mgs4guide.txt - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Controls - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Start..................Pause game/Access menus Select.................Show map and description of current control scheme Left Analog stick......Movement Right Analog stick.....Move Camera D-pad..................Cange level of zoom in scope ..................Change channel in briefing room ..................Lean Left/Right in first person view X ..................Crouch ..................Prone (hold) ..................Dive (while running) ..................Side dive (while strafing in AIM mode) ..................Stand (while crouching/prone) Square.................Turn auto aim on/off (while aiming) .................Turn flashlight on off (in weapon window w/ app. gun) Triangle...............Toggle First person view (in aim mode) ...............Flip over (while prone) ...............Play dead (while prone) (hold) ...............Hug wall/hang/search/wake/drag/action (when prompted) Circle.................Reload L1.....................Aim mode L2.....................Switch item (hold) .....................Equip/unequip item (tap) L3.....................?????????? R1.....................CQC (with compatible weapon and not in aim mode) .....................Shoot (while in aim mode) R2.....................Switch weapon (hold) .....................Equip/unequip weapon (tap) .....................Alternate fire (in aim mode with compatible weapon) R3.....................Recenter Camera Sixaxis................Clear camo pattern (shake) - - - - - - - - - - - - - - - - - - - - - - - - - - CQC - - - - - - - - - - - - - - - - - - - - - - - - - - CQC was introduced to the Metal Gear series back in Metal Gear Solid 3. It has proven to be both a fun and effective way to eliminate enemies. To CQC someone, simply equip a one handed weapon (or don't equip any) and press R1 next to an enemy while not in aim mode (not holding L1). There are many different ways to CQC someone. This section is going to go in depth with all the different ways you can use CQC. ________ / \ | Toss | \________/ First off, there is the basic CQC toss. Hold the R1 button while near an enemey, and give the left analog stick some input. This will cause Snake to grab the enemy and toss them to the ground, knocking them out for a very long time. Actually, this causes the longest stun time of any manuver in the game. This is the easiest and most effective move to use; it allows you to quickly eliminate a guard in the shortest possible time. ________ / \ | Disarm | \________/ Next off, we have the CQC disarm. If you tap R1 in front of an enemey instead of holding R1, you will do a punch, followed by another punch, followed by a knee to your opponent. I believe the first two strikes disarm your foe, and the third will knock them out. It's generally used in an act of desperation and slightly faster than a CQC toss. This can only be preformed on an enemy looking you in the eyes, i.e. facing you. If you do it from behind, snake will instead do a punch punch kick combo, which will knock the opponent down. ________ / \ | Grab | \________/ Finally, we have the CQC grab. The CQC grab is a very versatile action. To preform one, simply walk up to your opponent and hold R1 without giving the analog stick any input. This works from front or behind (usually), and from here you can do several things to your foe. If you press R1 (and then continue to hold it) a second time as soon as you grab your opponent, you will knock the gun out out of their grasp. If you hold triangle, you will slit his throat. This will take about a second to complete the animation, and will (obviously) kill your opponent. This means that 1) the one you killed will never again be a threat to you, and that 2)if any other guards stumble across his body, they will go into caution mode. You can also equip the Scanning Plug S or the Syringe and press triangle to wield different results. The Syringe will knock them out (and make them foam at the mouth). The Scanning Plug will (I believe) allow you to see the SOP system, similar to the online mode. If you release R1, and then quickly simutaneously move the left analog stick and press R1, you will knock your opponent to the ground. THIS WILL NOT STUN THEM. They will simply be an active guard, laying on the ground. They will get up unless you follow this with a hold up, which is covered in the next section. If you press L1, you will can use them as a human shield and aim semi-normally with the right analog stick. Enemies will be hesitant to shoot at you while you do this, but if you linger too long they will shoot, or attempt to flank you. If you Hold R1 with more pressure than you normally would, you will choke them until they pass out. I have heard that you can repeatedly tap R1 to snap their neck, like you could in Metal Gear Solid 3. However, I have not yet confirmed this. If you press X, you will put them into a crouch. From here, if you release R1 and then quickly simutaneously press Forward + R1, you will roll them over and squat on top of them, and from here you can choke them by holding R1. Alternativley, you can Release R1 and preform a hold up. ________________ / \ | 2-Handed CQC | \________________/ You can also do 2 handed CQC with certain rifles, submachine guns, and shot guns with the CQC tag displayed in the upper right part of the corner. The moves for this are different than the ones above. For one, you will not be able to grab people any more. You only have three moves for CQC with a two handed weapon. If you tap R1, you will basically rifle but the enemy. This will do a small amount of stun damage, and this is really just a failed attempt to do another CQC move in most cases. Would not use this move often. If you Hold R1, and give the directional stick no input, you will knock whatever gun they are weilding out of their hands. If you hold R1 and give the LA stick some lovin, you'll do a CQC knockout toss which is much slower than the 1/0 handed version, but just as effective. - - - - - - - - - - - - - - - - - - - - - - - - - - Hold ups - - - - - - - - - - - - - - - - - - - - - - - - - - Holding someone up is pretty easy. With no weapon drawn (but with one equiped), sneak up behind someone, get close (but not too close), and press L1 to hold them up. You can search their body from here by pressing triangle, and once the routine starts, press triangle at every prompt. You'll be able to find a lot more items faster this way than you would by dropping their body repeatedly. If they see you are no longer holding them up, they will call for backup and try to kill you. However, if you hold them up while they're on the ground, they won't be able to see you leave. A passing enemy will investiage held up enemies, and will release them from the hold up state. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Octo camo - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Metal Gear Solid 4 has done away with the old camoflauge system in favor of a new, streamlined one. Instead of repeatedly pausing the game and switching different outfits to blend into the environment, this camo system simplifies this by copying any texture you are pressed against while still. To copy a texture while laying down, simply stop moving. After a second, you will hear the suit copy the texture of the ground. Your camo rating will drastically improve when you do this, allowing you to basically just simply crawl past any enemies in sight. However, guards will spot you if they get close enough, no matter your camo rating, and dwarf geckos will spot you if you are heard or they pass their laser over you, no matte your camo rating. Geckos are a cross between guards and dwarf geckos, in that they both have a laser that will spot you no matter your camo rating, and they have the proximity threat as well. You can also copy texture by hugging a wall. To hug a wall, simply press triangle next to it. Stay still for a second, and your suit will copy the texture. Crouching while hugging the wall will further increase your camo rating. To clear your camo, simply shake the sixaxis controller. Your camo will go back to its' default sneaking suit state. To manually set a camo, pause the game and go to the camoflouge menu. From here, select "cloth" and select "manually set camo". Your suit will use whatever texture you have selected, and will not copy another, even if you stay still while prone/hugging a wall. To register a texture to be used for camoflouge, copy the desired texture with your octocamo, navigate here, and select "register camo" to save the active texture. You can then use this just like the rest of the manual camoflouges. If you want to go back to using the automatic camo, pause the game, go to "camoflouge", and select "auto" for cloth instead of "manual". When you aquire the face camo, you can either not wear it to see old snake's face, you can equip the "facecamo" to copy any textures you press against, just like the regular "cloth" octocamo, or you can use a custom facecamo, which are face camos that make you look like other people in the game or past faces of snake. Finally, in the camoflouge main menu, you can select a disguise. The first two disguised you get (one for each of the first two acts) will disguise you as whatever rebel group is in that act, allowing you to be seen by them without them attacking you. However, if you help the rebels defeat the PMCs, you can get the same effect. There are also other disguises that are purely for show, such as the suit or Altair's rags. Finally, there is a corpse camo that will disguise you as a corpse, and will even fool the geckos. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Opponent Habits and Traits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - _______________________________ / \ | Opponent Awarenes/Alertness | \_______________________________/ There are four levels of awareness in Metal Gear Solid 4. These varying levels decide how alert the guards you encounter are. Normal- The default level of alertness. Guards will not be activley looking for snake. They will patrol their default patrol path and will be much less observant overall. Caution- Guards are slightly more vigilant in their searches. They still patrol their default paths, but there may be more of them than there would be in the normal phase. They are more observant than usual, meaning you are more likely to be caught in the similar scenerios than you would be in the normal phase. This occurs after the evasion phase, or if a guard who was stunned wakes up, or if a guard finds a dead comrade. Evasion- This mode only comes after the alert phase. Guards calm down and regroup, collect themselves, and activley search for snake. They are very vigilant and observant, with no patrol pattern. They will simply run about, looking in places they think snake might be hiding. These places often include the last known position of snake. Alert- The highest level of awareness. Guards know where snake is, and will essentially sprint to his location. You have to break the line of sight for this timer to begin counting down. Guards will radio in for backup if possible. ___________________ / \ | Opponent Status | \___________________/ There are five opponent stati (is that the plural of status...?) in MGS 4. If a normal guard sees a held up, stunned, or asleep guard, they will come over and investigate, bringing the other guard back to normal status. You can pick up and drag stunned, asleep, or dead guards. When you drop their body, an item will occasionally fall out. You can also wake asleep and stunned guards by crouching and pressing triangle near them to eliminate one star/z from their head. Finally, you can do a body search on a guard that is held up. This is fully explained in the "Hold up" section above. Normal- The opponent has no inhibitions to their preformance. They will act normally, and are affected by the awareness/alertness levels. Stunned- The opponent is unconcious. Another guard can wake a stunned one. When the stunned opponent awakes, they will remember what happened to them and go into caution mode. Stunned opponents will awake normally when all of the stars above their head are gone. Asleep- The Opponent is unconcious. Another guard can wake a sleeping one. When the sleepign opponent awakes, they will NOT remember what happened and they will NOT go into caution mode. Sleeping opponents will awake normally when all of the Z's above their head dissappear. Held Up- The opponent is concious, but is not a threat to you so long as they don't know you no longer have your gun drawn on them. They will stay in this state indefinitely, or until another guard gets them out of it. They will go into caution mode when another guard frees them Dead- The opponent is of no threat to you. If another guard sees their dead body, they will go into caution mode, and possibly replace the dead guard. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Weapons/Items - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Weapons - - - - - - - - - - - - - - - - - - - - - - - - - - There are a whole butload of weapons and attachments in this game, as seen below. In case you don't know what the following all means, I'll explain it to you. Power- How much damage the weapon causes. Enemies have 1000 health. The number listed corresponds to how much of that health will be taken away per shot. A headshot is always an instant kill. With non-lethal weapons, it shows how much psyche will be taken away (also from 1000 max). In single player, any tranq shot will be a one hit tranquilization, however the speed in which this takes place will be dependent on where you hit. Head/groin shots are instant (possibly heart, if kojima productions actually made a hit box for that, but in my testing I don't think this is the case), chest shots are rather speedy, and extremity shots like arms and legs take a few seconds for the anesthetics to kick in. For shock related non-lethal weapons, the power will only chip away at the psyche gauge. Online tranq weapons are the same in this regard. Range- How far the projectile or whatever can travel before it will cease to damage opponents. Also, the graph displayed when viewing the weapon showing power and range shows how power and range relate to each other. For most lethal, bullet firing weapons, the full power of the weapon will decrease in power very fast, and will do amost nothing at the end of it's range. Make sure to read this graph to get a complete understanding of how your weapon will act when you use it. For non bullet based weapons, this usually is a straight line segment, meaning it will inflict the same SHK/SLP/STN over any distance in that range. (I'm not going to describe something that you can only fully appreciate for yourself for each weapon, and I can't use an image in this faq. Sorry, but you'll have to research that on your own.) DMG- Damage Power, put into different classes by the game developers so it's easier for you to see relative differences. The scale goes S=best, then A-E for best- worst. Putting it into perspective, S= kill anything in one shot, A= kill anything but gecko's in 1 shot (think APC's, but only for explosives), B=kill any person in 1 shot or MAYBE 2 (as with the DSR), C= kill in 2-3 shots, D=kill in 3-4 shots, and E=kill in 4, maybe even 5 shots. SLP-Sleep How fast the weapon will put you to sleep, or for online, how much psyche the weapon will take away in a successful hit. Uses same Scale as DMG and the rest. STN-Stun How much psyche the weapon will take away. Uses same scale system as DMG. SHK-Shock How much it will affect you other than taking away a value from your bars. Examples: How much your aim will shift, if it will knock you down, how long it will take you to recover after the hit, etc. S=best, then A-E gets successivly worse in shock. PNT-Penetration How much velocity, and therefore POWER, will remain after passing through the various walls and such in the game. Some walls are thicker than others and won't allow as much velocity to be maintained after passage, while others are basically like paper and won't affect the bullet at all. Yet other walls will stop your projectile entierly. S=best, then A-E gets successivly worse in Penetration. STB-Stability How accurate your gun is, or rather how steady you can hold it in your hand. You will notice that the sniper rifles are pretty low in this category. This actually makes sense when you think about it, since really every gun is prefectly accurate in the sense that the bullet will always travel in a straight line after it leaves the barrel (at least in Metal Gear), but not every gun is as easy to hold in a straight line, and the sniper rifles are very heavy to hold. However, they are obviously still the best weapons to use at long ranges, since they are the only guns with the power and range to actually effect anyone at great ranges, and are also the only weapons equipped with scopes long enough to see things close up from afar. S=best, then A-E become sucessivly worse with regards to stability. RLD-Reload. How fast you can reload the weapon in between magazines. Does not affect how fast you can recock the bolt on the, but how fast it takes to physically replace the ammunition, as in the Thor and Tanegeshemia. I clarify this because the Mark 2 also forces you to cycle the bolt after every shot, but this is not affected by reload time. S=best, then blah de blah de blah.... you get it by now. LKD-Lock On Distance. How far away you can be and still lock on to an enemy. Since you are reading this in english, I can safely assume that this means nothing to you and never will, since in general you will be using the OTS or FPV constantly and never even touch the lock on funtionality. Seriously, the lock on is a joke. Your opponents have to be insanley close for you to actually get a lock on, and if you do get a lock on them, this function will make your shots spray so inacuratley it will take half the magazine just to kill them. If you have any skills in First or Third person shooters, I'd forget that this is even implemented and just turn it off through options, so you never accidentially turn it on. Anyway, uses that same letter system that all of these use. Mag-Magazine How much ammunition the weapon contains before requiring a reload. The missile launchers, the Thor, and the Tangeshemia need to be reloaded after every shot, while the Patriot never runs out of ammunition in it's magazine. Equipment you throw or plant aren't marked, but generally they have a normal reload time. Caliber- Type of ammunition used by the gun. I decided to include this to make it easier to see which weapons have compatible ammunition, along with simply making a good reference list for them. _________ / \ | Pistols | \_________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber Operator- 420 71.0 D C E B S B 7 .45acp GSR- 430 63.5 D C E B S B 8 .45acp Five seveN- 300 80.0 D D B B S B 20 5.7x28mm PMM- 325 70.0 D D E A S B 12 9x18mm PSS- 350 50.0 D D C A S B 6 7.62x42mm G18C- 300 60.0 D D C C S B 33 9x19mm Mark 23- 440 90.0 D C E B S A 12 .45ACP Race Gun- 200 60.0 E D E A S B 19 .38 (9x23mm) DE .50- 700 90.0 C A E D S B 7 .50AE DE .50 L.B.- 710 125.0 C A E D S B 7 .50AE Thor .45-70- 1500 150.0 A S A D A B 1 .45-70 Type 17- 430 80.0 D C E B A A 10 .45acp _________________ / \ | Submachine Guns | \_________________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber P90- 300 135.0 D D B B B B 50 5.7x28mm M10- 420 73.0 D C E B B B 30 .45acp MP7- 250 140.0 E E B A B A 20 4.6x30mm Skorpian/Vz.83-325 75.0 D D E B B S 20 9x18mm Bizon- 325 100.0 D D E B B A 64 9x18mm MP5SD2- 290 160.0 E D E B C B 30 9x19mm Patriot- 425 160.0 D B E C - B inf 5.56x45mm ________________ / \ | Assault Rifles | \________________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber AK102- 415 200.0 D E C C B D 30 5.56x45mm M4 Custom- 400 220.0 D E C C B D 30 5.56x45mm Mk 17/SCAR H- 530 200.0 C C C C B D 20 7.62x51mm G3A3- 540 250.0 C C C C C E 20 7.62x51mm FAL Carbine- 550 230.0 C C C C B D 20 7.62x51mm AN94- 375 220.0 D E C B B D 30 5.45x39mm XM8- 400 220.0 D E C C B D 30 5.56x45mm Tanegashima- 725 100.0 C B E B E D 1 Lead Ball ______________ / \ | Machine Guns | \______________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber HK21E- 530 250.0 C C C C D E 100 7.62x51mm M60E4- 550 260.0 C C C C C E 200 7.62x51mm PKM- 730 265.0 C B C D E E 100 7.62x54R Mk. 46 MOD 1- 400 250.0 D B C C E D 100 5.56x45mm __________ / \ | Shotguns | \__________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber Twin Barrel- 1250 40.0 B S B E A C 2 12 Gauge (00 buck) M870 Custom- 1300 50.0 B S B D E C 4+1 12 Gauge (00 buck) SAIGA 12- 1250 50.0 B S B D B C 8 12 Gauge (00 buck) _______________ / \ | Sniper Rifles | \_______________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber M14EBR- 530 230.0 C C B D B - 20 7.62x51mm DSR-1- 900 300.0 B A A D C - 5 7.62x67mm SVD/Dragonov- 740 280.0 C B A E B - 10 7.62x54R VSS- 475 150.0 D D A D B - 10 9x39mm M82A2- 2500 300.0 S S S E B - 10 .50BMR Rail Gun- 5000 300.0 S S S C D - 40 Rail Gun Ammo ___________________ / \ | Grenade Launchers | \___________________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber XM25- 2000 300.0 A S - E B - 6 25mm Air Bust Grenade MGL-140- 2000 300.0 A D - E E - 6 40mm Grenade ___________________ / \ | Missile Launchers | \___________________/ POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber RPG-7- 3500 250.0 S S - E B - 1 RPG-7 ammo (80mm?) M72A3- 2450 200.0 A D - D A - 1 M72A3 ammo (74mm?) Javelin- 5000 400.0 S S - E B - 1 Javelin Ammo FIM-92A- 3000 500.0 S S - E B - 1 Stinger Ammo ____________ / \ | Explosives | \____________/ POWER RANGE DMG SHK Grenades- 2000 30.0 A S Petro Bomb- 1000 30.0 B B Willy Pete- 1500 30.0 A S Claymore- 2000 20.0 A S C4- 3000 3.0 S S _____________ / \ | Anesthetics | \_____________/ POWER RANGE SLP SHK PNT STB RLD LKD Mag Caliber Mk. 2 Pistol- 350 78.0 D - E S A B 10 Anest. .22 Mosin Naget- 750 300.0 B A E D B - 5 Anest. 7.62mm Sleep Gas Mine-5000 3.0 S - - - - - - - S.G. Satchel- 5000 3.0 S - - - - - - - _______________________________ / \ | Stun/Other thrown projectiles | \_______________________________/ POWER RANGE STN SHK PNT STB RLD LKD Solar Gun- 5000 150.0 S - E S E B Stun Grenade- 2000 30.0 A S Chaff Grenade- 0 30.0 - B Smoke Grenade- 0 30.0 - - Magazine- 0 30.0 - - _______________ / \ | Other Weapons | \_______________/ Mantis Doll- Lets you control people with active nanos Sorrow Doll- Lets you control the dead Playboy- Guards will pause to look at it Stun Knife- Instant kill with R1, instant Stun with R2 ***************************************************************************** I will now provide some commentary on the weapons. I took these to the virtual range and tested their effetiveness for you, so you'll never have to get stuck with a POS and only find this out once the bullets come flying. _________ / \ | Pistols | \_________/ Operator- Until ACT IV, this is probably one of the better pistols. It is a .45, so it has some decent stopping power behind it. Ammo is common. It is one of 2 pistols that come with a laser sight equipped by default. In a firefight against more than 1 enemy however, I wouldn't suggest using this. Since your primary goal in this game is to sneak however, I'd say equip it until you find the Mark 23, since the suppressor and laser sight will help you go for the headshot much faster, easier, and more often than you can with the GSR or similar pistols, and you can also stay hidden after the deed is done. GSR- ID locked gun common to PMC's. Similar to the Operator, but with slightly more ammunition per magazine, no option to equip a suppressor, and more damage per shot, however it does lack in effective range. Get it by ID unlock early in the game, unless you don't like to use pistols and you're saving up for something else instead. In a firefight, I'd reccomend this over the Operator, but only because that one extra shot can save your ass if you aren't accurate with every shot. 3 shots to kill someone with either of these guns at close range means that, with the operator, you are only allowed to miss 1 shot across 2 hostiles, while this one gives you one extra round that makes a huge difference. You still have to be accurate, just not perfect. Five seveN- Seems fairly week in this game for some reason. It's ammo is shared with the P90, meaning that after your first FROG encounter you'll basically never have to worry about running out of it. The large magazine balances out the lack of power this weapon suffers from, but overall is no better than the GSR or the Operator. However, the extra ammo is very useful in a firefight, allowing you to take out 3-5 guards at once. PMM- Your standard 9mm weapon The power is in between that of the FN57 and the .45's, and the magazine is also similarly balanced. Overall it is a well rounded weapon that offers a good capacity and power, having no great strengths or weaknesses. However, in a firefight you will notice the reduced power. The extra 4 shots of this gun allow you to take out the same amount of guards as you can with the GSR. Actually, if you are fighting against guards with full health, it will take just as many shots to kill them as it will with the Five seveN, so I'd say just stick with that. You'll only be able to take out 2 guards with this gun before a reload. PSS- Seeminlgy rare, if you explore around often you will be loaded with ammo for this gun. It is self silencing, meaning you don't have to continuously buy suppressors to use it, but the ammo is expensive enough to out weigh this advantage, and then tack on the miniscule magazine size and the low power, and I'll be hard pressed to reccomend this as your main pistol. It's best to wait to use this gun until you get the bandanna so you don't have to worry about the expensive pricing of ammo to use it often. Don't get me wrong, it's a good pistol, it's just that the rarity of ammo and expense of it are great limiting factos in making this your PRIMARY pistol of choice. The Operator would be a much better option, although in a firefight you can only take out two guards with either. G18C- The full auto option with this pistol may seem attractive, however if you do choose to use full auto on this weapon, your magazine will be depleted in mere seconds in addition to your accuracy being non existant. You can always just set it to single shot, but if you were to do that, you'd soon see that it isnt all that accurate in the first place, along with being very weak to boot. However, if you use it in bursts, and are relativly accuate, you can quickly take out around 5 or so guards with this gun, as long as you don't overkill. Your best strategy is to just get a bunch of guards together and sweep across them with this gun, but for single enemies it is much wiser just to stick to the .45's. Mark 23- You don't get this gun until ACT IV, and once you do, I wouldn't ever even consider using another pistol. By far the best pistol in the game, it combines good power with a (comparitivably) large magazine and great accuracy, which in conjuction with a built in Laser/Flashlight combo and compatibility for a suppressor, there is no gun more modular and balanced as this one. Plus, it seems to be snake's favorite weapon, or at least most used in the past anyway, so this seems to be the logical choice to use. Once you get this, the only other pistol I could reccomend is the Desert Eagle, and I only do so beause of the amazing power that gun posseses. You will be quickly able to take out up to four guards with this gun, and that laser will help make sure you don't miss a shot. A very good replacement for the Operator once you get this gun in act IV, in the first "FAMILIAR" area (so to not spoil anything for those of you living under a rock), underneath the truck. Try aiming it for a DP bonus. You can't buy this from drebin, and I don't think it is ID locked. It's my favorite pistol, and it should be yours too. Race Gun- Very, Very weak. From 5 meters and closer, it will take you about 5 shots to kill them, and at that rage you might as well just CQC. Anything beyone 5 meters will take 10 shots (or more), in which case you should probably just throw the dammed thing at him. Combine this with relativley expensive ammo, and this is the worst pistol in the game. Would never personally carry it, unless you're just messing around with it's ability to ricochet around things. This gun will make you pine for the single action army from MGS3, which in retrospect was pretty bad too. Oh yeah, and that helpful tracer trail the SAA gave you in MGS3 to see where your bullets were going are completley absent in this game, so it's even harder to richochet when you want to, and the weak damage that will result from this makes that feature more of a novelty than anything. DE .50- Truly a beast, this thing will drop people like flies. While it is not quite a one hit kill weapon, the massive shock from this gun will at least put your foes out of commision long enough to reload and finish the job off. In a right spot, this is your pistol of choice, as it can be fired rapidly with a short reload time, and it quickly deals out a lot of hurt. However, the ammo is more pricey than the .45's, so I wouldn't use this as a main pistol until your second playthrough. Also, the lack of a suppressor and huge caliber mean that every enemy in the vicinity will hear you, so if stealth is a priority, and this being a sneaking game at hear it probably is for you, i'd refrain from using this unless you are going for one of the "bad" emblems. So in other words, feel free to use this gun as your main pistol, but don't use it to often, if that makes any sense. DE .50 L.B.- Desert eagle with a decent scope on it. It's hard to imagine how much hurt this gun can deal out, but suffice it to say hostiles will not be giving you any trouble with this gun in your arsenal. The scope is very effective, allowing you to score headshots with relative ease even from a decent range. The scope is much more effective than a pistol laser is at this task. The gun shares ammo with the regular DE, and overall this is just a great weapon. Thor .45-70- This is your boomstick. There are many others like it, but this one is yours. This is essentially a pinpoint accurate shotgun that takes very little time to reload and can still be effective at medium to long range. One hit kill and a fast reload time (which is good because it happens after every shot) are very positive aspects of this gun, however the lack of a suppressor and ultra loud report this gun has means that you can't use this gun on a stealth run, like the DE's. Personally I would reccomend the Long Barrel over this, but on the other hand there isn't a pistol that can get you out of a harry-er situation as effectivley as this. However, the ammunition is EXTREMLEY expensive, meaning that you won't be able to use this often at all unless you have the bandanna, or a few hundred thousand spare drebin points. Type 17- Basically a more powerful Glock 18C but with less ammo. I'd actually suggest using the glock instead of this, since the ammunition runs out rather fast, and there are much better ways to spend your .45 ammo on, like the operator or the Mark 23, and the Mac 10 as well. Mark 2- Your main pistol, and by far the best weapon in the game. You'll never run out of ammo for this thing unless you're playing "The Boss Extreme" dificulty, and even then it's not too hard to come across. It will stun an enemy in one hit no matter where you shoot them (save for bosses), and they'll be out for a while, effectivley incapacitating them. Also, the silencer is built in, so it'll never wear out. You are given this weapon early on, and ammo, while not being dirt cheap, isn't expensive either. You will never want to have this gun out of your equip list for any length of time ever. Very useful, and to be honest I feel that this gun took away much of the challenge in this game. Maybe if the suppressor wasn't built in it would be better, but this gun combined with octocamo makes it seem like you're using the EZ gun from MGS3, which for anyone who has every used that gun knows makes the game wicked easy. Solar Gun- I'd really strive to get this before you go for The Boss emblem, since the ammo is free and it's an instant, powerful stun to anyone hit by the blast. Basically, this gun harnesses the power of sunlight to create a concentrated beam which will knock out an enemy if you charge it for like 2 seconds with L1. If you don't charge it, it's really just a wasted shot, since it won't even knock an enemy down. You have to be outdoors when you recharge it, and it takes a while to do so, so it's not as easy to use as the mark 2 is. However, free ammo and the sheer coolness of this gun makes it a very powerful, fun weapon to use indeed. _________________ / \ | Submachine Guns | \_________________/ Submachine guns are good for taking on a lot of enemies in close quarters combat. They are more effective than a pistol in this respect, and require less frequent reloading. You can also preform CQC with these weapons, so if you are ever spotted, these are the guns of choice. P90- First picked up by fallen FROG troopers in the first act. By far the best submachine gun to use. The power is fair, but the ammo is plenty since all of the frogs will use this gun, and since you'll also use a submachine gun against the Frogs more often than any other enemy, this is the perfect weapon for the job. Combine great accuracy with decent power and a huge 50 round clip and a built in "dot" sight, and you really can't get a better submachine gun than this. You can also equip a Laser to this gun, along with a suppressor, and a flashlight, making this the most modular submahine gun as well. ID-Unlock it ASAP once you pick it up from a fallen FROG. M10- It's best to fire this weapon in burts to maximize on the power potential it has. The P90 is better against more enemies, but this gun can take them out faster sicne it has a larger caliber (.45). Ammo is also very common for this weapon, and you can attach a suppressor if you wish. MP7- Would not use this as your primary submachine gun. The power of this weapon is simply too weak for it to be effective, and combined with one of the smallest magazines, you'll quickly run out of ammo with this weapon. However, the accuracy is stellar, especially combined with the dot sight you can purchase for this weapon. However, the price of this weapon combined with it's less than favorable preformance, rare ammo (only gun that uses it), and since the dot sight can only be used with this gun, all deter me from reccomending anyone to buy it on their first playthrough, and only to do so ever for collection purposes. Vz.83- Slightly more powerful than the MP7, but also includes a laser sight built in. However, there is no dot sight with this weapon, and it's not as good as the P90, M10, or Bizon, so I wouldn't reccomend ever using it. Eva gives it to you, and as soon as she does i'd put it away in favor of the P90 instead. Also reffered to as the Scorpian... or is it Skorpian... Bizon- Like the P90 except more powerful and it has more ammo. However, it's not as accurate and the ammo is a bit rarer, and it lacks modularity. I'd stick with the P90, since the laser sight compatibility is pretty helpful, in addition to ammo literally littering the battle field once the FROGs come a callin. MP5SD2- Only Submachine gun with a built in suppressor. This means the suppressor will never wear out, and since the ammo for this is pretty common and cheap compared to the PSS, it's actually a viable gun for frequent use. However, it does lack in the power department, but with the steallar accuracy I'm not complaining as it isn't very noticable. The magizine isn't massive like the P90 or Bizon, and it isn't extremley small like the Skorp or MP7 either. Very well rounded gun. Patriot- An M16 with part of the barrel cut off and most of the stock along with it. The greek Beta shaped dual drum magazine looks similar to the infinity symbol, which apparently means you'll never have to reload the weapon or run out of ammo either. By far the most powerful and effective submachine gun, the only way you can get it is to earn the big boss emblem. Uses the same caliber as the M4 and Ak102, but since you don't need ammo for it that's more of a power comparison than an ammo aquisition one. Sadly, this weapon totally lacks any kind of modularity, meaning you can't equip a laser, sight, or a suppressor on this thing. In any case it is an amazing submachine gun, and for some random things about it: The boss could use this one handed, and each time you aim it part of the snake eater theme will play. ________________ / \ | Assault Rifles | \________________/ Assault rifles are the most versatile weapons in the game. They are good for close quarters action, along with a good range allowing for some sniping as well. They have good power, along with a decent sized magazine, allowing you to quickly take down any human opponent. AK102- This is the first gun you get, picked up ID free off of a dead soilder only seconds into gameplay. The power of this weapon is decent, but not as powerful as some of the other assault rifles. Either way, it is more than powerful enough to take down any foe in this game. It can be coupled with a grenade launcher if you so wish. Overall a very average weapon, without much modularity. M4 Custom- By far the best assault rifle in the game. This is due to the vast amount of attachments this gun can accept. You can attach a flashlight, a laser, a suppressor, a dot/optical sight, and a forgrip/shotgun/grenadelauncher, all at the same time. It is pretty accurate, even without a foregrip, and you will never run out of ammo for this gun. It, along with the Mark 2, should never leave your equipped weapons list at any time. Mk 17/SCAR H- More powerful than the M4, and also able to accept a sight, a foregrip, a laser, and a flashlight. Sadly, the lack of an attachable suppressor makes this gun useless outside of alert stages, as any unsuppressed weapon normally is. Ammo is plentiful, and you get this gun very early in the game. Good weapon overall, however the magazine isn't as large as the 5.56mm rifles. G3A3- Same caliber as the SCAR H, but slightly more accurate and lacking any attachments. This really cripples the usability of this weapon, since aiming isn't as easy without a laser sight or scope (which would capitalize on this weapons long range if you could use one). By no means a bad weapon, there just isn't any reason to use it since another weapon of the same ammunition type is more modular, and you get that one ealier as well. Also suffers from a smaller 20 round magazine than the M4. FAL Carbine- Very similar to the G3A3, except this weapon is slightly more powerful but with less range as well. Not customizable either, and has a slightly faster reload time. Would not use too often. AN94- Uses Special ammo specific to this weapon, and the ammo isn't common in the field. Very similar to the AK102, but the ammo makes this gun slightly less powerful as well. Will also take a grenade launcher attachment. On the plus side, this weapon is very accurate. Other than that I'd use the AK102 over this anyday. XM8- Gun is only found once in the entire game, during Act 2. Has a built in dot sight, and can accept the same grenade launcher as the M4. Outside of this, it lacks customization. Seems to be more accurate than the M4, but the stats don't list it as such. Basically the M4 without any modularity. Tanegashima- I put this in the assault rifle category because it didn't seem to fit anywhere else, and I wasn't going to make a section only for one gun. This gun is VERY expensive, and if you have any brains you will wait for the half off discount to buy it. It's a flint lock gun that takes ages to reload, even though snake moves at lightning speed while doing so. The gun is pretty powerful, but unless you get a headshot your opponent will get on his feet again by the time you have finished reloading. The only good part of this gun is the whirlwind effect it randomly causes, where when shot a whirlwind will come through and kill every enemy in the area along with causing them to drop all of their equipment. Much faster item collection than systematically holding up every enemy in the area. ______________ / \ | Machine Guns | \______________/ Machine guns are good for laying down a lot of fire very fast. Beyond boss fights, there are very few occasions where this is needed. However, if you do choose to bring one of these out, whatever is in your sights will drop pretty fast. HK21E- Very weird in the sense that it seems to do more damage further than 5 meters than it does at less than 5 meters. Very accurate, powerful, but lacks modularity. M60E4- By far the best machine gun in the game. It can hold twice as many rounds than the rest of the machine guns can, is rather powerful, and is completely modular. It can accept a sight, a laser, and a flashlight. You pick this up around the same time as the HK21E, and will be a worthy investment for you to ID-unlock. Use it for boss fights and you'll never die in them. Oh yeah, forgot to mention this weapon can also accept a foregrip too. PKM- You can't customize it, but it is the most powerful machine gun in the game. Shares ammo with the DSR1. Other than that, it's pretty much a standard machine gun. Mk. 46 MOD 1- Weakest machine gun in the game, I'd only use this when you run out of ammo for the M60, and the HK21E by extent. You have to buy it from drebin, and it eats away at your 5.56mm ammo, which is used by your precious M4 Custom. This gun is also customizable, allowing for all the stuff the M60 can use as well. The main of this machine gun is the power- it is noticably weaker than the rest. __________ / \ | Shotguns | \__________/ Shotguns are great close quarters weapons, since you don't have to be accurate at all and the spray will either knock down or kill anyone in the vicinity. They all share the same ammo, which is common, V-ring is plentiful, and slugs are basically non existant outside of drebin's shop. Slugs offer an extended range, but lack any spray. V-ring will knock a man down, but only put them out for good with a headshot. Twin Barrel- Never use it. Basically a derringer, since you waste your two shots very fast and then it takes a while to reload it. Still, it's the only shotgun you can find during the game itself, at the beginning of act 2. M870 Custom- My favorite shotgun personally. Can accept a sight, and comes with a built in flashlight. Powerful, takes 5 shots before a reload. First shell reloaded takes an extra second. SAIGA 12- Best shotgun in the game. Uses a magazine to load the shells, so reloading is a breeze. Also, this shotgun is fully automatic, and holds 8 shots instead of 5 or 2 shots. However, it is the most expensive shotty as well. Masterkey- Underbarrel shotgun for the M4. Uses same ammo as the others, and is just as powerful. Very useful, since it saves the trouble of having a shotgun in your inventory taking up a full slot, since you can just combine your assault rifle and shotty in one with this nifty tool. Holds 4 shots. _______________ / \ | Sniper Rifles | \_______________/ Sniper rifles really let you reach out and touch someone. They have scopes that allow you to see enemies from afar, allowing you to quickly aim for their heads and eliminate them. Also, they are very powerful, meaning that if a headshot is not possible, you can basically take them down in one hit or so in the body. Very useful for scouting out and clearing the root ahead without getting involved in any actual firefight. Basically, the more expensive the rifle is, the more powerful, and better it is. M14EBR- One of two rifles that can be silenced, and can also accept a laser and flash light, although why you would ever need to use one of those on a sniper is beyond me. It has a nice scope, has a lot of ammo per magazine, the ammo itself is very common, and overall is a great sniper. DSR-1- This rifle is a BEAST online, with one hit kills galore. However, in single player you have to shoot them twice, which sucks considering how expensive ammo is for it, along with the small magazine size. Still, it's a great sniper, worth the price in my opinion. Until you save up for he M82, this is the best rifle in my mind, unless stealth is your priority, in which case you might be better sticking with the M14 EBR. SVD/Dragonov- More powerful than the M14, but ammo is also more expensive and rarer. Also can not be suppressed. Good against crying wolf, but not much use elsewhere if you have the DSR. VSS- By far the worst sniper rifle. Even though it is self silenced, the gun lacks power and range to the point where it would actually be smarter to snipe with the M4 in some cases. Ammo is expensive, and for some reason this gun is fully automatic. You can only find this thing in act 2. M82A2- The best sniper rifle by far. One hit kills, garunteed. The scope is also perfect for the job. You can mow down an entire squad in seconds with this beast. However, ammo is mad expensive for this gun, the gun itself isn't exactly cheap either, and you'll never find ammo in the wild. Still, once you've gotten all the attachments, and are happy with your current weapon lineup, i'd buy it. Rail Gun- Even though it's technically the most powerful sniper, it is only this strong after being charged for a while. This means that you can't snipe out an entire crowd like you can with the M82. Also, ammo is even more expensive for it. Stick to using this for the Gecko's instead of wasting it on human opponents. Mosin Naget- The only non-lethal sniper rifle. The Crosshairs are a bit difficult to deal with, but you should be able to use it no problem. Invaluable in boss fights if you're going for the dolls. ___________________ / \ | Grenade Launchers | \___________________/ Grenade launchers are great for taking out a whole lot of people in one swoop. However, the ammo for each launcher is different, and all are very expensive. Use these sparingly. XM25- This gun uses a magazine, allowing for faster reloads than the rest of the weapons. Also, you can lock in the distance this weapon will shoot, which allows you to aim at some wall, then lock in the distance, then aim above it and fire to take out the people behind it. Kind of useful in the game, much more so in real life. Can only use explosive grenades however, and ammo is most expensive for this one. You can also use CQC with it. MGL-140- You get this for free from drebin. While reloads are slower than the XM25, but you can use all three grenade types with this one. Also, it offers more ammo per reload than the rifle mounted ones. However, when you do reload, it takes longer to do so, so meh. It is more effective to reload all at once tough, since you won't have to do so in the middle of a fire fight like you would with the others.. that is if the first grenade doesn't take everyone out anyway. XM230- Underbarrel grenade launcher used with the XM8 and the M4. Shoots all three ammo types. GPL30- Same as XM230, except it uses different ammo and only goes on the AK102 and the AN94. ___________________ / \ | Missile Launchers | \___________________/ Save these for gecko. You'll never have to actually fight a metal gear with these, so feel free to waste them whenever. RPG-7- You get this one early on. You can take out an APC in one hit with it. Ammo is comparitivley common. M72A3- Takes two or three shots from this to kill a gecko, so i'd forget about it for the most part. Javelin- One hit kills on gecko, very rare. Most powerful gun in game along with fully charged Railgun. FIM-92A- You can lock onto enemies with this gun, even humans. Very powerful, but since there aren't any metal gears to fight in this game it's kind of useless. ______________________ / \ | Explosives and traps | \______________________/ Helpful for taking out enemies behind cover, behind a corner, etc in one fell swoop. However, you are essentially defenseless against people at range while these are equipped, so throw them and quickly switch back to your primary. Hold L1 firmly for an overhand, farther toss. Hold it gently for a light underhand toss. As for the plantable weapons, they are more useful for setting up traps for unsuspecting guards. Either plant them to cover your tracks in an alert phase or plant them along a guard's patrol route for these to be useful. Grenades- Very powerful with good splash damage. Petro Bomb- Less powerful than a WP grenade, but much less expensive too. The splash damage is suprisingly the same as a grenade. Willy Pete- More powerful, rarer, pricier Petro Bomb. Is also a type of launched grenade. Stun Grenade- Will instantly knock out all enemies caught in the blast area. Chaff Grenade- Disables electronic devices such as dwarf gecko, APCs, and the top parts of real gecko. Very, very rare. Claymore- Set them, and watch anyone who walks into their cone of acivation be peppered with thousands of tiny balls. Instakill FTW. C4- Like Claymores except more powerful and you have to detonate them yourself. Also, if you feel like being an evil bastard, you can put them on the backs on unsuspecting guards before detonating them. Press O to detonate them one at a time. There is no way to detonate them all at once that I know of. Playboy- Put them down and guards will pause for a while to look at them. Emotion Magazine- Put them down and guards will freak out with a plethora of different emotions. They'll be stunned after a while, and then will go into caution once they wake up. Sleep Gas Mine- Like a claymore in the sense that it is a plant and forget weapon, but differs in several ways. For one, it is non lethal. Secondly, the activation area is radial instead of conical. Sleep Gas Satchel- A cross between C4 and the sleep gas mine, it will release a cloud of sleep gas whenever you press circle. Also no way to detonate all at once. _______________ / \ | Other Weapons | \_______________/ Mantis Doll- Lets you control people with active nanos (PMC's and FROGS). Sorrow Doll- Lets you control the dead. Can see visions when in first person view. Smoke Grenade- Provides you cover to sneak about. Also comes in different colors. Stun Knife- Instant kill with R1, instant Stun with R2. If you tap R1 instead of holding it, you will do a slash combo, in which if every slash contacts will also kill your opponent. It's hard not to stab in single player, and it's hard not to slash in multiplayer. Magazine- Throw it to distract guards, gecko, etc. They will move to investigate the sound. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Walkthrough - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This first, kind of prolougeish area has brief spouts of gameplay with short cutscenes breaking it up. Simply crawl under neath the truck, watch the next cutscene, run over the guy's gun, and then run to the end of the street. Another cutscene will play. After this, walk out into the street, and immediately run into the building on your left. Go up the stairs, and then dive through the "window". Keep running straight down the street; when you get to the end a metal gear will appear. Just stick to the right side of the street and get out of there as fast as you can; he won't hurt you if you don't stick around. Sit back, learn the set up of this game, and get ready for the first act. _______ / \ | ACT 1 | \_______/ This first area introduces you to the octocamo system, along with the stealth gameplay. Basically, if you lay down or press triangle near a wall, your suit will copy the texture of whatever your body is pressed against. It will stay this way until you stop moving in prone/against the wall, in which case it'll once again copy the texture you are pressed against (if it's different). To get rid of the camo, just shake the sixaxis/dualshock 3. This will return it to the "sneaking" camo. If you press start, and go to the camouflage menu, you can register the texture you copied for later use, manually set the suit to preset/downloaded/registered camos, change your face camo if you have it, or change your costume settings (if you have one). Octocamo is essential to this game, you will use it constantly. Okay, back to the game: There are initially two guards in this area, but more come very soon. If you want the cardboard box, dash across the street at the start, and then crawl into the doorway of the building. Follow the hallway past the corner and the cardboard box will be inside the room, laying on the floor. There are noodles in the locker. Noodles are great for restoring both health and psych, way better than rations. Stay in crouch whilst in the building, lest the PMCs outside see you. Go back the way you came, DO NOT CONTINUE ALONG THE HALLWAY. The PMCs will be coming this way, and it's narrow enough that they're basically sure to spot you. Crawl back across the street, and travel through the buildings. Keep an eye out for the guards, pass when they're not looking, or just simply crawl along with the octocamo. Once you get to some wreckage, crawl underneath it, and mind the militaman getting shot. You can either wait for it to be over or try to pop the PMC in the head before it's over. Personally, I shot the guy in the head once, and did not even warrant a caution, so if you don't mind the kill added to your stats feel free to do so, as it will make coming out of the crawlspace easier. Once you get to the end of these buildings, there is a regain in the locker. Might as well pick it up. The guards won't be looking in your direction when you can come out of this building (usually), so you can crouch run if you wish. Make a right out of the building, and go to the end of the road to collect some more ammo. Go through the doorway here to enter the next area. There is a compress underneath the stairs. You may recognize this area from the first gameplay demo of this game. You can hop up next to the statues and grab it's... member for camouflage. There are several ways to advance, but I personally recommend running up the stairs and diving over the hole, and then sneaking up behind the PMC here and either CQC him or do a hold up. Work your way up/along this street. There is only one guard patrolling it until you get near the end (you'll be close to a dumpster), in which case 2 PMCs will come out. Either hide in the dumpster or octocamo it to stay hidden until they pass, and then go into the ruined building on the right side of this street to start a cutscene. There are a few items scattered around this area, specifically a compress on the other street (don't get it, it's not worth the trouble) along with a regain in the lockers below that PMC you may have knocked out and a ration you will see as you work your way up the street. Watch the cutscene, and behold your new favorite toys: The Mark II and the Solid Eye. The mark II is pretty fun to pilot. Just equip it, and then run around the battlefield, scanning the way ahead. You can activate stealth with X, extend the arm with L1, and when the arm is extended, shock an enemy with R1. Press triangle near a wall to knock. Any action requiring you to extend the robot's arm will put you out of stealth mode. The solid eye has three modes -normal, binocs, and EEV. Normal will simply highlight any items laying around and any NPCs nearby, showing various points of data about them (distance, what kind of object, friendly?, health, etc). Binocs mode is similar to the scope of past metal gear games, with all of the perks of the normal mode but no where near the walking speed. You will not be able to use weapons while in scope mode. The last mode is EEV, which basically puts a green tone over everything, has the same features as normal mode, and also highlights all NPCs and objects. The solid eye and Mark II share battery power, so use them sparingly. Oh yeah, and that tranq gun you got? Prepare to meet your new best friend. Besides boss fights, it should never leave your active weapons list. So, now that we have that all out of the way, simply make your way past this firefight, or just take out all the PMCs, and move on to the next area. There is some AK/M4 ammo back where the PMCs were running from if you want it. Choke the first guard you see. once you get into the tunnel, hide in the enclave to the left until some guards run past you. whenever you see some guards staying in place, you can always crawl around them for this area. Keep a sharp ear out for the guards' conversation, as they will say if they need to go help upstairs or not. IF they mention anything about backup, just hide until they pass. Before you come to the area with a bunch of wounded soldiers, there is an MP3 in an enclave to the left, and after you pass the room where they are talking strategy, head to your left after the guards pass to get a bunch of ammo, and then once you are back into the hallway, you can search the room at the end on the right for a lot of sweet stuff, such as a militia disguise and an RPG. You can now basically just slap on that disguise and run through the rest of this section if you feel like it. One last thing: If the militia love you, you can just run past them plain as day in any outfit and they'll let you pass. This applies for all areas of the game. So, once you reach the end of this level, talk to drebin, and fall in love. Weapons, anywhere and any time!? SWEET! I'll explain a bit about his store: Any attachment you buy will work with any of the guns it says it can work with, and in addition to that, once you buy an item, you can attach it to all the weapons that can accept it, AT THE SAME TIME. You don't have to repurchase anything in order to put the attachment on all the weapons. So, that being said, i'd go for the laser and dot sights, first thing. Hold off on purchasing guns, as you will be able to find them in the field and then unlock them for a much lower price than if you were to buy them. This does not apply to every weapon however, as certain ones such as the flint lock and the M82 won't appear in game. However, the XM25, MGL, Stinger, M72, SVD, and masterkey all do appear in game. You will get to keep all your weapons, ammo, and attachments through multiple playthroughs of the game, however you won't get them all back until you meet up with the MK II. Run over the body, continue down corridor to get a ration and some noodles, then come and head up the stairs. once you reach the second floor, you can go and jump down behind where the boxes block off the hall on the level below you to collect an RPG and a sleep gas mine. If you wish, head up to the top floor again to dive roll into where you have to go next, landing on a cement block with another RPG on it. Make your way through the building. When you see two militamen who have apparently been spotted, stick around until they die to collect their weapons, then leap onto that ledge immediately left of them to get some anesthesia rounds for your tranq pistol. backtrack a slight bit to see a similar looking ledge to hop up onto. Continue your way through the building, and after you see a ledge collapse, the next little area will have some ammo underneath the white cement ramp. When you get to the top of this ramp, you either have to hug the wall or hang-and-shimmy your way across. When your past this and into the next room, hang right, walking under the low hang, and jump down to collect a ration. make your way out of this room and a laughable cutscene will soon follow. You acquire a drumcan, which you can just to either hide in like a cardboard box, or press x to send it spinning. You can knock out enemies very easily by doing this, however you'll vomit after you put it away, leaving you vulnerable for a second or so. Run down the street, and turn right at the first car you see. There is some .223 ammo behind the boxes here. Take the ladder up, make your way along the rooftops until you get to a mortar, and get ready to have some fun! Use it to blast the PMCs to your hearts content, and then ditch it, continuing with your mission. Crawl under the car, and either take the left over the boxes or go play with the militia to continue. If you take the main street, use the mortar to blast the building at the end clear of snipers. The multistory building near you has some snipers in it along with grenades, and the broken one has a ration in it. I'd just stick to the main street, however. Past the turn in the street, there are some boxes on the left with a crawlspace near it -either take that or just continue down the street, either way eventually going past this battle to reach your destination. In this building, walk around the ground floor to collect some weapons, in addition to a claymore and a playboy. CRAWL OVER CLAYMORES, for all you MGS noobs. Go up the stairs, taking note of the BOMB, which you should also crawl over. Feel free to explore any of the other floors, or shoot the claymores instead of collecting them, but if I were you i'd just collect them and make your way to the top floor. If you go exploring and see those lasers, know this: You can't get past them. Make your way over to the second set of stairs, get to the top of them, and once on the roof, go run past the back rooms to start a cut scene. Once you pick up your first P90, buy it, and then use that for the rest of the frog battle. These opponents aren't that tough at all, but they come in massive numbers and can hop onto walls and such, like those annoying little critters from resistance. Eventually you will have worked your way downstairs, and a bulldozer will come crashing in. You only have to kill like six more frogs, and then you take a hop down an elevator shaft. Time for some more cutscenes. You'll see a bunch of militia fighting a few PMCs. After that friendly tank comes in, head for the gap in the wall in the right. Either take the ladder or the crawlspace, they lead the same way, but the crawl space has a ration in it. Help fight the PMCs off, and once your done, head to the really tall ladder and climb to the top to find a javelin on the roof of this building. After you get it, head back down the stairs collecting the ration and some .223 ammo as you go. Head up the small ladder farther down the street, and follow it until you find a place you can jump off of to start a cutscene. After it's over, go collect yourself some drebin points by running over the numerous dead bodies. Pop the next two guards in the head with a tanq, or just sneak by them. Do the same with the next one, and head into the alley/building to your left. There's some music right behind the first box you see in the building, and a guard upstairs. Theres some anesthesia behind the first boxes you see upstairs,and some noodles can be found if you travel through all the doors. There is a playboy on the bed. This place makes a nice sniping perch if you should so choose to use it. In the lockers you will find some goodies, and the one by itself has an M4 suppressor. There is a ration underneath the table, and some smoke grenades in the hallway downstairs. Make sure to grab the PSS behind the dumpster past the courtyard. Make your way past these last few guards, and be done with the first act. _______ / \ | ACT 2 | \_______/ During the briefing, you can manipulate the screen with the following controls: Triangle switches camera view, L2 fullscreens the current main camera, and the square button allows you to control the mark II. If you bump into people with the mark II, you can get special face camos. There is also a battery and a digital camera you can collect here. When you gain control, the very first thing you want to do is drop down and explore that building on your right. There is a rebel disguise, a special herb, and two special ammo boxes for a shotgun in the hut. Also, check out the upstairs of the barn for some pentazemin, and then hop over the gap to collect the SVD, way earlier than you would otherwise. Hop downstairs to get some anesthesia in one of the horse stalls, then go look under the house across from your view of the soldiers to get both stun grenades and 3 m4 suppressors, and inside this house for the fury music. I strongly suggest freeing the rebels, and then eliminating all the guards so you can fully explore, and so the rebels are on your side from then on. Once you're done with this area, follow the path the rebels are taking to get to the top of those cliffs. Campbell will call, then continue along your merry way. The next part pits you against a bunch of PMCs, but you have the rebels on your side. Use the octo camo and mark 2 pistol to work your way through these guys. Pick off the two snipers on the ledge to your right. Work your way up to the front lines here, being careful to not get caught. While you could continue all the way up on the left, If I were you I would cross the road and take a trail on the right side of this battlefield. Doing so will lead you to a mortar which you can use against the PMCs. Continue following this trail, and then sneak into the walled in base. The first, bug building you see from this approach is the power station. Clear it out, and the militia will come in and disable it for you. There is some C4 and a ration under the desk in the non generator room, along with a generic ammo box, think it's .223 ammo. There are also sleep gas mines (not active) in the generator room, and a regain, playboy, and compress under the building. Once the rebels have run, make sure to collect the M60's from the sandbag, a stinger missile launcher in a boxed in area, in addition to a pss, 12 gauge slugs, pentazemin, and some ammo on top of the tower. You have to climb up the tower next to the power generator room, hang from the edge, and use the wires to cross over. NOTE: DON'T TRY DOING THIS BEFORE THE REBELS SHUT THE POWER OFF. Walk around behind this base to a waiting APC to meet someone familiar. Take the path farthest to the left, following the rebels if you helped them win. There are a whole lot of goodies in the first few feet once you get out of the grass, such as an XM8, a javelin, some sleep gas mines, 12 gauge Vring, anesthesia, noodles, etc. Keep following this path to find a regain on the left side of some rocks, and if you crawl under these rocks you can get a PSS and compress as well. If you decide to take the road instead, you will find nothing. Take the farthest left, sort of up hill passage to proceed to the next area. This path is the most covered from the road, and by extension the truck that follows it. Continue down this path to collect som .45 acp ammo, and mind the guard just past this pickup. There are multiple guards around this rebel prison camp, along with one in the watchtower, and one on the road. I recommend silently taking them out to free the rebels, but it's your call. The biggest building here has some .223 ammo below it, and some 7.62mm inside of it. In another area inside this building, you will find some stun grenades, 9x39mm ammo, and the VSS sniper rifle. Outside you will find a regain on a table. Finally, there is some anesthesia and .45 ammo outside near a pile of...wood or steel I think. When you're done exploring, just head out to the entrance of a mine shaft. This is another rebel vs PMC area. Keep an eye out for dead soldiers, they drop some good weapons. A sample from my experience: Masterkey (both runs), G18C, M60E4, PMM. Make your way to the road; a bulldozer will appear to help you bust into this mansion. Exploring on the right will net you a ration, along with healing music from MGS3 between a dumpster and the outer wall. This area will be crawling with dropped weapons. Inside the building, approaching from the right, will be a pss in the fireplace, along with a regain under the table. There are some grenades on the couch in the next room, along with some pentazemin on the on the other side of this room. You can find a playboy in the front entrance to this house on a couch. Outside the front entrance, there is a ration ontop of some boxes, in addition to some willy pete grenades where you would first come in and if you were to have taken a left isntead. Upstairs, you will find some .45acp ammo, a ration, and a play boy in the first room you encounter. There is a master key, some 40mm grenades, and some mosin naget sleep ammo on the balcony, in addition to 5.56mm ammo on the other side of an open skylight. Jump down the skylight. Once down the stairs here, there will by some claymores on the shelf to you left, and a room full of various items, with anesthesia and 12 gauge v-ring being among the most interesting. Head up the ladder when you're ready. From here on out, you will never be have the option to sneak by a firefight between rebels and PMCs again. After a lengthy conversation with naomi, Laughing Octopus will appear, along with a bunch of FROGs. Just switch over to the P90 for the fight against the frogs, since that's what they'll be using. There a are whole lot of goodies laying around, including V-rings under one of the first desks in front of you. Use your solid eye to find them all, but save the battery, since you'll be needing it soon. Once you've defeated all of them, get ready for your first boss battle! I hope you picked up one of those millions of M60's laying around, or a PKM from outside the vista. If you did, equip it now. If you didn't, you're stuck with the M4 or MK17, which are still very capable weapons for this fight. Also, get out your mark 2 pistol while you're at it. Just use your solid eye and threat ring to find her, and blast away. After a bit of damage, she'll fall to the ground, and either get up for another attack or roll into a ball and release a cloud of black ink, which will blind you for a second if you don't get out of the affect area fast. She also will release some sort of explosives, so avoid the red blinking, beeping objects that magically float around in the air. She will hide in some hard to see places occasionally, such as on the ceiling in the outer ring of hallways, in a stack of boxes, one of those skeletons naomi has, a giant MK II, a dead soilder, and even naomi. She likes to randomly crash in through the windows, and near the end she will turn into a ball and roll at you, which can prove quite devastating (I actually died from this once when I wasn't watching my health). Just hop onto the nearest high object to avoid getting hit. Once you have finished her and she turns to her human form, PULL OUT YOUR MARK II PISTOL. Shoot her with this until she passes out/dies. If you do, you get a special face camo (her face). If you widdle her health down instead, you get nothing. Don't let her grab you, in which case she will make you constantly loose health until you shake her off. She'll randomly dodge some of your shots, there really isn't anything you can do about it, just keep shooting at her. When you have beaten her human form, expect a call from drebin explaining her melodramatic past. Get used to this, it'll happen 3 more times, each time being more outrageous then the last. The next part is kind of annoying. You have to follow naomi's trail. Raiden will give you a bunch of bs about how to naturally follow her trail, using a keen eye to look out for disturbances in nature, looking for bent grass and perturbed animals, before telling you that instead of meticulously observing every little detail in the terrain, you can simply use the solid eye's nvg function instead. Not far from the start, there will be a ration to your right. There will be a few branches of the trail. At the first one, take the left path (the one with the most footprints). Across the bridge, there will be a guard. Sneak past him or just take him out. After you do, take the right path. The left one leads to a house with some goodies if I remember, but there's also a guard there and it requires some backtracking, so it's best to just leave it be. Soon after you follow his branch, otacon will ask you if "you think that could be naomi" laying with a sniper rifle, facing the path. Well, obviously it isn't naomi, but it would still be a good idea to take note of him, and either prone your way across his field of view, or simply take him out with a shot from your mark 2. If you want to see a cool easter egg, before you move past this area follow the single set of footprints to the right to see something laying on the rocks. Haha, looks like she was having herself a good time... but that brings up some interesting questions, doesn't it? You can hear a laughing women if you follow along this path (not the footprints), it might be worth investigating. Anyway, back to the path. Take out the guard in the gap in the rocks, and head down and across the river. Otacon says something about naomi's footprints vanishing. Press on straight, and mind the member of the frog to your right when you see some footprints reconvene with the trail you're following. The footprints get confusing here, but take the left path where there are a lot of footprints. Put away the solid eye, as it can give away your position. There will be one or two frogs past the grass path here on your left, silence them. Head to the right, and behind the closest tree stump, hidden by some flowers, is another guard. Take him out. Be careful if you run over him, as there is a claymore next to him. Follow the path to the left. When it branches, take the right path, or the left if you feel like it (they wind up in the same place). There is a frog sniper here, take her out. Notice the shoes left in the middle of the road, and the claymore on top of them. There are some stun grenades behind where the sniper was as well, if you want them. Follow the two reconvening trails, and soon you will get to another clearing with a dozy guard to the right. Take the left footprints again, and mind the guard farther up, on the right, away from the path of the trail. Take him out from behind and grab the pss, then head back to the trail, which gets a whole lot bigger now. Head left into the mineshaft to proceed to the next area. Get ready for a cool cutscene. Once you regain control, start by shooting into the black smoke, and specifially at the powered suits when you can get a clear sight of them. The guards around you won't shoot at you, but sometimes they can climb on top of the APC and grab you. Just CQC them when they do this/try to do this, or if you just don't care about killing guards, shoot them to prevent them from every reaching you in the first place. When you see gecko, ignore their weak points (legs) and just go for the head. It's faster, easier, and nets you drebin points. Ignore the other vehicle in the next section, and just go for the gates. Strafe up and down either side of the gate. some geckos will jump in front of you, just shoot them while you can, you probably won't get many before drebin moves on. ignore the other vehicle again, as drebin will ram it off the road. More geckos ahead, drebin will ram the one running in front of you. Keep aiming for the heads. The next area will trigger a memorable E3 cutscene. Sit back and enjoy. When they're over, run straight, and follow the people. Run straight past this first gecko. Turn right, and run to the end of the alley. The last gecko is hard to get past, the only way i've been able to do it is get on the edge of the range where his leg sweep is activated, go out of the damage range, and then dive through before he can redo this move. The second you get past him, you escape and get to sit back and watch the vamp fight from e3. _______ / \ | ACT 3 | \_______/ In the next mission briefing, there isn't really any cool hidden items except for some ammo waaay in the back behind the helicopter. After a long time, naomi will finally stand up so you can hit her and get another face camo of raiden, this time with the visor open. For the first part of the next act, you will have to trail a resistance member through an Eastern European city. Since you won't really need to do anything to the enemies other than knock out a few who are blocking his path or trying to arrest him, I won't do all in depth about the weapon locations. If you really want to find them, you can just use the solid eye. The guy will wait for you whenever you aren't near him, and all that signal interceptor is good for is to find the general area of where this one guy is. If you loose him, you can't just find a new member of the resistance, you have to go back and find this one. Start off by running straight to the van. A directed sequence will occur, and you will be shown the resistance member you have to follow throughout the city. If you hold him up and do a body search, you can get some music track from snatcher. Just follow him throughout the city, you'll never follow anyone else. Take out any guards that are in your way with the mark 2, and don't forget that you can put away the disguise whenever you want and trade it for full octocamo, which is basically essential once the guy you're stalking changes into a PMC outfit. If this guy spots you (not a "hey, did i see someone there" spot, but a "hey, i'm shooting you in the face because I don't know who you are and that's what I do" kind of spot), there is a possibility he will go along this very convoluted route that at first seems faster but winds up taking about twice as long as his normal route does. Either way, he'll eventually pass a spotlight with a bunch of guards around it. Don't go on the sidewalk until the spotlight has just passed it. If the spotlight goes over you, you WILL BE FOUND, no matter what your camo rating. This also applies to the spotlights on his convoluted route. Once he/you get(s) to midtown n sector, he will change into a PMC outfit. If you loose him in a bunch of guards, it will be obvious which one he is (the one who whistles, doesn't have a gun, and walks completley different), so obviously don't kill any guards here, lest you risk killing him, in which case you're screwed. Not that you should be killing guards in the first place, that is. The area he first comes out of will have two rations and a compress in it. I know, I said I wouldn't give away the locations of items, but they're right there so you might as well pick them up anyway. Now that I think of it, there is also some 5.56 ammo on the right side of the street in the last part of the section before Midtown N. Anyway, just use your octo and face camo for this part, and try to crawl along the sidewalks from here on out, since there are some road patrols who will spot you if you crawl in the street. Soon after he changes, three guards will ask him to follow them. Just crawl behind them, and don't get too close. Eventually all three will split off. After at least three trucks pass, he ditch the costume and go back to his Eastern European outfit. Just wait for him to walk a bit, move towards him, and a cutscene will start. Snake anihilates everyone with his CQC, this scene being by far the best demonstration of CQC yet. Big mamma will go on to explain a whole lot about snake's beginnings, the Patriots, and a bit about Big Boss as well. You start off on a motorbike. You will have infininite ammo for all of the weapons you can equip. This includes pistols, submachine guns, grenades, the twin barrel shotgun, and the XM25 grenade launcher. However, I doubt you will have aquired this weapon yet if it's your first playthrough, which means you're doing o have to stick with the submachine guns. I'd ditch the Skorpian ASAP, it has a small magazine that requires constant reloading, and we are going to be missing a lot of shots here. The P90 would probably be your best bet. Make sure to equip a laser sight with it, as this will greatly aid in your aiming. I wouldn't go into First Person View for this fight, as you will have some dead spots where you can't shoot your gun around eva's head. If there are a lot of enemies around, eva will tell you where to concentrate your fire, but in any case aiming for the enemies in front of the bike is a good bet. Lastly, try not to hit the other people on motorbikes, they're friendly. In the next area, there will be a humvee that starts attacking you. It won't shoot the van, and I couldn't kill the turret gunner, so just leave it alone and it will crash into a wall in a few seconds. When the frog jumps on top of the van, shoot her off. When you get near the river, and she powerslides for the second time and stops for a bit next to two humvees, take out the explosive barrel on the left, then go for the turret gunners. She'll drive to the other side now, and execute a slowmo jump. You probably won't be able move fast enough to take out more than one or two guys during this jump. You can shoot the boxes you just jumped over when you have landed to cause an explosion, and from there i'd work my way over to the turret gunners and then the foot soilders. For the rest of this section, you won't have to deal with any more geckos, but a few frogs will jump ontop of the van. There are usually explosive barrels around the frogs on foot, so just spray away. In the next area, many raven soilders will try to bomb you. They only take a few shots to take down, so for the most part you can just strafe them with the P90 to defeat them. A few soilders will appear in humvees or walking on the ground, and near the end of this section they can start to be a pain. Just remember that the only people in a humvee you can kill are the turret gunners. For the most part, i'd stick to shooting at the ravens since they net you drebin points, but since the soilders seem to do more damage it would be wise to get a few of them out of the way. Once eva gets shot, there will be a few more frogs standing conveniently next to explosives, making for easy pickings. However, the ravens will start to drop a whole lot of bombs once you're back on the street, so make sure to equip your rations if you're low on health. Eventually eva will crash into a wall along with the van, and after a touching cutscene, you'll have to take on raging raven. For this boss battle, I would reccomend staying on the floor where you start off. There is a ration on the one base of the staircase, and some 5.56mm ammo a bit farther up the staircase. Personally, I like to stay at the bast of the staircase opposite the ration, and just wait for raging raven to come inside before unloading on her with an M60. On the next floor, there is some 7.62mm ammo, in addition to some .22 anesthesia inide and some 7.62 anesthesia outside the room. There is some 12 gauge v-ring on the top floor, along with a music track from HIDECHAN. Anyway, just stay on this bottom floor, and use that cover to avoid all of the missiles shot at you. It seems that in order to make her appear, you have to be spotted by one of the other ravens. If you're accurate with your M60, you can literally kill her after only three apperances. Just make sure to continuously shoot her when she's inside, so she won't be able to aim her 40mm grenade launcher at you. When you're done with the firght, pull out your mark 2, and repeat the same process as the last boss fight: Shoot the crap out of her chest with it until she passes out. Drebin will now explain to you why she is the way she is, and you'll get a new face camo, along with the 40mm grenade launcher. Time for some kick ass cutscenes. _______ / \ | ACT 4 | \_______/ Mission briefing. There aren't any new camos here, but if you want to, you can play with the remote by using R1 with the Mark II to change the channels. There is a regain and some ammo on the left side of the back part of the nomad. You will fall asleep on your way to shadow moses, and a dream scene will take place, Metal Gear Solid 1 style. The controls here are also MGS1 style, and you can't press select to see them. So, a quick run down of the controls: Square is attack, Triangle is First person view, Circle is punch punch kick/knock on a wall, start is pause, and the rest of the controls are either the same or don't do anything. There is no CQC here, however you can flip a guard by pressing square while moving the analog stick, although this will not knock them out like it does elsewhere. You can also choke them to death by repeatedly tapping square and not moving the analong sticks, but only if you sneak up behind them. So, anyway, back to the walkthrough. Running along the right hand side of this map, in the snow, will net you a ration. The only chaff grenades I know of in the game are in this dream sequence, so it would be wise to pick some up. They're on the helipad. Once the pattern of lights allows you to pass betweeen them, run as fast as you can. You will pick up the chaff grenades and make it to the other side just in time. There is a room across from where you get off this helipad with some stun grenades and a security camera in it. To avoid security cameras, simply stay out of their field of view, and use their blind spot (directly under them) to sneak past them. From here you can crawl through to another room with some other goodies in it. When you're ready to move to the next area, you can either take the path on the bottom, below the security camera on the left, or alternativley take the path through the rafters by heading along the right, and bypassing the security camera and a guard on top of the rafters. If the guard on the rafters is coming towards you, move to the far end of the rafter and hide behind the part of the building sticking out until he passes. First off, put on your face camo. There will be some ammo along the walls immediatley where you start. Continue along the right side. At the top of the hill, there is some more ammo. From here you can hear/see the a gecko. Soon after jumping down the hall, there will be a whole in the wall along the right with your standard assortment of goodies. Sneak past the gecko, and continue along the right to see a clearing. There is a ration where it was in the dream sequence. There is another ration where you came into the area last time, and in the room with stun grenades there is a various assortment of ammo. Crawl into the next room to gain a dp boost, and in the next room there will be a bunch of explosives ammo. Under the truck where you could find the SOCOM in the original mgs will be the MARK 23 (same gun). If you look in the doors, you can see the next area, which has about 30 or 40 unmanned sentries. Run up the stairs you may have taken last time, and take the same crawl space. Alternativley, use the entrance on the bottom floor. However, this route puts you on the other side of the room from the exitYou will get a drebin point bonus for crawling through here. When you get out of the vent, be careful not to be spotted by the sentries. If the laser passes over you, it will be an instant alert phase. However, they generally are pretty stupid, and won't spot you if you have decent camo. They also appear to be death. There isn't anything special in that first room to on this floor, so it would be wise to just avoid this area. On the other room on this floor, there are stun grenades and nothing else. If you travel down the stairs from the second floor, you will get a 1000 pt drebin point bonus. Downstairs, next to the exit, there is a mark 23 suppressor and some .45acp ammo. Wen you exit the tank building, there is a ration on the left, along with RPG ammo and some other ammo on the right. There are two gecko here, who will walk back and forth across the level in a rectangular pattern. There are some 40mm grenades next to the second gecko, and various rations and ammo around the rest of this area. When the geckos wake up, wait for them to face away from you and just crawl across the route. In the next area, there is ammo scattered around the room, along with a stinger missile launcher in the truck. Otacon will inform you that the door is locked, so you have to go inside of the elevator and travel to the old office to unlock it. Once you travel down the elevator, there will be a M72 missile launcher, along with some claymores. Farther down this area of the office, there is a music track along with rations and ammo. Follow the hallway to initiate a flashback and a drebin point bonus. Once otacon asks you to put in the code, you can either put in the code, or enter one of the following numbers to get a bonus: 78925 for better accuracy, and 13462 will net you a track that allows you to put soilders to sleep on touch. When the cutscene is done, run around the room to pick up some 40mm grenades, along with rations and ammo.s Once you get into the old chamber lock, a gecko will fall through the wall. The hallway here makes a T-shape, once the geck leaves to patrol the other side of the T, make a dash along this part of the T to the other side, then crawl underneath the desk. Make your way to the other side of the room, and leave it. The gecko will never patrol on this side of the hallway, instead he will just walk up and down the hallway with the previously eletified floor. However, once in alert mode, he will come crashing through this door, so it's best to hide in that mini office to your right here once he starts his charge if you decide to fight him. However, as long as you aren't in any of the three elevated levels of alert, you will simply be able to hop in the elevator and get out of there unseen. Alternativley, you can kill the gecko by using the Mark III to activate the electric floor. Position the Mark III in front of the damaged power control and hold triangle to do this. Big thanks goes to Jon D for this alternate strategy, which will also net you a 5000 dp bonus. Once you get out of your elevator, head to the door which the Mark III will begin to unlock. However, this is not an instant process, and a gecko will soon hitch a ride on the elevator, even if you destroyed it in the previous area. You'll have to keep it distracted, which is much easier than it sounds, provided you haven't exlusively reloaded by using the circle button until this point. Simply throw magazines in an off area of the map, and once the gecko is done investigating, throw another one. Keep this up for the two and a half minute timer. If you run out of magazines, you'll have to deal with shooting a few shots at it, and then running around the objects in the center, keeping sure to stay on the opposite side that the gecko is. However, 20 magazines is more than enough to keep the gecko lured away, provided you aren't wasteful. Soon after the Mark III is finished, the gecko will leap to the second floor, allowing you to make a clean getaway.Right away, run to the end of this short road to grab both 5.56mm and 7.62mm ammo, jump down into the snow, and look within the storage shed to find an SVD along with some ammo for that gun, some claymores, and some mosin naget ammo. These will all be much needed for the boss battle you are about to partake in. Jump down the rocks to activate a cutscene and start the boss battle. For this boss battle, it would be wise to NOT STAY IN OPEN GROUND FOR ANY EXTENDED PERIOD OF TIME. I say this because, if Crying Wolf jumps on top of you, it will be an instant kill, sort of like the gecko footsweep. Also, there really isn't anything worth collecting on the battlefields, save for some C4 and other handheld grenades in the middle, power transformer area. So, your best bet is to dive over that tree from the start, and make a beeline for the first tower you see. For the majority of this boss battle, you will simply run between these two towers. Put on your solid eye and turn it to Night Vision mode to find Crying Wolf, and just snipe her with the SVD from either of these two towers. If you're a good shot, you can get multiple hits on her before she runs. Your psych meter will probably be empty for most of this fight, so sniping may be hard for you if you haven't recently used a compress or played dead. You can always cheat and use pentazemin to get off a quick shot if you have it, however. To get from one tower to the next, try to dive off the railing nearest to the staircase on the other one, and run up it as fast as you can. The farther tower has an XM25 grenade launcher on it's top floor, so be sure to pick that up. If you're running low on ammo, some of the tower guards carry the DSR, so if you have that gun you should be fine. Okay, now that we're all set up, here are wolf's attacks: Her main attack is the railgun. The railgun fires a bullet at a very high speed, creating a shockwave where ever it hits. Sometimes you can dodge this simply by laying down and letting the railing take the brunt of the force, however there are some gaps and angles where this won't do anything to stop it. Also, after you shoot her, she will sometimes attack you with explosives she tosses up onto the catwalks you are sniping from, so simply run when you hear the clinking of a grenade (i don't know if they are grenades, but they have the same soundbyte when they land on the ground. Also, keep an ear out for the throwing sound of a grenade). Just dodge between these two towers until you have defeated her, she doesn't come up with any new tricks. Remember to use the solid eye to find her unique shape (it's either much smaller or much bigger than the Frogs, depending on how she's positioned and how she's aiming) and to know which part of her to hit (the actual beast part of her isn't highlighted at all). Once she's done, with, switch back over to the Mark 2 once again, and go collect another face camo. After you have defeated her human form, you will collect her Railgun and Drebin will explain this beast's past. ======================= ! Alternate Strategy ! ======================= Just thought I'd share a tip for the Crying Wolf battle. Immediately after the cutscene where she almost nails you with the tree, you'll be staring at a truck in front of you. Crawl under from the rear and face forward towards the woods. Your stress won't go down since you're sheltered, and the FROGs are easy pickings. Every few minutes or so, Wolf will pass by in the woods. Use your night vision to spot her and snipe her up. The battle takes longer this way, but you'll literally take no damage. If it gets boring and she isnt coming out, just get out from under the tank until she yells and run back under. Thanks to Jeff C. and Nick for this tip. Hey, isn't this the place where you had to swap discs in MGS1? Run inside and you'll trigger a rather hilarious codec conversation with Otacon. Alright, time to find metal gear Rex. The next area is crawling with those annoying three handed sentries, so stick to the normal rules of evading them: Worry about the laser and their patrol routine, and camo/sound for very close proximity. Head to the door, and otacon will tell you it's not working. Go to the opposite end of this side of the room now to get into the elevator. You can basically just run up both sets of steps and dive over the side, if you don't mind the minor loss of health. There is an itunes track here somewhere, but I picked that up first playthough so i'm not exactly sure where it is. Sorry! :( ...anyway, the elevator will trigger a flashback, and you'll get a drebin point boost because of it. Once out of the elevator, you will see a Gecko patrolling the area. Remember, these guys are a cross between guards and sentries, in the sense that if they pass their laser over you, you'll be spotted no matter your camo rating, and if you are in their line of sight or near proximity, they'll also spot you. Either way, it's very easy to pass this first guy. Simply run like crazy in a straight line once he turns away from you. Near the small steps, there are a few boxes of ammo, including anesthetics. The next room is by far more difficult. It has two geckos, in addition to those annoying three handed sentries. First, run to that reddish, metal thing in next to the raised path in the center of the room when the gecko isn't looking that way. Once you are there and it walks back to where it looks away from the center of the room, hop onto the platform and crawl under neath whatever machinery that is on the rollers, collecting a javelin as you do so. When it's safe, continue in this direction out the other side. Once you have deemed it safe, crouch run to another one of those reddish steel things on the right side of this platform, and AS SOON AS YOU KNOW NO GECKOS ARE LOOKING, run, RUN your little hind end off into the doorway and dive over that railing. I would check the map to see what area I mean if I were you to make sure you know where you're going. If possible, don't even pause to make sure the two geckos on this side of the aforemention machinery are looking, check this while you are running to that reddish piece of steel panel. I say this because, if you happen to be spotted, one of those gecko will block this exit to the next area, meaning you're basically screwed and should just start over, or go rambo with that javelin you picked up if you're having one of those days. In this next room, there will only be like two sentries, and it's very short, so you may be tempted to just say "screw it" and run past all the sentries. However, if you go into alert phase, the next area will be blocked, so just stay stealthy a bit longer. At the top of the staircase, you will find a lot of useful items, so i'd make a pass up there before you run into the next area. Once the lift has reached the top, you will have to fight vamp in a boss fight. Use whatever you want to bring him down (although I personally feel that using anesthesia works the fastest, but whatever), but make sure his body is within running distance of you. Whenever you knock him down, he'll get right back up. A quick call to otacon will tell you what it took me 30 some "kills" of vamp to figure out. Once he stands up, CQC grab him, and make sure you have the syringe equiped. Once you have him in a lock, press triangle to stab him in the neck with the syringe, which will put a quick end to him. There are various ammo items laying around the room, including some 5.56mm which you may actually be in need of after that crying wolf fight. Whenever vamp gets within striking distance, roll out of the way so he doesn't stab you. On occasion, he'll squat down before lunging at you, in which case you should just run in a different direction than he's facing and roll when he lunges. Also, sometimes he will jump high into the air and stop you, so once again, dive to dodge this. Whatever you do, don't lay down, as he will start one of those dances ontop of you like he did raiden earlier. Also, if you dodge early, he'll still hit you. Don't run into him when he stands up, else you will be knocked to the ground and you'll probably have to fight him again. If you do mess up giving him the syringe the first time, subequent defeats will be much easier. I often get lucky with the Mark 2 and all of his psych will drop in one random hit after the first time you defeat him. After you stab him, raiden will appear, along with some suicide gecko. Suicide gecko will walk around the perimiter, and then hop on the inside after a while. Once they are inside your perimiter, they will start a countdown to self destruction. If this timer reaches 0, you loose. Immediatley a gecko will hop in front of you, acting as a sort of tutorial on how to handle this. With the railgun, L1 Charges, R1 fires. It is a huge waste to fire a non-charged bullet with the railgun. There is an audio cue to when the gun is fully charged, and it's pretty distinguishable. You can switch between first and third person without loosing the charge, but if you lower your weapon, the charge will be lost. For this reason, I would not reccomend ever taking your finger off the L1 button for any reason, as there is one part where several gecko storm you and you won't really be able to get through it if you don't act flawlessly. Make sure to equip your rations from the start, so you won't have to waste your precious charge to switch to them later. Zoom in with R1, and from here you will be able to see when the gun is charged (all the bars will be a solid color). Use this to aim all the time, lest you waste your shot. The only time I could ever see why you wouldn't aim in this fashion would be during that part where multiple geckos rush you. Aim for any metallic part of their body for a sure kill. The geckos only attacks are some machine guns they'll rarley fire at you, and of course the self detonation thing. I have never had one land on me, so I don't think you have to worry about that. Eventually Raiden will kill Vamp, some cutscenes will pass, and you'll get control of Rex. Sweet! This is probably the most fun you will have in this game, so i'd save here if you want to come back to it (although if you didn't play this chapter last, you'll have to reinstall the chapter data). Before you do anything, press select to get aquainted with the controls. This escape sequence is insanley easy. Basically, rex is a total beast, so you won't have to worry about those suicide gecko too much. In this area i wouldn't even bother with the other weapons, as only a few seconds of fire from rex's machine guns will destroy them. Use L1 to use the cockpit view, which is basically the only view you should use to shoot with. If you come to an area with a lot of gecko, feel free to stop for a second and shoot a little bit, as the time limit is very generous. If you see geckos on the railings, a burst from your machine gun will not only take them out, but the entire railing with it. Try not to crash into the walls. After a while raiden will jump off, because apparently he was jelous that you were upstaging him with rex in the "who can take out geckos the fastest" contest, or at least that's the only plausible explanation I have come up with for this. Just keep trudging on as you were, and eventually you will see the orangish glow of the outdoors, in which case this chase sequence is done with. The next part is a boss fight between you and metal gear ray. From here on, don't use the machine guns anymore. It's time for you to be aquainted with the rest of Rex's arsenal. First off, we have a whole load of balistic missiles which can lock onto multiple parts of your opponent at once, and there must be at least 10 or so of these things launched at any gived time. Lock on with L1, and fire with R1. Once you have spent your cache of missiles, switch over to the laser if Ray is close. Charge it with L1, and once charged you'll have about two seconds of sustained fire with R1. If you continue to hold it down, it will increase the charge level, meaning it will be more powerful when you do use it. I somehow got this charge level up to 4 once, but the next time I tried two was the max. Overall the laser is very similar to the rail gun. This is probably the most devestating attack Rex has, and what you will be using the most. However, it seems that the power of this weapon decreases with range, so if you're out of missiles and Ray is far away, it might actually be best to use the machine guns. As far as ray's attacks go, the most devestating one is where he will jump ontop of rex, causing a considerable amount of damage. Try to dodge this and similar attacks by dashing with the X button. Basically, just move in any direction and tap the X button to dash. This also works for avoiding Ray's missiles. The last thing you should know about this boss battle is that, after a failed charge by Ray, you have the ability to get close to him and press triangle, which will allow you to do the jump attack on him. So anyway, defeat ray, and get ready for some more cutscenes. You have to love Raiden. _______ / \ | ACT 5 | \_______/ You can't play around with mark II during this next briefing, so just sit back and enjoy the story. You're going to board outer haven via catapult here. Once you do, get out your mark 2. There isn't anything worth exploring to find here, and this is by far the shortest chapter gameplay wise. Shoot the first two guards with your mark 2, and continue up the left side here. Two more FROGS will jump down, take them out as well. Another will jump down ahead of you right as you get to the place where the last FROGS jumped from. Another two FROGS lay up this path, take them out as well. Just stick to the left side of the ship all the way to the other side. Press against the walls to get past the cargo when you have to, and mind the geckos. There will be two final FROGS here, near the end of this side. Once you get to the other side, a gecko will jump down, and will soon be blasted by the artillery. Another gecko will run over to investigate, but will soon resume it's patrol. Once the coast is clear, head to the door and press triangle. Mash triangle as fast as you can, and the door will open shortly. Head inside, and make sure you have a P90, rations, and a syringe on standby. You'll need them soon enough. Head into the elevator to start the next major battle. First off, you'll have to take out a bunch of FROGs. Just use the computers and different levels as cover, prioritizing the enemies on the same level as you first, then go by proximity. After you've cleared out the inital batch or two, more will attack solely from the balcony above you. Take them out. A few more batches of FROGS will fight you on the ground floor, just use the P90 to take them down. There is ammo and rations littered all over the room, specifically near the blocked doorwars on the uppermost floor. When you're done with the FROGS, get ready for the last battle against a beauty and the beast member- Screaming Mantis. Meryl will start to shoot at you not too long into the fight, and a bit later on she will try to shoot herself. Just CQC her when she does the latter, and dodge for the former. If you've played the original Metal Gear Solid, immedietly switch your controller to something other than one, but don't pause the game before doing so. When otacon ridicules you, and after campbell asks you to try the same thing you just did, run around wildly shooting every weapon in your inventory to fruitlessly attempt to damage mantis before giving up, walking away, and crying yourself to sleep. Delete your game save data, and return Metal Gear Solid 4, because "you can't figure out how to beat it." However, if you've never played metal gear solid, you should instead use the syringe on yourself to break the strings controlling you, and then avoid getting hit by those ghostly projectiles mantis shoots at you. If you get hit, no big deal, just use the syringe again. Anyway, you will notice that, while your aim will no longer shift, you still won't be doing any damage to Mantis. Aim for the red doll instead of mantis. It may not seem to be doing anything, but if you look closley you will see that the strings are slowly snapping on it. Eventually it will fall off, in which case you should run to pick it up. Once you do, equip it in your inventory, and aim for Mantis. Since she still has that blue doll, she can still attack you with the dead enemies, but meryl will no longer be under her control. None of this matters anyway, since the second you hit her with the mantis projectile, all you have to do is continue to hold L1 and shake your controller up and down in your hands to quickly kill her. She'll transform into her beauty form, you'll shoot her in the face with the mark 2, and then psycho mantis will make a cameo before drebin explains how she got to be here. For a while, you'll just keep on running straight as different parts of your past flash by in audio form. The last three chambers will drop this treatment, however, and you'll have to dive roll by these dwarf gecko, as otacon calls them... I think. Don't bother shooting them. Just run up to their front lines and dive across them. Run a bit more after you're clear of them, and then dive again after every successive group. After this, you once again realize that Raiden kicks major ass, and you enter the microwave room. For a while, you can get by with just walking, but eventually you will have to crawl along. Just hold the left analog stick forward, until the end where you may have to place your controller on the floor to hit triangle fast enough. You should not be able to see triangle in the part where you are crawling on your hands and knees, and when you start crawling you shouldn't see it too often at all. Don't mind the fact that your health is basically at zero, this is normal and you should be able to reach the end of the door in time. While your health will run out rather fast, you can still move as long as your stamina bar has some life in it. Anyway, after you get to the end, more cutscenes occur, and you have basically saved the day. Well, I guess it was Otacon who really saved the day. I don't know why you even had to go through that microwave room in the first place to be honest, the Mark III made it all the way by itself. In the end though, it is a good thing you went. Also, did anyone else wonder why Meryl, and later Johnny, didn't walk with you through those catwalks with the mini gecko? I mean, they could have just held out outside the door there... And why did Raiden have to defend that area if Otacon locked the door from the inside? Just seems pointless to me. Then again, it wouldn't have been nearly as dramatic, and johnny may have never asked Meryl to marry him without that, so whatever. Also, you probably would have been killed if Raiden hadn't come to save the day, which seems to be a reoccuring theme in this game. So, after this whole touchy feely "we won" cutscene, you get to have one last boss fight against liquid/liquid ocelot/young ocelot/ocelot. The controls for this fight are different than the normal scheme, so be sure to check them out with a quick press of Select, which is also the only way you can pause the game. Basically, mash R1. If you're low on health, or if you are just that kind of fighter, you can block with L1. If you hold L1, R1 will always be a hard punch. Pressing X will dash in whatever direction you are pressing on the left analog stick, and will execute a duck if you aren't pushing the stick in any direction. If you press R1 while dashing towards Liquid Ocelot, you'll do a body bash. Tapping R1 a few times can net that sweet punch punch kick combo we know and love from past metal gears, and holding R1 will allow you to do a hard punch, or a CQC toss if you apply some left analog stick action. There are a lot of quick action button press thingamabobbers here, which basically means you should be ready to follow any on screen cues to press triangle or R1. This is especially true durin the CQC grabs on either side. If you toss liquid/ocelot to the ground, you can either choke him, punch him in the face, or if you're slow, punch him in the gut. Near the end of this, there will be a finishing button press, where if you press it in time, you'll slam his face into the ship, and if you miss it, he'll turn you over and punch you a few times. If you get him near one of those three posts, you can also do a cool environmentally sensitive context press where you slam him into the post and choke him. This is not a one sided fight, however. Liquid/Ocelot has a few tricks up his own sleeve, with different ones for each part of the fight. In the first part, he will do a body bash, which will knock you to the ground. He'll make a grunting sound along with crouching before he does this, allowing you to dodge before he strikes. Just try to CQC throw him for this part of the fight. After a bit, you will punch him in the face, and knock some of the liquid out of him. He'll now be liquid ocelot from MGS2, and will bring more powerful blows with him. Your health, along with his, will be restored to a point as well. He'll dodge more in this part of the fight, and it's a good idea to block here. He has a very powerful punch that will quickly end you if you don't dodge it. Thankfully, there is enough time before he uses it that you can dodge it often, so long as you don't dodge INTO it. If you can end him near a post, you will be able to simply repeatedly cqc him into one of these until eventually the game takes over and you guys exchange flips to start the MGS3 battle, but I wouldn't count on that as being your tactic. Once again, count on your CQC skills to eliminate him. If you have gotten this far, it's rare to fail, but it's still possible. Ocelot now gets some CQC moves of his own now, although you can break out of them if you time your button presses right. After a bit of this, you'll both turn your age and all of your abilities besides basic hard punches. Just nudge a bit towards him, and let him come the rest of the way to you. Once your fists are nearly touching, with like 6-8 inches between them, press R1. As soon as you see the camera cut back to the "you can control your character" view, immedietly, without pause, press R1 again. Do this for the rest of the fight, and he won't have a chance to counter, which basically means you win. Just don't be slow with it, else he'll counter you. Even if he does, it's actually kind of hard to loose at this point in the fight. If you're actually trying to beat ocelot, you should win no problem. Time to sit back, watch the end of this chapter, and a whole load of cutscenes. Bit of advice: Just because you see credits, it doesn't mean that the game is over. ======================= ! Alternate Strategy ! ======================= In the Boss Fight with Liquid/Ocelot ( Both Rounds ) you can significantly reduce your chances of getting hit by losing your balance on any of the shipÃ¢Â€Â™s edges. To do this, run to the edge of your choice and attempt to walk off of it. Doing so will make Snake frantically flail his arms to regain his balance. While Snake is struggling to regain his balance Ocelot can throw punches at Snake but will not be able to deal any damage until Snake regains his balance. Feel free to use this little trick to your little heartÃ¢Â€Â™s content. Thanks to J.M. for this tip. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Special Thanks/Credits - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - First off, a sincere thank you is directed towards Hideo Kojima and the rest of Kojima Productions for making this amazing game. I've been a Metal Gear fan since the original Metal Gear Solid, and this game was the perfect end to it all. A special Thank You goes to the following people who have contributed to this guide: Jon D- Provided alternate way to beat gecko in act iv, lvl b1, nuke storage Etcee- Corrected some mistakes I made after the Crying Wolf Boss battle, also contibuted the name and location of "The Best Is Yest To Come" iPod music track in Act IV Jeff - Provided alternate strategy for Crying Wolf boss battle. Nick - Provided alternate strategy for Crying Wolf boss battle. J.M. Ã¢Â€Â“ Provided alternate strategy for Liquid Ocelot boss battle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Closing Notes/Contact - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - This guide is far from done, but it is still more than sufficient to get you through the game. There may be some factual errors in this guide, seeing how this was my second playthrough. If you spot any, please let me know at email@example.com and include something relating to this guide in the subject so I know it isn't some random spam.