Metal Gear Solid 4: Guns of the Patriots FAQ/Walkthrough Table of Contents I - Introduction 001.0 - Contact Info 002.0 - Legal Info 003.0 - Version History II - Items, Gameplay, and Everything Else 001.0 - Controls 002.0 - Weapons 003.0 - Items 004.0 - Emblems 005.0 - Unlockables 006.0 - iPod Songs III - Walkthrough 000.0 - Prologue: Ground Zero 001.0 - Act One: Liquid Sun 002.0 - Act Two: Solid Sun 003.0 - Act Three: Third Sun 004.0 - Act Four: Twin Suns 005.0 - Act Five: Old Sun Welcome to my Metal Gear Solid 4: Guns of the Patriots FAQ. Any questions, comments, corrections, or contributions are welcome, my email is tarrun75(at)gmail(dot)com. Please make sure to add something related to MGS4 in the subject line so I don't have to figure out what game you're talking about. Questions regarding something that's already covered in the guide will not be answered. Credit will be given to anything sent to me that I add or major corrections. For corrections, please email me only if it's something really important, something that will clearly confuse anyone reading. Legal information: This document is copyrighted Tarrun 2008. This guide may not be reproduced under any circumstance except for personal or private use. It may not be placed on any web site, magazine or otherwise distributed publicly without advanced written permission. This guide may not be used for profit, and may only be used on the following websites: - http://www.gamefaqs.com - http://www.gamershell.com - http://www.gamesradar.com - http://www.myps3.com.au - http://www.supercheats.com Use of this work on any other web site besides the ones noted above or as a part of any public display is a violation of copyright and is strictly prohibited. Version History: First Submission: Acts 1 and 2 are complete. Second Submission: Version 1.0 Third Submission: Version 2.0 - Refined many of the strategies in the walkthrough and added several new sections in Part II. II - Items, Gameplay, and Everything Else 001.0 - Controls For those who don't have the instruction manual or are too lazy to read it, this section outlines the basic controls of MGS4. - Start - Pauses the game and enters the menu. - Select - Display a description of controller functions. - Left Analog Stick - This button moves Snake and highlights options in the various menus. If the stick is only tilted slightly, Snake will walk or crawl slowly, which has the benefit of being much quieter. When fully tilted, Snake will run. - Right Analog Stick - The right stick controls the upgraded camera system. By tilting the stick, the player can swing the camera around in any direction. If you actually press the R3 button, the camera will automatically position itself behind Snake. While aiming a weapon, moving the right analog stick will move the crosshairs. - L2 - Controls the item menu. To access the item menu, hold down L2 and cycle through your items using the right analog stick. Tapping the button will automatically equip or unequip whatever item you currently or last had equipped. - R2 - Controls the weapon menu. To access the weapon menu, hold down R2 and cycle through your weapons using the right analog stick. Tapping the button will automatically equip or unequip whatever weapon you currently or last had equipped. - L1 - Holding down the L1 button puts Snake in targeting mode, and is the only way to fire a weapon. While aiming a weapon, use the right analog stick to move your crosshairs. - R1 - Instead of the square-button that was used in previous games, Guns of the Patriots uses R1 as its attack button. While holding the L1 button down and aiming, the button will fire whatever weapon you have equipped. When not, R1 will cause Snake to perform a CQC attack, or simply a quick jab if tapped. - Triangle - As always, triangle is the action button. Whenever there's an option to perform any sort of action, a small picture will appear at the bottom of the screen displaying what action Snake can do, which ranges from picking up bodies, waking up sleeping soldiers, climbing ladders, and many others. While aiming a weapon, pressing triangle also switches to the first person point of view. - Square - While aiming, pressing square will switch between auto and manual aiming. - Circle - Pressing the circle button will reload whatever weapon Snake is currently holding. If you've expended a part of a clip and have a break in the action, be sure to reload so you aren't left vulnerable in a gunfight. - X - The X button controls Snake's stance, allowing him to stand, crouch, or lie prone when held down. While running, tapping X will cause Snake to perform a roll, which can be used to barrel through enemies or dive over short gaps. - Up/Down Directional - While aiming a weapon, using the Solid Eye binos, or with the camera equipped, pressing up or down on the directional pad will zoom in or out. 002.0 - Weapons There are a total of seventy weapons in Metal Gear Solid 4 that can be obtained using several different methods - looting guns from dead soldiers, purchasing weapons from Drebin's shop, or unlocking them in a variety of ways. Currently, only sixty-nine of these weapons can be obtained, and only the sixty-nine currently available are required to earn the Little Gray emblem. Each weapon has individual stats that are ranked from "S" to "E". To simplify things, these stats will be converted to a one to six scale, with six being the best and one being the worst. The breakdown of each weapon's stats is as follows: - Damage - Straightforward, the amount of life the enemy will lose when hit. - Shock - The higher the shock stat, the more an enemy will stagger backwards when hit. - Penetration - If an enemy is wearing body armor, higher penetration reduces the effectiveness of this armor. - Stability - Otherwise known as recoil, the lower this stat is, the more the crosshairs will move while firing. - Reload - Also straightforward, the higher this stat, the faster Snake can reload the weapon. - Lock - This refers to a weapon's range while using auto aim. - Sleep - When a weapon knocks an enemy out, its sleep stat determines how long they'll remain asleep. - Stun - When a weapon stuns an enemy, this stat determines how many stars will appear over their head. 002.1 - Handguns - Mk2 - Damage: 0/6 Shock: 0/6 Penetration: 1/6 Stability: 6/6 Reload: 5/6 Lock: 4/6 Sleep: 2/6 Stun: 0/6 Where It's Found: Otacon gives you this weapon in Act One when Snake meets up with the MK.II. Notes: The Mk2 has a built-in suppressor that never needs to be replaced. - Operator - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 6/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Otacon gives you this weapon in Act One when Snake meets up with the MK.II. - GSR - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The GSR can be purchased from Drebin for 3000 DP or found in the Middle East Militia's safe house in Act One. - Five-Seven - Damage: 2/6 Shock: 2/6 Penetration: 4/6 Stability: 4/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The Five-Seven is the alternate weapon for Haven Troopers, so if you force them to drop their weapon - either by holding them up or knocking them out - they'll resort to using their Five-Seven afterwards. You can also buy it from Drebin for 6000 Drebin Points. - PMM - Damage: 2/6 Shock: 2/6 Penetration: 1/6 Stability: 5/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Resistance members in Act Three carry them, but you'll have to alert them to your presence before they equip the PMM and attack you. The PMM can also buy purchased from Drebin for 3500 DP. - PSS - Damage: 2/6 Shock: 2/6 Penetration: 3/6 Stability: 5/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The PSS is a fairly common weapon, but the easiest way to find one is by destroying Scarabs. Many of them carry the PSS, so pick off a few in the tank hanger in Act Four, for example, and you'll score one easily. If that's not an option, the PSS is available at Drebin's shop for 5000 DP. - G18C - Damage: 2/6 Shock: 2/6 Penetration: 3/6 Stability: 3/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Some of the rebels in Act Two carry this weapon, so your best bet is to stick around in an area where rebels and PMCs continuously respawn and loot the corpses for a G18C. If grave robbing isn't you thing, Drebin will sell you one for 8000 Drebin Points. - Mk.23 - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 6/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 Where It's Found: At the Shadow Moses helipad in Act Four, find the truck directly in front of the main entrance to the tank hanger. The Mk.23 is under the truck. Notes: When equipped and aimed for the first time, Snake will say, "Just like old times..." and you'll earn one thousand Drebin Points. - Race Gun - Damage: 1/6 Shock: 2/6 Penetration: 1/6 Stability: 5/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Complete the game once on any difficulty. Notes: The Race Gun is similar to the Single Action Army in Snake Eater in that it can be used to ricochet shots off of walls. - Type 17 - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 5/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Hound Emblem (see the Emblem section for details). Notes: The Type 17 has a fully automatic rate of fire. - Desert Eagle - Damage: 3/6 Shock: 5/6 Penetration: 1/6 Stability: 2/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin for 20000 Drebin Points. Supposedly Scarabs can also drop it, but I've never personally found one. - Desert Eagle (Long Barrel) - Damage: 3/6 Shock: 5/6 Penetration: 1/6 Stability: 2/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Fox emblem (see the Emblems section for details). Notes: The long barreled Desert Eagle is identical to the regular Desert Eagle, but this one has a built-in scope to make attacking distant enemies. - 1911 Custom - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 5/6 Reload: 6/6 Lock: 6/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: The 1911 can only be obtained by entering a password in the Extras section. At this time, Konami hasn't released the password and no one has cracked it and made it public. Notes: The 1911 Custom is not required to earn the Little Gray emblem. - Thor .45-70 - Damage: 5/6 Shock: 6/6 Penetration: 5/6 Stability: 2/6 Reload: 5/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Fox Hound emblem (see the Emblems section for details). Notes: The Thor has a built-in dot sight. - Solar Gun - Damage: 0/6 Shock: 0/6 Penetration: 1/6 Stability: 6/6 Reload: 1/6 Lock: 4/6 Sleep: 0/6 Stun: 6/6 How It's Obtained: Defeat the Beast forms of the Beauty and Beast Corp and complete the Advent Palace sequence with the Rat Patrol using non-lethal tactics. Afterwards, collect the dolls left in each area to earn the Solar Gun. Remember that even if you shoot a Haven Trooper with a tranquilizer gun while they're hanging from a ceiling, they'll fall to their death and count as a kill. For more information, check out the Dolls section in this guide. Notes: The Solar Gun uses concentrated solar energy to blast away enemies. When fully charged, the Solar Gun will instantly knock an enemy out and cause them to drop any items they're carrying. A fully charged shot will also defeat Vamp with one hit. The Solar Gun's energy meter can be recharged by standing in sunlight and pressing Circle. 002.2 - Submachine Guns - P90 - Damage: 2/6 Shock: 2/6 Penetration: 4/6 Stability: 4/6 Reload: 4/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The P90 is the weapon of choice by Haven Troopers, so you can first pick one up in the Advent Palace while escaping with the Rat Patrol. - M10 - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 4/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The rebels in Act Two carry this weapon, particularly the ones being held in the Cove Valley Village. Alternatively, you can purchase this from Drebin for 3000 Points. - MP7 - Damage: 1/6 Shock: 1/6 Penetration: 4/6 Stability: 5/6 Reload: 4/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 Where It's Found: PMCs in Act One's Downtown carry this weapon. You can also find them in Drebin's shop for 3000 DP. - VZ.83 - Damage: 2/6 Shock: 2/6 Penetration: 1/6 Stability: 4/6 Reload: 4/6 Lock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Big Mama gives you the VZ before the motorcycle chase sequence in Act Three - Bizon - Damage: 2/6 Shock: 2/6 Penetration: 1/6 Stability: 4/6 Reload: 4/6 Lock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Obtain this weapon from Drebin for 7000 Drebin Points. - MP5SD2 - Damage: 1/6 Shock: 2/6 Penetration: 1/6 Stability: 4/6 Reload: 3/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The MP5 can be purchased from Drebin for 15000 Drebin Points. - Patriot - Damage: 2/6 Shock: 4/6 Penetration: 1/6 Stability: 3/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Big Boss emblem (see the Emblems section for details). Notes: The Patriot not only has unlimited ammo, but an unlimited magazine as well. This means that Snake will never have to stop and reload while using the Patriot - a great weapon to have for the motorcycle chase in Act Three. 002.3 - Rifles - AK102 - Damage: 2/6 Shock: 1/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: This is the standard weapon for PMCs in Act One, and you find one during the prologue sequence. - M4 Custom - Damage: 2/6 Shock: 1/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Drebin gives you this weapon for free in Act One. - Mk.17 - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: A fairly common weapon in Act Three, the Mk.17 can also be found in the Militia Headquarters in Act One or purchased from Drebin's store for 3500 DP. - G3A3 - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 3/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Some of the rebels in Act Two carry this weapon, and it can also be found in Drebin's shop with a 4000 DP price tag. - FAL Carbine - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Score this weapon from Drebin for 4500 Points. - AN94 - Damage: 2/6 Shock: 1/6 Penetration: 3/6 Stability: 4/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act Two's Cove Valley Village, check some of the buildings to find the AN94. You can also buy it from Drebin for 5000 DP. - XM8 - Damage: 2/6 Shock: 2/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In the Power Plant area of Act Two, explore the west side of the plant to find the XM8. Notes: The XM8 has a built-in dot sight. - Tanegashima - Damage: 3/6 Shock: 4/6 Penetration: 1/6 Stability: 4/6 Reload: 1/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: This weapon is only available in Drebin's shop for a staggering one million Drebin Points. I suggest buying it in Act Five when Drebin cuts his prices by 50%. Notes: Though it's a horrible weapon in itself, the Tanegashima has a 30% chance of creating a massive tornado that sweeps away any enemies in the area, causing them to drop any items they're carrying. This only works when fired outside, however. 002.4 - Machine Guns - HK21E - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 2/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin's store for 6000 DP. - M60E4 - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 1/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: PMCs in Act Two carry this weapon, or it can be bought from Drebin for 10000 Drebin Points. - PKM - Damage: 3/6 Shock: 2/6 Penetration: 3/6 Stability: 2/6 Reload: 1/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Rebel soldiers carry the PKM in the Vista Mansion area. - MK.46 Mod 1 - Damage: 2/6 Shock: 4/6 Penetration: 3/6 Stability: 3/6 Reload: 1/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The weapon can be found in Drebin's store for 9000 DP. 002.5 - Shotguns - Twin Barrel - Damage: 4/6 Shock: 6/6 Penetration: 4/6 Stability: 1/6 Reload: 4/6 Lock: 3/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The Twin Barrel is located in the locked building in the southern part of Cove Valley Village, in Act Two. If Snake gets into a firefight with the PMCs holding the rebels hostage, the PMC inside will come out, and later on the surviving rebels will head inside and explore the building. This is the same building that contains the South American rebel costume. - M870 Custom - Damage: 4/6 Shock: 6/6 Penetration: 4/6 Stability: 2/6 Reload: 1/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In the Northwest corner of the Confinement Facility in Act Two is a small shed that contains the M870. It's also found in Drebin's shop sporting a 30000 DP price tag. - Saiga-12 - Damage: 4/6 Shock: 6/6 Penetration: 4/6 Stability: 2/6 Reload: 5/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake can buy this weapon from Drebin for 40000 DP. 002.6 - Sniper Rifles - M14EBR - Damage: 3/6 Shock: 3/6 Penetration: 4/6 Stability: 2/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Many PMC snipers use the M14, so you can find them around Downtown in Act One. You can also buy it from Drebin for 9000 DP. - DSR-1 - Damage: 4/6 Shock: 5/6 Penetration: 5/6 Stability: 2/6 Reload: 3/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: At least one of the snipers in Act One that Otacon warns you about carries a DSR-1. Enter the building through one of the windows on the first floor and follow the stairs up to find him. - SVD - Damage: 2/6 Shock: 4/6 Penetration: 5/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Besides being a weapon carried by some PMC snipers, you can find the SVD in Cove Valley Village in Act Two. You can also buy the SVD from Drebin for 18000 Drebin Points. - VSS - Damage: 2/6 Shock: 2/6 Penetration: 5/6 Stability: 2/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act Two, take the west path from the Power Plant to reach a part of the Confinement Facility that isn't in the midst of a skirmish between the rebels and PMCs - but does have several rebel POWs. You'll find the VSS in a large building with a partially destroyed floor. Notes: The VSS comes equipped with a silencer that never needs to be replaced. - Mosin Nagant - Damage: 0/6 Shock: 4/6 Penetration: 5/6 Stability: 1/6 Reload: 2/6 Lock: 4/6 Sleep: 4/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin for 60000 DP. 002.7 - The BFG's - M82A2 - Damage: 6/6 Shock: 6/6 Penetration: 6/6 Stability: 1/6 Reload: 5/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: You can buy this weapon from Drebin for 200000 Points. - Rail Gun - Damage: 1-6/6 Shock: 6/6 Penetration: 6/6 Stability: 3/6 Reload: 2/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake automatically gains this weapon after defeating Crying Wolf. Notes: The Rail Gun's level of charge determines the amount of damage it inflicts, so it's damage can range from one to six. - XM25 - Damage: 5/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin for 80000 Drebin Points. It's also occasionally dropped by Haven Troopers. - MGL-140 - Damage: 5/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 1/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake automatically gains this weapon after defeating Raging Raven in Act Three. - RPG-7 - Damage: 6/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act One's Red Zone, you'll find two RPG's - one in a building northwest of where Snake meets the MK.II, and another in a small inlet right next to the entrance to the rebel's safe house. You can also find numerous other RPG's in the safe house itself. - M72A3 - Damage: 5/6 Shock: 6/6 Penetration: 0/6 Stability: 2/6 Reload: 5/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In the Marketplace in Act Two, find a small inlet on the left side of the main street behind the first few stalls. You can also purchase this weapon from Drebin for 40000 Points. - Javelin - Damage: 6/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: After meeting Drebin behind the Power Station in Act Two, take the southern of the two paths in the northwest corner. Near a small overhang in the corner is a Javelin along with some other weapons and items. If you don't mind the steep price, Drebin will sell you one for 150000 DP. - FIM-92A - Damage: 6/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act Four, jump into the back of the truck in the Nuclear Disposal Facility in Shadow Moses to find a FIM. There's also another one located in the northwest corner of the inner compound of the Power Plant in Act Two - you'll need to turn off the current and use the power lines to cross over the wall, though. Otherwise, Drebin's got them in stock for 100000 Drebin Points each. 002.8 - Explosives - Grenade - Damage: 5/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Many soldiers carry standard grenades - just hold up and search a few and you're bound to find one eventually. - Petro Bomb - Damage: 4/6 Shock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The rebels in Act One use these the most, and you can find some directly across the street from where you begin Act One, in a narrow alley to the north. Drebin also has them in stock for 100 Drebin Points. - White Phosphorus Grenade - Damage: 5/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: While escaping from the Advent Palace with the Rat Patrol in Act One, a box of WP grenades can be found on the staircase behind the bar leading down to the first floor. WP grenades are pretty common, however, so you can find them in a myriad of other locations throughout the game. Drebin also sells them for 110 Drebin Points per box. - Stun Grenade - Damage: 0/6 Shock: 6/6 Sleep: 0/6 Stun: 5/6 Where It's Found: As with the other grenades, stun grenades are scattered throughout the five acts, but specifically can be found in the second floor of the Advent Palace in Act One, just behind a claymore mine in a dead end. - Chaff Grenade - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: On the Shadow Moses helipad in Act Four. Notes: Chaff grenades don't have any effect on humans. Instead, they temporarily scramble any electronic devices - Scarabs, Gekkos, surveillance cameras - in the area, allowing Snake to walk by without being noticed. - Smoke Grenade - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Smoke grenades are extremely common, so you can find them just about anywhere. Specifically, check out the second floor stairs in the Advent Palace in Act One to find some. Drebin will also sell them for 100 DP. Notes: Even though its stats suggest that it doesn't effect enemies, smoke grenades will cause any enemies caught in the blast to be temporarily blinded and go into a coughing fit. - Smoke Grenade (Yellow) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will begin laughing uncontrollably. - Smoke Grenade (Red) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will go into a fit of rage. - Smoke Grenade (Blue) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will begin crying uncontrollably. - Smoke Grenade (Green) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will begin screaming uncontrollably. - Claymore Mine - Damage: 5/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Several claymores are planted around the Advent Palace in Act One, but you'll have to crawl over them or use the MK.II to disarm them before collecting one. - Sleeping Gas Mine - Damage: 0/6 Shock: 0/6 Sleep: 6/6 Stun: 0/6 Where It's Found: Several are planted as traps around the Advent Palace in Act One, but you'll have to crawl over them or use the MK.II to disarm them before collecting one. - C4 - Damage: 6/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Enter the Power Plant's inner compound in Act Two. Look under some computers in the first room to find a box of C4 lying on the floor. Drebin will also sell C4 for 400 DP. - Sleeping Gas Satchel - Damage: 0/6 Shock: 0/6 Sleep: 6/6 Stun: 0/6 Where It's Found: Drebin sells Satchels in his shop for 400 DP. 002.9 - Miscellaneous - Stun Knife - Damage: 6/6 Shock: 6/6 Penetration: 6/6 Stability: 6/6 Reload: 0/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake begins the game with this weapon. Notes: To use the knife's stun capabilities, press R2 instead of R1. - Magazine - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Any time Snake picks up a weapon with extra ammo in it. Notes: Though it doesn't cause any damage, Snake can throw an empty magazine to temporarily distract an enemy. - Playboy - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Playboys are quite popular among the PMCs, but you can find one lying on a couch on the first floor of the Advent Palace in Act One. Notes: If Snake drops a Playboy magazine and an enemy spots it, he'll immediately drop to his knees and intensely look through it, allowing Snake to slip by unnoticed. - Emotion Magazine - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Drebin sells this item for 2000 Points. Notes: The Emotion Magazine serves the same purpose as a Playboy. - Psycho Mantis Doll - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Shoot the Psycho Mantis doll hanging from a string on Screaming Mantis' right side until it drops to the ground. You have to do this anyway to defeat the boss. Notes: The Psycho Mantis doll allows Snake to posses any living person that has nanomachines inside them - which ends up being everyone in Guns of the Patriots. Once possessed, Snake can shake an enemy and cause them to drop any items they're carrying. Note that this will eventually kill the possessed enemy, and the Mantis doll will not work on bosses. - The Sorrow Doll - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Shoot the Sorrow doll hanging from the string on Screaming Mantis' left side until it drops to the ground. Unlike the Psycho Mantis doll, this is an optional item that you do not need to use against the boss. I recommend obtaining this doll early before attacking the Mantis doll, since Screaming Mantis will attack you more aggressively as her Psycho Mantis doll takes damage. Notes: The Sorrow doll allows Snake to possess the dead, but basically works the same way as the Psycho Mantis doll. 003.0 - Items 003.1 - Health Items - Cigarettes - Slightly increases the rate of psyche recovery while equipped, but also inflicts damage. Don't smoke, kids. - Compress - Increases your rate of psyche recovery for a short period of time. - Instant Noodles - Recovers 100% of your life, 25% of your psyche in cold weather, and 50% of your psyche in warm weather. - Military Ration - Recovers 75% of your life and 5% of your psyche. - Muna - Increases your rate of psyche recovery while equipped. - Pentazemin - Temporarily stops your hands from shaking while looking through a scope. - Regain - Recovers 100% of your life, 25% of your psyche in cold weather, and 50% of your psyche in warm weather. - Syringe - Initially restores 100% of your psyche, but its effects are reduces as it's used more. After ten uses Snake will throw up and lose psyche after effects wear off, and after twenty Snake will lose life as well. 003.2 - Misc Items - Bandana - Gives you infinite ammo while equipped. You can either earn the bandana by playing through the game without killing a single enemy, or you can purchase it from Drebin for five million Drebin Points. - Camera - The camera takes photographs that can be saved and viewed in the photo gallery from the main menu. You can find it by Sunny's desk during Act Two's mission briefing. - Cardboard Box - When the OctoCamo just isn't enough, hide under the box to avoid detection by enemies. Don't move around or get in their way, though, or they may become suspicious. - iPod - Plays music in the background if you don't like the actual area's soundtrack, and some of the songs even have beneficial side effects. On a side note, I'd love to see Snake in one of those iPod commercials. - Metal Gear MK.II/MK.III - The little robot that Otacon uses to follow you around can be used to scout ahead and lend Snake support by disarming bombs, activating switches, and stunning enemies. - Oil Drum - Similar to the cardboard box, except Snake can tip the drum over and roll around by holding the X-button. If you roll for too long, though, Snake will stop and throw up. - Scan Plug - The plug is a portable scanner that shows the locations of all enemies on a map after they've been scanned, which you can do by putting them in a CQC hold and pressing the action button. You can purchase this item from Drebin after playing Metal Gear Online for more than ten hours. - Signal Interceptor - While equipped, the signal interceptor allows Snake to listen to PMC radio conversations in Act Three to locate resistance members. Quite frankly, this is a terrible item, and even Otacon gives you other options right after giving it to you. - Solid Eye - Easily the most useful item in the game, the Solid Eye targets enemies and items, making them easier to locate, and allows you to use radar. The Solid Eye also has night vision and binoculars modes, which you can access by highlighting the item in the item menu and pressing either Square or Circle. - Stealth Camouflage - When equipped, Snake becomes completely invisible to enemy soldiers. However, the stealth camo isn't absolute - Gekkos and Scarabs can still see Snake, and soldiers will still be able to hear him. Also, if you run through an enemy, the camo will automatically switch off, and it also won't completely conceal Snake while in an alert phase. You can obtain the stealth camo by either playing through the game without going into a single alert, or you can buy it from Drebin for five million Drebin Points. 004.0 - Emblems Emblems are the rankings - or code names, as it's been known in previous games - that you're awarded after completing the game. You earn different rankings by fulfilling certain requirements, which occasionally reap rewards. There are forty emblems in the game, and unlike in previous titles you can earn multiple emblems in a single play-through. 004.1 - The Emblems - Big Boss - How It's Earned - This is the most difficult emblem to earn, as there are several difficult requirements to fulfill. Complete the game under the following requirements: - Difficulty: The Boss Extreme - Continues: Zero, so no dying and no failing missions. - Alerts: Zero, though cautions are fine. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under five hours. - Special Items Used: None. What It Unlocks - After all of that work, earning the Big Boss ranking scores you the Patriot machine gun, the Big Boss face camo, and the Big Boss iPod song. - Fox Hound - How It's Earned - This is the second most difficult emblem to earn, as it's nearly identical to the Big Boss with a few exceptions. Complete the game under the following requirements: - Difficulty: Big Boss Hard or higher. - Continues: Zero, so no dying and no failing missions. - Alerts: Under three. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under five hours and thirty minutes. - Special Items Used: What It Unlocks - For your efforts, you receive the Thor .45-70 pistol, which is pretty much a shotgun that's the size of a pistol. It holds only a single bullet, but that's about all you're going to need. - Fox - How It's Earned - I suppose this would be the third most difficult emblem to earn then, wouldn't it? Fox is about the same as before, but with a little more relaxed requirements. - Difficulty: Solid Normal or higher. - Continues: Zero, so no dying and no failing missions. - Alerts: Five or fewer. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under six hours. - Special Items Used: None. What It Unlocks - Getting the Fox ranking earns you the long-barreled Desert Eagle, which has a long-range scope to attack from a distance. Not bad. - Hound - How It's Earned - Same as the others, this is nothing more than a watered- down Big Boss run. Complete the game under the following requirements: - Difficulty: Naked Normal or higher. - Continues: Zero, so no dying and no failing missions. - Alerts: Under three. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under six hours and thirty minutes. - Special Items Used: None. What It Unlocks - For your efforts you get the Type 17 pistol, which has fully automatic and semi-automatic options like a machine gun. - Mantis - How It's Earned - Complete the game under the following requirements: - Continues: Zero - Alerts: Zero - Healing Items Used: Zero, including non-ration items like noodles. - Completion Time: Under five hours. What It Unlocks - Nothing - Wolf - How It's Earned - Complete the game without using any healing items like rations, noodles, or Regain. What It Unlocks - Nothing - Raven - How It's Earned - Finish the game in less than five hours. What It Unlocks - Nothing - Octopus - How It's Earned - Play through the game without setting off a single alert phase. What It Unlocks - Stealth Camouflage - Bear - How It's Earned - Eliminate one hundred enemies using CQC chokeholds. What It Unlocks - Nothing - Eagle - How It's Earned - Register 150 or more headshots. What It Unlocks - Nothing - Assassin - How It's Earned - This one's interesting: you need to stun or kill more than fifty enemies with the knife, have more than fifty CQC chokeholds, and have fewer than 25 alerts. What It Unlocks - The Altair disguise as seen in the April Fools trailer. I don't think Kojima quite understands the concept of April Fools... Or maybe he does all too well. - Pigeon - How It's Earned - Finish the game with zero kills, including bosses. What It Unlocks - The Bandana, which gives the wearer infinite ammo. - Blue Bird - How It's Earned - Give fifty healing items to the rebel soldiers in Acts One and Two. To do this, equip a healing item and press Triangle while standing in front of a soldier. As a bonus, sometimes they'll give you something in exchange. What It Unlocks - Nothing - Hawk - How It's Earned - Be praised by rebel soldiers more than twenty-five times. This will only happen if you kill a PMC near a rebel, so stand near some rebels and pick off PMCs during one of the many gunfights you'll stumble across. What It Unlocks - Nothing - Little Gray - How It's Earned - Obtain all sixty-nine weapons in the game. Unfortunately, this includes the Patriot, which you can only get your hands on by earning the Big Boss emblem. What It Unlocks - Nothing - Ant - How It's Earned - Hold up fifty soldiers and search them for items. What It Unlocks - Nothing - Gibbon - How It's Earned - Simply hold up fifty soldiers. What It Unlocks - Nothing - Tortoise - How It's Earned - Spend an hour or longer sitting in a cardboard box or oil drum. Your best bet is to find a safe place to hide, equip the box, and switch the TV to something and kill your hour that way. What It Unlocks - Nothing - Rabbit - How It's Earned - Flip through one hundred or more pages in a Playboy magazine. You pervert. What It Unlocks - Nothing - Bee - How It's Earned - Inject fifty soldiers with the syringes, or scan them with the scanning plug. What It Unlocks - Nothing - Gecko - How It's Earned - Spend at least one hour hugging the walls. Only the wall hugs where you must press Triangle first count. What It Unlocks - Nothing - Scarab - How It's Earned - Perform one hundred sideways rolls. What It Unlocks - Nothing - Frog - How It's Earned - Dodge or forward roll two hundred times. What It Unlocks - Nothing - Inch Worm - How It's Earned - Crawl on the ground for at least one hour. What It Unlocks - Nothing - Lobster - How It's Earned - Remain crouched for at least two hours and thirty minutes in the game. What It Unlocks - Nothing - Hyena - How It's Earned - Collect four hundred weapons or items from dead soldiers. What It Unlocks - Nothing, but you should be doing this anyway for the ammo and Drebin Points. - Hog - How It's Earned - Enter ten or more combat highs. Combat highs occur when you fire one hundred or more rounds during an alert. What It Unlocks - Nothing - Pig - How It's Earned - Use forty or more rations or other healing items. What It Unlocks - Nothing - Cow - How It's Earned - Enter fewer than one hundred alert phases. What It Unlocks - Nothing - Crocodile - How It's Earned - Rack up four hundred or more kills. What It Unlocks - Nothing - Giant Panda - How It's Earned - Have a completion time of thirty hours or longer. This is actually more difficult than it sounds, but you can just leave your PS3 on overnight or something. What It Unlocks - Nothing - Scorpion - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Tarantula - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Centipede - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Spider - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Jaguar - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Panther - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Leopard - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Puma - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Chicken - How It's Earned - Complete the game under the following requirements: - Continues: Fifty or more. - Alerts: One hundred and fifty or more. - Healing Items Used: Fifty or more. - Kills: Five hundred or more. - Completion Time: Thirty-five hours or longer. What It Unlocks - The Corpse Camo, and the satisfaction in knowing that you managed to play the absolute worst game of Metal Gear Solid 4 imaginable. 004.2 - Emblems Runs At first, getting all forty emblems might seem like a real pain. After all, playing through the game forty times sounds like it would become more like work than fun. However, you can earn multiple emblems in Guns of the Patriots, so you actually can kill several birds with one stone if you play your cards right and plan ahead. This section will outline how to get all the emblems in the fewest number of games. 004.21 - The Big Boss Run This is the run where you get all of the difficult emblems, the ones that require you to limit your alerts, play time, et cetera. Fortunately, none of the emblems have a save requirement, so you can save after every checkpoint if you'd like. What Emblems You'll Get: - Big Boss - This is the emblem you're shooting for. - Fox Hound - A watered down Big Boss emblem. - Fox - Another watered down Big Boss emblem. - Hound - A third watered down version of the Big Boss emblem. - Mantis - Contains four of the seven requirements for Big Boss. - Wolf - Requires no healing items, a requirement for Big Boss. - Raven - A completion time of five hours is also a requirement for Big Boss. - Octopus - Zero alert phases is a requirement for the Big Boss emblem. - Pigeon - Zero kills is a requirement for Big Boss. - Cow - This emblem requires you to have fewer than one hundred alerts, which you should just manage to pull off with Big Boss's zero-alert requirement. - Scorpion - Has requirements that will all be fulfilled in a Big Boss run. 004.22 - The Chicken Run Now it's time for the complete opposite. Earning the Big Boss emblem requires you to play the best game of Metal Gear Solid 4 possible, and the Chicken emblem requires you to play the worst. The key here is that you must complete the game in over thirty-five hours, which gives you plenty of time to fulfill the requirements for many of the remaining emblems because, quite frankly, there isn't a whole lot else to do for thirty-five hours. Also, if you do this emblem after your Big Boss run, you'll be able to use items like the Stealth Camo and Bandana to allow you to quickly get to where you need to be to earn another emblem. What Emblems You'll Get: - Chicken - Like Big Boss, it's the emblem you're working towards. - Puma - Contains requirements that are going to be far surpassed by Chicken. - Crocodile - Requires four hundred kills to Chicken's five hundred. - Pig - Requires forty healing items used to Chicken's fifty. - Giant Panda - Chicken's game time requirement is five hours longer than this one. Personally, I'd recommend leaving your game on overnight or something. - Hyena - Since you have to kill five hundred people, it shouldn't be too difficult to collect four hundred weapons or items. In fact, if you hang around in Acts One and Two where PMCs and rebels continuously respawn, you should easily be able to collect four hundred weapons. - Hog - Combat highs occur when you fire one hundred or more rounds during an alert phase. Since you want to kill as many people as possible, want to enter as many alerts as possible, and may have the Patriot and/or Bandana, this shouldn't be too difficult. - Eagle - Again, you're aiming to kill five hundred people and you shouldn't be worried about dying, so take your time and aim for headshots. You can also hold soldiers up for the Gibbon emblem and execute them with headshots. - Bear - If you have the stealth camouflage from a Big Boss run, you can easily sneak up to an enemy and put them in a CQC hold. - Gibbon - Holding up fifty soldiers is easy if you have the Stealth Camo. - Ant - Searching fifty soldiers is easy and time consuming, the perfect combination when trying to get the Chicken emblem. - Rabbit - Same as Ant, continuously flipping through the porno magazine takes time, which you have plenty of. - Blue Bird - Since you're going to be hanging around the rebels and are actively trying to die anyway, take the time to give them any healing items you may have. When you get low on health the rebels may actually give you items like noodles that you can give right back to them. You can use health items on yourself in Acts Three through Five when you don't need them to earn this emblem. - Hawk - Again, since you should be engaged in combat with the PMCs, as long as you're near a rebel you're bound to be praised by them. I personally like to stay just outside of Vista Mansion in Act Two before the bulldozer destroys the gate and use the VSS to pick off PMCs as they show up. You'll hear the rebels praise you when they shout out, "Oh yeah!", "That's how you do it!", or "Nice shot!", among other phrases. - Bee - My advice is to pick a soldier that's alone while tracking Naomi in Act Two and just inject them fifty times. Easy emblem to earn. - Scarab - To roll, lay on the ground and press X while pointing the right analog stick to the left or right. Find a quiet, open area and just roll around for a while. - Frog - Similar to Scarab, just stand around dodging back and forth. If you want, stand in front of a Stryker while it's shooting at you or something. - Tortoise - It's boring to hide in a box for an hour, so equip it and go find something else to do. - Gecko - This emblem is equally as boring, but you can kill two birds with one stone by crouching while hugging the wall. Once again, read a magazine or take an hour-long walk while this is going on. - Inch Worm - Same as the previous two, just lie prone and wait for the hour to pass by. - Lobster - This emblem seems a bit more annoying since it requires you to remain crouched for two and a half hours, but you can earn this emblem while getting a few others. Remember, you're crouched while under a cardboard box, and you can crouch while hugging a wall as well. 004.23 - The Assassin Run The Assassin run won't earn you as many emblems as the previous two, but you can still earn multiple emblems in one run. What Emblems You'll Get: - Assassin - This run should be designed to get this emblem. - Tarantula - This emblem isn't really a perfect fit with Assassin, but the minimal alerts and high number of kills is good enough to link the two. 004.24 - Miscellaneous Big Boss, Assassin, and Chicken combined can earn you thirty-four of the forty emblems, but that still leaves another six to complete. Unfortunately, five of the seven all have separate requirements, so you will have to play through five individual games to get them. The final emblem, Little Gray, is a bit of a black sheep, since you need to pick up all sixty-nine weapons in the game - not including the 1911 Custom - to earn it. You'll probably end up scoring this emblem eventually during one of the other runs. If you need help finding a specific weapon, check the Weapons section in this guide for a specific location. 005.0 - Unlockables As always, there are a few secret items for the player to collect by completing the game and meeting certain requirements. A list of these items is found here. Note that items you automatically obtain, such as the MGS1 Snake face camo, are not included. 005.1 - Special Items - Bandana - Grants the wearer infinite ammo while worn. Earn the bandana by playing through the game without killing anyone, or buy it from Drebin for five million Drebin Points. - Digital Camera - After finding this item by Sunny desk during Act Two's mission briefing you can take MySpace and Facebook pics! Well, you can view them in the photo album accessed from the main menu, anyway. - Scanning Plug - After playing Metal Gear Online for more than ten hours you can purchase this item from Drebin for ten thousand Drebin Points. When equipped, if you go up to a PMC and put them in a CQC chokehold, you can scan them and see the locations of all SOP-registered soldiers in the area. - Stealth Camouflage - While equipped, Snake becomes invisible (100% camo index) to enemy soldiers. However, the stealth camo isn't absolute - Gekkos and Scarabs can still see Snake, and soldiers will still be able to hear him. Also, if you run through an enemy, the camo will automatically switch off, and it also won't completely conceal Snake while in an alert phase or boss fight. You can obtain the stealth camo by either playing through the game without going into a single alert, or you can buy it from Drebin for five million Drebin Points. 005.2 - Camouflages - Altair - It looks like Kojima went a step further in that April Fools Day joke. Earn Altair's outfit by obtaining the Assassin emblem (see the emblems section for more details), which actually has a decent camo index. The OctoCamo, of course, will always be higher. - Corpse Camo - An embarrassing reward for dying too many times - the Razzie of Metal Gear Solid 4. Hide this camouflage before you brag to your friends about how awesome you are at this game. - Middle East Rebel Disguise - Explore the northeast section of the rebel's headquarters in Act One to find this camo in one of the lockers. - South American Rebel Disguise - Explore Cove Valley Village in Act Two to find his camo. There's a building against the same wall where you begin that's locked, so you'll have to cause a commotion to draw the soldier hiding inside to come out. - Suit - Complete the game once to earn this... interesting fashion choice for a soldier's uniform. 005.3 - FaceCamo - Big Boss - Earn the Big Boss emblem (see the Emblems section for details). While wearing this camo, enemies that see you will become terrified or pass out. - Colonel Campbell - Stun Campbell with the MK.II during Act One's mission briefing. - Crying Beauty - Defeat Crying Beauty using non-lethal tactics. - Drebin - Acquire sixty weapons in one game. - Laughing Beauty - Defeat Laughing Beauty using non-lethal tactics. - Otacon - Stun Otacon with the MK.II during Act Three's mission briefing. - Raging Beauty - Defeat Raging Beauty using non-lethal tactics. - Raiden A - Stun Sunny with the MK.II during Act Three's mission briefing. - Raiden B - Stun Naomi with the MK.II during Act Three's mission briefing. - Screaming Beauty - Defeating Screaming Beauty using non-lethal tactics. Note: For any of the FaceCamos that are earned during the various Mission Briefing scenes, you have to watch the entire sequence to earn the FaceCamo. If you skip any of the cinematics, it won't register and you won't gain whatever FaceCamo you're trying to get. 005.4 - Dolls Dolls are sort of trophies the player can collect throughout the game. Some of the dolls are collectables used to unlock items, while others can be equipped and used as an actual weapon during the game. - Haven Trooper - Complete the Advent Palace portion of Act One using non- lethal methods. Afterwards, the doll will be in the underground parking garage where the Rat Patrol parts with Snake. Remember that if you shoot a Haven Trooper while they're hanging from the ceiling and fall down, it will register as a kill. - Laughing Octopus - Defeat Laughing Octopus using non-lethal tactics. Afterwards, the doll will be on one of the beds in the lab during the Beauty fight. - Raging Raven - Defeat Raging Raven using non-lethal tactics. Afterwards, the doll will be on the highest floor of the tower during the Beauty fight. - Crying Wolf - Defeat Crying Wolf using non-lethal tactics. Afterwards, the doll will be against the wall behind where Snake begins during the Beauty fight. - Screaming Mantis - Defeat Screaming Mantis using non-lethal tactics. After hitting the Psycho Mantis doll with non-lethal rounds and picking it up, finish off Screaming Mantis and her Beauty form, and then head to the north exit to find the doll. - Psycho Mantis - Shoot the doll hanging from Screaming Mantis' right hand to force her to drop it. This must be completed to defeat the boss. Equipping the Psycho Mantis doll allows Snake to control enemies' actions the way Screaming Mantis does. - The Sorrow - Shoot the other doll hanging from the string in Screaming Mantis' left hand and force her to drop it. The Sorrow doll allows Snake to control dead soldiers when equipped. NOTE: While the Psycho Mantis and Sorrow dolls are actual items, the four Beast dolls and the Haven Trooper doll serve another purpose. If all five are collected, Snake will earn the Solar Gun, which knocks enemies unconscious and causes them to drop items. It's also a pretty effective weapon against Vamp. As the name implies, sunlight charges the Solar Gun - talk about a great use for solar energy! 005.5 - Weapons Along with items such as the stealth camo and bandana, Snake can earn some new weapons to play with. - Desert Eagle (Long Barrel) - What It Is: Throughout the game, Meryl uses this monster of a weapon, which has enough power to knock any enemy down when hit in the torso. As a bonus, it has a scope, though obviously the weapon loses some of its stopping power when attacking from a distance. How It's Earned - Earn the Fox emblem (see details in the Emblem section). - Patriot - What It Is - This is the very same Patriot The Boss gave Big Boss at the end of Metal Gear Solid 3, and it's still just as devastating. Though it's technically considered a submachine gun, this baby is the most powerful rifle you'll find and has infinite ammo. This means that not only will you never run out of ammo, you won't even have to reload it. How It's Earned - Unfortunately, the Patriot isn't an easy weapon to obtain. In order to get your hands on it, you have to earn the Big Boss emblem, which is the toughest emblem to earn. - Race Gun - What It Is - The Race Gun is basically an upgraded version of the Single Action Army revolver from Snake Eater. It isn't terribly powerful, but the bullets can ricochet around walls to hit enemies you normally wouldn't be able to. How It's Earned - Finish the game once on any difficulty. - Socom (Mk.23) - What It Is - Snake's old handgun from his first stint at Shadow Moses. When aimed for the first time, Snake will say, "Just like old times..." and you'll earn a thousand Drebin Points. How It's Earned - Find this weapon under the truck at the helipad in Shadow Moses. - Solar Gun - What It Is - When fully charged by sunlight, the Solar Gun will cause any enemy to immediately fall unconscious and drop any items they're carrying. As a bonus, it's also an effective weapon to use against Vamp. How It's Earned - Pick up all four Beast dolls and the Haven Trooper doll you can collect throughout the game (see the Dolls section for details). - Tanegashima - What It Is - At first glance, the Tanegashima doesn't look like much of a bargain. Not only is it a mediocre rifle at best, but it costs a whopping one million Drebin Points. However, when fired outside, the Tanegashima has a thirty-percent chance of immediately eliminating every enemy in the area by summoning a devastating tornado, which causes them to drop any weapons and items they're carrying. How It's Earned - As mentioned, after completing the game once, the Tanegashima will be available at Drebin's shop for one million Drebin Points. Of course, you're better off waiting for the war price discount in Act Five or the twenty percent discount Drebin gives you on Sundays and Wednesdays. - Thor .45-70 - What It Is - A wise man once said, "Six bullets - more than enough to kill anything that moves" regarding a certain revolver. Clearly, however, this man never came across the Thor, which only requires a single shot to wipe out an enemy. Don't be fooled, the Thor may look like a pistol, but this is a cleverly disguised shotgun that also has a quick reload time to boot. How It's Earned - In order to obtain the Thor, you'll have to earn the Fox Hound emblem. Not quite as difficult as the Patriot, but still a pain. - Type 17 - What It Is - If the Thor is a shotgun in disguise, the Type 17 is an incognito machine gun, with a rapid rate of fire. How It's Earned - Snag the Hound emblem to earn this weapon. - 1911 Custom - What It Is - At the moment, there is no answer to this. The 1911 is a weapon that can be unlocked by entering a password in the extras section, which so far hasn't been revealed by Konami or cracked by anyone and made public. How It's Earned - Enter a currently unknown password in the extras section. If you don't want to wait, start making random guesses... 006.0 - iPod Songs ***Thanks to Kevin Dwyer for his huge contributions to this section*** A new addition to the Metal Gear series is the ability to listen to music on Snake's iPod. Though perhaps not on your personal playlist (or maybe they are, who knows), you can find dozens of different tracks from the previous Metal Gear titles, including tunes from the MSX games. - Takin' on the Shagohod - Where It's Found: You begin with this track. - Backyard Blues - Where It's Found: You begin with this track. - Sea Breeze - Where It's Found: You begin with this track. - Calling to the Night - Where It's Found: You begin with this track. - Oishii Chuhan Seikatsu - Where It's Found: You begin with this track. What It Does: While fighting the Beauties, playing this song will cause them to start dancing. Sunny will also be dancing if you pause the game and look at the onboard camera. - Metal Gear 20 Years History (Part I) - Where It's Found: You begin with this track. - Metal Gear 20 Years History (Part II) - Where It's Found: You begin with this track. - Who Am I Really? - Where It's Found: You begin with this track. - Test Subject Burns - Where It's Found: You begin with this track. - MGS4 Integral Podcast 01 - Where It's Found: You begin with this track. - Inori no Uta - Where It's Found: Watch the first mission briefing cinematic and take control of the MK.II. The song is in the kitchen. - Show Time - Where It's Found: After earning the respect from the rebels, offer them items by equipping it and pressing Triangle near them. Sometimes they'll give you a song in exchange. What It Does: Grab a soldier and put them in a CQC chokehold - the soldier will start screaming. - MGS4 Love Theme (Action Version) - Where It's Found: After earning the respect from the rebels, offer them items by equipping it and pressing Triangle near them. Sometimes they'll give you a song in exchange. What It Does: While in a CQC chokehold, PMCs will start crying. - MPO + Theme - Where It's Found: After earning the respect from the rebels, offer them items by equipping it and pressing Triangle near them. Sometimes they'll give you a song in exchange. What It Does: PMCs will start laughing while in a CQC chokehold. - Destiny's Call - Break the Fortress - Where It's Found: After earning the respect from the rebels, offer them items by equipping it and pressing Triangle near them. Sometimes they'll give you a song in exchange. What It Does: While playing, PMCs will go into a fit of rage while in a CQC chokehold. - Theme of Tara - Where It's Found: Inside the militia headquarters in Act One. - Zanzibar Breeze - Where It's Found: Found in the Urban Ruins, Act One. - Level 3 Warning - Where It's Found: Advent Palace, Act One - Theme of Solid Snake - Where It's Found: Millennium Park, Act One - Boktai 2 Theme - Where It's Found: Watch the Act Two mission briefing cinematic and take control of the MK.II. The song is in the kitchen. - The Fury - Where It's Found: Cove Valley Village, Act Two What It Does: While playing, PMCs will go into a fit of rage while in a CQC chokehold. - Rock Me, Baby - Where It's Found: Inside the Confinement Facility storage container in Act Two What It Does: While prone, the rate of life recovery increases. - Metal Gear 20 Years History (Part III) - Where It's Found: Inside the Confinement Facility storage container in Act Two. - Sailor - Where It's Found: Vista Mansion, behind some crates in the northeast corner, Act Two. What It Does: While lying down, the rate of life regeneration will increase. - Bon Dance - Where It's Found: The marketplace against the wall near some shops in Act Two. What It Does: PMCs will start laughing while in a CQC chokehold. - Sin Bokura no Taiyou Theme - Where It's Found: Watch the Act Three mission briefing cinematic and take control of the MK.II. The song is in the kitchen. - Test Subjects Duality - Where It's Found: In Midtown South, Act Three - Bio Hazard - Where It's Found: Hold up a resistance member and search him. What It Does: Captured soldiers will begin screaming while in a CQC chokehold. - One Night in Neo Kobe City - Where It's Found: Hold up a resistance member and search him. What It Does: PMCs will start laughing while in a CQC chokehold. - On Alert - Where It's Found: In Midtown North, Act Three - The Essence of Vince - Where It's Found: Echo's Beacon, on the rooftop in the corner while fighting Raging Raven. - Lunar Knights Main Theme - Where It's Found: Watch the Act Four mission briefing cinematic and take control of the MK.II. The song is in the kitchen. - Warhead Storage - Where It's Found: In the Shadow Moses Tank Hanger, on the catwalk above the entrance to the canyon in Act Four. - Beyond the Bounds - Where It's Found: In the Tank Hanger after Otacon uses the MK.III to open the door in the Warhead Storage Building in Act Four. What It Does: Increases stun damage. - Flowing Destiny - Where It's Found: In the Canyon, Act Four - watch out for the Gekkos. What It Does: While in a CQC chokehold, PMCs will start crying. - Policenauts End Title - Where It's Found: In Otacon's office, enter the code "13462" when prompted in Act Four. What It Does: While in a CQC chokehold, soldiers will fall asleep. - Old LA 2040 - Where It's Found: In Otacon's office, enter the code "78925" when prompted in Act Four. What It Does: While using a sniper rifle, Snake's hands won't shake. - Metal Gear 20 Years History (Part IV) - Where It's Found: Found in the offices of the B2 basement of the Nuclear Warhead Storage Facility in Act Four. - The Best Is Yet To Come - Where It's Found: In the snowfield near the communications tower where you fight Crying Wolf, Act Four. - Yell Dead Cell - Where It's Found: In the Casting Facility North, Act Four. - Metal Gear Solid Theme (Remix) - Where It's Found: Outer Haven's bow, Act Five - Subsistence Action - Where It's Found: Play Metal Gear Online. What It Does: While in a CQC chokehold, PMCs will go into a fit of rage, and your hands won't shake while using a sniper rifle. - Big Boss - Where It's Found: Earn the Big Boss emblem (see the Emblems section for more details). What It Does: While playing, PMC soldiers will scream while in a CQC chokehold, your stun damage will increase, and your hands won't shake while looking through a scope. - Snake Eater - Where It's Found: Earn all forty emblems (see the Emblems section for more details). What It Does: While playing, your stun damage will increase, PMCs will fall asleep while in a CQC chokehold, your hands won't shake while using a sniper rifle, and the rate of life recovery while lying down is increased. It's tough to earn, but it's worth it. III - Walkthrough 000.0 - Prologue: Ground Zero Objectives: - Infiltrate the city without being killed by the Gekkos. When you jump from the truck, lie prone and crawl under it to find a ration. Otacon will be giving you some info about the new camera, so play around with it and head over to the southeast where the main city is. There's another truck blocking your path, so crawl underneath it to initiate a cinematic. Afterwards, find the AK lying on the ground next to the fallen solider, and Otacon will tell you how to equip it. Do so, and walk down the street to witness some more fighting before the Gekkos crash the party. You have two main goals here - reach the next checkpoint and avoid the Gekkos. These things aren't nearly as tough as the other models of metal gears Snake's encountered in the series, but their machine guns and kicks will really hurt, so always keep your distance and don't bother trying to fight them. Fortunately, the soldiers will all be so focused on being slaughtered by the Gekkos that they won't pay any attention to you. When the cinematic ends, Otacon tells you to head north, but there's a Gekko standing directly in front of Snake, so ignore his advice for the moment and run around the other side of the building to the south. From here, follow the western-most street north and use the buildings as cover. If a Gekko spots you, immediately run in the opposite direction or duck into the nearest building and lay low. Continue this strategy of running to the various buildings to reach the checkpoint at the end. 001.0 - Act One: Liquid Sun Objectives: - Locate the Metal Gear MK.II. - Meet your contacts, the Rat Patrol. - Find and eliminate Liquid Ocelot. 001.1 - Northwest Sector After Snake's first personal encounter with the new Metal Gear, save your game if you'd like and watch the prologue that begins with Snake in a graveyard, an allusion to the end of Metal Gear Solid 3. When all of that is through and the game returns to the present day, Otacon will give Snake some briefing on the OctoCamo and tell him to find the MK.II, directly north of Snake's current position. The first and most obvious thing to do is to put this fancy OctoCamo to good use. Lie prone and allow it to blend in with the stone, and crawl into the main street. Things are a bit quieter here, so don't worry about franticly running in circles like before. There are only two soldiers to begin with, but as you make your way down the street a tank will pull up and another battle group will file out. Still, your situation has dramatically improved from ten minutes ago. Hang back for a moment and wait for the troops to start attacking. When some of the rebels begin their strike, crawl down the street and enter the building in the southwest corner. Inside you'll find a petro bomb, and in a small room just down the hall you'll become reacquainted with your old friend, the cardboard box. Leave through the same way you entered and crawl across the street to the east side. From here, use the shadows to make your way north and avoid the soldiers that patrol back here, and enter the ruins near the tank - the doorway is behind a wrecked car that will conceal you from the PMCs. A dead guy will fall from the second story, and just behind him is a small room with a pair of fallen soldiers and an open window. Make sure the two PMCs stationed outside aren't looking through the window, and run to the destroyed wall and crawl through the small hole, but don't go all the way through. A rebel will appear near the exit, begging for his life, before one or two PMCs execute him. As they walk away, crawl up to the dead rebel and look around to make sure another PMC isn't running up to join the others, which doesn't always happen, before following the PMCs. This area is one long path, but the southern side has a small, enclosed area on its west side you can hide in. If the PMC has walked most of the way down, swing the camera around so that it's looking down the corridor and watch the soldier walk down it. When he passes by you, slip behind him and use the boxes and crates at the end for cover. If you're quick enough, however, you can just sneak up to the soldier and knock him out with a CQC throw or your knife. There are a few soldiers patrolling the streets, so wait for them to pass by before crossing the street and entering the building to the north. 001.2 - Red Zone Walk up the stairs that are near the entrance of this area, and Otacon will chime in that pressing the X-button while running will cause Snake to perform a rolling dodge, which can be used to pass over small gaps. Conveniently, there's a small gap that you need to cross over just ahead, so roll over it and hide behind the boxes in the next room. There's a soldier just ahead, but fortunately he has his back to you. Equip your knife, sneak up behind him, and either stab or shock him. Pick up his weapon, which Otacon will tell you has an ID lock that prevents you from using it, and jump over the broken wall to drop down to the next floor. There are enemies patrolling the streets below that can spot you, so lie prone and crawl north along this floor. At the end, pick up the ration and jump down to the streets. Pick up the compress in the corner of this area, and head north. There are a few soldiers standing around who have the potential to give you trouble, but the checkpoint is in the room right next to you. Enter the building via the large crack in the wall to trigger the cinematic. Good old Otacon comes through here, and he sets you up with several neat items, including the Metal Gear MK.II, the Solid Eye, the Operator pistol, and the Mk.2 tranquilizer gun. After checking out all of your new gear, climb up the ladder in this room and walk along what's left of the second floor. While this is happening, an explosive round will hit the building near some crates. However, you can use these crates and the rubble to cross the street and reach the building on the other side. There are two soldiers here around the corner, so head to the left from the debris bridge and sneak up behind them. Pick up the ammo lying on the ground, and knock them out with a pair of CQC throw-downs. Now, the next checkpoint is inside the rebel base, and there are two different ways to get there. On one hand, you can simply sneak inside and try to avoid getting in between the rebels and PMCs, but you'll probably be seen and the base is fairly well guarded. If, however, you fight with the rebels and help them win the battle, you'll gain their trust and earn free access to the base. As a bonus, the base is filled with tons of goodies to pick up, so this guide will outline the latter. You have a decent vantage point from the roof here, so eliminate as many PMCs as you can find. Afterwards, look to your south - the second floor of the building here contains an RPG-7, which you'll need to destroy the PMC tanks. Return to the room where the MK.II was and exit through the door into the streets. The building south of the one we need to enter has a stairway inside of it, so use it to reach the second floor and climb onto some crates to cross over to the next rooftop. Once you've shimmied across the narrow board, drop down to the right and pick up the RPG and packet of instant noodles. Properly equipped to handle the tanks, stand in the alley perpendicular to the Stryker and launch a rocket at it. When it explodes, head over to the northeast corner where the rebels are mounting their front - since you've killed some of the PMCs and destroyed the tank, they'll consider you enough of an ally not to attack you for now. In a small room near the entrance to the next area is another RPG, so pick it up and run over to the second and final tank farther down the street. Destroy it, and finish clearing out any remaining PMCs. When the rebels cry out, "We did it!" the battle is over and you've won their trust. Enter the rebel's safe house in the northeast corner. 001.3 - Militia Safe House It's pitch black here, and Otacon suggests switching the Solid Eye to its night vision mode. Sounds like a plan, so do that and explore the base. If you helped the rebels in the previous area, the troops here will love you, and won't give you any trouble, so run around and pick up all of the weapons and items you can find. If they still consider you an enemy, however, you'll have to take it slow and peak around corners using the Solid Eye, but you can always return to the Red Zone and help them if you'd like. Alternatively, if you don't feel like killing every single PMC but don't want the hassle of sneaking through the base (if you were attempting to score the Big Boss emblem, for example), you can simply take out a few PMCs. That way, the rebels will consider you an ally, but will still be wary. To get around this, when one of the rebels stops you, give them a ration or other health item to win them over. Near the end you'll find a few rooms with wounded and dead soldiers with quite a bit of ammo lying around, as well as a new song for your iPod - the Theme of Tara. Continue on, past the room with the scientists examining the mechanical wing, to find several rooms with RPG rounds, among others. This room also has the Middle East militia costume, which you'll find in one of the lockers against the wall. At the end, head upstairs to the city. 001.4 - Urban Ruins The cinematic prior to this area introduces you to one of the most important side-characters in the game. Drebin is an arms dealer (or gun launderer, as he calls himself) who takes weapons from fallen PMCs, removes the ID locks from them, and sells them to rebels for a profit. He extends the same offer to Snake, and is even willing to work on a barter system since Snake doesn't carry cash on him. Whenever Snake picks up a weapon that he already has, he will keep the ammo but the MK.II will deliver the weapon itself to Drebin, which will earn Snake Drebin Points - or "DP" for short. After collecting enough points, Snake can call on Drebin to unlock weapons for him, purchase new ones, and buy additional ammo and modifications. As an interesting note, Drebin reduces all of his prices by twenty percent on Sundays and Wednesdays, so if you're looking to make some pricey purchases you may want to wait a few days or reset the calendar on your PS3. As a final gesture of friendship, Drebin also gives you the M4 Custom, an excellent machine gun, entirely for free. What a guy. When you finally take control of Snake, turn around and pick up the RPG ammo at the end of the alley behind you. Now head south and collect the rest of the ammo lying around here. Run up the two flights of stairs and drop down to the ledge on the west and the rubble between the two buildings to find another RPG and a Dot Sight, which you can sell to Drebin for a nice bounty or use on one of your weapons. Afterwards, enter through the large crack in the wall and crawl underneath the partially destroyed floor. If you're having trouble figuring out where to go, turn on the Solid Eye's night vision and follow the footsteps left behind. At the north end you'll come across two soldiers holed up and shooting out the window. Stand around for a minute and watch them get killed, and collect all of the ammo lying around before following the path east. When you're finally able to stand back up, continue on until the floor above you collapses, which allows you to reach the new area beyond that. To reach the checkpoint, lean against the wall, shimmy across the narrow ledge, and then slide down to the lower level to the west. Follow this area to the end, where you'll find a flight of stairs across from you. Turn around and pick up the iPod song under the broken floor, and jump down to the stairs. 001.5 - Downtown Oh Johnny, you and your bowel problems... The game not-so-subtlety tells you to use the tattered oil drum to pass through the next area, and you can use the drum by holding down X to tip it over and roll around inside of it. Just be warned that if you roll for too long, Snake will get sick and have to stop, leaving himself wide open for anyone that decides to attack. However, this isn't a very effective strategy, so don't bother with the oil drum. Turn around and check out the ruins behind you to find a ration, and then follow the street down on the west side until you come across the entrance to a back street. The rebels in these side streets won't bother you if you helped them out in the Red Zone, so don't worry about being sneaky here. About one block down you'll encounter some rebels attempting to fight a sniper, and Otacon suggests trying to find another route. Once again, Otacon is the master strategist, so hug the south wall and enter the narrow alleyway. In the middle is a small gap between buildings that Snake can just fit through, so wedge in between and continue on the other side. Snake will encounter some soldiers here preparing for another fight with the PMCs, but don't follow after them. Instead, go in the opposite direction until you reach a split. Both paths lead back out into the main street, but one is in front of the tank and the other behind it, so take the latter to avoid being slaughtered. Sneak behind the Stryker and cross the street to the south side. Enter the next alley near the van and crawl beneath the building to find some stun grenades. Afterwards, return to the main street - the rebels are in a heavy gunfight with the PMCs, who have tanks, snipers, and aircrafts dropping bombs overhead. It sounds honorable to stick around to help, but play it safe and avoid as much fighting as possible. Since the PMCs are more focused on the rebels, lie prone and crawl along the left side of the street and head towards the checkpoint. The PMCs won't give you any trouble, but watch out for the explosive barrel near the wrecked car, which will be shot and explode when you go near it. To avoid being incinerated, either destroy the barrel ahead of time or back up when you see stray bullets begin to hit it. Afterwards, continue crawling through the streets and enter the building at the end. 001.6 - Advent Palace Thankfully, the Palace is completely deserted for the time being, so the only things you have to worry about here are traps - claymore mines and sleeping gas bombs. To solve this conundrum, use the Solid Eye to spot the claymores and sleeping gas bombs planted around the four floors - most notably on the stairs - and crawl to pick them up or use the MK.II to disarm them. The Palace has a myriad of items, including tons of ammo, health items, and a new iPod song. It would be extremely time consuming to list every item location, and since you have free reign of the building you should explore every nook for extra goodies. Additionally, be sure to collect the sleeping gas mines, as they come in handy later on in the game. Once you reach the roof, pick up the items in the bar and enter the hallway to initiate a cinematic that introduces your informants, the Rat Patrol, whose members include Meryl from the original Metal Gear Solid and the lovable goofball, Johnny, also known as Akiba. After Meryl and Snake go over the mission details with a rant at the expense of Colonel Campbell thrown in, Liquid's Haven Troopers drop in to crash the party. Snake, along with Meryl and the rest of the Rat Patol, have to shoot their way out of the Palace. This battle is the first time you're really in a position where you absolutely must fight, and depending on how many alerts you've accidentally set off, you may or may not be very handy with a weapon at this point. Fortunately, Meryl and her team - with the exception of Akiba - are actually somewhat competent, so you can rely on them to handle their share of the enemies that attack. When the fight begins, equip your M4 or MK2 and hide behind the bar as the Troopers attack. These ladies are pretty tough, and they have a nasty habit of throwing grenades far too often, but you'll most likely be safe if you keep your distance. The key here is that Haven Troopers have body armor protects their torso, so you can save a lot of time and ammo by going exclusively for headshots. Be sure to avoid friendly fire if one of Meryl's team walks in front of you, and do your best to take out the troops with headshots. Alternatively, you can hide in the hallway and equip the MK.II, which can go outside and stun the Haven Troopers fairly quickly as they appear. This is a great strategy to use if you're going for a no kill or Big Boss emblem run, since it keeps Snake alive, uses non-lethal tactics, and doesn't rely on the Rat Patrol, who have nasty habits of getting killed on the higher difficulties. After the roof is clear, follow the team down to the third floor, where another battle groups attacks, jumping around the ceiling and coming at you from both sides of the room. Stay near the team and take as many as you can out, but don't go crazy trying to kill every last one. As before, you can enter the restaurant/bar area and equip the MK.II to run around and zap any enemies you can find - you'll have to go behind the bar and through the kitchen to reach the combat zone. When Meryl's team pushes on into the next room, follow after them regardless of how many enemies are still hanging around, Ed will stick around near the doorway and watch for any stragglers. In the bar area, you'll be dealing with more of the same, except now the enemy attacks are more centralized. Jonathan and Ed will hold off the enemies that come from behind, and you and Meryl should deal with the troopers that attack from the window and door ahead of you. Johnny, of course, will hide in the corner and be of little use to anyone. The MK.II is a bit more difficult to use, as the Haven Troopers will notice it more and shoot or kick it, but it's still an effective non-lethal alternative. Eventually, the attacks will subside and the team will continue along the balcony and down to the second floor. Be sure to keep up with them and not get left behind, and find a good hiding spot near the balcony. The soldiers here attack from the second and third floor now, so watch out for attacks coming from above. The positive is that none of the enemies get close to you, so you can stay where you are and fight without having to stop and look behind you every few seconds. Meryl will head over to the bathrooms and stop near a cracked wall with laser tripwires on the other side. Stay near her and fight the Haven Troopers that attack. One of them will throw a stun grenade, and Akiba will be knocked out. Otacon will ring in to let Snake know about this, and it's your job to wake him up, which you can do by crouching near him and pressing the action button. When Johnny's awake and all of the enemies are out of action, follow the team through the broken wall and watch Johnny display a surprising moment of competency as he disarms the laser trap. Follow the team down the hole to the first floor, and stand in one of the two doorways behind the bar and wait for the next gunfight to begin. A tank will burst through the wall near the far side of the bar, and dozens of Haven Troopers will appear. Use the bar for cover and pick off the troopers one by one alongside Meryl. With only a few enemies remaining, Meryl leaves you to finish the job, so clear the area of the stragglers and follow her through to the elevator. A cinematic will play as each member jumps down the shaft, and afterwards the only thing left to do is follow after them and walk into the final area. The final cinematic in the Palace shows the Rat Patrol quickly working together to eliminate a Haven Trooper ambush. Afterwards, Meryl will explain a bit more about the nanomachines, and she'll give Snake the location of Liquid's base before leaving. When the codec conversation between Snake and Otacon ends, grab the P90's dropped by the Troopers before climbing up the debris and over the crates at the top to reach the city again. 001.7 - Crescent Meridian Enter the streets and watch as a tank appears to bring more pain to the battle. Crawl across the street and enter the small, enclosed area on the right that has a ladder against the wall. Climb up and walk across the narrow ledge to find a perfect vantage point being occupied by a soldier. A bomb will shortly go off and kill him, so take his place and pick off the PMC soldiers you can see, but remain prone to avoid drawing attention to yourself. The tank will eventually explode if you aren't quick enough to get rid of the PMCs, and with a bit of help from Snake, the rebels will take the streets and declare victory. You can explore this area to find health items before continuing. The celebration is short-lived, however, as a second skirmish begins just down the street. Crawl forward with the rest of the rebels, but only focus on the two PMCs behind some sandbags under an overhang to the west. Behind them is a ladder, and when you've taken them out, climb up and follow it around to the next block. Jump down and watch the cinematic that follows, which introduces the Beauty and the Beast Corp. 001.8 - Millennium Park After the Beauties wreck havoc and slaughter the soldiers, lie prone on the southern sidewalk and crawl down the street to the west. There's a pair of PMCs here, but they're only focused on the northern half of the street, so you can sneak right past them. As you approach the barricades, cross over to the northern side of the street and crawl to the end, where you'll find sandbag barricades with unmanned mounted machine guns. Shoot the soldiers guarding the entrance to the park, including the one on top of the tank, and head inside. Hide in the grass as you scope out the area and wait for the PMC to the south to pass by. Afterwards, crawl north and hide behind the stack of lumber until the second of the two PMCs patrolling the park walks south into the circle. When he's out of the way, run around the east side of the lumber and slip in between the wall and the small shed to avoid him. Leave this area through the west entrance and hug the east wall as you make your way northwest. There are a few soldiers hanging around here, but as long as you're patient and use the Solid Eye's radar you can avoid them - and if not, take them out with a shot from your Mk2 or another silenced weapon. As you approach the entrance to Liquid's headquarters from the east, you'll come across a PMC that you'll probably have to take out, and another that walks north and south near the checkpoint. Wait for the latter to begin heading south, and walk over to the doorway to finish the first Act. As a side note, if you're spotted here, you're best bet is to simply run to the checkpoint. 002.0 - Act Two: Solid Sun Objectives: - Rescue Naomi Hunter. 002.0 - Mission Briefing During the prologue leading up to Act Two, take control of MK.II by pressing Square and explore the aircraft. Since you begin on the lower deck, pick up the battery near the helicopter and a camera by Sunny's desk. Afterwards, climb up the stairs to find a packet of instant noodles and a new song for your iPod. 002.1 - Cove Valley Village There are two ways to go about this area depending on whether or not you're interested in rescuing the captured rebels. If you aren't, then this section's a breeze, as you can simply crawl down the path and hug the west wall to reach the exit without running into any PMCs. If you are looking to take part in a rescue mission, then you have to get your hands a little dirty. Lie prone at the edge of the cliff you begin on and aim your Mk2 at the nearest soldier, who's walking towards you on the east side of the building. Knock him out with a tranquilizer dart, and wait for one of his buddies to find him. When they come over to investigate, knock him out as well. Repeat this strategy two more times, totaling four soldiers, before taking out the two actually guarding the POWs. The final PMC is hiding in the building just in front of you, but in order to gain the rebels as allies they have to see you fighting the PMCs, so jump down and take out the final PMC near the fence. When they're all asleep, you can run around and pick up all of the items dropped by the soldiers and stored in the buildings, including the South American costume inside the previously locked building to the south, which the rebels will explore after being rescued. As a bonus, the rebels will pick up weapons and head for the battle about to occur at the power station, which is where you have to end up anyway. Keep in mind that the rebels will have a tough time staying alive without some help, so if you want to benefit from their presence be sure to lend them a hand. Fortunately, the Cove Valley isn't terribly well guarded, so you shouldn't have a problem nailing one or two PMCs with tranquilizer darts and letting the rebels take care of the rest. Of course, if you aren't interested in the skirmish between the two armies, you can continue crawling along the sides, climbing up the rock walls, and knocking out the PMCs that get in your way. Near the entrance to the power station, you'll come up to the base of a hill with a log at the top. Crawl up and hide there, and wait for the PMCs to shout out, "We've got company!" Don't worry, they aren't talking about you - regardless of how you played the previous area, some rebels will show up and begin fighting, so use your log as cover and wait for the PMCs to move away from the exit. Use your Solid Eye to locate enemy positions, and knock them out with a quick headshot if they get too close to your hiding spot. If you didn't rescue the POWs in the beginning, the rebels will be suspicious of you, but you can solve that by giving them a hand in the fight at hand. Crawl past the rebels and any remaining PMCs, and leave the Village. 002.2 - Power Station As you appear near the power station, Raiden will call via codec and give you bits of information. When he's finished, head down the path, past the rebels, and crawl north until you pass by a small area to the east that dips in. Now look up above - two PMC snipers are hiding there waiting to gun down all of the rebels one by one. Take them out, and continue north to where the actual battle is taking place. The rebels are hopelessly outgunned, and the mounted machine guns and snipers initially make this battle an absolute bloodbath. To avoid being wiped out, head east, past a large rock and a log, and up and around a hill that leads back to the Cove Village. Pick up the ration near some debris, and crawl back down to the eastern side of the power station. Some rebels will be attacking from this side, so give them a hand eliminating any threats in the area before entering the inner compound through the gate between the brick wall and the chain link fence. Take out the two PMCs here, and enter the computer room to find some C4 and a ration under the table. If you wait around long enough, the rebels will destroy the control panel in the main room - it's the only machine that appears white if you wear your night vision - or you can speed things up and do it yourself. After the battle is all but over, leave the compound and head northwest towards the tank to meet up with Drebin again, who gives you some information on the Beauty and the Beast Corp and the System. When Drebin leaves, the rebels will have officially won the battle if you destroyed the control panel, and you can go back and loot any of the previous areas for items you missed on you first run, since the rebels now control all of it. Afterwards, you'll notice that there are two exits from the power station. Take the southern of the northwest paths to find some helpful items such as a pack of instant noodles, the XM8, and the Javelin before continuing on towards the checkpoint. When the path forks, take the easier northwest route to reach the confinement facility. 002.3 - Confinement Facility The area east of here is in the midst of a heavy gunfight, but this region you're in is relatively quiet, with only a few guards patrolling the area. Tanks will drive down the street to engage the rebels, however, so stay on the rock formation and off of the road. Keep your eyes open for a PMC hiding on this path, though, and take him out with a quick CQC throw before he can sound an alert. Follow the rock path north until you reach a small encampment, which contains a few soldiers and two captured rebel POWs. If you want to rescue them, you'll have to take out the handful of PMCs guarding the area, including the sniper in the watchtower to the north. Reserve the soldier actually guarding the two rebels for last since his back is always facing you, making him an easy target for a CQC throw. Before leaving, check under the main building for some items and inside for the VSS - a silenced sniper rifle - before heading through the mineshaft in the northeast corner. 002.4 - Vista Mansion Feel free to make any number of jokes at the expense of Bill Gates or Microsoft, as Vista Mansion is the site of a PMC battle that Snake, unfortunately, must pass through the reach the research lab where Naomi is being held. However, the entrance to the mansion is blocked off by a large gate, so hug the rock wall and follow this path east. Below, rebels will engage the PMCs, but just ignore the firefight and head to the street. As you approach the gate, a rebel bulldozer crashes through it before being destroyed by PMCs. Otacon warns you to protect the bulldozer, but I've never had a problem with it surviving long enough, so just focus on staying alive while the rebels do their work. As a side note, the destruction of the gate means that the rebels have won the battle they were fighting in the Confinement Facility, so you can go back and pick up some neat weapons, including the FIM-92A, chaff grenades, and M870 Custom, and items like instant noodles, ammo, and a song for your iPod. Back at Vista Mansion, enter through the now-destroyed gate and follow the east wall behind the tents until you reach some storage crates in the northeast corner. Slip in between the wall and the crates for an iPod song, and then head for the stairs in the rear entrance to the mansion. Once inside, head through the door on the right and follow the hallway west until you reach a staircase. Before going upstairs, however, lay low near the potted plants and wait for the two soldiers to run down and enter the battle. Once they've left the room, climb up the stairs and leave the bedroom through the east door partially concealed by shadows, and check out the northern end of the building. Pick up the ammo here before jumping down through the skylight. Follow this underground tunnel around to find a ladder at the end that leads to Naomi's research lab. 002.5 - Research Lab After performing some tests on our hero and giving him some information regarding FoxDie, Naomi is kidnapped and Snake is left to handle the Haven Troopers that attack. The level begins in a caution phase, and you'll be spotted and go into an alert if you hold your ground and fight. Instead, run south and hide under the bed in the other room and wait for the two Troopers to appear. Knock them out with shots from the Mk.2 - be sure to hit them quickly, or else they begin to search the lab and won't be in view for quite some time. When they've both fallen unconscious, two more Troopers crash through one of the east windows and appear in the doorway to the right of the bed, so keep your crosshairs pointed there and blast them when they show up and come into view. Four more Troopers appear in teams of two from the east room, so repeat the same strategy to knock them out of action. Alternatively, there's a much quicker strategy you can employ if you picked up the four sleeping gas mines in the Advent Palace. As soon as you take control of Snake, plant a mine in the main room with all of the equipment and crawl through the room with the bed and into the hallway on the right. After the first two Haven Troopers enter and set off the mine, plant the remaining three mines along the hallway and into the room adjacent to the main area. As each of the teams of Haven Troopers crash through the windows, they'll set off each of the sleeping gas mines in order and be knocked out, saving you the time of waiting for them to come to you. When all eight Troopers are incapacitated, the caution disappears. Crawl out from under the bed and begin collecting as many items as you can. When Laughing Octopus screams out Snake's name, the boss fight will begin. Boss: Laughing Octopus The first thing to remember when fighting Octopus is that you can't beat her in a straight-out gunfight. Her armor is way too tough to penetrate, and she'll mow you do before you even get two shots in since she uses her tentacles to deflect your bullets. Instead, you'll have to use quick attacks and catch her by surprise when she's hiding. When the level begins, Snake is about a foot in front of Octopus, who's about to whip out her machine gun and unload on him. To prevent an untimely death, quickly run out of the room through the west door and use the wall for cover. While she's shooting, switch your weapon to either a shotgun (with non-lethal V-Ring ammo if you want the Octopus doll) or machine gun and equip the Solid Eye. After she stops, peak out and fire off a few rounds. If you get a hit, Octopus will crawl up into a ball, release an ink cloud, and disappear. She leaves behind several tracking bombs, however, so get out of the area and wait for them to explode. From here, Octopus may take one of two strategies. In the more aggressive of the two, she'll crash through any of the windows surrounding the research lab to catch Snake off guard. To avoid this, never enter the outer hallway until you're positive Octopus is hiding somewhere and not coming out to attack. For the more defensive of the two, Octopus will find a place to hide and use her own version of the OctoCamo to blend in. You can still roughly see her outline, and the Solid Eye's night vision does help a little, but the easiest way to track her is by waiting for Octopus to call out and find her icon on the radar. From there, you can locate her general position and figure out where's she's hiding. If you're really having trouble, Otacon will chime in when you get close to her and give you a hint that varies in helpfulness. Make sure to thoroughly check every area, however, because Octopus can hide against walls, on the ceilings, in front of paintings, in boxes, and just about any other spot you can imagine. Those are her two basic strategies, but Octopus has a few other tricks to complicate this fight. Besides her P90 machine gun and tracking bombs, Octopus can use her tentacles to grab you, which can be devastating to your life gauge. Later on, when she rolls up into a ball, she may charge at you instead of disappearing, and this attack is also pretty painful and knocks away a considerable amount of life. All in all, her attacks mean that should always keep your distance from Laughing Octopus, preferably having a wall between the two of you. Later on when she begins to use her rolling attack, you may want to consider standing on any of the tables, beds, or boxes if you aren't sure where she is, or if you are sure that she's in the middle of using the attack. Her final trick isn't very difficult to exploit, and in reality you'll probably be hoping she uses it more often than she does. In an attempt to confuse you, Octopus will disguise herself as a fallen Haven Trooper, Naomi, or even the MK.II and lie around and wait for you to come close - in particular, the MK.II will attempt to lure you down a hallway and trick you into stepping on a claymore. Don't be fooled, blast her while she's vulnerable for free hits. As long as you remain on the defense and only attack Octopus when she leaves herself open, you should be able to knock her life down to zero. Remember - patience is the key. When Laughing Octopus is killed, she becomes Laughing Beauty. Boss: Laughing Beauty As with all of the Beauties, Octopus slowly stumbles around and attempts to grab you. If she does, her bear hug will cause some damage until you're able to wiggle free, so be sure to keep your distance. When you shoot at her, Octopus and the other Beauties have a nasty habit of being able to dodge some of your shots, but don't be discouraged - simply continue aiming for her chest and you'll eventually get your hits in. If you defeat Laughing Beauty using non-lethal tactics, you'll earn the Laughing Beauty FaceCamo. Also, if you defeat Octopus using non-lethal tactics, you'll earn the Laughing Octopus doll, which can be found on the bed during the Beauty fight. Keep in mind that you can only obtain the doll during this fight, so grab it before defeating her the second time. NOTE: Although it's not required in any way, it's highly recommended that you defeat Laughing Beauty using non-lethal tactics. It takes the same amount of time and effort to use the Mk2 as it does any lethal alternative, and the Laughing Beauty FaceCamo comes in handy in the next act. 002.6 - Mountain Trail The goal now is to track the soldiers that took Naomi, and Raiden calls to give you some tips. He goes in depth about picking up scents and observing animals, but all you really need to focus on is using the Solid Eye's night vision to see the footprints. Of course, when all else fails, you can also just go by trail-and-error to find the right way to go. When you begin, head southwest and pick up the ration lying on some grass just off the path. Continue following the footprints until the path diverges - take the northern one to find a soldier standing in front of a river. Use a CQC throw to knock him out, and pick up his weapon and the fore grip B lying on the ground. Return to the main area and follow the trail that goes northwest. Cross the bridge and wait for the soldier to walk past you - when he does, sneak up behind him and take him out. Follow the northwest path he was standing in front of to find some noodles, but watch out for the claymore planted near it. Noodles in hand, return to the path and take the other northwest path. There's a soldier patrolling here, so make sure to crawl and shoot him before he spots you. There are some stun grenades and a PSS handgun around the shack here, so pick them up before continuing to track Naomi on the east trail. As you enter the next area, stop at the entrance and look for the sniper directly in front of you. Eliminate him before he can spot you, and follow the southern route to find the ruins of a building guarded by a pair of soldiers. Knock them out with your Mk2, and pick up the ammo and RPG behind the building itself. Afterwards, return to the area with the sniper and take the east path, but stop before entering the open area. Lie prone near the rock, and swing the camera around to find a soldier crouched near some boxes - take him out and continue down the path until you reach the riverside. Otacon will comment on how Naomi's footprints have disappeared, and an audio flashback of Campbell's bizarre alien abduction in Sons of Liberty will play in Snake's mind as you walk across the crop circles. Continue along this path until it diverges into three different routes - north, south, and west. The west path has two Haven Troopers and leads back to the river, and the south route is optional but has some items being guarded by a Haven Trooper. After collecting your items, continue tracking Naomi along the northeast path, but turn off your Solid Eye from here. As Raiden mentioned earlier, the Solid Eye's humming sound will alert enemies of your presence, and the Haven Troopers here will become suspicious and come to investigate if you leave it on. As you follow this path, taking out the Haven Troopers that get in your way, there's an open area with a large tree stump in the center. Hidden behind the tree stump is a soldier planting a claymore mine there, so wait for him to finish up and leave before crawling down the northern route to find some noodles, a ration, and a cement block in the ground with all of the developers' handprints and signatures in it. Afterwards, return to the tree stump and head northeast. As you follow this path, knock out the Haven Troopers and normal soldiers you come across, but occasionally flip on your night vision to spot any claymores planted in the area - particularly around the spot where you find Naomi's shoes. Also in this area is muna, an extremely helpful item that speeds up the rate you recovery psyche, so be sure to grab that as well. As the path continues to split, keep sticking to the western-most route until it begins to curve around to the north. Follow it around and knock out the soldier patrolling here - Otacon will call in observe that there are a lot more footprints, which he interprets to mean that you're getting close. He happens to be correct, because there's an entrance to a mine in this area that leads to the heliport where Naomi was taken. Run inside to escape from this hellhole of a maze. 002.7 - Stryker Escape Good old Drebin shows up just in time to rescue Snake and Naomi, and his Stryker tank plows through the areas you just visited to escape. Snake climbs onto the roof to protect the tank from any enemies that attack, and while this is going on you have unlimited ammo for all of your weapons and access to the tank's mounted machine gun. Your best bet is to stick to the tank's gun, however, since it's a great deal more powerful and you don't have to worry about reloading. The one exception is if you're going for a non-lethal game, in which case you'll have to use a shotgun with V-Ring ammo to take out the soldiers and switch to the turret to destroy the Gekkos. The first stop is at Vista Mansion, but there aren't too many real threats here so take this opportunity to get accustomed to the gun and how it handles. Slaughter all of the enemies that get near the tank, but if one happens to climb on and gets too close to the turret to kill you'll have to stop shooting and use a CQC throw to knock him out. Some advanced soldiers wearing power suits appear from the front gate that causes Drebin to sound concerned, but they won't give you any trouble. You can't knock them out with V-Ring ammo, so you're just have to ignore them. With the area clear, Drebin continues down to the Confinement Facility. This is where the fun really begins, because now you have to fight an onslaught of Gekkos that, unlike the advanced soldiers, can actually do some damage and take more than a few hits to go down. You still should only use the mounted turret and focus about ninety-nine percent of your energy on taking out the Gekkos. With the final one percent, be sure to look behind and around you when you catch a break in case any zombie-soldiers are able to climb onto the tank. If you can kill them before they grab Snake, you'll be able to continue fighting without having to stop and equip the mounted gun again. As long as you mind your surroundings and shoot the soldiers before they get close to the tank, though, you'll be fine. When the last of the Gekkos are destroyed, Drebin drives down the road, plowing through enemies on the way to the Power Station. When Drebin stops, Otacon will tell you to "do something about that gate" but your first priority should be to destroy the tank driving around here. It only takes a few seconds of shooting to blow it up, and afterwards you can focus on the gate without having to worry about too much resistance aside from the mob of zombie-soldiers hanging around. After both sides of the gate are junk, you'll continue towards the market as more Gekkos arrive to stop you. Unlike before, you aren't required to destroy them all and Drebin continues to drive, so do your best to shoot as many of them as you can to hold them at bay. The Gekkos also don't really ram the tank as they did before, so the Stryker shouldn't take nearly as much damage as it did the last time - if any. 002.8 - Marketplace Whew, well that was exciting. As a reward for surviving the tank scene, you get to watch a much less whiney cyborg Raiden absolutely manhandle a group of Gekkos, which is, needless to say, pretty damn cool. Afterwards, you still have to escape from the marketplace while it's being leveled by Gekkos. If your life gauge is low, hang around here and allow yourself to recuperate. When you're ready, head to the left under a stone overhang behind the first series of shops. There are Gekkos everywhere, but there are also a lot of civilians running around, so don't bother trying to fight them. Instead, if you have any chaff grenades, now would be the time to use them - the scrambled computers in the Gekkos gives you an extra second to dodge by them, which should be enough if you time it correctly. Leave the overhang and head east, but don't take the alleyway even though it appears to be safe - a Gekko will crash through and block your path if you try. Hug the north wall of the market and roll past the Gekko standing on the corner of the street. Jump over the fence to continue past the debris, and pick up an M72A3 rocket launcher in a dead-end just after the alleyway. Wait here until the Gekko in the street rams through the stalls to the east, clearing a path for you in the process, and follow after it. Duck into a small inlet on the south side of the street before the point where the Gekko stops, and allow it to walk back west. Dodge past it and make a mad dash for the exit. A single Gekko is blocking your path, but you can roll past it and trigger the cinematic before it actually makes contact with you. After that extremely hectic scene, the game gives you one more reward - the scene shown in one of the trailers where Raiden fights Vamp. Awesome. And so concludes Act Two. 003.0 - Act Three: Third Sun Objectives: - Tail a resistance member to their headquarters in Midtown North. - Protect the van carrying the corpse of Big Boss. 003.0 - Mission Briefing As before, you can take control of the MK.II and explore the aircraft. Another iPod song and battery are located in the same places they were before, so be sure to pick them up while the cinematics are playing. 003.1 - Basic Strategies The majority of this act is spent tailing a resistance member to their hideout, and there are two different routes they'll take depending on whether you're playing on Big Boss Hard or any of the easier difficulties. Both strategies are outlined here, so skip to whichever one you're looking for. Before getting into an actual walkthrough, however, there are a few tips to help you get through the streets without bringing too much attention to yourself: - First and foremost, if you have the Laughing Beauty or any other non-Snake FaceCamo at this point, you can use it here and the PMCs won't pay any attention to you. This makes things infinitely easier, and you can simply run around and focus on protecting the resistance member rather than hiding from the PMCs as well. However, if you have a weapon equipped and run (since Snake keeps his hands in his pockets while walking) or do anything suspicious like roll, lie prone, or kill someone, the PMCs will put whatever face your wearing on their blacklist and attack it as well. However, this walkthrough will take the most difficult route and assume that the player does not have any other FaceCamos besides the Young Snake one. - Ditch the civilian outfit you start with. Sure, it looks cool and the Young Snake face camo is nostalgic, but it doesn't help you in any way. Because of the curfew the city is under, PMCs will go into an alert if they spot you wearing civilian clothes or the OctoCamo, and the trench coat does little to blend in with the environment. On the other hand, the OctoCamo and FaceCamo will score you anywhere from 75-99% invisibility while prone. - Keep your distance from the resistance member you're using as a mark, about a block if possible. After all, you have the radar to keep track of him and he doesn't move terribly fast, so you shouldn't have any problems keeping up with him. The reason you should hang back is if you run into any PMC trouble that requires you to hide. If you're too close, you might spook the resistance member and cause him to run away, or worse, get arrested. If you stay far enough away, you'll have plenty of room to sneak around without alerting anyone. - Also, ignore the signal interceptor. Even Otacon mentions you can use the Solid Eye's radar instead, and it's a lot easier to find a resistance member as well as keep track of the PMCs when combined with the Solid Eye's night vision. - Don't attack PMC soldiers if you can help it. Occasionally, the resistance member you're tracking will run into a road that's blocked off and stop - or even be arrested - and Otacon will tell you to rescue him. Don't, more often than not it isn't worth the risk and you can always find another resistance member to replace him. If you absolutely must engage in a fight, use a silenced weapon. I highly recommend sticking to the Mk2 since an unconscious soldier won't cause the soldiers to call for backup the way a dead one will. 003.2 - Big Boss Hard If you haven't discovered by now, compared to the other difficulties, Big Boss Hard is, well... harder. As such, Act Three is a little more complicated than the others, as the resistance member you end up tailing takes a much longer route that goes through areas they won't in the easier difficulties. 003.21 - Midtown South Sector Walk down the street a little until a cinematic plays showing a suspicious looking character walking around. That's your resistance member, so hide behind the parked van and wait for him to cross the street heading east. There aren't any enemies around here, so use this time to figure out how you plan on tracking this guy and anything else you may want to do. Meanwhile, the resistance member is taking an unnecessarily long route but continues east until he hits the edge of the city and turns north. At the end of this block, your resistance member starts going west, but runs into trouble when he spots a soldier standing at the end of the block. Otacon tells you to give him a hand, but again, it's not worth it. Stay behind the building and wait until the resistance member gives up and turns around to find another route. Lean against the wall and watch as he runs past you, down the next street south of the one he planned on going down, and up a flight of stairs, which takes him right over the street - and PMCs - he was initially trying to get past. At the end, he jumps onto a roof and heads west, which leads to a ladder. After he climbs down, he'll spot a soldier patrolling the street, so wait at the top of the ladder until he decides to take another route. Give him enough time to get far enough away, and then follow suit. Following this change of plans, the resistance member walks north, up a short flight of stairs, and enters the park. As he starts to walk north, hide behind the east statue he passes by. After running into more PMC resistance, the resistance member runs back south, but stops by the west statue for a bathroom break. When he's... finished, he'll head north again. This time he climbs over the grassy hill and tries to sneak behind the two guards, but thinks twice and decides against it. Instead, he makes the much more intelligent decision to hurl a grenade in the park, much to Otacon's surprise. A caution will be instated, but it isn't too difficult to lay low. Meanwhile, you resistance member has left the park and is currently north of the park admiring a poster of a young, pretty Japanese girl. When the caution ends, he runs down the street and hides in one of the park's stairways while a patrol vehicle passes by. Snake has to follow his lead, but you can just lie prone by the wall for an easy 90% camo index and avoid the patrol. The rest of this area should be smooth sailing without any PMCs in the way, so tail the resistance member to Midtown Central. 003.22 - Midtown Central Sector Crawl down the street and peak around the corner to find your friend the resistance member gawking at another poster, the pervert. Stay out of sight for a moment and wait for him to leave, return for a second look, and leave again, and then follow him into the main area. This area is extremely annoying, because you have a helicopter searchlight to worry about on top of the PMCs - all why trying to keep track of the resistance member. The key to making it through this area is remembering that even though the actual searchlight may not shine on you, being within a few feet of it will still cause the troops to go into a high alert. To avoid this, watch as the resistance member sneaks by the soldiers, and allow the searchlight to make a full pass before even getting close to where it's looking. When you do make your move, be quick about it and head for the river by taking the stairs on the west side of the square. From the stairs, look over to the river and find your resistance member, who's wading across to the other side to avoid another searchlight. This one isn't as difficult to avoid, however, so allow it to make a pass to see where it goes and follow after the resistance member, using the bridge overhang as cover for when the searchlight passes by. There aren't any more threats in this area, so follow the resistance member down the riverbank and into the Northwest Sector. 003.23 - Midtown Northwest Sector Lie down and crawl towards the resistance member as he climbs out of the water. Hide in the shadows underneath the bridge and wait for the searchlight to go away before heading up the stairs and taking a left to follow after the resistance member. Unfortunately for everyone, while attempting to sneak past some soldiers, the resistance member alerts them to his presence and is arrested, so you'll have to eliminate the PMCs if you want to continue. The Mk2 is the easiest way to do this, since you only have to hit them a single time and simply wait until they fall down. If you use a lethal weapon, there's a chance they'll escape and call for backup, and that's the opposite of what we want. Alternatively, you can crouch in the corner or behind a car and send out the MK.II to do your dirty work and stun the two guards. When the resistance member is a free man and has gotten over the shock of having been rescued, he'll continue down the street and leave through the Northeast Sector exit. Since the enemies in this area are all unconscious, follow after him. 003.24 - Midtown Northeast Sector Drop down to the ground and track the resistance member as he walks down the street and around the corner. He'll stop in front of a building and hide behind some columns to avoid being seen by the PMCs, so follow his lead and do the same to prevent sounding an alert. After passing by the soldiers patrolling the area, head to Midtown North through the exit the resistance member takes. Whew, finally an area that was nice and short for a change... 003.25 - Midtown North Sector Hang back by the dumpsters and such when the resistance member enters the courtyard on the west side of the alley. In a few seconds, he'll reemerge in one of the green PMC uniforms, which allows him to walk past any of the soldiers undetected. Unfortunately you don't have this luxury, so Snake still has to remain hidden to avoid causing a scene. As the resistance member walks down the main road to the northeast, take the alleyway that heads to the west and follow the southern road in that direction until you come across a white truck near a side street with three soldiers standing guard at the other side. This street connects the one the resistance member is on and he'll join the three PMCs on their patrol, so hang around here until they get around to it. When they finally do reach your hiding spot, the resistance member and another PMC will head west until he comes up to a white van parked near the truck. At this point, your resistance member will leave his partners and cross the street to slip down an alley. Follow him, but stay in the alley lying prone - another patrol car will drive by, and while the resistance member will be unaffected, you'll be left with the proverbial check as the PMCs hunt you down. When the vehicle passes by, crawl along the sidewalk, stopping whenever you hear another vehicle coming, until you see the resistance member duck into a dead end. After getting rid of his PMC uniform, your resistance member will walk to the end of the street and reach the resistance headquarters. Chase after him to end this sequence. 003.3 - Solid Normal, Naked Normal, Liquid Easy The route the resistance member takes on the lower difficulties is much easier to follow and skips over a few areas. There are also fewer soldiers and vehicles patrolling the streets, which makes things much less frustrating. Astute readers may notice that parts of this section are identical to the ones described in Big Boss Hard, and that's because they are and I was too lazy to rewrite them. 003.31 - Midtown South Sector Walk down the street a little until a cinematic plays showing a suspicious looking character walking around. That's your resistance member, so hide behind the parked van and wait for him to cross the street heading east. There aren't any enemies around here, so use this time to figure out how you plan on tracking this guy and anything else you may want to do. Meanwhile, the resistance member is taking an unnecessarily long route but continues east until he hits the edge of the city and turns north. At the end of this block, your resistance member starts going west, but runs into trouble when he spots a soldier standing at the end of the block. Otacon tells you to give him a hand, but again, it's not worth it. Stay behind the building and wait until the resistance member gives up and turns around to find another route. Lean against the wall and watch as he runs past you, down the next street south of the one he planned on going down, and up a flight of stairs, which takes him right over the street - and PMC - he was initially trying to get through. At the end, he jumps onto a roof and heads west, which leads to a ladder. After he climbs down, he'll spot a soldier patrolling the street, so wait at the top of the ladder until he decides to take another route. Give him enough time to get far enough away, and then follow suit. Following this change of plans, the resistance member walks north, up a short flight of stairs, and enters the park. As he starts to walk north, hide behind the east statue he passes by. After running into more PMC resistance, the resistance member runs back south, but stops by the west statue for a bathroom break. When he's... finished, he'll head north again. This time he climbs over the grassy hill and tries to sneak behind the two guards, but thinks twice and decides against it. Instead, he makes the much more intelligent decision to hurl a grenade in the park, much to Otacon's surprise. A caution will be instated, but it isn't too difficult to lay low. Meanwhile, you resistance member has left the park and is currently north of the park admiring a poster of a young, pretty Japanese girl. When the caution ends, he runs down the street and hides in one of the park's stairways while a patrol vehicle passes by. Snake has to follow his lead, but you can just lie prone by the wall for an easy 90% camo index and avoid the patrol. The rest of this area should be smooth sailing without any PMCs in the way, so tail the resistance member north to the next area. 003.32 - Midtown Northeast Sector Take a left and head west to find your resistance member again - he's hiding behind a mailbox near the crosswalk. Wait for him to cross the street and turn the corner, and then sneak after him. There's a helicopter with a searchlight in this area, but if you stay flush against the building's walls and crawl along the sidewalk you should be fine. The resistance member will make a break for his next hiding place, but don't panic and chase after him. Again, you still have him on your radar, and in the time he takes to stop and make sure the coast is clear you can catch up. As the resistance member is heading north, you'll want to be sitting by the car to the south. In trying to sneak behind two guards, he ends up kicking a can and alerting them to his presence. The two PMCs arrest him and lead him back south, so you'll have to rescue him if you want to continue. Using your Mk.2, quickly fire off two rounds and knock the two of them out before they get anywhere - the positive to using the tranquilizer gun is that you simply need to hit them anywhere in one hit, and they won't call for backup if you don't land a headshot. Having just been freed, the resistance member will do one of two things. If you're lucky, he'll run up the stairs and hide there before continuing towards the hideout. If not, he'll run back to the main area and be caught by all of the guards patrolling there. Should he be arrested again, don't bother saving him - not only doesn't he deserve it, but another resistance member will arrive shortly to replace him. From here, follow the resistance member northwest and head through to the next area. 003.33 - Midtown North Sector Hang back by the dumpsters and such when the resistance member enters the courtyard on the west side of the alley. In a few seconds, he'll reemerge in one of the green PMC uniforms, which allows him to walk past any of the soldiers undetected. Unfortunately you don't have this luxury, so Snake still has to remain hidden to avoid causing a scene. As the resistance member walks down the main road to the northeast, take the alleyway that heads to the west and follow the southern road in that direction until you come across a white truck near a side street with three soldiers standing guard at the other side. This street connects the one the resistance member is on and he'll join the three PMCs on their patrol, so hang here until they get around to it. When they finally do reach your hiding spot, the resistance member and two PMCs will head west until he comes up to a white van parked near the truck. At this point, your resistance member will leave his partners and cross the street to slip down an alley. Follow him, but stay in the alley lying prone - another patrol car will drive by, and while the resistance member will be unaffected, you'll be left with the proverbial check as the PMCs hunt you down. When the vehicle passes by, crawl along the sidewalk, stopping whenever you hear another vehicle coming, until you see the resistance member duck into a dead end. After getting rid of his PMC uniform, your resistance member will walk to the end of the street and reach the resistance headquarters. 003.4 - Motorcycle Chase This section is either extremely fun or devastatingly difficult depending on if you're going for a no-kill game to earn any of the better rankings. Remember that you can switch to auto-aiming by pressing the Square button, and you can hide behind EVA by pressing Triangle. If you aren't going for a non-lethal game, play this section the same way you did the tank scene at the end of Act Two. Any weapons you can use have unlimited ammo during this sequence, so pick a machine gun with a large clip, hold L1 and R1 down, and shoot anything that moves - besides the black van, of course. In the later parts of the scene, focus more on the Haven Troopers than on Raging Raven since the Troopers are more likely to wipe the floor with you, but overall you shouldn't have too much trouble staying alive through to the boss fight. Non-lethal games are a bit trickier, and this is much more difficult than the scene in Act Two, as most of the threats you had to be concerned about were machines. The motorcycle chase is the opposite - Raging Raven's sliders are the least of your worries, whereas the Haven Troopers and patrol vehicles that roam the streets will quickly knock down your life gauge if left unchecked. At the same time, your wimpy Mk2 doesn't nearly shoot quick enough to be effective, and the only shotgun you can equip is the Twin Barrel, which must be reloaded after every shot. Because neither of those weapons are very good for crowd control, you'll want to have your Stun Grenades equipped for when the motorcycle stops or large groups of Haven Troopers get together as well. With the non-lethal run, this is all about limiting the damage rather than clearing every area. In particular, you'll want to focus on the three patrol vehicles that show up after Raging Raven appears, as they can easily take away half of your life on The Boss Extreme and Big Boss Hard. If you can take cover behind EVA and shoot the gunners without getting hit, you'll stand a good chance of making it through in one piece even if your Twin Barrel is only able to take out one in every five or six Haven Troopers. The reward for surviving the motorcycle sequence is a fairly arduous battle with Raging Raven. Wonderful. 003.5 - Echo's Beacon Boss: Raging Raven Raging Raven is a fairly annoying boss to fight because you spend the majority of the time sitting around waiting for an opportunity to attack. The tower the battle takes place in has four or five stories, but you'll want to stay exclusively on the highest level at all times. Since you begin on the ground floor, this means immediately running up - after you've picked up any items you can find, of course. Otherwise, Raven will crash through the walls and throw quick attacks that inflict quite a bit of damage, and there aren't very many great places to hide and consistently avoid her since she attacks from all directions. Once at the top, equip any rifle with a scope, I recommend the M14 or SVD, and crouch down just inside of the doorway that leads outside. Raging Raven and her Sliders will be flying around, and it's extremely difficult to pick them off since they're constantly moving, but it gets easier once you figure out how far ahead you have to shoot to register a hit. If Raging Raven is out of sight, start destroying a few of the Sliders. Raven will get angry and eventually make her appearance. After sitting around for a few minutes without being able to get a clear shot, you may be tempted to venture outside and be more aggressive. However, doing this will prove to be fatal, as before you get a chance to pinpoint Raven's location she'll launch missiles and knock you around - possibly completely off the tower. It's a real pain, but you're much more likely to come out in one piece if you stay in the doorway - there's only one direction attacks can come from, and you can use the inside of the room as cover. When Raven appears in front of you, quickly take aim and shoot her out of the air before ducking back inside and avoiding her attack. Finally, if you call Otacon, he'll figure out that Raven's weapon will overheat if she uses it too much, that she forgets to let it cool down when she gets angry, and that she gets angry when Snake destroys her Sliders. If you're willing to use the extra ammo, considering take shots at the Sliders and send Raven into a blind rage, causing her to lose the use of her weapon for a short time. When this happens, Raven will set down on a rooftop, giving you an easy shot. Boss: Raging Beauty This boss is identical to the previous Beauty, so there isn't much else to say that hasn't already been said. Like Octopus before her, Raven will lumber over to you and attempt to grab you, but she's easy enough to avoid simply by backing up. Be sure not to back yourself into a corner and fire your Mk2 or another weapon to take her down. Raven and the other Beauties have a nasty habit of being able to dodge some of your shots, but don't be discouraged - simply continue aiming for her chest and you'll eventually get your hits in. After defeating the Raging Beauty, Snake will earn Raven's MGL-140 grenade launcher and the Raging Beauty FaceCamo if you defeated her using non-lethal tactics. Fortunately, the boss battle marks the end of Act Three, so you don't have to worry about chasing after anyone like in the previous act. If you defeating Raging Raven using non-lethal tactics, her doll will be located at the top of the tower, so be sure to grab it before finishing off Raging Beauty. 004.0 - Act Four: Twin Suns Objectives: - Locate Metal Gear Rex in the underground base of Shadow Moses. - Escape from the base. 004.0 - Heliport (1998) It turns out that one of Snake's flashbacks is actually playable, so you get to take control of Solid Snake from his MGS1 days. From behind the storage container, run to the right and hide behind the second container on the snowy hill. A genome soldier will walk by and looking around, so wait here until he continues down the row before making your way to the actual building. Wait for the surveillance camera to look away before stepping in front of it, because Snake will pause and exclaim, "A surveillance camera!?" while it continues to survey the area in front of it. Afterwards, run up the stairs near the camera and lean against the left wall to see if the other genome soldier is in the area. If he is, wait on the staircase until he heads back to the left side of the building - otherwise, make a break for the ventilation shaft on the ground and crawl through. Once inside the Shadow Moses facility, the flashback will end and Otacon will wake Snake up. 004.1 - Snowfield and Heliport As Old Snake in 2008, check the area you begin in for some ammo before heading west through the narrow neck of the area. As you appear in the second half of the snowfield, turn on the Solid Eye's night vision to see what's going on - Snake is standing on a ridge above the main area where a Gekko is patrolling. Pick up the ammo at the end and slide down the bank and lie prone to avoid being seen. Crawl along the northern wall, but keep an eye on where the Gekko is, as it turns around and backtracks a few times. At the exit, wait for the Gekko to begin heading east and leave through the bottleneck area as a familiar Metal Gear theme, The Best Is Yet To Come, begins to play in the background. This path leads to the heliport as it appears in modern times - ruins, long abandoned and left to freeze over. There aren't any enemies here, so feel free to look around, picking up any items you can find. In particular, there are still chaff grenades on the helipad, which may actually come in handy later on, and a ration behind the storage containers against the east wall. However, there are some new items as well, including various grenades and RPG ammo in the storage sheds on the west side of the heliport. You can also check out the familiar areas like the elevator for some audio flashbacks, which score you a thousand Drebin Points each. Lastly, your old weapon, the Mk.23, is under the truck just in front of the main entrance. Otacon mentions that the front door of the tank hanger is open, but a true Metal Gear Solid fan knows that the second floor ventilation shaft is the only real way to enter Shadow Moses. Besides, you'll avoid a great deal of grief if you do, so take the extra second to climb the stairs and crawl around - you even get to listen the introduction of "MacDonald Miller" from the original game. 004.2 - Tank Hanger and Canyon Once inside, crawl to the right and follow this path all the way to the end - you can stop and look out the handful of grates you pass by if you'd like, and you'll find another song for your iPod at the end. The ladder that allows you to climb down has long been destroyed, but Snake can slide out and hang from the vent. Make sure the catwalk here is clear and drop down. The genome soldiers previously patrolling the tank hanger during your last visit have been replaced by Scarabs - god-awful little creatures that jump around and shoot at you. They normally wouldn't be a problem, as you saw EVA deal with a few of them earlier, but Scarabs roam in packs - dozens in a single area. You're free to check out the adjacent rooms in the hanger to find some items, but it really isn't worth the trouble. Besides, the canyon entrance is directly below you, so hop over the railing, drop down, and sneak out of here before a Scarab spots you. In the canyon, Grey Fox's introduction will play in Snake's mind, and you can check out the southeast corner for some RPG rounds and 5.56 x 45mm ammo. The area initially appears to be empty, but upon closer inspection you'll see two dormant Gekkos - one on either side of the canyon - though on the higher difficulties they're both active. If you begin to get too close to one, Otacon will comment on how he thinks the drives must be shot, but if you get any closer the machine will spring to life and start patrolling the area, so be careful. If you remain prone you'll be camouflaged enough to avoid being seen, so grab the items and head inside the nuclear storage facility. 004.3 - Nuclear Warhead Storage Building Fortunately, this facility is deserted of both humans and machines, and as a bonus you can use your weapons here without any pesky Russian women getting on your case. Otacon will call and tell you to head through the door at the far north end, and the two will reminisce about using the secret passage in the commander's office. On your way to the back, jump in the back of the truck and pick up the FIM-92A missile launcher, as well as any of the other boxes of ammo lying around. Afterwards, head over to the door and attempt to open it using the switch on the right, only to discover that it's locked. Otacon will call again and suggest that you go to his old office and login there to open the door and check the records of what's been going on at the base lately. He also gives you the password to his computer - 48273. Climb up the stairs to the second floor and head over to the elevator. Otacon will ring in to say he powered the generator, so it should be enough to let you ride it. Everything turns out to work smoothly for a change, because the elevator comes up and brings Snake down to the B2 basement without any problems. When you step out, Otacon suggests that you head down the main hallway, but you can use the side office instead to find some items. About halfway through Snake and Otacon will discuss destroying the electrified floor's switchboard with the Nikita missile launcher, and Otacon will make a comment about how it looks like the switchboard could still be activated if the current was turned back on. Hmm, sounds like a tidbit of information worth remembering. At the end of the offices, pick up the iPod song and crawl under the desk to reach the main hallway. From here, head east down the corridor where Grey Fox slaughtered the soldiers to reach Otacon's office. As with most of the other rooms, this one is empty but has plenty of items to pick up, but first Otacon asks you to enter the password he gave Snake earlier. If you can't remember it and are somehow too lazy to scroll up two paragraphs, it's "48273". Not that it really matters, since even if you get it wrong Otacon will remember for you - but only after cracking a joke about Snake's memory. However, there are a few tricks here - entering the codes "78925" or "13462" will score you new iPod songs, and the code "14893" will earn you one hundred thousand Drebin Points! Once the cinematic ends, Otacon will tell you that the door should be unlocked and to return to the first floor. Do that, but grab all of the ammo and health items in the office first. As Snake just begins to step on the electrified floor, a Gekko will crash through the ceiling and begin patrolling the area. If only there was a way to turn the floor's current back on... Hang back in the non-electrified hallway and activate the MK.III. Send it across the hallway and under the desk leading into the offices where the switchboard is after the Gekkos walks up the main hallway. Once there, press the action button and the MK.III will activate the current, destroying the Gekko. Afterwards, you can casually walk down the hall and take the elevator back up. Of course, if you don't want to use the MK.III for whatever reason, Snake can always crawl under the desk and simply avoid the Gekko - just be sure to wait for it to be at the far end of the hallway before calling the elevator down. Back in the warhead room, jump over the railing and drop down to the first floor. The MK.III will begin opening the door, but another Gekko will appear - having taken the elevator, no less - to search for you. The amount of time it takes to open the door varies between difficulties, but Snake must distract the Gekko and protect the MK.III for however long the timer reads. This is actually pretty easy to do, and there are ways to do so with and without raising an alert. Before the Gekko shows up, if you plant several C4 charges in the far corner of the room opposite of the MK.III, you can set them off whenever the Gekko gets close to the door to distract it. Not only will you draw its attention away from the MK.III, but the Gekko will go over to the spot where the C4 went off to investigate, running off thirty seconds to a full minute each time. Just remember to space the C4 charges far enough apart that detonating one won't take the others with it (thanks to Ricky Williams for this idea). Alternatively, if you don't mind going into an alert and don't feel like buying C4 from Drebin, run over to the southwest corner and find a machine gun with ammo you don't use very often. From here, shoot the Gekko to draw its attention to Snake and away from the MK.III, and simply run circles around the warheads until time expires. Should the Gekko get bored and wander over to the north door, shoot it some more and lead it back. At the end, you can knock its legs away to give you enough time to escape. As a side note, when playing a speed run, if you're using a save file that's already completed the game once, you can use the rail gun to immediately destroy the Gekko. After it explodes, the MK.III will automatically finish opening the door, so you can finish this area in about seven seconds instead of the three to five minutes it would take otherwise. 004.4 - Snowfield and Communications Tower Before going anywhere, lie down and allow your life gauge and psyche to rejuvenate. You'll also want to unequip the Solid Eye to recharge its battery and pick up the items sitting on the platform and inside the storage shed here. Afterwards, head jump down to the snowfield below to fight the boss, Crying Wolf. Boss: Crying Wolf As soon as you take control again, you're going to want to figure out what's going on, so find a place to hide. There's a truck parked just north of the fallen tree, so run over and crawl under that - there's also a ration sitting there. Now that you're safe for the time being, let's figure out how to approach this boss. There are a few key issues that make this fight incredibly unbalanced, and not in Snake's favor. For one, there's a blizzard going on, making visibility all but zero without the Solid Eye's night vision. On top of that, you also have to deal with a team of Haven Troopers patrolling the area along with Crying Wolf herself - and unlike the Troopers in the research lab before Laughing Octopus, new Haven Troopers arrive to replace any of the ones you eliminate. And then there's the actual boss you're fighting. Crying Wolf is wearing armor that prevents body heat from escaping, so you can only see small parts of her body using the Solid Eye's night vision. She also takes on a few characteristics of wolves, so she's extremely quick and can track you by your scent if Snake is downwind. If she finds Snake out in the open, she'll pounce on him and shoot her rail gun. The obvious strategy here is to stay safely under the truck and shoot at Crying Wolf when she shows up. While this does work to an extent, it's extraordinarily time consuming since it may take Crying Wolf several minutes to wander into range. She may not even show up at all, and you'll just waste time and effort trying to take her out this way. As long as you keep the night vision on and stay upwind, you'll stand a good chance of catching Crying Wolf by surprise. If you can't find her, figure out which way the wind is blowing and make sure you aren't downwind, and if you are, move. That will accomplish two goals - searching the area for Crying Wolf and not dying. As for the Haven Troopers, ignore them unless they pick a fight with you, in which case quickly blast them and try not to lose sight of Wolf. As for actually attacking, you only want to fight this battle at a distance. Once you get within pouncing range, the advantage goes to Crying Wolf, so use a long-range weapon with a scope to fight. You'll want to make every shot count anyway, since you can only inflict damage by hitting her exposed body, which only appears when she's preparing to fire the rail gun. However, actually finding Crying Wolf is about three-quarters of the battle, so once you've figured out where she is you'll have an easier time hunting her down each time after. With this in mind, Crying Wolf is always somewhere on the opposite side of the Communications Tower in the beginning, so head in that direction and try to find her. As you pass the Towers, crawl and use the camera to search every possible area to find Wolf before she finds you. Once you've spotted her, check to make sure there aren't any Haven Troopers who will hear your shot, and pick her off with the SVD or Mosin Nagant. Afterwards, when she runs away, you'll have a general idea of where she is, so it's much easier to track her down. At its very core, this battle is still sniper against sniper. The only difference is that your opponent is much larger and has a more powerful weapon. Still, this fight is all about anticipating your enemy's next move and thinking strategically to avoid leaving yourself vulnerable. Once you've taken down Crying Wolf, she becomes Crying Beauty. Boss: Crying Beauty As with all of the Beauties, Wolf slowly stumbles around and attempts to grab you. If she does, her bear hug will cause some damage until you're able to wiggle free, so be sure to keep your distance as always. By now you should be a pro at taking these ladies down, so whatever you've been doing, do it again. 004.5 - Blast Furnace and Casting Facility Luckily, the blast furnace has long been turned off so you don't have to worry about being burned or warming any keys, but there are quite a few Scarabs in here that will give you problems. From the entrance to the blast furnace, head west along the first catwalk and hug the wall to shimmy across the narrow ledge. Once on the other side, run down the stairs and check the door in the northeast corner. It's locked, of course, but Otacon tells you that the other exit here - the one in the northwest corner - should be accessible. Turn around and head back up to the third floor, and then drop down from the catwalk to the ground level, avoiding the Scarabs in the process. Open the elevator and take it down to the B5 basement. If you're having trouble, use a chaff grenade to throw them off. Once inside the casting facility, stay inside the elevator to avoid being seen by the Gekko. When it turns around, follow the south wall east and make your way straight up, but cross back over to the western side of the room before entering the northern portion of the casting facility - just be aware of where the Gekko is while you're doing this. On more difficult games, there's a second Gekko on the east side, but it shouldn't change the way you play this section. In the northern half, not only are there more Gekkos, but now there are teams of Scarabs patrolling the area, which complicates things even more. Stay on the west side of the facility and slowly make your way north, using the various mechanical equipment lying around as cover from the Gekkos. Near the end on this side are three Scarabs patrolling around a small strip, one you need to pass by to reach the exit. Wait for them to finish scanning the west wall and being rolling to the other end, and quickly run across and dive behind a large piece of equipment with a ration between it and the wall. From here, all that's left to do is cross back over to the eastern side without being seen by the Gekko in the center. Wait for it to walk south and climb onto the conveyor belts, but make sure the Scarabs on the other side don't see you either. When they're facing away, jump down and run to the exit. Climb down the ladder and exit through the door leading to the underground base. 004.6 - Underground Base and Supply Tunnel Run to the end of the hallway and crawl through the broken gate to reach the room on the other side. This room should look familiar, but now it's invested with more Scarabs and ravens. There's a single Scarab that rolls along the catwalk, so follow well behind and wait for it to investigate the right side away from the entrance to Rex's holding area. Once the coast is clear, run up and duck under the Gekko on the wall to avoid being seen. Keep in mind that the door leading to the elevator won't open if you're in an alert phase, and there's an endless swarm of Scarabs if you are. If the scene is quiet, enter the underground base and prepare to fight Liquid's second-in-command, Vamp. Boss: Vamp This battle is actually a lot easier than when Raiden and Vamp went at it in the Big Shell. However, this fight has a gimmick, but we'll get to that later. Vamp's attacks are pretty standard by now - he's extremely agile and loves to throw knives at you. Besides that, Vamp also has a powerful melee combo that he'll use after leaping or running up to you. Overall, though, this battle isn't too tough, mainly because Vamp doesn't bother dodging your gunshots anymore. In fact, as he's charging at you, use the opportunity to unload an entire clip on him and knock away large chunks of his life at a time. Of course, it's hard to imagine Vamp kicking the bucket so easily, but this time he doesn't revive in a cinematic. Instead, as Otacon is celebrating, Vamp gets back up and starts fighting again, leaving Snake to try and figure out a way to stop him for good. If you remember back to Act Two, Naomi told Snake that Vamp is immortal because his nanomachines are designed to immediately repair any injury he receives. Therefore, logically, if there was a way to suppress his nanomachines, Vamp wouldn't be able to regenerate. If only Snake was carrying an item that suppressed nanomachines... Luckily, Snake happens to have an item that serves just that purpose - the syringes Naomi gave him that he's been jabbing into his neck for the past three acts. Equip the syringes as an item and begin fighting Vamp again, only this time your goal is to get close enough to put him in a CQC choke hold, whether this means "killing" Vamp and waiting for him to get up or charging him after he knocks Snake to the ground. Either way, once he's in Snake's grip, pump him full of the stuff. Vamp's life gauge will plummet to zero, and this part of the boss fight ends. NOTE: If you're going for a no-kill game, using lethal weapons on Vamp won't count as a kill since using the syringe is what actually does him in. And if you want to get technical about it, Snake isn't even the one who finally kills Vamp anyway. Boss: Suicide Gekkos Raiden shows up to settle the score with Vamp once and for all, and it's up to Snake to keep the kamikaze Gekkos from detonating themselves and killing everyone. Fortunately, Crying Wolf's rail gun packs enough of a punch to destroy a Gekko in a single shot, but only once it's been fully charged. To charge the rail gun, hold R1 while in aiming mode and wait for the tiny meter below the weapon icon to reach one hundred percent. Once it does, find the nearest Gekko and destroy it. To avoid taking damage, stay under Rex near the corner, but move away when Otacon says, "They're coming from above - watch out Snake!" because a Gekko will attempt to sneak up from behind you there. You have to destroy about twenty Gekkos, but this isn't very difficult to accomplish. Again, as long as you use Rex for cover the majority of the Gekko attacks will miss you completely. When Raiden finishes off Vamp for good, the battle ends. 004.7 - Escape from the Underground Base Snake has been in this situation before - escaping from the underground base beneath Shadow Moses before everything explodes around him. What's different this time around is that before, Snake wasn't piloting Metal Gear Rex. Oh baby... For the first time in the series' history, the protagonist finally gets to control a Metal Gear, and you've got the best of the best with Rex. Rex has three attacks you can use - the Gatling gun, AT missiles, and the FE Laser that are used like any other weapon - as well as a charge by pressing X and a kicking combo that can be used by pressing R1 when not aiming. The Gekkos really don't stand a chance against Rex, but this area can become problematic because the Gekkos explode after being destroyed. While the machine gun rounds will gradually reduce Rex's life gauge, being near a Gekko when it explodes will knock chunks of life away. To avoid this, you have two options - either use the machine gun to destroy the Gekkos from a distance and wait until after they explode to continue, or rapidly charge through them and get past before they explode. Both strategies will work fine, so pick whichever you'd like to get through. Overall, Rex is durable enough to take the Gekkos on, and five minutes is actually more than enough time to reach the end. In fact, you may even want to consider sticking around for a while killing the endless swarm of Gekkos to earn more Drebin Points. When either time or Rex's life gauge is expiring, head for the exit and prepare for the final battle in this act. Boss: Metal Gear Ray And I bet you thought it wasn't going to get any more exciting than crashing through hundreds of Gekkos in Rex, didn't you? It turns out that even though Ray was designed to wipe the floor with other Metal Gears, it doesn't really stand a chance against Rex. Along with the Gatling gun and melee attacks, you also have access to Rex's FE Laser and AT Missiles, which you can use by cycling through your items using R2. Personally, I find it easiest just to stick to Rex's kicking combo followed by a special attack you can use by pressing Triangle when you're near Ray. However, keep the missiles equipped to stop Ray from charging at you and use the Gatling gun to destroy Ray's missiles, so you'll end up mixing and matching to find what works for a given situation. I would advise not using the FE Laser at all, though, because it takes too long to charge up and you leave yourself open to attack. On the other hand, Ray has also kept most of its attacks from Sons of Liberty, including the water cannon and the hailstorm of missiles. It only attempts to use these attacks, however, when you give Ray enough time and space to stop fighting. If you continue to attack it, you'll reduce Ray's arsenal of attacks to simply charging and tackling Rex. The key to winning this battle is to stay as close to Ray as possible. Ocelot's Ray is much more agile than the lumbering Rex, but if you can keep the distance between the two Metal Gears at a minimum, that advantage goes right out the window. Rex also has an advantage due to all of the buildings and machinery in the port, which prevents Ray from attacking at long ranges. Ray's charging combo can cause quite a bit of damage, but as mentioned before, you can either dodge out of the way or use the AT missiles to stop it from connecting. Overall, though this is easily one of the most memorable boss battles in the game, it isn't a very difficult one. Enjoy beating up on Ray and admire the animations, and prepare for the fifth and final act. 005.0 - Act Five: Old Sun Objectives: - Reach GW's server and upload FoxAlive. - Defeat Liquid Ocelot. 005.1 - Ship's Bow This area seems pretty insane at first, but it really isn't that bad. A caution is automatically instated as soon as you take control, and dozens of Haven Troopers and Gekkos are aggressively patrolling both levels. The key to getting through this area in one piece is to remain cool and, despite your possible first inclination to panic and shoot everything in sight, stick to stealth. When you take control, equip the Mk2 and crawl to the eastern side of the ship, which is the left in this case since you're facing south. Crawl down the path here and shoot the two Haven Troopers that begin walking towards you. If you can, aim for the one behind the other to avoid her partner from getting suspicious. Once they've both been knocked out, continue down the side of the ship. Another pair of Haven Troopers jump down from the second floor in front of you, so take them out as well. Keep heading down this path until you reach the two Haven Troopers' bodies. Another Trooper will begin walking in Snake's direction, and they may become suspicious if they see the bodies lying around. Quickly knock her out with a headshot, and wait here for a moment. Two more Troopers are patrolling this area, but you can wait for them to walk away and sneak by. As you approach your last victim's body, another Haven Trooper be show up farther down - knock her out, too. Here's where the trouble can begin if you slip up. A Gekko is roaming around the south end of the bow - directly in front of the porthole you need to enter. We can worry about that later, however, as the task at the moment is to simply reach the exit first. There are some crates and a large cylindrical tank labeled "R1" in front of you, so stand up and hug the tank to squeeze between them and avoid entering the main area where the Gekko is. Once on the other side, begin crawling south again, but keep an eye on your radar for any hostile blips. Two more Haven Troopers will jump down from the second floor, so keep your Mk2 on hand and take them out. From here it's a straight run to the exit, but there's a catch. The door you need to go through is airtight, and you have to turn the handle several times before it opens. This can create problems if you've set off an alert, as you probably won't have the time to open it before being attacked. With this in mind, crawl around the corner and hide behind a crate east of the door. A second Gekko will jump down directly in front of the door, but Mei Ling comes through when it counts, and one of her ship's canons hits the Gekko, destroying it. With that out of the way, wait for the remaining Gekko to walk away, and then quickly run over and open the door. Once inside, grab all of the items and enter the elevator. 005.2 - Command Center Grab the ammo around in the first room before heading through the door and triggering the cinematic. When you regain control, eliminate any Haven Troopers you can see, but at the same time make your way out of the center circle. Otacon tells you to protect Meryl, but none of the Haven Troopers even give her a second thought so don't bother with it. Besides, it's impossible to stay next to her because enemies attack from all directions and on both the first and second floors. Instead, run to the highest level behind the last row of computers and hide in the entrance to this area, where you'll benefit from the cover it provides on top of preventing anyone from shooting you in the back. From here, look down stairway to your left and use the Solid Eye to keep an eye on the Haven Troopers' positions. As they run up the stairs to meet you, knock them out with the Mk2. Occasionally one of the Haven Troopers will come at you from the side, but you should be able to see this on the radar and be prepared for it. Following the first wave of attacks, more Troopers will appear on the balcony above and attack from a distance, so continue to remain crouched in the doorway and pick them off one by one with the SVD or Mosin Nagant. The Troopers here mainly stand around, taking cover behind the glass railing, so this should end up being the easiest part of the fight. When the Haven Troopers on the balcony are wiped out, another small team puts up one final stand against you, jumping down from the second floor. Make sure you have full health and psyche, and knock them out and get ready for the boss. Boss: Screaming Mantis Fans of the original Metal Gear Solid should find this boss familiar, as it's basically a watered down version of Psycho Mantis. Screaming Mantis, however, only uses her powers to control people's action, so you don't have to worry about dodging objects or having to switch controller ports to prevent Mantis from reading your mind. That being said, this fight is still a gimmick, so once you figure out how to attack it doesn't prove to be much of a challenge. When you first take control, Meryl and some Haven Troopers will be under Mantis' control, so run from the center area and use the computers for cover. If you attempt to shoot her, you'll notice that the crosshairs won't focus on Mantis. Give Otacon a call - as before, the good doctor reasons his way to an epiphany. Assuming Mantis doesn't actually have telekinetic powers, she must be doing something to manipulate people's nanomachines to control them, so you'll need something that suppresses nanomachines if you want to make this more than a one-sided fight. With that in mind, equip your syringes and jab yourself in the neck with one and you'll see the strings around your body disappear. Now you can actually begin fighting her, but before you do, let's even up the sides a bit. Stand near one of the columns at the top of the stairs, equip the Solid Eye's night vision, and pick off the six or seven Haven Troopers and Meryl with your Mk2 or Mosin Nagant. Now that Mantis' goons are out of the way, let's focus on the boss herself. Once again, however, you have to pause for a minute, because none of your attacks appear to be doing any damage. However, if any of your stray shots happen to hit her Psycho Mantis doll hanging on her right side, you'll notice that she hunches over in pain. Any sign of pain is a good sign, so focus all of your shots at that doll. Since Mantis doesn't attack for herself, she'll attempt to revive some of the Haven Troopers and send them your way, but for the time being they aren't too aggressive. Strafe around the computers and continue shooting the Mantis doll until the mid-battle cinematic plays. As a side note, the amount of times you have to hit the Psycho Mantis doll is set, so using the RPG-7 isn't any more effective than using a pistol. Personally, I find the M4 to be the easiest weapon to use. After three or four hits to her doll, Meryl gets dragged back into the equation, and unlike the Haven Troopers, you should actually care about keeping her alive. Screaming Mantis will use Meryl as a human shield while having her shoot at you, so when she floats by you, put Meryl in a CQC hold and inject her with one of your syringes. This will release her from Mantis' control and get her out of the way, allowing you to fight without worrying about accidentally killing an ally. Without having Meryl as a distraction, knock out any Haven Troopers that have been taken over again before continuing to attack her Psycho Mantis doll. Following another half-dozen hits, another short cinematic will play. Screaming Mantis takes another leaf out of Psycho Mantis' book and orders Meryl to commit suicide. If you're close by, you can run up and inject her with another syringe, but otherwise stay behind cover and shoot her with the Mk2. Without Meryl, Mantis finally throws everything she has at Snake, aggressively ordering her Haven Trooper pawns to attack, and uses others as human shields for the doll. This still isn't too much of a problem, since most of the Troopers should still be knocked out. Knock out any of the ones that aren't, and continue shooting the doll. Mantis may also throw her spinning blades at you, which can do quite a bit of damage. You'll know to prepare for this attack when Mantis says, "Take this!", but instead of trying to avoid them, do everything possible to hit the Psycho Mantis doll, which will stop the attack. After six or so more hits, the doll it will break from the string and fall to the ground, so immediately run over and grab it. As a side note, if you'd like a bonus item, shoot the Sorrow doll on Mantis' left side until it falls down as well. The Sorrow doll acts the same way as the Mantis one, but now you have control over dead guys. Sweet. Psycho Mantis doll in hand, give Screaming Mantis a dose of her own medicine and fire a nanomachine-controlling blast her way - you can do this by equipping the doll from the weapons menu and using it like any other weapon. Once Snake has her under his control, the game will tell you to shake the controller to fling Screaming Mantis around. Make sure to use long, overly dramatic shakes to inflict damage, and continue this until she kicks the bucket. Boss: Screaming Beauty Yawn - these are getting a little tedious, aren't they? As with the others, Screaming Beauty will drudge over in her zombie state and attempt to grab you. Don't let her, and shoot her with the Mk.2 to knock her out. Just be glad there are only four of them... Also, if you defeated Screaming Mantis using non-lethal tactics, her doll can be found in the north corridor on the lower level of the computer room. To register a non-lethal kill, you must hit the doll with the Mk2 or another non-lethal weapon - using the Mantis doll on Screaming Mantis herself has no effect whatsoever. 005.3 - Missile Hangar The missile hanger is void of any soldiers, but instead they've been replaced by Scarabs - an infinite number of them. If you have any chaff grenades, use them here to confuse the little monsters - you'll only need one to make it through. Besides that, however, don't spend a considerable amount of time fighting. Run roll down the catwalk and through the army of Scarabs, only stopping to shoot if one of them knocks you down. After pushing through the final line of Scarabs, Snake must trudge through the corridor that's blasting radiation. At first, Snake simply walks down the hall, but eventually his weakened body begins to break down and he's reduced to crawling to the end. There's a time limit here, though not displayed, so tap Triangle as quickly as you can to inch forward and reach the door at the end. This tapping sequence isn't as bad as the torture scenes in the original Metal Gear Solid or Sons of Liberty, so you only need to tap fast enough to keep the Triangle-button icon from appearing on the screen. As you get closer to the exit, you will have to tap faster to keep Snake going, however. Once you reach the exit, a cinematic will play showing the MK.III uploading FoxAlive, and eventually you'll face the final challenge, the big boss man himself, Liquid Ocelot. 005.4 - Ship Exterior Boss: Liquid Ocelot True to the character, Liquid just refuses to bite the dust, and this battle is broken up into four different versions. The main idea is pretty much the same, though, and involves fighting Liquid one-on-one with only your CQC abilities as a weapon. In terms of fighting, Snake has two attacks - his normal punching combo and a stronger punch that will knock Liquid down in one hit. To perform the regular combo, simply press R1. To use Snake's strong attack, hold L1 and press R1. As a bonus, holding L1 will also block some of Liquid's weaker punches. - Round One: Liquid Snake - This portion of the fight is a mirror of the fight on top of Rex in the original Metal Gear Solid - Snake and Liquid even move and control the same as they did in the 1998 version. Liquid mainly uses his headbutting attack, but he also has a pretty good punching combo you have to watch out for. When it comes to offensive, stay just far enough way to avoid Liquid's charge, and then quickly lunge forward and strike with a strong punch before he can recover. Avoid getting stuck in the corner, and use the columns sticking out of the ship for protection if you need to escape from Liquid. If you get too close to Liquid, use the regular combo to prevent him from attacking - you may also potentially land a few hits as a bonus. The weak punches may not do much damage, but the roundhouse kick that ends the combo certainly does. With only about an eighth of his life remaining, Liquid Snake transforms in Liquid Ocelot, and it's time for Round Two. - Round Two: Liquid Ocelot - The rejuvenated Ocelot is easily the most difficult of the four variations, and he now has a lunging punch that's absolutely devastating if it connects. The key in this round is avoiding Ocelot's lunging punch. As mentioned, it destroys you, and you may not be able to keep up with Ocelot long enough to drain his life gauge if you fall far behind early on. However, you'll always know when Ocelot is preparing to use his lunging punch, as he dramatically winds up and shouts, "Take this!" However, attacking becomes pretty obvious. Liquid Ocelot leaves himself wide open after he throws everything at you in his lunging punch. When you see him winding up, back up or dodge out of the way and wait for him to finish his attack. Afterwards, charge forward to catch him off guard and throw a strong punch to knock him down. Keep this up and remain on the defense - only attacking when the opportunity arises - to win this round. - Round Three: Revolver Ocelot - Realizing he's on the receiving a beatdown, Ocelot shakes away the last remnants of Liquid and resorts to using the CQC he picked up from Big Boss back in the sixties. Here, Ocelot has an unblockable CQC combo that ends with a head smash, and even though he'll probably get more hits in and it will look like you're getting destroyed, most of his attacks inflict minimal damage. His only attack that you should watch out for involves putting Snake in a headlock and choking him, but the only time I've ever been caught in one is when he blocked my strong punch. Fortunately, it's not nearly as painful as his lunging punch. Offensively, Snake finally evens the odds by using his own CQC abilities. With this in mind, although it's been faithful to you up to this point, abandon the strong punch in this round - it still does the most damage, but it's too slow and, as mentioned above, Ocelot will probably counter it with a CQC attack. You'll want to be more aggressive here, actively going after Ocelot instead of waiting for him to come to you. Don't be foolish, of course, since blindly running up and swinging your fists will only end with Snake on his back, but stay close to Ocelot and attack whenever you can. Your weak punching combo is effective enough to deal out enough damage to Ocelot without having to use the strong punch, and if you land a few hits, press Triangle to finish Ocelot off with an animated CQC attack that does a good amount of damage to boot. After the second round and Ocelot's lunging punch, this round should be a walk in the park. - Round Four: Geriatric Ocelot - This isn't really a fight, but you still have to finish Ocelot off. Both of you move extremely slowly, but you don't have to worry about running around to avoid attacks either. Just get close enough to throw a punch and press R1 to watch a cinematic of Snake hitting Ocelot, which seems to be fairly painful for both parties. If you stand around for too long, Ocelot will also attack in the same way, and if you attack from afar you'll get to watch Snake flailing around. Ocelot doesn't have a life gauge, but it doesn't take too many hits before he finally gives up and croaks - maybe five. Well, he stops fighting, anyway - Metal Gear characters have a nasty habit of not dying, so I'll hold off on declaring Ocelot deceased just yet. With Ocelot out of the picture and the Patriots eliminated, so ends Metal Gear Solid 4 - and possibly the series. Congratulations on completing the game, but make sure to stick around and watch all of the credits. As always, there are several plot twists that are thrown at you right at the end, and in particular, an old comrade from the past drops in to visit Snake - and I was just saying something about characters not dying, wasn't I? There aren't any playable sections remaining, so to avoid spoilers this is where this guide will end. My suggestion is to grab a drink, get comfortable, and sit back to watch the grand finale. Thanks for reading, and hopefully you found this guide as helpful as possible.