_______  _______ _________ _______  _       
(       )(  ____ \\__   __/(  ___  )( \      
| () () || (    \/   ) (   | (   ) || (      
| || || || (__       | |   | (___) || |      
| |(_)| ||  __)      | |   |  ___  || |      
| |   | || (         | |   | (   ) || |      
| )   ( || (____/\   | |   | )   ( || (____/\
|/     \|(_______/   )_(   |/     \|(_______/
                                             
 _______  _______  _______  _______ 
(  ____ \(  ____ \(  ___  )(  ____ )
| (    \/| (    \/| (   ) || (    )|
| |      | (__    | (___) || (____)|
| | ____ |  __)   |  ___  ||     __)
| | \_  )| (      | (   ) || (\ (   
| (___) || (____/\| )   ( || ) \ \__
(_______)(_______/|/     \||/   \__/
                                    
 _______  _______  _       _________ ______        ___   
(  ____ \(  ___  )( \      \__   __/(  __  \      /   )  
| (    \/| (   ) || (         ) (   | (  \  )    / /) |  
| (_____ | |   | || |         | |   | |   ) |   / (_) (_ 
(_____  )| |   | || |         | |   | |   | |  (____   _):
      ) || |   | || |         | |   | |   ) |       ) (  
/\____) || (___) || (____/\___) (___| (__/  )       | |  
\_______)(_______)(_______/\_______/(______/        (_)  

 

                                           

  ___|                           _|   |   |         
 |     |   | __ \   __|    _ \  |     __| __ \   _ \
 |   | |   | |   |\__ \   (   | __|   |   | | |  __/
\____|\__,_|_|  _|____/  \___/ _|    \__|_| |_|\___|
                                                    
  _ \       |       _)       |       
 |   | _` | __|  __| |  _ \  __|  __|
 ___/ (   | |   |    | (   | |  \__ \
_|   \__,_|\__|_|   _|\___/ \__|____/
                                     

 




Metal Gear Solid 4: Guns of the Patriots
Walkthrough/FAQ
Probester/Bleeding Fox
Probe-ster@Hotmail.com
AIM:FishyProbe
Playstation 3

---------------
This may be not be reproduced under any circumstances except for
personal, private use.It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is
 strictly prohibited, and a violation of copyright. All trademarks and names
belong to their respective owners. Copyright 2008, Probester.
---------------

=========================
1. Controls
2. Walkthrough
3. 	Act 1 "Liquid Sun"
4. 		Intro-Middle East
5. 		Middle East: Red Zone
6. 		Middle East: Militia Safe House
7. 		Middle East: Urban Ruins
8. 		Middle East: Downtown
9. 		Middle East: Advent Palace
10. 		Middle East: Advent Palace Garage
11. 		Middle East: Crescent Meridian
12. 		Middle East: Millennium Park	
13.	Act II "Solid Sun" 		
14. 		Mission Briefing
15. 		South America: Cove Valley Village
16. 		South America: Power Station		
17. 		South America: Confinement Facility
18. 		South America: Vista Mansion
19. 		South America: Research lab
20. 		BOSS: LAUGHING OCTOPUS
21. 		South America: Mountain Trail		
22. 		CHASE SEQUENCE	
23. 		South America: MarketPlace
24. 	Act III "Third Sun"
25. 		Mission Briefing
26. 		Eastern Europe: Midtown S Sector
27. 		Eastern Europe: Midtown Central Sector
28. 		Eastern Europe: Midtown S Sector	
29. 		Eastern Europe: Midtown NE Sector	
30. 		Eastern Europe: Midtown N Sector
31. 		CHASE SEQUENCE
32. 		BOSS: RAGING RAVEN
33. 	Act IV "Twin Suns"
34. 		Mission Briefing
35.		Dream
36.		Shadow Moses-Canyon
37. 		Shadow Moses-Nuclear Warhead Storage BLDG 1F
38. 		Shadow Moses: Snowfield & Communications Tower
39. 		BOSS: CRYING WOLF
40. 		Shadow Moses: Blast Furnace
41. 		Shadow Moses: Casting Facility South
42. 		Shadow Moses: Underground Base
43. 		BOSS: VAMP
44. 		SPLIT SCREEN: GEKKO BATTLE
45. 		METAL GEAR REX SEQUENCE
46. 		REX Vs. RAY: GEAR ON GEAR Action: GEARS OF WAR
47. 	Act V "Old Sun"
48. 		Mission Briefing
49. 		Outer Haven: Ship Bow
50.		Outer Haven: Command Center
51. 		BOSS BATTLE: SCREAMING MANTIS
52. 		Outer Haven: Missile Hanger
53. 		SPLIT SCREEN: MICROWAVE HALLWAY
54. 		ENCOUNTER: The Twin Snakes
55. 		Items
56. 	Weapons
57. 		Handguns
58. 		Submachine guns
59. 		Rifles
60.		Other Firearms
===========================

==================
1. Controls
==================
X- Crouch, roll, crawl, accept
O- Cancel, reload
Triangle- Press against walls, use ladders, climb onto/over objects
Square- Switch between auto and manual aim
Right analog stick - Controls the camera
left analog stick - controls movement of Snake
up/down d-pad - zoom in/out
R1- attack
L1- Aim gun/ ready weapon
R2- Secondary fire/ Weapons inventory/Quick change weapons
L2- Items inventory/Quick change items
Start - menu
Select- help 


This guide is written with the idea that players are trying to play through
the entire game without causing an alert mode, or killing any of the
enemies, in order to achieve the maximum amount of bonus Drebin points
and unlock secret items at the end of the playthrough.

(save often, use octocamo, solid eye night vision makes noise) (During
cutscenes use flash backs as much as possible)

==================
2. Walkthrough
==================

==================
3. Act 1 "Liquid Sun"
==================

4. Intro-Middle East
------------------

Start by unequipping both the stun knife and the rations. Run foward and
crawl under the truck for a cutscene. After the cutscene, take the AK 102
from the body of the militaman that Snake is standing beside. Open the start
menu and equip the AK in the inventory in the WEAPONS menu. Run foward
down the street, and another cutscene will start. After the cutscene, run
fowards down the street, right past the Gecko. Run into the ruined
building on Snake's right and exit otu the otherside. Dive through
the windows, and head out of the building onto the street. When a
Gecko drops down in front of Snake, head to the right into another
ruined building for a cutscene.

After the cutscene, you'll acquire the Octocamo. Turn around and run down
the alley to  hide a ration and some  5.56MM ammunation. Run back to where
you where. Run into the street, but keep close to the buildings. You'll see
a doorway that you should enter. By some ruined stairs inside, you'll
find some rations. Ahead, crawl through the ven and pick up the compress.
On the other side, stay still long enough for Octacamo to change colors as
you switch background acolors and textures. Slowly crawl foward, keeping
as close to the wall as possible. Round the corner, and enter the doorway.
Take the AK from the body in the middle of the room. Pick up him and drop him
for a box of ammunation. Run into the side room on the left side and and pick
up the AKs from the other two bodies. Run onto the bed against the wall and
pick up the compress. Run to the window and jump over with triangle.  
Immediately enter a crawl and wait for octocamo to change. Stay in this 
position until the PMC soldiers have stopped looking in your direction.
Crawl around the stack of crates and you will see a PMC.  Wait until he is
not looking and sneak towards him with your stun knife equipped. Use the 
stun feature by pressing R2 to stun him. Take his Mk.17. Run into the ruined
building and lie down on the tiles, wait for octacamo to change to the 
pattern. Run through the building on the right side and open the center 
locker. Take the bottle of Regain(R). Enter a crawl and move into the 
sunlight area on the opposite side of the room.  Wait for octocamo to change
to the color of the dirt outside, and ignore the APC. Crawl to the right 
side (opposite the APC) and through the doorway. This will lead you to the
next area.

5. Middle East: Red Zone
-------------------
Move to the stairs immediately on your left and enter a crawl on the stairs
and wait for octacamo to change to the stair pattern. Rise to a crouch and 
run up the stairs. At the top stand up and roll over the gap in the path. 
Run towards the dividers in the next room and stand behind it. Crawl onto
the ground and wait for octocamo to change. Remain on the ground and crawl
arond the divider. Rise to a crouch when you reach the open doorway. Use
the stun knife's stun feature on the PMC. Take his Mk.17 and pick up his
body. Drag him back to the dividers where you will see two lockers. Open
both locker doors and pick up the Playboy. Then pick up the PMC again and
place him in one of the lockers. Move back to where the PMC was standing
and look to the right where you will finda set of stairs. Run down these
set of stairs and open the center locker at the bottom. Pick up the ration
inside. Run into the next room and open the lockers by the set of couches. 
Take the Regain(R) inside and run back up the stairs. At the top of the stairs
run to the end of this room and roll over the hole in the wall. Run forward 
and ignore the ladder in the middle of the road. Run to the end where you'll
find a ration. Jump down here and take the compress. Crawl out into the middle
of the street and wait for octocamo to change. Crawl to the right and move 
forward. You will see to PMCs rounding a corner. Move to your right and wait
for octocamo to change again. The PMCs will walk past you. When they are gone
get back onto the main road and enter the ruined building on your right. A 
cutscene will play.

After the cutscene, go into your weapons inventory and unequip everything. 
Place the Mk.2 pistol in the first weapon slot. Enter a crawl and move into
the next room. Crawl forward and watch the PMCs advance before moving. The 
PMCs will move up. Crawl onto the street and wait for octocamo to change. 
Crawl forward to the stone barrier. Equip the Metal Gear Mk.II. Press X as
soon as the Mk.II is ready then move forward with it down the street and stun
the PMCs. When they are down unequip the Mk.II and move down the street while 
still in a crawl and head towards the sandbags on the left. Run under the 
street cover and use your Mk.2 pistol and shoot any remaining visible PMCs on
the street in the head. Run across the street to the ruined building and enter 
through the giant hole. Go into a crouch and move through the building. You
will see a few militia men hiding behind the barracades. Remain crouched 
behind these barracades and tranquilize any PMCs beside the APC that you can
see, but do not expose yourself. When all the PMCs and down ignore the APC
and crawl into the ruined building past the barracades. This will lead you
to the next area.

6. Middle East: Militia Safe House
-------------------
"It's pretty dark in there. Switch the Solid Eye to night vision mode."
Do as Otacon says and switch the Solid Eye to night vision mode. Run forward
into the next room where you will see a militia man. Shoot the militia man 
with your tranquilizer gun in the back of the head. Run forward down the 
tunnel and pick up the ration behind the crate. Move back into the tunnel and
pick up the ammo ahead of you. Run forward and pick up the .22 ammo and 
crouch. Three militia men will run by you. Enter the room they just came from
where you will find instant noodles behind the crate. In the other corner of
the room you will find Regain(R). Run up the stairs and go into a crawl. Wait
for octocamo to change and immediately crawl to your right beside the pillar.
Two militia men will run past you. Return to the main hallway and take the 
path to the left. Take the ammo and guns from the dead PMCs. Pick them up and
drop them for additional ammo. Return to the main path and enter the other 
room in a crawl. Tranquilize the only standing militia man in this room. Take
the pentazamine on the crate and the compress beside the shelf. There is 5.56
ammo behind the crates in the corner. Exit the room on the opposite side of 
the crates and back into the hallway. Ignore the iPod(R) music and immediately
run forward down the hallway in a crouch. Tranquilize the milita man you see.
Go back and pick up the Theme of Tara. Pick up the .45ACP beside the militia 
man. Take his AK and move forward down the hall where you will see an open 
doorway. Tranquilize the two militia in this room and take there AKs. Move 
past the table and up the stairs. With your Solid Eye you will see the 
cardboard box. Crawl under the vent and get it. Some militia men will run by
you. When they are gone take the path leading to another room by the vent. In
this room you will find two dead PMCs. Take their weapons and return to where 
the vent was. Move forward down the path. Head down the right path where you 
will find a RPG-7 and some ammo. Open all three lockers, where you will find
and Playboy, a disguise, and an AK. Go into the camouflage menu and change 
cloth to disguise M.E.. Contine down the main path but do not bother attacking
the two militia in the next room. Room past the room they were standing in and
back into a hallway. You will pass another vent and two militia talking. wait 
for them to pass and check the spot they were standing for some RPG ammo. Run
forward down the path after getting the ammo and gather the ration, ammo, and
petro bomb, before proceeding up the stairs. A cutscene will start in the next
area.

7. Middle East: Urban Ruins
-------------------
Look ahead of you and shoot the explosive  the explosive drum by the crates.
Wait for the fire to die down then pick up the sleeping gas satchel. Go into 
your weapons menu and swap the M4 for the SG satchel. Head back to the door
where you started and look down the alley beside the door for a body. Pick up
the AK by the body and turn of the Solid Eye to find noodles and a Playboy. 
Return to the door where you started and run down the street where you wil 
find an RPG-7 behind the wall. Go up the stairs next to the door where you
started. On the first landing you will find .22 ammo behind the crates. 
Continue up to the top level and pick up the AK and petro bomb. Move carefully
to the edge and Snake will hand on to the ledge. Press X and immdiately tap
triangle to drop down and catch the lower ledge. Pick up the RPG-7 on this 
level as well as the dot sight and sleep gas mine. Drop back down to the first
level of stairs and climb to the top again. This time drop into the ruined 
building. You will find another RPG. Drop down to the bottom level and enter a
crouch. Ignore the body of the militia man and move through the hole on the
right. Remain in a crouch and move through this section of the building. Climb
onto the chunk in the next area and drop down on the opposite side. Ignore the
two militia man and move through the hole of the left. Climb onto yet another
chunk and pick up the ration if needed. Move forward and to the right. A rock
will almost crush you. Run forward and up the makeshift ramp. Climb onto the 
ledge and press Snake against the wall. Slowly make your way across the gap.
Remove Snake from the wall when on the other side. Drop down onto the bottom
level and run forward. Climb onto the checkered ledge and move through the 
opening. Drop down to the lower level for a cutscene.

8. Middle East: Downtown
-------------------
After the cutscene run towards the van. Step to the right of the wooden crates
and run past the car. Look to the right again and enter the alley. A metal 
gate will be ahead of you. Look to the left and run down the alley. Check
behind where the militia men were standing and pick up the pentazamine. Run
forward to where the militia men where standing and look behind the green 
crates for some Regain(R). Run forward and check the alcove for some 5.56 
ammo. Skip the next alcove and check the one after that for some .22 ammo. Run
down this alley in a crouch and under the archway. You will see militia men
dying. Run to the left and check the walls until you see an alcove with a
narrow space. Press Snake against the wall and move through this narrow space.
When you emerge head to the left then make a right. Make another right and
move into the alley immediately in front of you. Go prone and switch to
octocamo. Wait for octocamo to change then crawl forward out into the street.
Equip your Solid Eye in night vision mode. This will allow you to see all the
enemies that will soon be appearing infront of you. Start tranquilizing people
from both sides that start appearing in front of you. Be sure to shoot the two
PMC snipers in the building down the street. Move up when most of the PMCs
have been taken out. If any more PMCs appear tranquilize them. Crawl past the 
broken rusted car and onto the side walk beside the van. From here crawl back
onto the main road and stay still until octocamo changes. Crawl into the lower
part of the ditch and continue crawling until you are past the burning car. 
Look to the left and you will see a metal door. Enter the metal door to get to
the next area.

9. Middle East: Advent Palace
-------------------
When in the palace, enter a crawl and start crawling up the stairs. You will
pick up some SG mines and a Claymore. Crawl to the very top and you will find
some noodles. Move down one flight of stairs and move past the main atrium.
Move to the right and you will find a sleep gas mine on the path to your left.
Crawl over it to pick it up. Remain in a crawl and move around the corner. 
Pick up the other sleep gas mine and run up the set of stairs. Run towards the
bar and crawl over the sleep gas mine to pick it up. Climb over the bar and 
pick up the ammo and noodles in the back. Climb back over the counter and 
enter the only doorway in the room. Move towards the red door for a cutscene.

As the cutscene ends, immediately duck into the wall on your right. Open your 
weapon menu and put away the operator. Use your Mk.2 pistol and help out Meryl
if needed. When the FROGs have all died or been knocked out pick up the 
Regain(R) on the counter. Follow Meryl's team to the stairs. Be sure to pick
up some P90s on the way. Move down the stairs with Meryl and her team. Use
your pistol and help out Meryl and her team. Equip rations as necessary. 
Follow Meryl and her team into the dining room. You will have to help them 
take out the FROGs in this area. Be sure to pick up the Level 3 Warning iPod
track here. When this room is clear move forward and use the adjoining hallway
leading between the dining area and the kitchen. Tranquilize the FROGs who are
still standing. Follow Meryl's team as they move down the next set of stairs.
Take cover behind the center stone pillar and assist the team in taking out
FROGs. Follow Meryl's team as they make there way into the ruined bathroom. 
When Akiba is knocked out, wake him up by crouching beside him and pressing
triangle. Help the team clear out the remaining FROGs and Akiba will disarm 
his trap. After the cutscene roll over the hole instead of jumping down. You
will find a GP30 and some ammo in the following room. Return and jump down 
into the whole and check the rear of the bathroom for some stun grenades. In
the storage room, you will find some WP grenades and noodles. Follow Meryl's
team out into the bar area and help them take out FROGs with your
tranquilizer. Follow Meryl's team into the back where they will open an
elevator door. Pick up the Regain(R) on the table beside the elevator and the
smoke grenades beside the couch before jumping down the shaft. A cutscene will
occur at the bottom of the shaft. 

10. Middle East: Advent Palace Garage
-------------------
Pick up the two P90s by the ruined cars and pick up the frog soldier statue
by the doorway where you entered. Pick up the P90 by the van parked beside the
pile of rubble. Climb up the rubble and move up into the alley. Climb over the
crates.

11. Middle East: Crescent Meridian
-------------------
Run down the alley and switch to your middle eastern disguise. Run forward to 
were the militia men are standing. After the cutscene move to the opening in 
the wall on the right side of the street. Move through this alley area until
you see a ladder and a vent. Ignore the vent and climb up the ladder. Hug the
wall and move across the gap then go into a crawl. Use the broken section of 
the wall to get a good view of the PMCs. Use your tranquilizer and start 
firing at there heads. Drop down and go into a crawl. Follow the militia and
take out the remaining PMCs. When all the PMCs are down the militia will 
announce their victory. Run back down the street to where the van was parked.
Run down the alley beside the van and climb up the ladder. At the top pick up
the Javelin behind the building, then run to the other roof and pick up the 
ration. Run down one flight of stairs in this building and move to the section
of the floor that has been destroyed to find a compress. Run down another set 
of stairs and get some .45ACP ammo. Drop down to the bottom level and run over
to where the PMCs had hidden behind sandbags. Climb up the ladder and onto the
roof. Run through this area and drop down the other side. 

12. Middle East: Millennium Park
-------------------
After the cutscene, retrieve all the rifles and the RPG the soldiers dropped.
Lift all of their bodies once for various items. Switch to octocamo, then lie
down and wait for the camo to change. Run past the bulldozer and start 
crawling. Tranquilize the two PMCs around the corner and crawl forward to 
where the wire barracades are. Tranquilize the PMC patroling behind the 
barrier. Go into the crouch and move past the body of the PMC. Run past the
dumpster in the alley and enter the ruined building through the hole. Check
behind the wooden crates for the theme of Solid Snake. Move up the stairs, 
crawl and wait for octocamo to change. Tranquilize the guard walking towards
you quickly. Run towards the wooden crate immediately at the top of the stairs
and check behind them for some .22 ammo. Take the PMCs Mk.17 and drop down the
hole he was guarding. Check the the crates behind Snake to find some smoke
grenades. Open the red door beside the red crates. Pick up the ration under
the table if needed. Open the locker to find a suppressor for the M4 custom.
Go into a crawl and tranquilize the PMc patrolling near the entrance of the
building. On the opposite side of the locker where there was the M4 suppressor
you will find a locker with more .22 rounds in it. Crawl out into the open 
courtyard and tranquilize the second PMC patrolling around the fountain. Head
left past the large shed and wait for octocamo to change. Tranquilize the 
guard in the watch tower and any PMCs you see running around in the camp 
grounds. Remain in a crouch as you move around the camp. Move to the right and
sneak around the camp tents until the wall comes into view. Follow the wall
and go through the red door when it is visible.

==================
13. Act II "Solid Sun"
==================

14. Mission Briefing
-------------------
Press triangle, and then L2 to control the Metal Gear Mark II on board
the Nomad. As soon as you gain control, you can pick up the digital
camera from under Sunny's desk. Move towards the left side of the
helicopter and get the BATTERY from beside the chicken cages. Go up to
the second floor where Sunny's kitchen area is, and get the noodles
and 5.56 ammo. Get the iPod track from the bathroom after turning on
Sunny's radio.

15. South America: Cove Valley Village
-------------------
Immediately crawl foward to the edge of the cliff and use Solid Eye's NV
mode to help you see the PMCs easier. Shoot the PMCs guarding the rebels,
and they will take up arms and starting fighting with the PMCs. Stand up
and roll onto the first building roof. Wait for Octacamo to switch to to
the pattern of the roof and start helping the rebels take out the PMCs.
The rebels will unlock a shed behind where they were taken prisioner,
where you can find some weapons and items. Go down to the shed and get the
muna, twin barrel, and disguise. Go into a crawl and move towards the doorway.
Continue helping the rebels by tranquilizing the PMCs. When the PMCs are all
down gather their weapons and check each building individually for items where
you will find stun grenades, ammo, a Playboy, pentazamine, and a ration. In
the barn there will be C4 in one of the animal stalls. Climb up the ladder and
roll across the gap to get the SVD sniper rifle and some ammo. In the large 
building beside the barn there will be The Fury iPod(R) track and a hole in 
the ground. Drop down into the hole to find a M4 suppressor. On the second 
floor balcony there is some 7.62 ammunition. Exit the building and dive off
the porch. Under the porch there will be some smoke grenades. 

Follow the dirt path by the porch and move up the hill. Climb up the ledges
and pick up the petro bomb. Using your Solid Eye night vision, help the rebels
take out the PMCs on the hill and follow them up the path. Gather the weapons
and ammunition from the bodies of the rebels and PMCs. Using the NV Solid Eye
follow the footprints past the rocks and Colonel Campbell will call Snake on
the codec. After the call move ahead and you will be met by a large group of
rebels. Crawl in the grass beside them and wait for your octocamo to change to
the same color. Follow the rebels and help them tranquilize the PMCs while 
remaining hidden from view. After the PMCs have all gone done follow the 
rebels through the rocks and use your Solid Eye to navigate towards your
objective. 

16. South America: Power Station
-------------------
Run forward and go prone in the grass beside the rebels. Turn on your NV Solid
Eye and assist the rebels in quietly taking out the PMCs with your Mk.2 
pistol. Remain Prone while slowly making your way up towards the PMCs. Make 
sure you tranquilize the PMC snipers. After most of the PMCs have been taken
out, crawl into the ditch directly in front of the sand bag barracades. Move 
up to the truck and take cover behind it. Run around the corner by the truck
and more rebels will join the fight. They will try to enter the compound. 
Assist them in taking out the PMCs and watch as they blow up the power
station. Search the turbine building for a SG satchel. When the rebels have
defeated all the PMCs they will announce there victory. Inside the 
communictations building under the table you will find some rations and ammo.
In the corner of this room are some shotgun shells. Under the building you 
will find a compress, a bottle of Regain(R), and a Playboy. Climb up the 
ladder by the generators and shimmy across the powerline. Drop down on the
other side of the wall on to the crates. Pick up the pentazamine. There wil be
a PSS and a bowl of noodles on the ground. On top of one of the wooden boxes 
will be a box of shotgun slugs. At the base of the tower will be a FIM-92A.
Climb up the ladder of the tower and get Anesthetic bullets as well as a rifle
scope. Climb back down the ladder and move over to where the shotgun slugs
were previously on the box. Climb back over the wall and run through the 
building back to the other side of the compound. Run out of the compound gates
and around the corner. Head dowon the path towards the APC and a cutscene 
will play. 

After the cutscene instead of taking the right path, take the left path with 
the colored barracade beside it. Lie down in the grass and wait for the
octocamo to change. You will encounter a few rebels. By the pile of logs there
will be a Playboy, some noodles, and a SG mine. By the table with the wooden 
barrel beside it, there will be .22 bullets on the ground and two weapons 
under the covering. Head through the little hole beside the covering and take
the Regain(R), PSS, and compress in the grass. Follow your Solid Eye and head
towards the red dot. This will lead you into the next area. 

17. South America: Confinement Facility
-------------------
Lie down in the red dirt and wait for the octocamo to change. Jump down the
two ledges and look to Snake's right. Tranquilize the guard standing there.
Go to the left and drop down. Pick up the .45ACP amm. Tranquilize the guard on
the path ahead. Take his Mk.17 and continue down the path through the 
archways. Beside the fences lie down and blend in with the grass. Switch your
Solid Eye to night vision mode to easily see the PMCs. Slowly advance as you 
tranquilize all the PMCs on the ground. Make sure the PMC on top of the watch 
tower is tranquilized. When all of the PMCs have been tranquilized rebel 
prisoners will start moving throughout the compound. Run into the large 
warehouse and retrieve the VSS sniper rifle at the back, as well as some
ammunition. Head East and enter the mine shaft. 

18. South America: Vista Mansion
-------------------
Advance in a crouch walk along the path until PMCs are visible below Snake.
Start tranquilizing these PMCs immediately. Continue advancing down the path
until the cutscene starts. After the cutscene lie still and wait for the 
bulldozer to crash through the gate. Crawl onto the road and wait for octocamo
to change. Enter the compound and immediately head left. Go up the stairs.
Start crawling and wait for octocamo to change to the same color as the garden
path. Crawl near the front balcony and start tranquilizing the PMCs on the 
porch. Ensure that the sniper above the balcony has been tranquilized. Crawl
up to the porch and open the door. Immediately look to the left and get the
pentazamine off the couch. Head down the hall to the left and lie down next to
the stairs between the two plants. Two PMCs will run by Snake. Run back to the
couch where the pentazamine was. Shoot the painting of the two naked figures.
Head up the stairs and enter the only room on the floor. Take the ration off 
the table if needed. Take the Playboy on the table in front of the bed and 
exit the room to the roof. Take the .22 rounds beside the green boxes and jump
down into the open skylight. Run down the stairs and turn on the Solid Eye 
normal mode to ensure that Snake finds all the items in the cellar. At the end
of the cellar head up the ladder.

19. South America: Research lab
-------------------
Immediately enter your weapons menu and unequip the operator. Equip the twin
barrel shotgun. Run backwards and make a right. Go prone under the painting in
the hallway. Equip the Mk.2 pistol and shoot the Haven Troopers as they 
appear. Press R3 to switch left and right to get a better view. Do not move
from this position until all the troopers are unconscious. When the caution
sign disappears run down the hallway. 

20. BOSS: LAUGHING OCTOPUS
-------------------
weapons needed: twin barrel (v-ring), Mk.2 pistol, Stun Grenades, M4 Custom
items needed: Rations, Solid Eye

As the battle starts immediately equip the twin barrel with v-ring air rounds
and blast Laughing Octopus. Back out of the room immediately. When Laughing
Octopus launches her flying bombs shoot them with the M4 while backing up. 
Laughing Octopus will blend into walls. It is easier to locate her with the NV
Solid Eye. Approach her and shoot her with the twin barrel. Every time she has
been stunned enough she will curl up into a ball and launch ink. As she does 
this back away to avoid being blinded. Occasionally she will launch flying 
bombs at the same time. She will also occasionally attempt to blend into the
environment by appearing to be various objects such as machines, cardboard
boxes, dummy manikins and paintings. V-rings are available under a desk in the
lab. Halfway through her stamina she will attempt to imitate the Mk.II Metal
Gear, Naomi Hunter, or a dead Haven Trooper. You will always be able to tell
the difference by using the Solid Eye. If Octopus curls into a ball and
attempts to roll into to as an attack, try to climb on top of a table or box.
When her stamina has been depleted there will be a cutscene. 

After the cutscene, use the stun grenades and lob them in front of Laughing
Beauty to stamina kill her easily. Ensure that Snake is constantly retreating
in order to avoid her hugging attack that drains both psyche and health.
During this segment, the Laughing Octapus doll will be availible on a bed,
as Snake stamina killed her as opposed to damage killing her.
-------------------

21. South America: Mountain Trail
-------------------
Immediately turn on the Solid Eye NV mode, and follow the trail of footprints
down the path.  When the footprints split into multiple directions, follow
the left collection of footprints (the footprints are triangular. When
Snake reaches a bridge, go prone and slowly crawl across. There will be a
PMC soldier on the on the right side watching. On the other side of the
brdige, tehre will be another PMC soldier patrolling near the grass.
Knock him out and take his M60E4. Take the right trail when the footprints
split up again. Take out the sniper in the opening on top of the hill before
proceeding. Move around the hill and crawl through the grass. Use your solid
eye to locate the soldier through the fence, and shoot him in the head.
Take his Masterkey before proceeding to the river behind him. Across the
river, take the left path. At this point, Snake will start encountering
Haven Trooper, who are able to hear the sound that the Solid Eye's NV
mode makes. If the Haven Troopers hear Snake, quickly take them out.
Follow the triangular foot prints and occasionally turn on the Solid Eye
for reference. Snake will reach a narrow path of rocks covered with grass
before an archway made of stone. Tranqualize the Haven Trooper here, and
move under the archway. Take out the PMC directly ahead setting the claymore.
Crawl over the claymore to retrieve it. When the paths split again,
ignore the hand prints and take the left foot print path. The paths
will meet up in the end, however, the left path is easier to take.
Tranquailse the Haven Trooper with the DSR-1 and take it from her.
Move up to the hill where she was lying use the Solid Eye to locate
the head of an enemy. Crawl foward and shoot the PMC. Most of the
footprints will now converge down a single path. Stun the PMC down this path
and continue following the footprints between narrow rocks, and Otacon should
send a message a message to Snake. When he does, that means that Snake is
standing right beside the mine shaft where Naomi was taken. Enter
the mine shaft to exit the area.

22. CHASE SEQUENCE
-------------------
Despite what Otacon tells you, do not immediately use the machine gun
turret on top of Drebin's APC. Enter the weapons menu and equip the
V ring Twin Barrel Shotgun. When Drebin stops the APC, take out the Twin
Barrel and start blasting the zombie like PMCs. If any of them climb onto the
APC, either use CQC or use the Twin Barrel on them. 

In the second area, when Drebin stops the APC, mount the machine gun
turret and use it to kill the Gekko units only, but avoid hitting the
PMC zombies. When Snake has killed enough Geckos in the way, Drebin will
continue to drive.

In the next area, when Drebin start complaing about an "MGS" (we assume
this doesn't stand for Metal Gear Solid), shoot the turret on the enemy APC.
When Drebin stops in front of a door, start shooting it with the machine
gun, and do not stop until both doors have been demolished.

After Drebin drives through the large doors, stay on the machine gun
turret and start shooting at any Gekkos that get close to the APC. When
the Gekkos start pursuing the APC, start blasting their legs to slow
them down or destroy them.
-------------------

23. South America: MarketPlace
-------------------
Immediately equip the rations and start running through the marketplace.
Refer to the map to find the way. Right before reaching the helicopter,a
Gekko will guard the barrier between Snake and the helicopter. Roll
through the opening to avoid being hit by the Gekko.

==================
24. Act III "Third Sun"
==================

25. Mission Briefing
-------------------
Set up the Metal Gear Mark II as soon as the briefing starts. This time, use
the Mark 2 to shock Otacon, Dr. Naomi, and Sunny to individual FaceCamos.
There are two different types of ammo in front of the helicopter, as well as
iPod music beside the fridge on the second floor and a battery next to Sunny's
bed. A compress is availible in the bathroom. The figures that Snake has
collected throughout his missions can be seen on the shelf that holds
the TV beside the radio table. 

26. Eastern Europe: Midtown S Sector
-------------------
Enter the camouflage menu and equip automatic octocamo and FaceCamo. Move 
forward done the street with the signal int equipped. A cutscene will play.
After the cutscene go prone behind the van and wait for the resistance 
member to pass. Start crawling across the street after him. Be sure to keep
some distance between Snake and the resistance member. Halfway down the street
a PMC announcement will come over the speakers. Follow the resistance member as
he crosses the street. When the resistance member nears a construction area
run behind the construction block and tranquilize the PMC soldier in the 
middle of the street. Wait for the resistance member to go check out the body
of the PMC soldier. Then follow him back the way he came ensuring that Snake 
is always in a crouch or crawling. The resistance member will walk up a set of
stairs and climb onto a ledge. Follow him as he does this. When we jumps off
the ledge, tranquilize the PMC on the ground. Drop down and follow the 
resistance member after he starts moving again. Pick up the PMC soldier's 
Mk.17. At the top of the street wait around the corner while the resistance
member glances behind him. When he crosses the street and enters a large 
doorway follow suit.

27. Eastern Europe: Midtown Central Sector
-------------------
Enter a crouch and move along the hedges until Snake reaches the end. The 
resistance member will double back around the hedge. A PSS is behind the 
construction block. Follow the resistance member as he leaves the area through
a different door.

28. Eastern Europe: Midtown S Sector
-------------------
Immediately go prone and watch as the resistance member goes into the park. 
Follow him into the park and blend in with the grass. Tranquilize the two PMC
soldiers that enter the park and wait for the resistance member to move. When 
the resistance member exits the park wait until he walks out of view before
following him down the stairs. Lie down in the middle of the street and wait
for octocamo to change. When the resistance member moves to the top of the 
ramp, follow him through the parking lot. He will move done a set of stairs.
Wait until he rounds the corner before moving down the stairs and blending in
with the street. The resistance member will duck into a doorway. Wait until he
moves again before moving up. The resistance member will stop in yet another 
doorway. Make sure that you do not follow too close. He will run into an
archway that leads into a different part of town. Follow him when he does so.

29. Eastern Europe: Midtown NE Sector
-------------------
Go prone in the middle of the street and blend in. Look to the left and the
resistance member will cross the street by the van. Follow him when he does 
so. When the resistance member gets close to the spotlight, follow him at a
safe distance but remain behind a car. When the resistance member is past the
cars he will duck into a door way. Stay back while he checks behind him. When
the resistance member continues he will try to walk behind two PMC soldiers.
Tranquilize the soldiers so that the resistance member does not get caught.
Take the stairs and get the ammo from the higher ground. Move down the stairs
while crawling and the resistance member will walk right past Snake. Crawl 
forward to the van where there will be some .22 ammo. Follow the resistance
member as he runs down the street into a different area.

30. Eastern Europe: Midtown N Sector
-------------------
Run forward and hide in the doorway, and the resistance member will emerge in
a PMC uniform. Run into the area he was just in for a compress and two rations 
on top of some boxes. Run back into the alley and follow the resistance member
as he makes his way down the road. Tranquilize the two PMC soldiers standing 
beside the oil drum. Follow the resistance member as moves up a different 
street. Equip the Solid Eye in normal mode and tranquilize the real PMC
soldiers in the group the resistance member joins. Follow the resistance 
member as he leaves the alley and walks onto the sidewalk. Watch as the 
resistance member crosses the street and follow him. Take the ration in the
street if needed. There will be a box of grenades in the alley. Take them up
and continue following the resistance member. Follow him across the street and
immediately blend in with the wall. A vehicle patrol will return regularly. 
When it does, blend into the wall in a crouch to avoid being seen. At the end
of this street the resistance member will change back into his normal clothes.
Follow him as he heads to the door. A cutscene will start. 

31. CHASE SEQUENCE
-------------------
As soon as the chase starts, make sure that the Twin Barrel(V Ring) is
equipped, long with the Mark 2 pistol. Start firing the Twin Barrel at
the Haven Troopers and the PMC soldiers as they appear. If a Hummvee
appears with a gunner on top, firing the Twin Barrel at the gunner. If
a Haven Trooper jumps on top of the van, make it a priority to shoot her off
as soon as possible. Ensure that Rations are equipped and that any PMC
or Haven soldiers are blasted as soon as possible. When the cutscene at the
bridge occurs, start using the Twin Barrel to shoot down the unnamed aircraft
that swoop down and drop bombs. The V Rings should still be able to destroy
the aircraft. Raging Raven can be shot at this point, but it won't affect
her later on. When a truck appears with a gunner on top, shoot the gunner
and the truck will vear off. A barricade of trucks will appear. Try and
shoot the gunners if possible, but it is not important. Avoiding hitting the
drums in order to avoid killing any of the frogs.
-------------------


32. BOSS: RAGING RAVEN
-------------------
Weapons needed: Mosin-Nagant, Mk.2 pistol, twin barrel, stun grenades
Items needed: Solid Eye, rations

At the start of the fight to go Drebin's shop and buy the Mosin-Nagant, as 
well as extra ammunition. Equip the Mosin, the Mk.2 pistol, the twin barrel,
and stun grenades. Run up to the first landing of the stairs and remain in 
this position for most of the fight. When Raging Raven crashes through the 
wall use the Mosin in third person against her. Move left and right to avoid
her grenade shots. After she has been hit a certain amount, she wil fly off. 
Repeat the same process when she returns. Ensure that the Mosin is reloaded 
everytime Raven leaves. If a beeping noise starts, run to the top of the 
tower to avoid the attacks. There are v-rings and and iPod(R) track at the 
top. If Raging Raven disappears for an amount of time. Run to the roof and 
look for her with the Solid Eye. Zoom in with the Mosin and shoot her while 
she is lying down on the roof. After this event return to the initial stairway
landing and repeat this process until Raging Raven is defeated. If you do not
have time to reload the Mosin, then switch to the twin barrel.

At the start of the battle collect the Raging Rave figurine. The figure can be
found at the top of the tower. As with all the beauties, if she grabs you
shake her loose and press triangle to throw her. Use stun grenades to defeat
her. After the battle a FaceCamo and a grenade launcher are acquired.
-------------------

==================
33. Act IV "Twin Suns"
==================

34. Mission Briefing
-------------------
The Metal Gear Mark III will now replace the destroyed Metal Gear Mark II.
Pick up a bottle of regain beside the chicken cages. There is 5.56 ammo beside
the gun rack. A battery is on the ground beside the TV. There is an iPod
track beside the bed. 

35. Dream
-------------------
In this segment, Snake will have to replay one of the first areas of Metal
Gear Solid 1. All Snake has to do is crawl into the building through one
of the vents to finish the dream. The ALERT mode in this section does not
count towards the actual game.

36. Shadow Mose: Canyon
-------------------
Immediately put on the FaceCamo and unequip the Signal Int. Turn on the
NV Solid Eye to find the ammo around the area Snake started in. Lie down
on the ground and let the Octacamo blend in with the snow. Crouch walk 
to the left and behind the rocks. This will bypass the Gekko entirely.
Gather the Chaff grenades from the center area. Head to the rear of the area
to the elevator to find a ration. Crawl underneath the truck to find the
Mk. 23. Enter the warehouses on the side and gather a variety of weapons
and items. Crawl through the vents to get through the rooms. When all of the
items have been gathered, equip some Chaff Grenades and lob one through the
front door. Run inside and head to the right of the tank. Stop in the side
room on the right for a suppressor for the SOCOM, before rolling under the
large hangar door and back outside to where Snake fought Vulcan Raven in
MGS1. Halfway down the field, there'll be Gekkos on either side. Crawl slowly
to the left and pick up the music in the hole in the rocks. Crawl under the
giant door inot the next area.

37. Shadow Moses: Nuclear Warhead Storage BLDG 1F
-------------------
Pick up the ration by the raised ramp if needed. Crawl underneath the door and
head into the warhead storage. Gather the ammo around the head into the back
of the truck. Look behind the box for a STINGER. Head over to the door, and
watch the small cutscene. Head up to the elevator and take it down to the B2.
When you reach the bottom, head to the right and gather the ammo, ration and
iPod track. Pick up the M72 rocket launcher on your way back to the elevator.
At the elevator, take the straight path down the pathway to Otacon's old
lab. There, during a cutscene, you will have to enter a number. Enter the
number 48273.

After the cutscene, gather the compress, the ration, the 40MM grenades,the
noodles, the Playboy, and the Regain in the lab before leaving. Leave the lab
and open your weapons menu, equip either the M72 or the RPG-7. Run out towards
the metal grated floor and lie down when the Gekko appears. When the Gekko
moves down the hall and out of view, move forward and wait for octocamo to 
change on the grated floor. Move forward and use a rocket on the Gekko when 
its back is turned. Aim for the dome on their its head. When the Gekko is dead
use the elevator and return to the first floor. Take the stairs down and go to
the north door. When Snake reaches the north door a small cutscene will play.
Throw empty magazines accross the room to distract the Gekko until Otacon 
unlocks the door

38. Shadow Moses: Snowfield & Communications Tower
-------------------
Blend in with octocamo in the snow. Go into the warehouse down the ramp and
collect weapons and ammo. Pick up the stun grenades by the ramp. Move forward
past the warehouse and drop down.

39. BOSS: CRYING WOLF
-------------------
Weapons needed: Mosin-Nagant, Mk.2 pistol, Stun grenades
Items needed: rations, Solid Eye

Immediately go prone and equip the NV Solid Eye. Start tranquilizing the Haven
Troopers nearby. During this fight try to keep on the move and constantly 
check Snake's surrounding for FROGs. Tranquilize any FROGs nearby. When Crying
Wolf is visible use the Mosin-Nagant and fire at her face. If Crying Wolf 
starts firing her rail gun at Snake start rolling to avoid being hit. If 
Crying Wolf starts charging at Snake, run away to avoid being trampled. If
Crying Wolf lands on top of Snake roll to avoid being crushed. Ammo is 
scattered throughout the map. When stationary, remain prone at all times. 
Beware of FROGs in the tower. If possible occassionally shoot fallen FROGs to
ensure that they do not wake up. In the corner of the map next to the crashed
Hind D there is a FIM-92A.

When she changes to Beauty form immediately run and retrieve the beauty doll
figure. Use the stun grenades to take her out.
-------------------

After the fight Snake will acquire the Rail Gun and a FaceCamo. Enter the 
building and run down the stairs to the Blast Furnace.

40. Shadow Moses: Blast Furnace
-------------------
Run forward and press against against the wall, take the ration if needed, and
shimmy across if needed. On the other side, run across the bridge and drop
down by the rail. Snake will land on the grated floor. Drop down again and use
the elevator. During the elevator ride, a flashback will play.

41. Shadow Moses: Casting Facility South
-------------------
At the bottom equip the new Rail Gun and charge it up. Shoot the Gekko in the
head for a one hit kill. Run through this room and go up one of the set of 
stairs. Use the Rail Gun on the Gekkos in the next room. Use the Mk.23 on the
other drone enemies. Be sure that the Mk.23's flashlight is turned off. On the
center conveyor belt there will be a Javelin and some 40mm grenade ammo. At 
the end of this room, drop down the ladder and pick up the ammo if needed.
Switch the Mk.23 to the remaining chaff grenade. 

42. Shadow Moses: Underground Base
-------------------
Run forward down the stairs and take the ammo if needed. Crawl through the 
vent and lob a chaff grenade. Run forward up the stairs and through the door.

43. BOSS: VAMP
-------------------
Weapons needed: Mk.2 pistol, Mosin-Nagant, Twin Barrel, Stun Grenade, Rail Gun
Items needed: rations, Solid Eye, syringe

Equip the rations and a non-lethal weapon. Keep moving and start firing at
Vamp. When Vamp appears to have been defeated, get close to his body with the
syringe ready. Grab Vamp and press triangle to suppress his nanomachines.
-------------------

44. SPLIT SCREEN: GEKKO BATTLE
-------------------
During this fight, equip the rations and the Rail Gun. Before shooting each
Gekko make sure the Rail Gun is fully charged up. If a Gekko kneels down and
its lights start strobing make sure to kill that Gekko first, as it is about
to self destruct. Rations and Rail Gun ammo are behind REX. One shot should
kill each Gekko.

45. METAL GEAR REX SEQUENCE
-------------------
Steer REX and repeatedly tap X to accelerate. Ignore the Gekkos and run them
over. Occassionally REX will have to move to the right. When this happens, tap
X and move the analog stick to the right. Halfway through the sequence, Raiden
will jump off.

46. REX Vs. RAY: GEAR ON GEAR ACTIon: GEARS OF WAR
-------------------
As the battle starts immediately switch to the Anti-Tank Missles and enter 
first person view. Launch as many missiles at RAY as possible. When the missle
launcher is empty, use the Gatling Gun. If RAY approaches REX tap triangle to
counter RAY's attack with the laser. Alternate between using the Gatling Gun
and AT Missiles. Try to keep on the move during the fight.


==================
47. Act V "Old Sun"
==================

48. Mission Briefing
-------------------
The Metal Gear Mark III can't actually move around in this briefing, so don't
bother trying, though the Metal Gear's camera can still be moved around.

49. Outer Haven: Ship Bow
-------------------
(Drebin's shop is 50% off)

Equip the Mk.2 pistol, the Mosin-Nagant, Twin Barrel, and Stun Grenades.
Unlock the M60E4 and equip it in the last weapons slot. Equip the FaceCamo.
Go prone on the left side and tranquilize the Haven Troopers advancing. Move
forward down this left side and go prone once every few seconds. Haven 
Troopers will drop down from upper levels. Tranquilize them as they do and
take their P90s. When the crates block the path, press against the smoke stack
to slip through. Continue the advancing process until Snake reaches the end.
Go prone between the crates and the smoke stack and wait for the artillery to
destroy a Gekko. When the other Gekko has turned around, run towards the water
tight door and open it quickly. Gather the weapons and ammo inside before 
stepping into the elevator.

50. Outer Haven: Command Center
-------------------
Immediately unequip the M4 and start using the Twin Barrel(v-ring) on the 
Haven Troopers. Make sure that rations are equipped. There is ammo scatter
around the map. Eventually the Haven Troopers will attack from the balcony
above. Use the Mosin-Nagant to take them out. When all the Haven Troopers have
been taken out, the boss battle will begin.

51. BOSS BATTLE: SCREAMING MANTIS
-------------------
Weapons needed: M60E4, Mk.2 Pistol, Mosin-Nagant, Stun Grenades
Items Needed: syringe, ration, Solid Eye

As the battle starts, use the syringe on Snake. Immediately shoot Meryl in the
face with the Mosin-Nagant, and equip rations. Switch to the M60E4 and fire at
the Mantis doll. If Screaming Mantis hits Snake with an orange blast, use the
syringe on Snake. After a doll has been hit twice, there will be a short
cutscene. Continue trying to shoot the dolls while tranquilizing Meryl and
Haven Troopers. After a puppet has been shot enough times, another shoot
cutscene will play. Tranquilize Meryl and continue shooting the puppet. When
the puppet falls, pick it up. Continue the battle until the other puppet is
dropped. Equip the Mantis doll in the weapons menu and attack Screaming Mantis
with it. Shake the controller when the game shows the icon.

Immediately collect the figure of Screaming Mantis before using stun grenades
on screaming beauty. After the battle a FaceCamo will be unlocked.

52. Outer Haven: Missile Hanger
-------------------
Equip the M60E4 and run down the hall. After the cutscene, fire the cutscene
into the crowd of robots. After a few robots have been destroyed, roll through
the crowd and continue down the hall.

53. SPLIT SCREEN: MICROWAVE HALLWAY
-------------------
MOve down the hallway until Snake falls down. Mash triangle to make Snake 
continue to move through.

54. ENCOUNTER: THE TWIN SNAKES (cinematic experience)
-------------------
Tap R1 in a rapid succession to perform fighting combos. When most of Liquid's
life has gone down he will turn into Liquid Ocelot. When Liquid Ocelot has
taken enough damage he will turn into Ocelot. If Ocelot throws Snake to the
ground, press triangle to dodge his attack. When Old Snake starts playing,
repeatedly tap R1 to beat the life out of Ocelot.


==================
55. Items
==================

Solid Eye

An all-purpose goggle that combines the functions of several optical devices
and supplies the wearer with a variety of tactical data. Open the item window
and press the square, triangle, and circle buttons to switch between modes.

A multi purpose goggle created by Otacon especially for this mission,
the Solid Eye combines the functions of a high-power monocular,
light amplifier, and infrared vision device into one package.
Also provides Snake with tactical data  on target unit, organization,
and emotional state, as well as weapon names and types.
Projects images and symbols onto Snake's field of vision through an RSD 
(Retinal Scanning Display) system.

Comments: One of the most useful items in MGS4. Unlike previous MGS games,
thermal goggles, nightvision goggles and binoculars aren't indivdual items,
but are all featured in various modes in the Solid Eye. Useful for locating
enemies and items in dark areas.
------------------------------------------------------------------------------

Camera

A digital camera.  Open the item window and press the circle button to switch
between 1P First Person and 2P modes.  In 1P First Person mode, use the R1
button on the controller with port indicator 1 lit to take pictures.  In 2P
mode, use the controller with port indicator 2 lit.

A single-lens reflex digital camera.  The image receiver employs a low-power
consumptions CMOS module, and picture data is stored using a unique, ultra
high-compression system developed by Sunny herself.  Equipped with
high-capacity flash memory for data storage.  Photos taken can be
uploaded to Metal Gear Online's Community Support Page.

Comments: Players can use the camera to take screenshots of themselves in
game with the aid of a second controller (or assigning the first controller
to the second controller). They can also take takes pictures of the
environment in first person view.
------------------------------------------------------------------------------

Metal Gear Mk.II

A remote mobile terminal that follows Snake around, providion mission support.
Equip it from the item window to enable manual control.  Useful for sending
the gadget in Snake's place.

A remote mobile terminal that automatically tails Snake, providing mission
support and acting as a node on contact between Snake and Otacon.  Has as an
internal cargo bay for transporting weapons and items, and a minipulator that
doubles as a shock prod for self-defense.  Standard equiped with stealth camo.
Sunny  made considerable contributions to its creation  demonstrating the full
extent of her genius as an electronics engineer.  Equipping allows Snake to 
manually operate it for ground reconnaissance.

Comments: Although the MG MK. II is an excellent idea and can be a useful
tool on occasion, it does not serve a purpose for most of the game.
------------------------------------------------------------------------------

Cardboard Box
An ordinary cardboard box.  Equip to hide under box and hide from enemies.

A generic cardboard box.  It may look pedestrian but it's light, sturdy, and 
has a hundred and one uses -- how would we get by without them?  A good
cardboard box is a soldier's best friend -- having one handy can mean the
difference between life and death.

Comments: A Metal Gear staple, the cardboard box makes a return in
MGS4, although it takes a backseat role in single player with the
introduction of the new drum can item. In MGS4 online, the cardboard is
a useful tool for players to hide in.
------------------------------------------------------------------------------

Drum
A battered, rusty old oil drum.  Equip it to hide inside.  while equipped,
press the X button to fall to the side and roll around in the drum.

A standard-issue oil drum.  this one loods pretty beat up, as if it's been 
subjected to the elements for too long.  with plenty of room for the average 
adult to hide inside, it can be used as  a disguise to fool enemies.

Comments: Like the cardboard box, hiding in the drum can will conceal
Snake from enemies. The drum can also allows Snake to roll inside,
letting him attack enemies.
------------------------------------------------------------------------------

iPod(R)
A portable music player.  Play stored songs and radio programs in place of the
default background music.

Comments: Although the clear in game advertising is very annoying, the
fact that the iPod lets players choose their own background music is a
very good idea. This also allows players to hear music from other Metal Gear
and Konami titles, as well as restoring some Psyche.
------------------------------------------------------------------------------

Signal Interceptor
A radio signal interceptor.  when equipped, allows you to interceot radio 
traffic from the PMC Raven Sword.  Intercepting PMC radio traffic causes the
map screen to display areas where Resistance members are currently located.

A radio interceptor built with pride by Otacon.  Intercepts the radio
communications of Raven Sword, the PMc assigned to Eastern Europe.
Handy for discerning the location of Resistance members.

Comments: Completly useless after the first few seconds of the Europe level,
unless the player somehow loses their resistance member, in which case it's
simply easier to start over rather then locate a new one. (SIGNAL INT. is
similar to Signal Intelligence, what SIGINT stands for in MGS3)

------------------------------------------------------------------------------

Cigarettes
Equip it to restore some Psyche.  but be aware, smoking is hazardous to you
health.

Hand-rolled tobacco.  Snakes's favorite.  Contains 16mg tar.  Its relaxing
effect restores Psyche, but also reduces Life.  smoking too much is hazardous
to your health.

Comments: Like in other Metal Gear games, is completly useless for the most
part. (there aren't even any IR beams to use it on this time)

------------------------------------------------------------------------------

Muna
An herb native to South America.  The smell helps you relax and feel at ease.
Restore Psyche faster by equipping it.

An herb native to South America.  The locals use its odor to relieve the
symptoms of altitude sickness.  Can also be brewed into a delicious tea.
Slightly increases Psyche restoration speed while equipped.

Comments: Useful for restoring Psyche faster.

------------------------------------------------------------------------------

Syringe
A syringe that restores Psyche and suppresses nanomachine activity.  Open the
item window and press the OK button to use.  To use it on others, capture them
using CQC and then press the triangle button.

A pen-shaped syringe given to Snake by Naomi, Single-hand operation.  Contains
a drug that temporarily suppresses nanomachine activity within the body.
Restores depleted Psyche in one burst, though abuse will dilute the drug's
effectiveness and harm the body with its severe side effects.

Comments: As a self administered item, it isn't particularly useful or
good for Snake. Use only in the Vamp boss fight (on Vamp himself), and the
Mantis boss fight (on Snake).

------------------------------------------------------------------------------

Scanning Plug
A device that extracts SOP link data.  Capture an enemy using CQC and press
the triangle button to access SOP link data and analyze other enemies linked
to the System.

A portable scanner that transmits local SOP link data to the Solid Eye by 
scanning the nanomachine signal of individuals connected to the SOP domain.  
Using it on a registrant enables you to see any and all enemies linked to SOP.

Comments: Play 10 hours of MGS4 online to get this item in Drebin's shop.
Useful for players who use CQC, althrough the Solid Eye can be used to locate
enemies with ease anyway.

------------------------------------------------------------------------------

Ration
Military-issue portable MRE (meal ready to eat).  Restores Life and Psyche
when eaten.  open the item window and press the Ok Butiton to use.
when equipped, the ration will automatically be used when your Life Gauge
reaches zero.

A portable military ration.  Contains all the calories and nutrients a soldier
in a day.  A variety of menu choices are available, so as ato break up the 
monotony of repetition.  Restores Life and Psyche.

Comments: A Metal Gear staple, rations are used to heal Snake when he takes
damage. Having it equipped when Snake runs out of LIFE also automatically
restores his life at a cost of a single ration. An item that should be
found in most areas and on most enemies. This item should be constantly
in Snake's inventory.
------------------------------------------------------------------------------

Instant Noodles
Steaming hot cup of instant noodles.  Simply add boiling water, let stand, and
enjoy?  Restores Life a bit of Psyche, and warms the body when consumed.  Open 
the item window and press the OK Button to use.

The original... and still the best!  Just add hot water, and in 3 minutes
you'll be feasting on Hide-chan's thick, juicy noodles and rich, tangy broth!
Everybody loves Hide-chan Ramen! Completely restores Life and partly restores
Psyche.
(Psyche restoration increases in cold environments).

Comments: Similar to the rations, but restores more life and Psyche.
------------------------------------------------------------------------------

Regain(R)
Tasty beverage with rejuvenating properties.  Restores Life and Psyche when 
consumed.  Open the item window and press the OK Button to use.

Lighting in a black and yellow can!  The only drink that can keep snake going
24 hours a day.  Quasi-medicinal 50mL beverage.  Dosage and Administration:
One 50mL can per day for persons ages 15 and over.  Effects: Ideal as a
nutritional supplement for any of the following: bodily fatigue, febrile
exhaustion, convalescence, nutritional disorders, loss of appetite, women
who are pregnant or nursing, and the physically frail.  Completely restores
Life and partly restores Psyche
(Psyche restoration increases in hot environments).

Comments: Similar to the rations, but restores more life and Psyche.
------------------------------------------------------------------------------

Pentazemine
Benzodiazepine-class anti-anxiety drug.  In addition to its sedative effects, 
acts as a muscle relaxant, reducion hand tremors.  Open the item window and 
press the OK Button to use.

A drug in the benzodiazepine family.  Has anti-anxiety, anti-convulsive, and 
muscle relaxant properties and is also used as a sedative and hypnotic.  Binds
with GABA (gamma-aminobutyric acid) receptors in the central nervous system, 
increasing the ferequency of ion channel opening.  This augments the efficacy
of the inhibitory neurotransmitter GABA, resulting in the aforementioned 
effects. Some snipers use it to reduce body tension and prevent hand tremors
while aiming. Temporarily prevents hands from trembling while sniping.

Comments: First used by Sniper Wolf in MGS1 while sniping, Pentazemine is
useful for reduce shaking while sniping if Psyche is low.
------------------------------------------------------------------------------

Arsenal compress
Medicinal compress.  Effective against muscle aches, sore joints, and bruises.
Restores Psyche when used.  Open the item window and press the OK Button to
use.

A compress applied to the lower back.  Contains nanocolloids that relieve
lower back pain caused by crouching for long periods of time.
Manufactured by JEA.  The relief it brings has the added effect of
temporarily restoring Psyche. You'll also make less mistakes when rolling,
due to decreased Psyche.

Comments: Restores a little bit of Psyche, but is generally useless.

------------------------------------------------------------------------------
==================
56. Weapons
==================


57. Handguns
========================

Mk.2 Pistol
------------------------------------------------------------------------------
22-caliber silenced pistol. Fires special rounds. Ready the gun with the L1
button, fire with the R1 button . Equipped with a grip-mounted laser sight.
Press the triangle button while aiming to use the iron sights. With the weapon
window open, press the circle button to change the type of ammo.

A 22-caliber automatic pistol often used in intelligence operations. The Ruger
is equipped with a built-in suppressor, and the bolt is locked in place while
firing, making it almost completely silent. However, as a single shot weapon,
it is unsuitable for rapid fire. Uses tranquilizer and emotion rounds. While 
non-lethal it is a valuable tool for covert infiltration and no-kill 
completions.

Comments: An excellent weapon due to the fact that it comes with a built in
laser and is silenced. Fires non-lethal rounds and emotion bullets. Useful
throughout the game. 
------------------------------------------------------------------------------

Operator
------------------------------------------------------------------------------
45-caliber automatic pistol. Ready it with the L1 button, fire it with the R1
button. Equipped with a laser sight in the recoil spring guide. Press the 
trianble button to use the iron sights.

A 45-caliber pistol custom made for Snake's mission. Comes equipped with a
laser sight and boasts enhanced stopping power. A flashlight can be attached
to the rail system on the frame, and the muzzle can be fitted with a custom
suppressor. Although somewhat difficult to fire in rapid succession, it 
possesses excellent close-range stopping power and impact force.

Comments: The Operator intially comes silenced, although the suppressor will
break with frequent use. The rail on the bottom allows the mounting of a
flashlight. Appears to be customized, this gun is great to look at, although
it only perform medicorely. Features a 3 hole trigger and a ring hammer.
Possibly chosen due to the fact that it looked like Naked Snake's custom
M1911A1 from MGS3.
------------------------------------------------------------------------------

GSR
------------------------------------------------------------------------------
45-caliber automatic pistol. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sight.

A 45-caliber combat pistol. Among the many 1911 clones, this one is 
distinguished by its unique appearance. Most of the parts are machined, which
improves the gun's overall performance and makes it highly durable. A rail is
attached to the bottom of the frame, allowing the user to attach a tactical 
flashlight. Holds 8 rounds. While somewhat lacking in its rapid fire
capability, its powerful rounds make up for this make up for this shortcoming.

Comments: Slightly more powerful then the Operator, but cannot be silenced.
Like the Operator, can have a flashlight mounted to it.
------------------------------------------------------------------------------

Five-seveN
------------------------------------------------------------------------------
Pistol that fires the new 5.7mm rounds. Ready it with the L1 button, fire it
with the R1 button. Press the triangle button while aiming to use the sight.

An automatic pistol that uses 5.7mm x 28 rounds developed for the P90. Boasts
one of the highest penetrating powers of any pistol. The bullets tend to 
maintain a high velocity, providing relatively high stopping power against 
distant enemies. Carries a large 20-round magazine and has low recoil, making
it easy to use. Also used by Snake when he infiltrated Galuade. Its excellent
penetrative power makes it a useful weapon against enemies with heavy armor.

Comments: The large magazine makes this pistol one of the largest capacity
sidearms in the game. The 5.7mm x 28 rounds developed by FN are supposed to
be able to pentrate body armor. Carried by Haven Troopers. 
------------------------------------------------------------------------------

PMM
------------------------------------------------------------------------------
Medium automatic pistol. Fires 9mm x 18 rounds. Ready it with the L1 button,
fire it with the L1 button, fire it with the R1 button. Press the triangle
button while aiming to use the sight.

A modernized version of the Makarov PM, the official sidearm of the Soviet
Army. The frame and magazine have been newly designed,  and the clip size has
been expanded from 8 to 12 rounds. Additionally, the old 9mm x 18 ammunition
has been replaced by improved 9mm x 18 PMM rounds for higher muzzle velocity.
An easy-to-handle handgun with relatively low recoil.

Comments: Not particularly useful, though it appears to be somewhat rare.
------------------------------------------------------------------------------

PSS
------------------------------------------------------------------------------
Silenced pistol used for special operations. Ready it with the L1 button, fire
it with the R1 button. Press the triangle button while aiming to use the
sight.

A silenced pistol that uses a special type of soundless ammo. The piston is 
located within the cartridge, trapping the firing gas inside. This makes the
ammo virtually silent and eliminates the ened for a suppresssor. Although the
PSS is amazingly quiet and easily concealed, it achieves its silence at the
expense of performance, and the magazine size is a paltry 6 rounds. A handgun
whose low noise makes it well-suited to stealth missions.

Comments: This pistol has a built in silencer, like the MK.2, but has a low
magazine capacity, and the ammo for this gun is extremely rare.
------------------------------------------------------------------------------

G18C
------------------------------------------------------------------------------
9mm machine pistol with 33-round long magazine. Can fire fully-automatically.
Ready it with the L1 button, fire it with the R1 button. Press the triangle
button while aiming to use the sight. Open the weapon window and press the
triangle button while aiming to use the sight. Open the weapon window and 
press the triangle button to switch between Semi Auto and Full Auto fire.

A machine pistol capable of full-auto fire at a blazing 1200 rounds per 
minute. Although equipped with a compensator to suppress muzzle jump, to claim
that it is somewhat difficult to control in full-auto mode would be an 
understatement. Uses 9mm x 19 ammo. Holds 33 rounds. Effective at taking down
an enemy at point-blank range.

Comments: An extremely useless automatic pistol. If used, make sure that
Semi Auto fire is on, as Full Auto fire is useless.
------------------------------------------------------------------------------

Mk.23
------------------------------------------------------------------------------
45-caliber automatic pistol. Ready it with the L1 button, fire it with the R1
button. Equipped with an aiming module that combines a laser sight with a 
flashlight. Press the triangle button to use the iron sights. with the weapon
window open, press the square button to turn the light on/off.

A large-caliber combat pistol developed at the behest of U.S. Special
Operations Command. The "Mk" designation indicates that the development 
project was a Navy initiative. It has the 45-caliber size and "cock-and-lock"
design favored by U.S. soldiers and comes with a high-performance laser aiming
module and specially developed suppressor. Holds 12 rounds. Proved 
indispensable to Snake during his infilitration of Shadow Moses in 2005.
Maintains its high stopping power from medium range and has a slightly larger
magazine capacity than other weapons of the same caliber.


Comments: Although the SOCOM design would later lead to the popularity of the
USP Tacitcal and USP .45, the SOCOM was the basis for the design of the USP
family. Comes with it's unique LAM built in, and can be suppressed. Can
be found under the truck in Shadow Moses. Used by Snake during MGS1, and
Raiden during MGS2.
------------------------------------------------------------------------------

Race Gun
------------------------------------------------------------------------------
38-caliber high-precision automatic pistol. Ready it with the L1 button, fire
it with the R1 button. Press the triangle button while aiming to use the 
sight.

A race gun heavily modified for use in combat conditions. In order to maximize
rapid-fire performance, uses reduced charge ammo that provides just barely 
enough pressure to fire. Naturally, this also results in relatively low 
stopping power. Uses 9mm x 23 ammo. Holds 19 rounds. Easy to fire in rapid 
succession and deliver shots in a tight spread.

Comments: A gun designed for IPSC based on the 2011 design, intended to be
futuristic versions of the 1911 design. Instead of firing .45 rounds, this
gun fires .38 rounds. The bullets richoet. Unlocked after completing the game.
------------------------------------------------------------------------------

D.E.
------------------------------------------------------------------------------
Large, 50-caliber automatic pistol. Ready it with the L1 button, fire it with
the R1 button. Press the triangle button while aiming to use the sight.

The world's most powerful automatic pistol, firing 50-caliber rounds. Bullets
have nearly 3 times the initial energy of a 45-caliber rounds, and the gun's 
26-cm length and 2 kilogram weight put it in a class of its own. Its gas 
pressure operating mechanism causes it to behave more like a rifle than a 
pistol. The standard barrel is 6 inches long, but a 10-inch long-barreled 
variation also exists. Holds 7 rounds. Has extremely strong recoil, but its
sheer power is legendary.

Comments: The Desert Eagle is the largest automatic handgun in the world,
designed by for Israeli military operations. It's large size and unreliable
operation, along with the heavy kick due to the weight of the slide, combined
with the recoil, makes this an impractical choice of a pistol. In the game,
it is used by Meryl. Not particularly useful.
------------------------------------------------------------------------------

Solar Gun (Knight)
------------------------------------------------------------------------------
The weapon of a holy knight. Uses the power of the sun to banish darkness.
while holding the L1 button, hold the R1 button down to charge it, then 
release it to fire. There are 2 levels of charge; the longer the weapon is
charged, the more powerful the shot. Press the triangle button while aiming to
use the sight. Press the circle button to recharge it with solar energy.

I had the strangest dream... The world was enveloped in darkness. I looked all
about me, but there was no light... I was floating through the sky. Dark 
clouds stretched out below me, and I could see no trace of land... But I heard
voices. Voices wailing in despair, screaming in fear. The cruel laughter of
some unseen villian. And... A voice... Calling my name! I covered my ears. All
I could do was drift through the skies. What power did a tiny, insignificant
creature like me have? But no matter how I tried, I couldn't shut the voice 
out. Who was it? Why was he calling me? I'm just Sunny... Tiny, insignificant
Sunny... Then, suddenly, I felt the light... A faint flicker emanating from my
body. And the words came to me... I don't remember where I heard them -- or
when -- but they were warm and strong: "May the sun shine forever in our
hearts!" And then it hit me. In this world, I was the sun! upon realizing 
this, my body began to overflow with light. It was so bright that I closed my
eyes... ...And then, I was back in my bed. But I saw him. I know it. The 
moment I shielded my eyes against the light, I saw him -- the boy who was 
calling my name, standing on the earth. I saw his face, beaming brightly. And
I saw the weapon he held up high -- the solar gun!
------------------------------------------------------------------------------

58. Submachine guns
========================

P90
------------------------------------------------------------------------------
Submachine gun. Fires the new 5.7mm rounds. Ready it with the L1 button, fire
it with the R1 button. Press the triangle button while aiming to use the
sight. Open the weapon window and press the triangle button to switch between
Semi Auto and Full Auto fire.

A small self-defense firearm developed to provide rifle-grade firepower to 
vehicle crews, rear support units, and  others whose primary missions do not
involve carrying service rifles. Currently employed as a close-range offensive
weapon by many police and Army Special Forces units, it uses newly developed 
5.7mm x 28 ammo with high penetration power. The plastic magazine holds a 
hefty 50 rounds. An easy-to-handle weapon with excellent penetrative power and
low recoil.

Comments: Developed in the late 80s and early 90s, the P90 is considered a
futuristic weapon. With a 50 round, transparent magazine, a built in optical
sight and a newly developed round, it is pitted directly against the MP7.
------------------------------------------------------------------------------

MP7
------------------------------------------------------------------------------
Light submachine gun. fires the new 4.6mm x 30 rounds. ready it with the L1
button, fire it with the R1 button. Press the triangle button while aiming to
the sight. Open the weapon window and press the triangle button to switch
between Semi Auto and Full Auto fire.

A submachine gun developed along the same concept as the P90. Uses newly
developed 4.6mm x 30 ammo, similar to the P90's 5.7 x 28 rounds. The frame is
extremely compact, but features a gas pressure short-stroke piston firing 
mechanism, much like an assault rifle. Low recoil enhances control in 
full-auto mode, but stopping power is also rather low. Holds 20 rounds. Good
penetration, with its low recoil helping to maintain accuracy.

Comments: A small submachine gun developed for personal defence. A competitior
of the P90.
------------------------------------------------------------------------------

Vz.83
------------------------------------------------------------------------------
Light submachine gun. uses 9mm x 18 rounds. Ready it with the L1 button, fire
it with the R1 button. Equipped with a laser sight. Press the triangle button
while aiming to use the iron sight. Open the weapon window and press the 
triangle button to switch between Semi Auto and Full Auto fire.

A small submachine gun developed as a self-defense weapon in Czechoslovakia
during the cold War. A rate reducer is installed inside the frame, keeping the
firing rate down despite the light bolt weight while allowing for greater 
control in full-auto mode. There are a number of ammo variations in the Vz. 
series; this version uses 9 millimeter Makarov rounds (9mm x 18). Holds 20
rounds. Its standard laser sight enables easy on-the-fly aiming.

Comments: Snake recieves this from Big Mama, although it isn't very
useful.
------------------------------------------------------------------------------

M10
------------------------------------------------------------------------------
45-caliber submachine gun. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sight. Open the
weapon window and press the triangle button to switch between Semi Auto and
Full Auto fire. 

A submachine gun model developed in the 1960s for use in covert operations.
Its powerful 45-caliver ammo, open-bolt firing, and firing rate of 1000+ 
rounds per minute combine to make it quite difficult to control in full-auto
mode, but also a potent ally in close-range combat. Holds 30 rounds. Its true
value can be found in point black shooting.

Comments: Found from the bodies of rebels, this gun isn't particularly
useful.
------------------------------------------------------------------------------

Bizon
------------------------------------------------------------------------------
Submachine gun. uses 9mm x 18 rounds. Ready it with the L1 button, fire
it with the R1 button. Press the triangle button while aiming to use the 
sight. Open the weapon window and press the triangle button to switch between
Semi Auto and Full Auto fire.

A new russion-made submachine gun distinguished by its high-capacity helical
magazine. Developed according to specifications provided by the Interior 
Ministry (MVD), its design is based on the AKS-74, and uses many of the same
parts. It operates exactly like the AK -- anyone used to handling that popular
weapon will find this gun extremely easy to wield. Its magazine holds 
sixty-four 9mm x 18 rounds. Has only moderate stopping power, but its large 
magazine capacity cuts down on reloads.

Comments: This gun lacks stopping power, although it has an extremely large
magazine capacity.
------------------------------------------------------------------------------

MP5SD2
------------------------------------------------------------------------------
9mm silenced submachine gun. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sight. Open the 
weapon window and press the triangle button to switch between Semi Auto and 
Full Auto fire.

One of the world's finest submachine guns. Empolyed by military and police 
forces across the globe, it has proven critical to the success of countless
special operations. This variant reatures an intergrated suppressor and boasts
both quiet fire and low recoil. As it fires from a closed bolt, 
controllability while firing is also superb. Uses medium-powered 9mmx19 ammo.
Holds 30 rounds. A quiet weapon with a tight spread.

Comments: An accurate weapon with a silencer. Although not very powerful,
the accuracy allows players to take donw targets with ease with a burst
of silenced fire.
------------------------------------------------------------------------------


59. Rifles
========================

Ak-102
------------------------------------------------------------------------------
Assault rifle. Ready it with the L1 button, fire it with the R1 button. Press
the triangle button while aiming to use the sight. Open the weapon window and
press the triangle button to switch between Semi Auto and Full Auto fire.

An improved, modernized model of the AK-74. The basic design of the original 
has been tweaked with new material, a folding stock, and a modified barrel 
length. After the collapse of the Soviet Union, AK-series weapons of all 
calibers were produced for export to the West; the AK-102 is the export 
version of the 5.56mm x 45 model. Its plastic magazine holds 30 rounds. The 
most basic of weapons with ample stopping and penetrative power.

Comments: The main rifle of Middle Eastern rebels. Although the recoil is
large for this weapon, firing it in short bursts is effective. The weapon
is sufficiently powerful and has a standard 30 round magazine, which makes
it a reasonable weapon until a better one can be procured.
------------------------------------------------------------------------------

M4 Custom
------------------------------------------------------------------------------
Carbine. Ready it with the L1 button, fire it with the R1 button. Press the
triangle button while aiming to use the sight. Open the weapon window and 
press the triangle button to switch between Semi Auto, 3-Shot Burst, and Full
Auto fire.

A shortened carbine model of the M16. It is the mainstay of U.s. Special 
forces, but its high performance has led to its adoption by elite unites in 
numerous other countries as well. Uses 5.56 ammo and carries a 30-round
magazine. Its rail system makes it highly expandable with a variety of sights,
grenade launchers and other add-ons. with a multitude of custom parts, this 
assault rifle can be used in virtually any situation.

Comments: This gun has a high firing rate, is reasonably accurate and has a 30
round magazine. The RIS barrel allows players to attach whatever accessories
to the rifle they want, increasing the effectiveness of the rifle. A free
gun from Drebin the first time Snake meets him in the Middle East.
------------------------------------------------------------------------------

Mk. 17
------------------------------------------------------------------------------
Battle rifle. Ready it with the L1 button, fire it with the R1 button. Press
the triangle button while aiming to use the sight. Open the weapon window and
press the triangle button to switch between Semi Auto and Full Auto fire.

A new and advanced type of assault rifle developed for Special Forces under 
the command of USSOCOM. Designed so that the user can mix and match 
accessories such as dot sights and flashlights in response to any given
combat situation. Uses 7.62mm x 51 ammo, giving it a good balance of stopping
power and easy handling. Its box magazine holds 20 rounds. ideal for 
situations demanding a compact weapon with high stopping power.

Comments: What this gun lacks in magazine capacity, it makes up for in
stopping power. When fired in short bursts, this gun is efficient in taking
down enemies with ease. Can be found on the bodies of most PMC soldiers. Also
known as the SCAR H (Special Forces Capable Assault Rifle). The H stands for
the fact that it uses the 7.62MM round instead of the 5.56MM round.
------------------------------------------------------------------------------


G3A3
------------------------------------------------------------------------------
Assault rifle. Ready it with the L1 button, fire it with the R1 button. Press
the triangle button while aiming to use the sight. Open the weapon window 
and press the triangle button to switch between Semi Auto and Full Auto fire.

One of the signature assault rifles of the West, adopted in 1964 by the West
German Army. Uses a roller-locking delayed blowback operating system to 
achieve high-precision fire. A number of variations of this design have also
been produced-- including sniper rifles, submachine guns, and light machine
guns-- a testament to the G3A3's high potential. Uses 7.62mm ammo. Holds 20 
rounds. Its excellent range makes it suited for long-distance firefights.

Comments: Although it is powerful and has a long range, the G3's small
magazine makes it a bad weapon at close range.
------------------------------------------------------------------------------

AN94
------------------------------------------------------------------------------
Assault rifle. Ready it with the L1 button, fire it with the R1 button. Press
the triangle button while aiming to use the sight. Open the weapon window and
press the triangle button to switch between Semi Auto, 2-Shot Burst, and Full
Auto fire.

An assault rifle developed to replace the AK-74, beating out a number of
rivals to become the official successor. Featurees a unique 2-shot burst 
firing mode with a firing rate of 1800 rounds per minute. Production is 
limited at present; as such, it is currently distributed on a priority basis 
to Special Forces and other elite unites. Shares the same magazine as the
AK-74 and uses 5.45mm x 39 ammo. A high-performance rifle whose rapid 2-shot 
burst fire allows for effective enemy take-downs.

Comments: First used by the guards in MGS2, this rifle features a two shot
burst mode that makes it easy for Snake to take down enemies with headshots
quickly and accurately.
------------------------------------------------------------------------------


XM8
------------------------------------------------------------------------------
Carbine. Ready it with the L1 button, fire it with the R1 button. Press the 
triangle button while aiming to use the sight. Open the weapon window and
press the triangle button to switch between Semi Auto and Full Auto fire.

The carbine model of a weapon formerly developed to serve as the primary 
assault rifle of the U.S. Army. Based on the G36, the main assault rifle of
the German Army. By swapping the barrel and stock, it can be converted into
several different variations -- a squad automatic weapon, a sniper rifle, and
others. Uses 5.56mm x 45 ammo. Holds 30 rounds. The built-in dot sight allows
for extremely accurate aiming.

Comments: An experimental rifle intended to replace the current US Army rifle,
but the program was scrapped, and the M8 was never adopted.
------------------------------------------------------------------------------

Tanegashima
------------------------------------------------------------------------------
Matchlock gun (arquebus). Press the L1 button to lower the slow match, press
the R1 button to fire. Press the triangle button while aiming to use the
guide.

A near-mythical flintlock gun, the master work of a Japanese gunsmith. It is
said that when fired in a certain place, there is a chance the divine wind 
will blow....

Comments: The "Kojima rifle", since only he could think of such a ridiciolus
secret weapon. Occasionally makes all enemy in the area drop their items.
------------------------------------------------------------------------------


M14EBR
------------------------------------------------------------------------------
Automatic sniper rifle based on the M14 rifle. Ready it with the L1 button, 
fire it with the R1 button. Press the triangle button while aiming to use the
optical sight. (Press the up and down buttons to adjust the magnification.)
Open the weapon window and press the triangle button to switch between Semi
Auto and Full Auto fire.

A sniper rifle version of the old M14 rifle, once the mainstay of the U.S.
Army and Mariones, now customized with modern materials for considerably 
higher performance. Equipped with a laser sight for close-range combat and a
high-mag scope for long-range sniping, the M14EBR lends itself to a variety of
roles. uses 7.62mm x 51 ammo. Holds 20 rounds. Maintains highstopping power at
long range, with its full-auto mode allowing for close-range combat.

Comments: A good semi automatic sniper rifle, as well as a reasonable close
range weapon, as long as it is fired in bursts.
------------------------------------------------------------------------------

DSR-1
------------------------------------------------------------------------------
Bullpup-style bolt-action sniper rifle. Ready it with the L1 button, fire it 
with the R1 button. Press the triangle button while aiming to use the optical
sight. (Press the up and down buttons to adjust the magnification.)

An advanced sniper rifle developed to meets the demands of GSG9, the elite
fore of Germany's Bundespolizei. The bullpup design gives it a long barrel
length of 650mm and an overall length of over a meter. Its fully-adjustable
stock and ergonomically designed pistol grip are specially designed to make
it easier for the shooter to handle. Its 7.62mm x 67 magnum ammo provides
excellent long-range firing capability. The detachable box magazine holds 5 
rounds. Superior for taking down an enemy with long-distance precision
shooting.

------------------------------------------------------------------------------

SVD
------------------------------------------------------------------------------
Russian 7.62 mm automatic sniper rifle. Ready it with the L1 button, fire it
with the R1 button. Press the triangle button while aiming to use the
optical sight. (Press the up and down buttons to adjust the magnification.)

A semi-auto infantry sniper rifle developed to provide supporting fire from a
distance of several hundred meters. Officially introduced in 1963, uses
powerful 7.62mm x 54R rounds (modified with steel cores0 to give it the 
long-range capabilities it needs. Also employs a 10-round box magazine,
allowing for continuous suppressing fire. Wields high penetrative power even
at a long range.
------------------------------------------------------------------------------

VSS
------------------------------------------------------------------------------
Silenced sniper rifle used in special operations. Ready it with the L1 button,
fire it with the R1 button. Press the triangle button while aiming to use the
optical sight. (Press the up and down buttons to adjust the magnification.)
Open the weapon window and press the triangle vutton to switch between Semi
Auto and Full Auto fire.

A sniper rifle developed for special operations requiring a quiet weapon with
the power to penetrate bulletproof armor. Uses a newly developed type of 
subsonic ammo, necked up from 7.62mm x 39 rounds and combined with 9mm steel
penetrators. the pairing of an integrated suppressor and subsonic ammo makes 
the VSS extremely quiet, but limits its utility at long distances. Holds 10 
rounds. suited for eliminating enemies from close to medium range without
alerting others. Excellent penetrative power.
------------------------------------------------------------------------------

Mosin-Nagant
------------------------------------------------------------------------------
7.62mm bolt-action sniper rifle. Fires anesthetic rounds. Ready it with the L1
button, fire it with the R1 button. Press the triangle button while aiming to 
use the optical sight. (Press the up and down buttons to adjust the 
magnification.)

The primary sniper rifle of the Soviet Army until the adoption of the SVD. A
sniper rifle variant of the M1891/30, itself an upgraded version of the M1891 
rifle carried by Russion infantry since the days of the tsars. The volt-action
magazine holds 5 rounds. In addition to tranquilezer rounds, it can also fire 
special bullets that stimulates enemy soldier's emotions. A legendary sniper 
rifle also used by The End, who faced off against Naked Snake in a sniper duel
in Sokrovenno Forest. Indispensable when going for no-kill completions from a
safe distance.
------------------------------------------------------------------------------

M82A2
------------------------------------------------------------------------------
Large-caliber anti-materiel rifle. Ready it with the L1 button, fire it with 
the R1 button. Press the triangle button while aiming to use the optical 
sight. (Press the up and down buttons to adjust the magnification.)

A large anti-materiel rifle. Fires large caliber 12.7mm x 99 machine gun 
rounds, giving it the greatest power and longest range of any sniper rifle.
Equipped with a high-efficiency muzzle brake, which reduces recoil enough for
fairly simple control and relatively easy repeat fire. Its oversized box 
magazine holds 10 rounds. Virtually invincible against any enemy anywhere
from close range to long range. Recommended by Hideo Kojima.
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Rail Gun
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A weapon that uses electromagnetic induction to accelerate projectiles to 
ultrasonic speeds. Hold the L1 button down to ready and charge the weapon.
Press the R1 button while charging to fire. There are 3 levels of charge; the
longer the weapon is charged, the greater the muzzle velocity of the 
projectile. Press the triangle button while aiming to use the optical sight.
(Press the up and down buttons to adjust the magnification.)

Crying Wolf's railgun, the same model as the one wielded by Dead Cell member
Fortune during the Big Shell incident. Employs electromagnetic induction to 
accelerate projectiles to an incredibly muzzle velocity; this velocity can be
adjusted to three different levels. While compact, the railgun packs as much
firepower as a tank turret. It has the most penetrative power of any weapon in
Snake's arsenal and deals extrememly high damage to targets.
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60. Other Firearms
========================

HK21E
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General purpose machine gun. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sight. Open the 
weapon window and press the triangle button to switch between Semi Auto, 
3-Shot Burst, and Full Auto fire.

A belt-fed general purpose machine gun. The basis of its operation is a 
roller-locking mechanism; unlike most machine guns, it fires from a closed 
bolt. Comes equipped with a trigger group capable of semi-auto and 3-shot
burst fire, and boasts a firing rate of 800 rounds per minute. The ammo box
holds a 100-round belt of 7.62mm x 51 rounds. A combat rifle with a large
magazine capacity and great stopping power.
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M60E4
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General purpose machine gun. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sight.

Since its introduction during the Vietnam war, the M60 has maintained its 
position as the primary general purpose machine gun of the U.S. Army. Having
undergone numerous revisions over the years; this is one of the latest
variations, used primarily by the Navy and the Marines. With a variety of
attachable accessories, including a dot sight and flashlight, the M60E4 has
proved highly versaltile in combat. Uses 7.62mm x 51 ammo. Holds 200 rounds. A
machine gun that can be used for eliminating a close-knit gorup of enemies or
precision shots against single targets.
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PKM
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General purpose machine gun. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sight.

An improved model of the PK general purpose machine gun adopted by the Soviet
Army in 1961. Modifications include a simplified production process, lighter
weight, and a collapsible shoulder rest for greater stability. Like the AK, it
combines a rugged design with more than adequate performance. Exported in 
large quantities and licensed for production abroad, the PK can now be found 
in conflict zones all around the world. Uses 7.62mm x 54R rounds in a 
100-round belt feed. Its good long-range penetrative power makes it useful for
taking on groups of enemies in defensive situations.
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Mk. 46 Mod 1
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Light machine gun used in special operations. Ready it with the L1 button, 
fire it with the R1 button. Press the triangle button while aiming to use the
sight.

Created in response to the needs of special operations by modifying the M249
squad automatic weapon. Lighter than the original M249 and features a rail
system that enables it to be outfitted with a variety of accessories, 
including a flashlight and a dot sight (on the hand guard or on top of the
receiver). Its belt feed mechanism and 100-round 5.56mm magazine allow for
continuous suppressing fire. Its high magazine capacity plus light weight for
a machine gun make it useful forr taking on muliple enemies while on the move.
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Twin Barrel
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12-gauge double-barreled shotgun. Ready it with the L1 button, fire it with
the R1 button. Press the triangle button while aiming to fire from the
shoulder. Open the weapon window and press the circle button to ammo type:
shot, slugs, or air rounds.

A double-barreled hunting shot gun with both barrels sawed off. This custom
model has been modified, making it much easier to carry. Combines the weight
of a handgun and the power of a shot gun.
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M870 Custom
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12-gauge pump-action shotgun. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to fire from the shoulder. Open
the weapon window and press the circle button to ammo type: shot, slugs, or 
air rounds.

A pump-action shotgun extremely popular with governments, soldiers, and 
civilians alike, customized for close-range combat. Comes equipped with a
tactical light on the forearm; also has a rail on the top of the receiver for
attaching a scope. Its tube magazine holds four 12-gauge shotshells. The most
balanced shotgun in terms of weight, performance, and stability.
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Saiga 12
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12-gauge automatic shotgun. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sights. Open the 
weapon window and press the circle button to ammo type: shot, slugs, or air
rounds.

A newly developed automatic shotgun based on the AK series design, fully 
proofed as a military-grade firearm. Operates on a gas pressure mechanism;
features semi-auto fire only. The light weight plastic box magazine holds
eight 12-gauge shotshells. Boasts the largest round capacity and quickest 
firing rate of any shotgun.
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XM25
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25mm air burst grenade launcher. Ready it with the L1 button, fire it with
the R1 button. Press the triangle butto while aiming to use the optical sight.
Press the up and down buttons while the sight is locked to adjust how far the
grenade flies before detonating.

A newly developed man-portable grenade launcher that fires 25mm air burst
grenades. The flight distance between launch and detonation can be set to the
user's preference. The grenades can provide an effective means of attacking 
targets hidden behind obstacles if set to detonate just as they reach the 
other side of the obstruction, making the XM25 ideally suited against enemies
who use obstacles and the terrain to hide.
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MGL-140
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Six-shot grenade launcher that uses 40mm grenades. Ready it with the L1
button, fire it with the R1 button. Press the triangle button while aiming to
use the optical sight. Open the weapon window and press the circle button to
change ammo used.

A man-portable grenade launcher capable of repeat fire. Holds six 40mm 
grenades in a revolver style cylinder, providing a significant boost to the 
average infantryman's firepower. A rail system enables it to be fitted with
accessories such as a flashlight or foregrip. The best weapon for eliminating
multiple enemies simultaneously.
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RPG-7
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Russian-made, anti-tank rocket-propelled grenade launcher. Ready it with the 
L1 button, fire it with the R1 button. Press the triangle button while aiming
to use the optical sight.

A man-portable anti-tank weapon. First officially adopted by the Soviet Army
in 1961, it can now be found in almost every conflict zone worldwide. With a
diameter of over 80mm, its shaped explosive warheads are supremely effective
not only against armored targets, but personnel, as well. It is lightweight,
simple in design, powerful, inexpensive, and easy to use, making it favored
by an array of groups ranging from state armies to terrorists and insurgent
groups. A good all-round weapon for a variety of situations, with the 
exception of anti-air combat. 
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M72A3
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Portable anti-tank rocket. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the sight.

A disposable anti-tank rocket launcher developed to give infantry a light 
easy-to-use method of combating tanks. the small diameter of its rockets makes
it too weak to stand up to todays MBTs, but it has sufficient firepower to
deal with lightly armored vehicles and soft-skinned targets. It is often used
in anti-personnel combat as a high-powered grenade launcher. Even 50 years 
after its debut, the U.S. military continued to use the M72A3 to great effect
in urban combat in the Iraq War. Its quick reload time makes it suitable for
consecutive attacks.
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Javelin
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Portable anti-tank missile. Ready it with the L1 button, fire it with the R1
button. Press the triangle button while aiming to use the CLU electroic sight.
After firing, the missile can be controlled with the right stick.

A state-of-the-art U.S.-made anti-tank missile. After only a dozen or so years
in deployment, the Javelin has already seen plenty of action in combat. Light
and small enough to be man portable, it is still capable of destroying most 
third-generation MBTs. Its flight course can be controlled by the user via
remote control. Its massive destructive power is sufficient to bring down
almost any enemy.
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FIM-92A
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Man-portable surface-to-air missile. Ready it with the L1 button, fire it with
the R1 button. Press the triangle button while aiming to use the optical
sight.

A man-portable surface-to-air missile with full fire-and-forget capabilities.
Equipped with dual infrared and ultraviolet seekers. Originally developed for
the U.S. Army, its use has spread to numerous countries and armies outside the
U.S. The Stinger has proved its worth on numerous occasions in combat 
environments all across the world. A useful weapon for both anti-air and 
anti-ground attacks.
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ETC
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Stun Knife
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Knife equipped with stun gun functionality. Ready the knife with the L1
button. Use the R1 button to strike with the blade, and the R2 button to emit
and electric shock attack. The stun gun cannot emit a shock until its charge
meter is full.

A combat knife with built-in stun capabilities. Developed by th CIA for use in
Special Operations. The ultimate hand-to-hand combat weapon, combining the 
lethality of a knife with the knock-out power of a stun gun.

Comments: Snake's knife. Used in CQC. The stun feature is useful, although it
takes a few seconds to charge after a few uses. Is not particularly helpful
alone in the later parts of the game, though.
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---------------
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belong to their respective owners. Copyright 2008, Probester.
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