Metal Gear Solid 4: Guns of the Patriots FAQ / Walkthrough





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*Metal Gear Solid 4: Guns of the Patriots*

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Metal Gear Solid 4 FAQ/Walkthrough

For PS3

Version 2.0 (6/28/08)

Written by Brad Russell "TheGum"

Email: lunatic_252000@yahoo.com

Website: www.thechaosuniverse.com

******************





Version 0.8 - got through more than half of the game, and I think I've almost

perfected what I've done so far, so I'll share before I'm done. This guide

takes you to Crying Wolf. If I'd skipped the cutscenes, this guide could have

been done the day I started!

(6/18/08)



Version 1.0 - well, took a while, and not because of the gameplay, but I'm

done with the walkthrough. The extra stuff to come.

(6/19/08)



Version 1.2 - have completely, 100%-ly perfected Act 1, will do the same for

the rest. Have started in on the remaining sections too. Maybe it will all be

done over the weekend - chances of that are Big Brown good.

(6/20/08)



Version 1.4 - finished a few extra sections and have fixed up through act 2 in

the walkthrough.

(6/24/08)



Version 2.0 - added ghost and itune sections, cleaned up emblems due to

copyright infringement, fixed up the walkthrough even more, finished weapons

and items, completed easter eggs, and I'm basically done. All that would be

left is a speed run guide, but I'll leave that to others. A few tiny updates to

come.

(6/28/08)





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Table Of Contents

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Use Ctrl + F to quick find in this guide.



Section: Code:



1. A Brief Foreword

2. Controls ( CON2222 )

3. Starter Tips ( TIPS333 )

4. Walkthrough ( FAQ4444 )



Act 1: Liquid Sun ( ACT1LS )

Act 2: Solid Sun ( ACT2SS )

Act 3: Third Sun ( ACT3TS )

Act 4: Twin Suns ( ACT4TW )

Act 5: Old Sun ( ACT5OS )



5. Combat ( FISTS55 )

6. Stealth ( CAMO666 )

7. Weapons ( GUNS777 )

8. Items ( EATS888 )

9. Rewards ( TREAT99 )

10. Emblems ( EMB1010 )

11. iTunes ( ITU1111 )

12. Easter Eggs and More ( EGG1212 )

13. Ghosts of Shadow Moses ( MOS1313 )

14. Author Info / Copyright







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* 1. A Brief Foreword *

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I'm not the ultimate fan, and if I liked pixels awkward controls I would play

the first two games. This game is a large part fan service, where MGS3 was

really just a game for anyone. If you haven't even played Snake Eater, well

then at least you'll have some nice gameplay.



Seriously, I don't know if the fans are here for the story. But as far as the

game part, someone has played Resident Evil 4. I'm not just showing my

ultimate RE4 fanboyism here, there are a lot of spots in this game that look

a lot like that game. These are the best boss fights since RE4, and just

like RE4, the parts in between the bosses are not just more of the same

gameplay, there is always something new you're presented with. That was the

strength of RE4, and that is the strength of this game.



I love this game, maybe not the story, but the game is solid. Finally a

future game that has future toys, and stealth gameplay that will be par for

the course for all games to come. And short, not so complicated levels are

quickly becoming the norm in games, and this game shines in that area.



And it's not like I hate the cutscenes or the nonsense story, it's just the

two steps forward, one step back (maybe step for step). I mean, take half of

the dialogue and maybe it all sounds better.



Regardless of what I or anyone else says, if you own a PS3, you also own this

game... okay, you at least rent this game, period.



TheGum.



PS - "TheGum" comes from the characters in MGS3, just FYI.







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* 2. Controls ( CON2222 ) *

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PS3 Controls

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



X - crouch, hold to go prone, roll as you run

O - reload

Square - change auto aim or manual aim (ha, wish someone would have told me)

Triangle - context command, aim down sight of gun

R1 - shoot, melee if close to enemy, hold to grab enemy (CQC)

R2 - hold for weapon menu, tap to quick change

L1 - aim gun

L2 - hold for item menu, don't tap that, you can

D-pad - up and down to zoom in binos mode or in a scope

LS - move, press hard to run, press soft to walk

RS - look

SELECT - controls (wait a second!)

START - pause menu for all you ever need







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* 3. Starter Tips ( TIPS333 ) *

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#1a. Sorry, missed this one completely! You can go prone and stay still to

recover health. Mucho important for you no health-item runners. So only use

health items when in the heat of battle and don't care about the emblems and

whatever.



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

pause menu.



#2. Staying hidden means keeping track of that camo percentage in the upper

right corner of the screen. 50% is good and means most enemies can walk near

you and not see you. Remember, if you want to turn your OctoCamo you need to

either press against a wall or lie down.



#3. If you ever don't know what you are to do, just check your map. And if all

else fails, just start moving around - maybe something will happen.



#4. You should know there are items and unlockables, like tons of them, so

you need to decide before you play if you want to go for those or not. The

main ones are no kills and no alerts. There are also ones for speed, no

continues, no health items, and just whatever you can think of. The game is

way easier if you leave all of this stuff for a later playthrough.



#5. Don't slouch off during the cutscenes, you need to be ready for the L1 and

the X presses, which pop up in the corners. During the L1 presses you can

move the camera around, and during the X presses you can press it multiple

times. Feel free to press L1 during certain times for hidden presses that are

usually the best ones.



#6. There is always a stealth way to get through an area, even if it doesn't

look like it. This game is designed to support both run and gunners, and the

sneaking mission kinda players. As far as rewards, you are given more points

to buy weapons for stealth, so keep that in mind.



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

an item.



#8. You can disarm traps using the Mk II, your robot. The Mk II can even

act as a distraction by tapping on a wall, and he can even stun enemies. Just

make sure to watch his battery life.



#9. Speaking of battery life, you can get more batteries by using the Mk II

during the mission briefings between the chapters. Just press the SELECT button

to get the button icons and take the robot up the stairs for a battery, which

should be there between each act. There is also a camera behind Sunny's

computer.



#10. You should always have the Solid Eye on when you need to know about your

surroundings, but the eye chews up battery life, especially on night vision.

So aside from more batteries, you should just switch to some other item.



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

and press X.



#12. Psyche, the little bar under your health, goes down if you crouch for

too long. If it goes down too much then everything you do will suffer, so

have those compresses or regains ready.



#13. There is a Threat Ring that pops up around Snake if you crouch and stay

still, or if you go prone. If the ring is smooth then there are no threats

around you. If there are humps in it, the size of the hump is relative to

how much of a threat that thing is. For instance, a guy that is just patrolling

is a threat, but a guy patrolling and kinda knows you're around is an even

bigger threat.



#14. It's in your best interest to help the rebels in the first two acts. Not

only does it make full use of your combat skills, it also means you don't have

to tip toe around the rebels. True, you can ignore them and sneak by all

areas, but it would sure be more difficult.



#15. Use your radar to know if someone is near. Keep the solid eye on and the

radar will detect nearby enemies. Don't let the smaller blips fool you, those

are usually rats or birds.



#16. You have four options for no kills: Mk2, Mosin-Nagant, V Ring rounds for

shotguns, and stun grenades. If you realize that I and many other players can

get through this game using only these guns (for the most part), then if you

are using all the guns you should have a much easier time.



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



#18. Watch your step, and maybe stay down wind. Enemies can detect you by

scent, sight, sound, and maybe they can even taste you. The last thing you

want to do is hit a can, or hit a claymore.



#19. If you are playing the no alert / no kill game, then you need to save

often. The game saves at the start of each area, so keep that in mind,

especially early on when the areas are quite large. If you get caught or kill

someone, gotta reload that save. You also need to save in many files. Consider

saving at each act point, at least after each briefing.



#20. The iPod works just like your iPod, or the one's your friend owns. It's

worth checking out. You also regain psyche faster with tunes on, and you

can control the iPod using the shape buttons (X, O, Squ., Tri.).



#21. Do you want to start the game with extra battery life? What about just

having one heck of a good preface to the game? Well, soon into act 1, just

save and go to the title screen. Choose the act 1 mission briefing and at

some point you can take control of the robot (press SELECT for more icons),

and on top of getting more of the story, you can search for a battery, song,

and play around. Remember to do so in each briefing.



#22. Otacon is your hint maker. Call him up if you are stuck or just want to

talk and he will surely have something to say.







*****************************************************************************

* 4. Walkthrough ( FAQ4444 ) *

*****************************************************************************



Metal Gear Solid 4 Walkthrough





Just a side note about the opening menu with Snake in the cemetery. You can

wait a while and something does happen, or rather, something doesn't happen.

Just FYI.



Also, maybe it's just on a round 2, but those strange opening skits are on

serveral different channels. Just move around the LS.





Ground Zero

-----------



*NOTE: During the brief time you have control, feel free to edit the options in

the pause menu, mainly turning on the subtitles.*



Well, the game starts soon after the many strange company lead-in movies and

the long opening intro scene. Once you have control, briefly press pause to see

where you need to go. Then just go left to crawl under the truck for another

part of the intro scene. Then just walk up the road for more scene. Nope, you

don't get the pleasure of cutscening your way through these guys. Just relax

and run up the road, through the guys and into the doorway on the right. Go

up, jump through the window, then go out into the street, and swing around to

the left to hit the next scene. Be ready for two L1 presses during the next,

long scene.



After the save, be ready for some X presses if you feel like it, a few sets

of them (you can press X quite a number of times when you see the icon).





=================

Act 1: Liquid Sun ( ACT1LS )

=================



Red Zone NW Sector

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



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



*NOTE: I'll say this only once, but if you plan on getting the Bandanna and

a lot of other unlockables at the end of the game, you cannot kill anyone.

Granted, you can do this one easy if you like, and for your first game just

play to play. That is the way I would go, just play the game now, do the

secret stuff later. Plus, I already killed a guy or two by the time I wrote

this, so it's all good.*



*NOTE: Remember, you can save often and save in many files, especially if you

want to go for the no-kill route.*



In what will be a routine, press pause to see where you need to go, which is

east for now. Go up to the corner and either sneak around this corner and go

in the door, or wait for them to leave and go in the building. In the building,

go up and a scene will drop some soldiers in the streets. You can basically

just go up to the crawlspace, but feel free to be as sneaky as you wish. Crawl

by holding down the X button. Go through and you'll get a compress kit, which

relieves lower back pain from prolonged crouching, so don't crouch too long,

and you'll know you are when Snake holds his back. To avoid crouching for too

long you should just get on the floor if you must stay low.



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



Anyway, on the other side of the space you should just stay down. There is a

gun turret on the APC around the corner, but it does turn. Your best bet is to

just crawl your way around this corner and into yet another room; and remember

that the OctoCamo only changes when you are still. When in the room, go into

the room on the left for some ammo and another compress on the bed. Then come

back into the main room and go through the crawlspace here; and note that

stepping on stuff does make noise, so just be patient where you walk. You'll

see a guy get shot going through, so just stop and wait for the soldier to move

on.



Now go out and then go around to the right. You can post up at the doorway,

or stick to the ground to let the soldier pass by the doorway; or even better

you can get through after he shoots the guy, get out your stun knife, follow

behind him, press L1 to ready it, and the press R2 to stun him. Then quietly

go through and to the right. I suggest crawl all the way to the end of the

building where you look out into the street. Let the next soldier pass and then

crawl around through the doorway to the right. If they spot you you should get

through the doorway and be able to lose them.



*NOTE: If you do get caught at any point, just fend them off and then run to a

quiet place to run off the alert. You never have to stay completely still

during an alert, just don't be seen again. And the place where you get caught

and where you kill the bad guys, be sure to get far away from there when the

backup gets there. Also, one guy will usually call for help, so try to kill him

if you can.*





Red Zone

--------



*NOTE: A heads up to something you could miss. Save now and exit. Go to the

mission briefing for this act and it may clear things up a wee bit. Of course

you could wait later. You can also bump Otacon, Sunny, and Roy for face camo.

There is a battery in front of the chopper and a song up the steps. Press

SELECT to see the icons and you can drive the Mk II, FYI. Save the game after

you watch the scene and you'll get the stuff.*



NOTE: Upon entering this area, there is a crawlspace under the stairs where

you can get the cardboard box earlier than the next area.*



*NOTE: There are statues near the stairs also, and maybe you saw the

commercial of it. You can hop on the pedestal and hold Triangle to turn their

color. Yes, you hold that, and do it three times and it breaks off.*



Assuming you go to the next part unseen, post up behind the statue and let all

the guards go about down the way. You can go up the stairs on the left, where

you will roll over a gap (press X while running), then sneak up behind the

guard and stun him with the knife. Carry his body over to the lockers, but

please pull out the Playboy first, then stuff him inside. I believe a guard

will patrol by here, so if you want to put that Playboy down, feel free. It's

purpose is to distract them, not you.



Once he is gone, go up along this side of the upper areas and jump over the

half-wall to get across (press Triangle against the wall, push up on the LS,

and then press Tri. again). Now crawl up and you can either drop down the

ladder, or just keep going and then fall down in the next room. Either way

watch out for the guard patrolling the alley. There is another compress on

the ground in the corner of the last room.



*NOTE: To better avoid the last guys before the upcoming scene, hide in the

little alcove, or even in the dumpster. If you hide in the dumpster, wait for

the footsteps to run away.*



Now crawl to the corner of the last room and watch as the guy in the alley

moves. Wait for him to go away, crawl up a bit, and then crouch to go right

quickly and to the destination, and let one guy go by you. Hit the point and

then there is a scene. Now you have two guns, one lethal and one not, an eye

patch that gives you some abilities, and you have a little robo friend. You

can feel free to use them all by pressing the L2 or R2 buttons to check them

out. The MK II is just like you when you choose him, and you can move him

however you like, just don't send him to his death. He can go across the ways

on the right to pick up that gun for you. The eye can be changed to a few

modes from the item menu. And if you want to use a gun, use the Mk2.



Once you are back in control, wait for the guys to the right to leave, then go

around the corner and grab the ration on the wall. Now you have two options:

help the rebels, or stealth your way out of here. I'll explain how to help the

rebels, but you can cut the parts that don't involve you getting out of here

with as little effort possible. Oh yeah, if you are going stealth and no kills,

best equip that Mk2, I mean it.



*NOTE: Remember, there are alerts and kills you want to avoid if you are

going for unlockables in your first run. So save, but quitting (which is done

under the save option) and reloading that save just takes you to the nearest

checkpoint, not to where you saved. So just make sure you save, but it may

not always be a good spot.*



So right after the scene, go up and out to the opening, and you shouldn't be

seen by the three enemies, but try to make yourself as least noticable as

possible. If you work quickly, use your Mk2 to put the guy at the end of the

pack to bed, then move so you can see around the corner and put out another

guy as they post up at the dividers, and if you can get the third, great.

If not, just move out into the open and pick them off from way back here.



*NOTE: I do hope you are going for headshots. Even with the Mk2 you want a

headshot to put them to sleep instantly.*



Feel free to pick up the items around here, or maybe send out the Mk II (the

robot) to go pick them up. Now go back to where the scene ended and there is a

ladder on the left. Go up and slink around to a crate, hop up, cross the boards

here, and then go around the left side, sneaking of course. There will be two

guys on the walkway. You need to either stand around the corner or just wait

for good clean shot at their heads. You get the one near you first, then the

one away - that's a basic tactic so neither one sees the other getting put

down.



Now go back down the ladder. Go across the little alley and you'll be behind

the building that all the PMC's are around. Look around the right side to see

if there is a guy to put down, and if not just go left. Crawl out into the

alley, but not into the hole to crawl through. Just stand prone and look to

the APC. You should see two guys behind the sandbags. Hopefully you can aim

worth two cents. Use your Mk2 and put out the guy farthest away, then the

one closests to you. Now there should be no one else, but if there is feel

free to go behind the APC and take out anyone else.



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



Now crawl to the left, behind the barrels, and through a crawlspace. You get a

few items and on the other side there is one RPG. Grab it, crawl back through

the space, get back a bit, and fire. If you want no kills, you have to make

sure no enemies are around where you shoot your RPG; I say shoot it from the

alley to the right of the APC. After you shoot, quickly go to the sandbags

where the rebels were. From here you can help them take down the last group

of PMC's.



Hopefully they handle the first APC you saw from earlier. If not then you'll

have to get another rocket and fire. There is another one if you search the

ruined building for stairs and follow the path to a rocket up here. When you

fire, make sure nothing is around the APC and make sure you are a good distance

away from it. When you hear the cheers, you're free to go.



*NOTE: The standard mode of your eye does consume battery power, the little

bar in the lower left corner. It will go down as you use the Solid Eye and

the Metal Gear. If you want to recharge the battery, just change to no items

or something else.*



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

guns.*





Safe House

----------



Okay, so if you killed PMC's, the soldiers, then these rebels should like you.

Either way, when you get close to them and they ask you to stand still, do so.

If you have a ration in your item window (go to pause menu and place rations in

one of your slots and then select it with L2 while in game) and the guy tells

you to stand still, you will be prompted to give him the ration and the group

will have instant like of you. At least that is true of the first militia

you see.



*NOTE: I'll write this like you want to avoid the militia, and if you are

caught you had better stand still. But again, if you helped the militia beat

the enemies in the Red Zone, should just have to give one ration to this

first guy and then you are free to run about this area. Otherwise it's just

another sneaking level.*



You can sneak around the first guy if you want, by going around the left side

of the crate. Then go up the tunnel and hide in the alcove on the right, or

straight ahead as the other militia pass by. Go through the chicken room and in

the hall there is a little divet at the corner you can hide behind, either

crouching or whatever. Then there is a tiny room on the left for some items,

then you can go into the injury room for a few health items.



In the next hall is an iPod song in a little alcove - neat. Now go and either

let these guys pass, or let them sniff you and go by. If you have to sneak,

crawl as soon as you enter the room and go right. Once in the hall you can

duck under the cover at the corner of the hall to pick up the old cardboard

box. Then come out and go into the tiny room for a bunch of items. Then go

back and across the hall for another room with some items and some lockers.

Mainly you want the Playboy in the one locker, and I guess the costume in the

other locker is worth it too.



*NOTE: The Playboy is a gun, believe it or not, and you can only lay it down,

but follow the directions if you want to view it. Also, you put on the disguise

in the camo tab in the pause menu.*



Put on the costume and the militia will no longer see you as a threat. From

here there are just two more groups of militia, but with the militia outfit on

you don't have to worry about them. Just run to the last room and up the stairs

for the first of many long-winded cutscenes. The kind of cutscenes that make

you appreciate games that go with the "less is more" attitude.





Urban Ruins

-----------



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



*NOTE: FYI, to remove locks from guns, just select them and press X and it

will cost you some DP.*



*NOTE: If you are not concerned with no kills, then feel free to start buying

parts for the M4. It's a solid gun and about all you need to buy is a force

grip.*



Now it gets really confusing as there are many options with Drebin. For one,

you do not have to meet him. Just press pause and his shop is right there. I

couldn't find anything to buy because all I do is use the Mk2. You can do

whatever you please, and the customization options are limited at the moment.

Feel free to ignore this for now. If anything he is always good for ammo.



On with the mission, go up the alley for an item, then up the steps and to the

top for a gun. Then drop over the right side from up here so that you land on

the second level, but not on the steps. If you fell in the right place you will

snag an RPG and a few other things; you can equip the scope onto the M4 if you

are using the lethal route.



So back on the ground, go up and through the doorway. Go up and then take a

right. Crawl over and then look left to see some rebels get shot. Then go up

and crawl through a space for a compress. Come out and jump up to hit a ration.

Go up to the carpet along the wall and go right to hit a quick scene. Now go

up and hang a right to hit a room with a sloping path and crawl to the right

for a quick item. Then go up the ramp, shimmy along the path, and then keep

going to hit one classy, high road of humor cutscene.



*NOTE: Before you jump down, crawl left and you will hit a song. You can go

to the right and hop down for other items too.*





Downtown

--------



*NOTE: Keep your rebel disguise on please. Actually, if the rebels like you,

I guess you can take it off.*



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

want them.*



Well, you have a rusty drum, but the question is "do you want it?" Actually,

"how are you keeping it?" Anyway, go up and you'll see an infinite stream of

rebels fighting with some enemies. First you need to hit the two in front of

you behind the sandbags. Your best bet is to hide behind the first car and pop

the first one, then go left, onto the street, and pop the second one from

behind this car. Now go to the left side of the street, behind some kind of

cover. Your guys will do good to provide support, and they will even take

care of the APC on their own. What you need to do is pick off the many bad

guys with your Mk2. If you do your job, they should take care of the APC. If

they do not for whatever reason, just clear the area around the mini tank of

enemies and then fire a mortar at it (you have one by the sandbag on the

street and one up above reached via a ladder in the alley).



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

instant.*



The militia may not cheer, but one the APC is gone you are free to plunder

the field and leave through the alley a short ways back. Follow it and you'll

be in a market street where there are a lot of little items in corners. Go

to the end and you'll see some rebels under sniper fire. Just go left and there

is a crate to hop over on the right, or just run to the end. Get to where the

smash APC is and go up the street, which is two streets up from where the

militia are pinned. You'll peek around the corner and see two enemies behind a

sandbag. Get behind the crates and shoot one, then pop the other.



The only tricky thing is there is one roaming PMC on the top floor. Otherwise

you could just sneak up there and pop both snipers while they aren't looking.

I say just wait until you see a third enemy on the ground floor, shooting at

rebels from the windows. He will come down eventually, but if you storm the

building and go up the stairs you may run into him and cause an alert. Just

wait for him, pick him off, and then go up the stairs. Sneak up on the sniper

in the top room, then go to the side window and pop the other one. Now you are

free to plunder the items.



No matter how you do it, the next part is tricky. You see, to the left is the

main street where there are the rebels and snipers fighting. To the right there

is a mere alley, but from this alley is a neverending flow of bad guys. So your

best bet is to just ignore your allies. If you want to help them, just stay far

back and hit the snipers. The best thing you can do is stay down the alley on

the right and crawl all the way to the end. There are two spots enemies spawn

from, so just keep your camo % high and be still when they are close; pay close

attention to your threat ring. Just hit the end, crawl left, behind the car

and into the trench area.



What you'll see is a semi-trench. On the left are your rebels, and on the right

are the PMC's. You can quickly try to crawl through this trench to the other

side if you want. Or sit back, maybe hit the sniper up high and a few bad guys

as you wait out the airstrike from above. Either way, crawl over, stand up, and

go through the green door to hit the next area.





Advent Palace

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



*NOTE: After the fact I learned that the Mk. II can disarm traps. Just send

out your robot, get close to a trap, and press Tri.*



Go into the main lobby area for a rifle and yet another Playboy, but watch

out for the claymore in front of it (use the Mk II). When you come

back to stairs, have your gun ready, the Mk2 will do, and there is a stun

grenade waiting for you. Just go up some steps and shoot it. On the second

level walkway you'll see an item by some crates, but you probably don't see

the claymore mine in front of it. Shoot that and grab the item. Now go right

and you'll see another claymore in front of a doorway. Go in and there is an

item in the bathroom. Go out a hole at the back of the girl's side and you'll

see a laser grid to the left. You can go to it to be told to watch out by

Otacon, and if you right there will be noodles in a room, but watch out for

the claymore (or whatever it is, it just blew up on me).



Now go back to the stairs and watch out for another stun bomb as you go to the

third floor. Go right and there is a stun bomb along the walkway. There is

an item behind the counter in the dining area, and an iPod song in the back of

the kitchen, but watch out for the claymore in front of it. There are stairs

opposite the stairs you came up here, so hit the stun bomb and go up them; at

the top of the stairs you came up is just noodles, but watch out for the mine

on the steps.



At the top there are some items in the bar area, including one last trap near

the front, but if you go to the left side you will trigger the next scene, and

it's a long one, but you already knew that. There is a crawlspace outside

of this area, but it's a long crawlspace with just noodles, and you could even

use it after the scene, but it's just a pointless space.





Advent Palace Escape

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



*NOTE: For you lethal lovers, the M14EBR is a good choice, but just don't

shoot for too long or else a buddy may get in your sights. The P90 is okay,

but not wise for the number of Frogs.*



So after you trigger the scene, be ready for two X presses and one L1 press.

After the scene, you are going to help the team get back down through the

building. For one, if you are going no kills, just use your Mk2 the whole way.

You'll have to be careful not to hit them and make them fall or they will die.

And no, there are no alerts. Players that are just playing the game, feel free

to visit Drebin's shop and upgrade or whatever and whip out your best killing

machine.



*NOTE: If you ever wondered how to use a ration, just have it in your L2 window

and press X to use it to restore health.*



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

locks.*



For the first fight, let your team handle the first few enemies. You can stay

on the doorway and pop out to fire (while aiming press Tri. to look down the

sight, it's a bit easier). Assist in spots but don't keep your head out for

too long. Remember you use only the Mk2 if you want that statue. When things

are clear follow your team down the steps.



Run down the steps and wait for the enemies that will appear on the opposite

stairwell. Shoot some for easy headshots, but then duck down to hide. Pop up

only to hit the ones who are camping, and don't hit the ones hanging on the

walls or they will die. Once the opposite Frogs are away, look to where you

came from for more. Hide behind a pillar and from here you can pop up for

some shots, and again look down the sight to help. May want to avoid any Frogs

on the ceilings too as you may kill them too.



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



Once your team is away, follow them to the back of the kitchen. Again, don't

pop any Frogs on the ceilings. Try to get the four in this back room quickly

then you can hide and let your team mow down the ones in the main kitchen

area. Help if you want, but don't hit any bad girls on the ceilings, last time

I say that - not the last time I say bad girls though. After the fight, go

collect guns for DP and then down to level 2.



Go down the steps and post up to the left, in a corner of the wall. Just

look down your sight and hit anything you see. There are two waves of enemies

that attack from level 3, and they take priority. Take out the ones on your

level at a steady pace. Shortly after Akiba's incident, your team will be on

the move toward the bathrooms (get it, no?). You could stay out here and help

fight, but just wait in the bathrooms. Akiba will run through the men's room

and a blast will go off. Go to Akiba and defend him from the Frogs coming

through this hole. There will also be more in the hallway. Shouldn't be all

that hard, especially if you got good aim.



*NOTE: If you don't mind using rations, which not only affect your Drebin score

but also possible emblems. Otherwise, feel free. But FYI, if you go prone you

will recover health.*



When it's clear, Akiba will be awoken and the team moves into the hallway.

Again, lie down and be still to recover health before meeting them. After the

lasers are cleared, roll over the hole and you can get a nifty little grenade

launcher for your AK, which you aren't using of course. Now drop down the hole,

grab the items in the two rooms, and then come to behind the bar. Look away

as the two flash bangs go off. Now what you will do is pop up, shoot a few

rounds, and then hide. Your team is there to help fight, so don't think you

have to take on all the bad girls (although, that sounds pretty awesome if

you know what I mean).



When they move on, there are two items in the next room before the scene. After

the scene, a few more items and then drop down for another scene. There is a

Frog doll behind you if you managed to not kill any of the bad girls. Some

more items in the garage and then take the hole in the corner to get out and

follow the path.





Crescent Meridian

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



Move up the street to hit a scene. You can go over to the barbed wire and shoot

tangos all over the place, even a few up high. When ready, come back a bit and

look to the side for an opening and you will get onto the main road.



From here you can go onto the streets and help out your friends, or go up a

ladder. I say go onto the streets because you need to help them take out a

missile guy that appears. After hitting some PMC's on the ground and up in

windows, one guy will appear up high to the left with a rocket ready to take

out that tank; he's in a window. Then look high up to the right for another

rocket guy on top of a roof.



After that, things get tricky. For one, there is a constant stream of enemies,

especially down an alley to the left, even though your guys are there. So

your best bet is to stay to the right side of the main street, behind the tank,

and out of view of enemies (and if you don't care about alerts then have at

it). You need to stay with the tank because when it gets to the next

intersection there are two rocket guys, both of them up high. The tank can

take one hit, but not two. And once it gets to this intersection you actually

don't need to worry about the tank, it's basically made it to the end anyway.



The correct thing to do is find an alley on the left where there is usually a

stream of bad guys. You need to crawl toward this alley, maybe from directly

across the street, and then make sure you put down the two guys that will

be by a ladder; there is a sniper up above, so don't expose yourself. When

the two by the ladder are gone, and two more will replace them shortly, sneak

to the ladder and go up. When up here, quietly take out the sniper on the

right. Now go across a bridge, through the doorway, and go down a level. Go

to the opening in the wall in the corner and pick off a few enemies. Drop down

to the second level opening and try to pick off the rocket guy in the window

before he shoots your tank twice. If you cannot see him, clear the ground and

drop down, staying in the shadows. Either way, once the rocket guy is done

for, just finish off the rest of the bad guys and wait for the cheers.



Go to the intersection and hang a left for one heck of a good cutscene,

and be sure to hit the one L1 prompt.





Millennium Park

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



Start off by grabbing all the guns for much DP, and if you've been saving and

are going down the stealth route, you should have 60,000 DP, enough to buy

the Mosin-Nagant sniper rifle, which uses anesthetic rounds, and you do get

10 bullets for free. You don't need to buy it now, just FYI.



After you plunder the guns, slowly walk up the road and stick to the left side,

crawling behind the dozer and along the sidewalk. You can crawl past the

PMC's as they go to the scene behind you, or put them to sleep, either way

works. Now sneak up the road and put the next guy to sleep using your Mk2,

not the rifle.



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



Crawl all the way to where he was and go left to find a hole in the wall of a

building. Sneak up the stairs with your Solid Eye on and you can stay prone on

the stairs as you wait for the enemy to get in view. Put him to sleep and then

you can get up and go in the door nearby. A mag on the bed and then drop down

the hole near the door. Open the locker for a suppressor, then you want to

sneak toward the opening. There are two guys patrolling around the fountain,

and putting both to bed is the best way to go. Or you can just crawl to the

left, your choice.



Crawl left to the wall and there is a hole, with one item before you go

through. Crawl under and peek to the right to see if an enemy is looking. It's

best to crawl under the truck and put this guy to sleep on the other side,

then hit the guard up in the tower. There are three more enemies patrolling

around, so get under the truck by the tower. You shoudl see one to the left,

and one to the right, but you probably don't see the third enemy who is also

on the right. Tag the guy on the left, then one on the right, and if the other

goes to investigate, hit him too.



Now get up, grab any guns, and then go through the red door behind the tents

in the corner. Now you get a big scene, so be ready for the L1 and X presses.

Then that's it. You will get your score for the act. If you are going for no

kills and no alerts, you'll know if you are satisfying those goals. If you

aren't and you intended to, well, may as well keep playing.



*NOTE: If you are going for something, like no kills, and you've done that

for this act. Aside from having each act ready to go, why not make a seperate

save file for the start of this act? Each save is just a few kilobytes, so

you may as well.*





================

Act 2: Solid Sun ( ACT2SS )

================





Mission Briefing: There are fives X presses, so be alert through all the many

screens and information. Sunny seems like the coolest character thus far. Oh

yeah, and you can move around, of course at the expense of the story. You'll

need to press Square to get the Mk II screen up, then press Tri. to get it in

the main screen, and then press L2, but you don't have to press L2. You'll

find a camera behind the computer down here, an iPod song up the stairs, and

more items upstairs. Then that's it. You can press select to get all of the

icons. There are also items by the chopper.





Cove Valley Village

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



*NOTE: Aside from a bunch of extra, lethal options at Drebin's shop, you

can now buy rounds for the sleeping sniper rifle if you have it.*



The first X press goes about 10 deep, and there is another one when you see

Vamp. Once you are back in control, there are villagers in the process of being

executed. You have time before the first one is offed, but you'll need to work

fast. For one, there is a guy in the first building (he's looking at a Playboy)

so put him to sleep through the window. Watch out for the guy that patrols the

path in front of this building. Either put him to sleep and then crawl to the

patch of grass under a wooden fence, or get wherever you can fire from. You

simply start shooting the guys that are holding the prisoners and then panic

will erupt. Help them kill off the bad guys as best you can.



*NOTE: The hostages will take you to a shack just near where they are held.

Go inside for a muna, rebel disguise, and a shotgun.*



Another option is to just stay on this ledge and pick off enemies from afar,

even using your sniper rifle if you want to. If you manage to help the

hostages escape, then your search for items will be much easier.



*NOTE: If you didn't realize by now, the tranqs don't keep the enemies asleep

forever. You have enough time to run around, just don't stay too long. And if

you didn't realize this also, the dots on your radar are enemies.*



Regardless of what happens, you now have at least two buildings here of

interest. Please note that there are probably more enemies among the

buildings, so if in doubt just crouch or lay down so you can see the humps in

the threat ring around you. There is an iPod song in the building to the north,

and there is a rifle in the upper area in the barn on the left side. To get

the rifle, go up the ladder and roll over the gap. There are also a ton of

items all around, so feel free to use night vision and such.



*NOTE: If you didn't know, you can play dead by lying down and press Tri.

and Snake will put his head down on the ground. It's not guaranteed to work,

but it's better than nothing when cornered.*



So you've checked out this first village, now make your way eastward. If you

heard gun fire, or you see the guard yourself, there is one guard here on

patrol along a ridge. Either use your threat ring and radar to find him, or

if you see a dead body you know it's safe. Now in the open you should hear

more fighting, probably the guys you helped. Either help them fight the enemy,

or just stay back and let it all resolve. Whatever happens, you need to start

climbing the ridges on your left to get up to the top. There should be about

five or so enemies, all of them patrolling on the various levels. You should

stick close to the rock wall on the left as you make your way up, putting

enemies to sleep and slowly creeping up.



If you make it to the top, go along the path and you'll hit a transmission.

When you go around the corner you will see some rebels, but don't put them to

sleep, or be seen by them. Let them move along as you sneak along a path to

the left. You'll come around and you should see two enemies. Put them out and

then go along the rock wall to put out another guy by a shack.



If you continue up the path you'll see the rebels continue to sneak along.

Somehow they manage to avoid detection from the three remaining guards, but

either way you need to be careful of the three enemies down this narrow stretch

of path. You probably can't see them as they are on the other side of a rock

in the road. You could even just sneak all the way up to the end of this

section if you want.





Power Station

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



*NOTE: Please get the Mosin-Nagant if you're going no kills, or any other

rifle with long range if you don't care.*



*NOTE: Remember, if you ever need ammo, visit the shop. Also, the Wednesday

and Sunday discount is legit. If you play on those days you get 20% off any

item in the store. I would advise against planning your game around these,

but it's interesting to note.*



You'll get a call warning you about the snipers up ahead. Move with the rebels

and stick to the left. When you get to the end of the rock get out your

rifle and peek around the corner and look up high to the right. You should see

two snipers perched up, waiting to pop your guys. Put them out and you are

free to move up.



Next is a fight in front of a fortified base. Help your guys with the sandbag

enemies, watching up high to the left for a enemies on the tower, and then

make your way right to find a sloping dirt path - don't worry, the enemies

will spawn at the sandbags until you go up this path. There is a mortar up here

for you straight up killers, otherwise use this position to take out any

more tangos on the ground with your Mk2.



Now go down the other side of the slope and some of your guys should be on

this side. Make your way, cautiously, over to the south end of the brick wall.

Make sure no enemies are around and go through the opening and go left behind

the wooden spool. Take the crawlspace and go straight out to the other side,

taking no turns. You'll pop up under some steps. Get up and go up the steps.

Crawl and come over to the side so that you can peek around the corner and look

through the doorway to see an enemy at the north end of the building. If you

are crawling and well hidden, just inch into view and put him to sleep. Then

you can stand up and wait for your friends to arrive and blow the power. There

is an item in this room. If you don't hear the cheers, then help the rebels

finish up any enemies, very carefully.



Go outside to the north end and move toward a truck to trigger another long

scene. Watch for the two L1's and the three X's; one of the X presses is hard

to see.



*NOTE: There is a closed off area along the complex that has a power line

tower. The trick is revealed in a pic I saw somewhere. Get on the tower that

is accessible to you, the one to the south. Climb the ladder and then go to

the north end of the walkway. Climb over the railing and then make your way to

a power line and take it across. Drop down at the end and you're there. Items

on this walkway, then take the ladder to the ground for more stuff. There is a

FIM and a scope among others. If you want to quickly get out, roll on the

highest boxes to the south and then roll over the wall.*



After the scene, follow the rebels down a path, which is clear of enemies and

parallel to the road. You'll hit a cache with tons of items, mainly two new

guns up by the wall. Keep along the path and you'll end this section.





Confinement Facility

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



*NOTE: There are several paths to get to this area, so don't think there is

just a road and these little shacks.*



Rock Path:



You are on the rock path if you entered from the rebel path in the last area.

If not then you're on the road. Either way you need to watch out for three

guards that are watching the road. You can take them out or ignore them, but

stay on the rock path. Stay on the path and you'll hit a little encampment.



You can ignore what's going on and just try to move on. However, there are

some rebels being held inside a tiny building. If you're on the rock path, just

crawl forward and you'll see some bars on the window of the tiny building.

You can look through the window to see some rebels being held by one guy on

the outside. However still, there are too many guards around for just freeing

the rebels to work.



You need to take out if not all, most of the enemies. There's one on the road,

one holding the rebels, one in the big building, one behind the big building,

one in a tower, and one patrolling between the trucks. You should put out the

guy in the big building, then to around and put out the guy in the back. Then

go and snipe the guy in the tower so you can sneak around and pick off the

two guys in the front. Then go free the rebels. If you want to do not so much

work, maybe leave the two guys that are patrolling in the front, but feel

free to do as much or as little work as you please.



There are some items you may want to grab in the big building. If you don't

have the area cleared, there is a crawlspace in the back corner of the big

building and you can crawl under to a hole and then stand up to easily get

the cool little rifle. Then head out.



*NOTE: I post the rest for those who want the songs, gun, or just see the rest

of the area. You can always get back on the rock path, but of course it takes

longer if you're putting everyone to sleep.*



Prison/Swamp Route:



This path has two entrances, either by the road or by an offshoot rebel path.

Both entrances are side by side if you check the map. You end up by a swamp

and there are three mini battles to be had, and this is not even counting the

tiny shack down the rock path.



Swamp - Both entrances dump you at either end of the swamp. The road path

puts you at a blockade on the road with the swamp to your left. This fight is

tougher than the prison itself because two choppers can come and there are

quite a few waves of enemies. You can probably help your friends by just

hopping into the water. In the water you can see a vent to crawl through to

pop up by the prison, and across from this space is a path onto the island

where you can get an iPod song.



*NOTE: I believe you can shoot RPG's at choppers and have it not count as a

kill. I haven't seen it through to the end, but your rebels can't advance

unless the choppers are gone, so I don't know. I'll be sure to post otherwise

if I'm wrong, but just know that you shoot the choppers down at your own

risk. Make a save here at the very least.*



Shack - This one is close to the offshoot path, which is just across the

swamp. There are two patrolling enemies, and once your friends join the

battle it will turn into a battle. At least one chopper arrives and then you

have to fight a few waves of enemies.



Prison - Take either path from the swamp and you'll hit the prison. For how

big it is there really isn't that much going on. Either side is defended by

only a few enemies, though they seem to keep coming if you don't get in the

prison. You need to also look in the towers for enemies, watch out for the

active APC from the road, and a chopper should show up. As for the prison,

there are just two small buildings at the back with rebels, and the big

building is mostly empty except for one song on a bed. There is a shotgun in

one of the holding cells too.



*NOTE: One thing to maybe consider is the chaff grenades in the big prison

area. Those will help a ton in getting out of the last area alive. Essential

for those needing to use no health items. You can even come back after you

clear the next area, or after the gate is taken down to the mansion. You just

follow the road back.*



Okay, so for all of the battles you should know that it's easy to move around

because the rebels are fighting the PMC's. At the back of the prison is a path

to the next area, but it's not the best way into that area, so skip it and

take the rock path. And all paths lead to the rock path, or at least the road

parallel to the rock path, just follow the road from the prison. There is

even a sloping path from the prison along the rock that sets you back on the

rock path.



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

the next area.*





Vista Mansion

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



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

anyway.*



You'll be along a ridge that has you in prime sniping position over this

battle. You're goal is to make your way along this path to the end, where a

scene will trigger. You don't really have to help the enemies fight, but you

should at least clear away the enemies around you. Clear the enemies below the

ridge, then advance, and when you see more enemies coming from the road, go

prone and crawl the rest of the way up. The enemies will keep coming, so pop a

few in the head and move up and keep going. Hopefully your guys will take the

road, but if the enemies keep coming just keep crawling up until the scene

triggers. You don't have to do anything and the dozer will go past you and

into the gates.



Now you can go either left or right, but I feel that attacking from the east,

which means go right from the gate, is a bit easier. You should go prone at the

gate and help pick off some of the enemies defending the mansion, then just

follow the wall. You should find some items along the way, then if you squeeze

between a crate and the wall you will pick up a song near the corner. Keep

following the wall and you should hit stairs that lead you to the east side of

the mansion. Crawl along the wall and onto the grass, then make your way to the

door nearby. Be careful if any enemies come around the corner, so help the guys

clear the outside and then ease your way into the dining room.



No need to help kill any more enemies, but don't wait around. Go through either

door and head toward the stairs. You'll hear some guys coming down the steps,

so either get in your box, or just hug the wall of the stairs and let them

pass; putting them to sleep is optional. When they go by, sneak up the stairs

and around into a room. Go out the door to the rooftop, and hopefully you've

already cleared it. Just go around and you'll find an open skylight. Hop down

and then follow the stairs into the basement. Just rats down here, so no

worries. There is a room with a lot of items, some claymores at the start,

and then make your way to the hidden lab.





Research Lab

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



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

around.*



You two long L1 presses, and I hope you realize you can move the camera in

L1 presses. After the little computer movie, there is a hidden L1 scene, and

yes, you can move the camera for a nice little upskirt (how sad). Two more

and then you save. After the save wait for you to lose some psyche and then

press L1 to regain it soon after. Then it's two X presses and you wait for the

first boss battle.





*****

BOSS: Laughing Octopus



Beast Mode

----------



For one, if you are going for the no kills and no alerts, you need to sneak

straight up and behind the CAT scan machine. From here you should blend in

and either crouch behind it, or go prone and look out an opening below the

bed. There are about four Frogs to start off, and after you put them out there

will be two more waves of pairs. Just use your Solid Eye to find them, wait

for them to get into view, and then tag them. You should just hit one, even in

the leg and that will bring the other one to investigate but not wake up the

sleeping Frog. And if you don't care then have at it. When all is clear, go to

the right side and you should trigger the scene to bring her out.



There are a few things you need to know. You have two opportunities to get

damage on her. You can hit her while she is shooting, and you can also hit her

when she is hiding. You also need to avoid her when she balls up and shoots

ink, and if you are inked you can roll to shake it off.



When she is "hovering" around, just follow and wait for her to pull out her

gun, then fire back. For you "don't want to use health items" players, well,

I guess just quickly pop out and fire at her, or just don't attack when she is

shooting at all; feel free to risk some life though. If you want to cause any

kind of real damage, buy a shotgun and equip it with V Rings if you have them,

otherwise you'll have to use the Mosin-Nagant. If you want to risk no damage at

all, you let her shoot and after about two seconds you need to come out of your

cover and blast her as she is holstering her gun. Also, if she goes up but not

out a window, look up and blast her for a free hit as she hangs from the

ceiling.



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



After some hovering around she will ink up and disappear. Now you need to

put on the Solid Eye and look for the radar sound waves. Go to where the waves

come from and look around for her outline. If you don't see her on the ground,

then look up and she is most likely in the rafters. If you see the sound coming

from the CAT scan machind, shoot the thing in front of it with the tubes that

look like her tentacles.



Yeah, she might be a box, that human body figure, MK II, just anything. Be sure

to check bodies, like if you put all the Frogs to sleep, if you see one without

Z's over it then that's her, aside from the "L. Octopus" name. And she usually

doesn't pop out unless you are too close. Don't be fooled when she is Naomi

either, I'll spoil that for you right now.



So let us recap: shoot when she is hiding or shooting at you, and use your

solid eye to find her when she laughs, and if you're going for no kills (which

gives you an item) then use a V Ring Shotgun or Mosin-Nagant.



*NOTE: Remember, more ammo in the shop, keep an eye on your health to use

rations, and it takes longer to use the tranq method, but stick with it and

you'll pull it off. Oh yeah, anyone going no health items, all you got is lying

down during the searches to regain some health, just don't be still forever.*



*NOTE: I also hear she will do something to you if you lie down on a bed and

turn over, face up. But I was never brave enough to test it.*





Beauty Mode

-----------



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

beast mode.*



So after the scene, you fight her true form, but nothing to fear. Just two

things to keep in mind: she will slight move from where you are aiming, and

the stuff going on around you is just for show. There is nothing else going on.

Just keep your gun on her, shoot after she moves or whatever, and keep backing

up. There should be no reason to not use the Mk2.



*NOTE: Also, if you last for 3 minutes after not killing the beast, then you

get a nice little treat. This is the same for all the beauties.*



*****





Mountain Trail

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



More presses during the scene outside. Now you will follow some footprints to

track down Naomi. Use night vision (NV) sparingly, not just to keep the hum

noise down but also to save battery life. Follow the prints to the first

intersection, then go left. You'll cross a bridge, but there is one guy making

the round across the bridge. Pop him and follow the prints right at the three-

way intersection.



*NOTE: You're tracking the prints with the tiny triangle points in them. Also,

when I say "middle" or "right" path meaning there are at least three paths,

check the map to see which one I mean.*



You'll hit a purple scarf in the ground, so sneak up the middle path. Along the

path you'll hear a guy detect your prescense, so crawl to the next footprint

intersection and peek around the right corner to pop the guy. The prints

intersection by the crates the guy was hiding behind, and the tiny heel prints

go left toward the stream.



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





Mountain Trail Riverside

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



Otacon tells you her prints disappear. Follow the prints left, but either trail

takes you to the same place. It's hard to decipher, but if you look you'll see

the tiny heel prints going up the middle path. If you sneak along it, you'll

come up behind an enemy, so put him out. Go around the path and you'll be out

in the open, but be careful as there is a guy to the right, behind the rock.

Put him out and then send the MK II to disarm the claymore he was setting up.



*NOTE: Go up the left path and you'll hit an interesting metal plate. There are

of all the staff team's handprints. Lie down to take on the camo and register

it into your suit to use the pattern again.*



From here you see that the heels take the middle path yet again. Go up the

path and at the intersection the heels to right. However, if you go straight

and around, you can sneak up on the Frog waiting for you to bite on the heel

trail. If you go up the rocky mound, you may get spotted by her, so maybe toss

a mag clip away, or crawl through the grass. You can investigate the shoes, but

watch out for the claymore right by them.



Follow the path to another fork and pop the guy patrolling around. You can go

right and up, but just go straight to another open area and pop the next PMC

on patrol. Then just go right and into a tunnel that the footprints all lead

into.





The Escape

----------



*NOTE: For you no killers out there, you cannot target the PMC zombies or

the suits. The Gekkos are fair game, but that's it as far as your turret is

concerned. Also, best save right now so that if you get a kill in your end

chapter report, just play this section again.*



*NOTE: Don't forget to use the stun knife, and don't forget to use the stun

feature if you do.*



First, just move up and get on the turret, duh. You actually don't need to do

anything but CQC the "zombies" getting on the tank. Remember, hold R1, and then

press the LS away and press R1 again to toss them down into sleep. If you don't

care about kills, just fire away with the turret and do some CQC. If you are

avoiding kills, well, don't do anything but CQC.



*NOTE: If you want to quickly kill the Gekko, be sure to aim for the little

dome on their heads.*



Now you have to blast Gekko before they ram the tank too much. Again, be

careful not to hit any zombies and just target the heads of the Gekko with the

turret. If a Gekko falls on a zombie it shouldn't count against you. Also, if

you want to just stun the Gekko for a while, aim for the legs. You need to kill

a majority of the mechs to move on.



In the next area you will have a tank following you, so target it and fire,

but there is a gate in your way of advancing. You need to shoot the gates, both

of them, and take out the tank. You target the green of the gates FYI.



This next section is just you and Gekkos, a ton of them. Just aim for the

tops of the ones in front of you. After Drebin rams a tank off the road, you'll

need to look behind you to shoot down the ones following you. And then that's

pretty much it. I don't think you really need to do much, or at least not

nearly as much as you think.





Marketplace

-----------



*NOTE: If you want no continues, best save before attempting to get through

this terribly frustrating section.*



*NOTE: Your best friend is a chaff grenade. Sadly, you're only shot was to

grab them in the prison a ways back.*



*NOTE: There is a song here where you start, but you need to let the Gekko

crush the stalls. Probably need to not care about damage be in a second game

to get this.*



During the cool scene, a long X press during the guy's intro. Then you're in

control. What you need to do is run, and don't stop. Run forward and then

left over some rails and you will avoid the stalls. Just keep running down

this alley, past the people and past the Gekko that comes for you. Run back out

into the street and go up. You'll see a Gekko in your way, and he will swipe

at you and kill you, but oddly, you can just roll into him and you'll trigger

the scene that ends the level. I guess you were supposed to blast him, but no

point when this glitch works.



*NOTE: Again, chaff grenades if you want to avoid damage. If this is your first

playthrough, I guess you'll just have to take on any damage. So it's best to

make sure you are close to full health. You'll probably need to lie down

toward the start of this area to regain any lost health, maybe.*



And that's it for this act, finally. Remember, if you screwed up and killed

some of those "zombies", save in a different file and consider starting from a

prior save, like at the mountain trail if you must.





================

Act 3: Third Sun ( ACT3TS )

================



Mission Briefing: Again, the camera is there behind the computer Sunny is at.

There could also be another battery up the stairs.





Midtown S Sector

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



*NOTE: If you don't care about kills, use the VSS to snipe. For any up close

kills or kills where there are two guys near each other, use the Mk2 no matter

what.*



Well, a nice change of scenery. It all seems complicated, but just move forward

and you will trigger the appearance of a Resistance member. Go around the van

so he doesn't see you, then just watch your step, stay a good ways behind him,

and don't let him see you. He'll eventually hit a corner with a guard. You

could put the guard to sleep, or you could wait for the Res. guy to run back

a bit and take a higher up path, either way works. Just follow the guy, clear

bodies out of his way from afar and unseen.



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

corners to see you.*



The park gets tricky because he wants to go north, but there are enemies at

both ends and patrolling. You need to clear the path for him and not let him

get held up. Also, if you get on the empty pedestal you can press Triangle and

maybe the guy will pee on you - fun.



When you follow him the rest of the way, it may be best to crawl in the street,

especially when going down a long stretch of road.





Midtown NE Sector

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



Just hug the wall right to avoid the spotlight, then put out the two guards

down the road. He should go down an alley.





Midtown N Sector

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



*NOTE: Even though you may be going down a "kill everyone" route, please just

use the Mk2 as it's the safest bet for this section.*



Just wait for the Res. guy to emerge from the doorway, but now he's in a

PMC outfit. Some rations in the area he came from, then follow. You'll see two

real guards in the street. Sneak to the right down a short alley, then hug

the walls behind the cars on the right side to get behind these guards, then

take each one out (the right one first then the left one).



*NOTE: Another option is to let your guy pass by them as you stand on the boxes

in the area he put on the outfit. Then snipe them both.*



Keep following your guy, the Solid Eye helps, and the Res. guy goes up the

road and hops in with a convoy of real guards. There are three, four altogether

and they walk up the street. One splits off and goes right, so pop him soon

after. Then one splits left, so pop him, and the last one splits right down

the alley; up the steps where the last one goes is an iPod song to grab

quickly.



Now keep following the Res. guy down a short alley. You'll hear about the

vehicle patrols, and one goes by at the other end, so just stay around the

corner. The guy will then cross the street and head north up a road, but the

patrol car will be coming from the north too. You can hide on the left side

of the street in a doorway, or anywhere else; maybe even toss on the barrel or

box. The vehicle only patrols the same route, so keep that in mind. The guy

will slip into an alley nearby to change clothes, and then just stay close to

trigger the end scene.



There is an L1 press where you can look both left and right to see some nifty

little pictures on the walls. When Snake is speaking to Otacon, there is an

L1 press of interest, and soon after there is a hidden one.



*NOTE: Perhaps unlock and set the P90 onto an item slot. It may pay off in, oh

about, 20 minutes after this long cutscene.*





Church Courtyard

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



*NOTE: If you want no kills, I guess just switch to the Mk2, you have no other

choice. You could even use the double barrel shotgun with V Rings, but you'll

need all the luck in the world for that to work for you.*



*NOTE: If you want kills, whip out that P90, maybe give it a laser sight,

and then have at it.*



Well, you can try to help shoot, but there isn't much reason to. Your little

gun is about your only option, and it chews up ammo like noting. You can try

to shoot Gekko, but you like won't have much effect. Luckily, if you just keep

shooting, the van seems to take little if any damage.



*NOTE: As far as I can tell, you don't need to do much. You really don't even

need to shoot at the Gekkos at all, so just tranq enemies if you are doing no

kills.*





Riverside West

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



You mainly need to keep the Frogs off the of the van. Then you'll need to hit

turret guys at both ends of a street. Best get good shooting headshots if

you're using the Mk2, but it seems like one bullet of your submachine gun does

the trick if you are doing kills. The van will take damage, but not so much as

you will take.





Riverside East

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



You're not in the boss fight just yet. This fight is harder if you are going

for no kills, but possible, although you may need to throw a ration in there

or two. You need to target the smaller winged units with your P90, as there are

no kills for it - I hope. You use your gun on the gliders and then use the Mk2

on the guys. If you have rations, congrats, you'll make it through this part

no matter what.



If you are going for no kills and no health items, well, damn. I hear of two

techniques that help during this run for you players. One way is to toss

smoke grenades all over the place, which I guess means a lot of trial and

error and probably a lot of exiting to the main screen and reloading your

game. The other way is to get the Solar Gun, which means a prior run getting

all five dolls from each act (no kills on the Frogs in act 1 and not killing

the B&B bosses). I'm not here for players doing these runs, so I hope these

tips help. Of course use the P90 on the gliders and don't forget you can shoot

smoke from a grenade launcher.





Echo's Beacon

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



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





*****

BOSS: Raging Raven



Beast Mode

----------



*NOTE: If you are wanting to avoid damage, or just not use health items, you

can always lie down at the top of the stairs, within the doorway. It's cheap,

but it works. If you want to play somewhat fair and not take forever, have your

health up a good bit and then run out to go find her as staying in this doorway

is slow.*



Well, the first thing you need to do is go all the way up the stairs. Up here

you can do as little or as much shooting of the gliders as you wish, but it

makes little to no difference as far as I can tell. It's actually pretty easy

to use the Mosin-Nagant. Just find her, aim the rifle at her without even

looking down the scope, and then fire. You aim for the chest and fire, and so

long as you have the rations/regains to take the hits, you'll do fine.



If you want to avoid the hits, then you have to stay moving, or shoot down the

gliders, or watch when she aims the gun at you. When she fires you have like

a second to move or you'll get toasted. Sometimes her blast leaves fire, and

if you catch flame you should roll, duh!



I mean, compared the Octopus lady, this is an easy and quick fight. The only

hard part would be reloading and tracking her down, but even that shouldn't

be hard. When her psyche is low, you can find her on a rooftop and shoot her,

or just shoot her again, however.



*NOTE: I believe there is a song on the top floor, and you can always search

the place in the beauty mode.*





Beauty Mode

-----------



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



*NOTE: If you have a shotgun and V Rings, use those to better effect. Just

hold your sight on her, let her move, and then fire.*



This fight is the same as the last. However, it seems like things actually

happen around you, like walls blasting. You need to watch where you back up,

as you may fall off. Just keep backing up, after you get the doll up top,

and just keep firing away even if you miss.



*****





And there is just one press early in this, what may be the longest scene in

any video game ever. So while this was a short played act, it was by no means

short in total time.





================

Act 4: Twin Suns ( ACT4TW )

================



Mission Briefing: Ugh, just playing as the Mk III will get you by at this

point. Again, up the stairs for a battery and song. Don't forget the items

by the chopper. If you waited to get the camera, you will have extra pics if

you pick it up now.





Spoiler Treat: Well, read on if you want the surprised spoiled. Yep, you revert

back to MGS1, from the Playstation, way back in the year 1998! Yeah, I missed

it, but there are no advanced sneaking techniques required, or offered for

that matter.



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



Just run up to the steps. The lights will move back and forth, and you can

wait for the right light to cross over before you go. You'll run, hopefully

not get spotted, and go left; if you do get spotted quickly run to a little

alcove you can hide behind (press against the wall). How you can run directly

up, and to avoid detection from enemies you need to stay out of their little

pie vision on the radar (yes, you can be right in front of them and they will

not see you if you're out of that pie). Then go right and there will be a

scene with a camera. Just stay under it and go up the steps. Hug the wall to

see if a guard is patrolling the upper area, and if not you are free to run

straight up to the vent. If there is a guard, which means you took too long,

then just hang back and wait for him to go back the way he came and then go

to the vent (you press X to crawl).





Snowfield

---------



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

visit in the last act.*



Hopefully you have been grabbing some of the batteries during the intermissions

because you'll need them here. Turn on the night vision and you can see through

the storm. In this area there are a few items around, then move up. Stop before

you go into the open because there is a Gekko patrolling. To the right up the

ridge is some ammo you probably don't need. Watch the thing's movements because

you want to move when it is away and hopefully looking away. When it has it's

back turned, run forward to the little rock that is sticking out of the ground.

From this cover, just run straight to the path in front of you when the big

thing is not looking.





Heliport

--------



Yeah, I didn't play the first game, but even I get the scent of nostalgia in

the air. For one, you want to go all around this area in search of items, among

with some flashbacks. If you want to move on, avoid the main door and take the

stairs to find the vent, just like from the other flashback, and you'll get

into the next area.





Tank Hangar

-----------



Well, this vent can work, but I don't know how. You'll crawl and find a song,

and when you drop down I guess you either get caught or you don't. You are

welcome to try, but there is a better route to get through this without risking

alert. Yep, you'll have to go all the way back down this vent. You'll come

back to the heliport area, but if you look to the left side of the open door

you'll find another vent. Take it, go right, and follow all the way to an

opening on the right side of the hangar.



From this ground vent, just watch as the Scarabs roll around. There are three

groups on the ground and they roll in a set route. They all go counter-

clockwise around the tank. You want to go out after you see the third set roll

by, and after you see the third set of green beams. Once those are gone you

are free to exit the vent and sneak right. There is a room to stop by, just

don't alert the sleeping Scarabs, for two items. Now come to the cracked hangar

door nearby. There are just a few laser lines from Scarabs in this tiny hall,

and you can use your NV to help you see them. Just avoid the lines and you'll

be fine.





Canyon

------



This last part is not that bad. If you want to be real safe, just crawl to the

left side and hide in the crawlspace when the Gekko wakes up. There is an iPod

song in here, and the rest of the items are missable. Just let the Gekko walk

away and then slink to the cracked doorway and crawl under.



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





Nuclear Warhead Storage BLDG 1F

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



Just run up and crawl under the door for a call. Then just plunder all the

corners of the area for ammo. In the truck is a niftly little rocket launcher.

Go to the door at the north end for a call, then go up the steps to the

elevator and use the control panel to call it. Get in and press the buttons.





Nuclear Warhead Storage BLDG B2

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



Yep, a trip through memory lane for anyone who played MGS1, but even without

having played that game, you should at least get a small sense of what is

going on. Anyway, go right for some items and then follow the middle path up

to the control room. During the scene, insert the code: 48273, and I only know

that because I actually wrote it down.



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



14893 - 100,000 DP

78925 - iPod song

13462 - iPod song



You can only do one at a time, so if you want both songs, then you'll need to

play the game twice.*



After that, you can stop and listen to the voices if you want to, and there are

a lot of items to grab in here. Make your way back and a Gekko drops in.

However, you want to stay out of sight, so just stay behind cover. Wait for

the Gekko to move, takes a second or two, and then send out the Mk III. Send it

under the desk and to the end of the room. The switch board is near where the

elevator door is, all banged up. Just get near it with the robot and press

Tri. to fry the Gekko. Then go up the elevator.



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





Nuclear Warhead Storage BLDG 1F

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



First, set your magazine (the empty cartidges) to a weapon slot, as well as

something to cause sleep (Mk2), and top it off with a powerful rifle or machine

gun. As the fight starts, toss an empty clip to where the missiles are and

that should draw the Gekko down. Now come up behind it and you want to shoot

its legs with the Mk2, hopefully without getting spotted. So you popped its

leg and now it's stuck on the ground. Get up to it so that you can see the top

of its head, a clear shot at the dome. It should take just a few direct bullets

on the dome to kill the thing. Then you are free to move on.





Snowfield & Communications Tower

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



Two ammo boxes up ahead, then take the ramp and into the little shack for a

lot of items. Then hop on down to the open field.





*****

BOSS: Crying Wolf



Beast Mode

----------



We will cheat our way through this one. First, either snipe or pop the two

Frogs to the right, the ones around the truck. Then get under the truck. Now

we play the waiting game. Crying Wolf will come to this truck and take some

whacks at you, but never send it into an alert. Then she runs away. That is

when you turn on the NV, find her, and then snipe her before she snipes you.

You should get at least two hits, but try to stretch it out to four if you

can. Of course, you are aiming for her, not the suit. You can only attack when

she is sniping.



*NOTE: Feel free to hit her 2 or 3 times a pop, then try to hit the little

things at her side when she's down. If you are playing lethal, use the DSR-1

and you only need a few hits at her to win.*



And that's about it. There are minute long intervals between her appearances

around the truck, and when she howls she is close; she'll actually be far

away, but you can see her and she will get closer. You can try to hit the

things on her hind legs if you want, but it's hard.



As far as the Frogs, well, that is why we are under this truck. There are just

too many and they seem to spot you pretty easily in the snowstorm. By staying

under the truck you are just having to keep the two near you down. You can

snipe the other ones as you see them, but they don't stop coming.



If you want to venture out and test your luck, good luck. Again, the Frogs can

see you pretty easily. You may be able to track down Crying Wolf in the snow,

but after one shot, unless all the Frogs are down, they will probably find you.

If you are close to the end, watch the wind direction, even the sound waves

on the radar, and if you snow is blowing eastward, then you can try to go

out and find her for the killing blow, especially if you hit a fight where she

doesn't come out much (I've played one where she is walking all over, and then

another where she barely made any appearences). If she isn't walking around,

maybe she is in between the two buildings.



So to recap: just stay under the truck, you'll have to wait a while for her to

show, and then you need to get at least two hits on her when she is sniping

you. Keep track of the wind if you venture out so she cannot sniff you.





Beauty Mode

-----------



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



Again, use a shotgun with V Rings and you'll take her out quick. Just let her

move and then shoot. Takes three shots.



*****





You can now comb the battlefield for items, but more importantly you can

trigger the various little "flash voices" that should remind you of points from

the first game. Mainly, there is a helicopter to the right of the door you

need to go through. There are about five of these all around, and no worries

about the wolves.



When ready, go in the door, grab the iPod song, hit the funny little scene,

and then move on.





Blast Furnace

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



This may look intimidating, but it's hella easy. Just run up to along the

walkway to the wall. Hug the wall and then shimmy right to another walkway.

Walk by the birds and then you should look below you. Wait for the Scarabs to

go away and then get to the corner of the railing and the wall. Hang over the

rail and drop down, then drop down again and you'll be right next to the door.

Your only option is B5.



*NOTE: Though I'm pretty sure there are no Scarabs along the walkways, you can

hang over the railings to avoid them.*





Casting Facility South

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



A Gekko in front of you, but tranqs don't seem to work. You can just let the

thing walk away and then sneak straight ahead down this left side. If you want

ensure many success, toss an empty mag across the room.





Casting Facility North

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



Things get a bit more complicated. There are Gekko at both ends of the "conveyor

belt" thing, and them numerous Scarabs watching various spots. For one, you

are going to be zig zagging around this room. There are lots of ways to get

caught, but if you see an opening, just shoot - just like in football, if you

see a hole, pass.



So you're on the left side, right? Well, you need to go right, from the start.

Just let the Gekko walk away, sneak to the raised belt, get on, and then sneak

to the other side. Get down and then watch for the gang of Scarabs nearby. They

just go around the barrels, but they scan a few areas. You can wait behind the

barrels if you want, and when the Gekko is looking left or back and the Scarabs

are scanning away, sneak to the belt and get on. Quickly crawl into the space

on the right side. Should be ammo you don't need.



Okay, so you're to the second half of the room. It's actually much easier. The

door is on the right side. You just wait for the Gekko to be walking away. Come

out and look to see where the Scarabs are scanning on the ground, and if they

are not looking just hop down and head to the doorway. Glance at the Gekko, but

if the Scarabs over the doorway are not in the way, just head through the door.

Hop down the ladder, grab the ammo if you need it, and leave.



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





Underground Base

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



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



Move up and crawl through the space. There is a Scarab, but he will roll away

soon; watch out for those holes in the floor. Okay, so your bail out card is

when you're about to be spotted you just press over and Tri. to hang off the

side of the railing. You want to wait on the bridge, let the patrolling one to

make his way back across the bridge, and then get back up. If you go right and

up the stairs there are a bunch of supplies. When ready, and hoping you have

moved quick enough to keep the patrolling Scarab out of the picture, you'll

notice a Scarab scanning in front of the door. Wait for the beam to look away

and then quickly sneak inside the door. If it spots you and you don't care

about the alerts, just run forward to the next door. The best thing is to toss

a Chaff grenade, which jams electronics, and then run.





Underground Supply Tunnel

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



*NOTE: When Otacon says "Hop on" look to the left of Snake you may see

something straight out of the Dark Side.*





*****

BOSS: Vamp



*NOTE: If you are going lethal, which I don't think it matters either way, but

you should also use the shotgun, V rings or whatever.*



This fight is way easy. For one, you better get a shotgun and the V Rings, or

I'm pretty sure anything would do, even grenade rounds, but for the sake of us,

just use V Rings. Blast him in the face area until his psyche is down. Then run

up to him with no weapon equipped and have the syringe in your items menu.

When he gets up, get behind him and hold R1 (the CQC button), and you'll grab

him. There is either the red knife icon for Tri., or the yellow syringe icon.

You want the syringe to end the battle.



*NOTE: When you knock him down, just head for the nearest cover as being open

usually means you get hit. Also, feel free to just keep attacking as he is

getting up. Doesn't cause a ton of damage, but it's damage.*



As far as his attacks, he has quite a few. You mainly want to avoid his daggers

when he is spinning on his knees. He tosses three and you can either hide or

just run to the sides. He will also run up to you and when he gets close he

does a twirling spin kick, so just rolll away when he is close. When he jumps

on debris, watch out for daggers as he jumps. At late in the fight he will

just toss daggers as he jumps around, so just be ready to roll.



If you for whatever reason have to keep fighting longer, he loses his psyche

faster, or maybe it's just on headshots. Either way, keep blasting and remember:

syringe in one hand, nothing in the other, hold down R1 after you down him,

and hopefully you get the syringe icon to press Triangle.



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



*****





Now is a defensive fight where every bullet counts. The key is to look down

the scope. There is a meter in the sight that tells you the charge level, and

when the thing is to 3 you are given a one-shot kill. Just stay down the sights,

wait for charge level 3, and fire directly into the Gekkos' heads. Make sure you

hit the ones that eventually come from behind, otherwise just stay under REX

and wait, you can even check out that cool fight as the gun charges up. There

are three items behind REX if you want them, one down a debris path. When the

fight between Raiden and Vamp is almost over, so is this sequence. And if you

didn't realize, you need to really put the Gekko that have big timers over them

as a priority, duh!



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





The Escape

----------



Okay, so you need to go straight. You can press L1 to aim, and then R1 to fire.

You have three weapons you can select using R2, but there is no need to use

the other two right now. You just move and shoot, and when you hit a room that

is way crowded, just stop and shoot them down. Be sure to fire in bursts or else

you'll overheat it. You can shoot the side walkways to knock down the ones on

the sides.





Port Area

---------





*****

BOSS: Metal Gear Ray



Okay, this battle can get hectic, but just stay calm. For one, switch to either

the laser or the rockets. Here is how you use them both.



Rockets - just hold the sights over the enemy until you have a few locks, and

then fire. You can fire at multiple points on his body.



Laser - aim, hold the fire button, and when charged press the fire button to

let the beam fly. You have like two seconds of beam to get a hit. This is the

main weapon you want to use as you have more room for error. You'll run out of

power after a while, so switch to rockets for a while.



Gatling Gun - Only used to shoot down missiles, and quickly switch to after you

shoot the laser or the missiles so you can get in more damage.



As far as the fight, well, stay away from him. I found it easy to go to the

upper right corner, along the water's edge, and after all the buildings are

gone he will not have many places to hide. You just keep the laser pressure

on, and when out of power switch to the rockets.



Don't bother ramming him, it won't work. And if he gets you you'll just have to

take it and wait until you can move again. He will at some point launch rockets

into the air, and then you should try to shoot them down with your gatling gun.



I was able to beat him on the first go, and he beat me up to a sliver of health.

So don't give up. And one more time, head to the upper right corner, at the

water's edge, and you can just camp here. You need to quickly and efficiently

switch guns, but if he gets in the loop of jumping at the opposite end of

the pier, you can laser, then missile, and then machine gun him over and over

until victory.



*****





==============

Act 5: Old Sun ( ACT5OS )

==============



Mission Briefing: Just a few X presses and an L1. No running around in the Mk

III this time, although, you can move around the projection screen.





Ship Bow

--------



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

put to the test.*



First, there is a little hatch nearby that you can hide in. Crawl along for a

song and an RPG. Make sure your Solid Eye is on before you come back up from

either end. Now you have a choice to make, and it depends on what you've been

doing all game. You can try your hand at sneaking, usually ending in many, many

deaths. Or you could actually just run straight to the door and it will work,

maybe.



The sneaking path is a bit risky, but you're already on Caution, so you can

take some gambles. After you pop up, I advise you take out any Frogs way high up

in the towers. Then if there are any others a good distance from you, pop them

asleep. Now play cat and mouse with the others nearby and put them out. You can

go down the right side, up the middle, or use the various ladders and walkways.

The right side has a choke-off point and has a more difficult end. The middle

offers you almost no solid way to get to the end. And the ladders and walkways

are all just dead ends, so there is no point.



The best way is to go up the left side. When you hit a column, just hide and

take out the Frogs either later or just jump out. You can't be too close, but

you want them asleep. If you want to let them pass and sneak up behind them,

that works too. There are three, and once they are gone make sure the coast is

clear and move up to some cover. There are about three more before you hit

Gekko territory. You may only see one, but either way just put them to sleep and

then go left behind a round container.



By this time a Gekko or two have arrived and are patrolling the area in front of

the door you need to get in. But stay behind this round thing. Hug it and slide

between the crates to get past. Slink over to a column when the Gekko isn't

looking, but also watch out for the two Frogs that drop in front of you. You can

hide behind the round container and be mostly safe. You need to get both of

these bad girls to sleep. Now go to the end and then take cover from the

doorway; there should be just a tiny little sliver of wall along the right side

you can hide behind. A Gekko drops in front of the door, but give it some time

and your allies will take him out. But the others are still around.



You have two options: either run to the door and open it under fire, or try

to avoid any detection. You could try to toss a magazine clip, a grenade, the

Mk III, or whatever to distract the thing, or things. You could even peek

around and try to nail them with the rail gun. You could even try to just go

for the door when they aren't looking. Either way, you need to get to the door,

tap Tri. to open it, and then slip inside. There are items to grab and then

step on the elevator to go down.





Command Center

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



You have three waves of enemies. First you get out your Mk2 and start popping

a few enemies in one direction, then get up and hide among the desks. Pop the

rest down here. The second wave is above you on the catwalks, so pop them with

headshots. The last wave is just like the first.





*****

BOSS: Screaming Mantis



Beast Mode

----------



Okay, the hardest boss fight, maybe. For one, there are going to be a few weird

happenings, but you can't really change controller slots, so nothing that weird.

As for fighting her, you need to use the syringe, just like the last battle.

That frees you from her control. Now you need to try and knock that blue doll

from her right side with a lethal gun, such as the M4. Then repeat for the red

doll, or get the red one first. You'll have to blast Meryl out of the way,

I say use a V Ring shotgun.



So you have both dolls, now what to do? Well, the only thing that works is the

red doll. Just equip the red doll and shoot. When you hit hold L1 and then

shake the controller back and forth. Just keep it up, maybe dodge her daggers,

and that's it. Don't worry about a lethal kill. The red doll saps both health

and psyche, and there is no other way to damage her. If you hold L1 and just

move the controller up and down with force, you could wipe out her health in

one hit.



*NOTE: When and if you see the screen go to Hideo 2, you can actually change

controller ports by pressing the PS button, then call Otacon.*





Beauty Mode

-----------



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



Again, just blast her with V Rings. I guess too late I realized they only dodge

as you press. Eh, you'll get by.



*****





*****

BOSS: Psycho Mantis



Yeah, I didn't play the first game, but I get the joke here. You should get a

few good laughs from the X presses anyway. And yes, your controller changes

his response. Good joke, even for this late phase of the game where long-winded

cheese is the norm. This next cutscene is proof enough.



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

from MGS3.*



*****





Missile Hangar

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



Just run forward. Some X presses in the cutscene. If you were expecting someone

to say "Ask us the sex question again," or "Where's the rum?" then you are not

alone - and shouldn't they be in a sand castle of bodies too?



Anyway, once you're back with Snake, all you can do is roll past all the Scarabs

and just keep rolling. You only need to roll when you hit a big group or when

one is on you. No need to stop and you can roll right into the items.





Microwave Corridor

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



Kentucky Fried Snake. Just move forward and keep a watch on the upper half of

the screen. After that it becomes a real test of endurance as you must keep

pressing the Triangle button, and keep pressing it quickly. You'll be hurtin',

but you get the long end of the stick. You'll live. No worries of health either,

FYI.



Just a thought, but I believe there are no more female humans left on earth.

Never mind me, enjoy the scene.





*****

BOSS: Liquid Ocelot



*NOTE: Pressing SELECT is not only the controls, it's the only way to pause

the game now. Take note of the strong punch and the dash.*



Phase 1 - I have a flawless tactic for this one. Well, you may have troubles

getting this first part down. The first thing to do is knock him down. Then

run up to him as he is on the ground. As he is rising, dash backward, and when

he stands he will dash into you. As he is dashing start mashing the R1 button.

Repeat with no health lost.



Many people point out that you can run into the edges and let him attack but

it won't hurt you. It works, but so does my way.



*NOTE: If you need help downing him the first time, for whatever reason, just

apply the same tactics as if he was on the ground, dodge back, attack, and

then you're good.*



*NOTE: Holding R1 will send him into a choke hold after you've grabbed him.

Also, if you do grab him, just hold R1 until you see the Triangle button down

low, then press it.*



Phase 2 - It will sound crazy, but keep the same tactic in place for this fight.

Just keep dodging back and then just attack. Oddly enough, it usually works.

Be careful of his big wind up punch as a few of those will kill you; try L1

or even dodging to the right, very little else works. But yeah, dodge backward

and just attack, very similar to the first phase. I'm not sure how, but it

worked for me. He does dash a bit in this form, not often, but you know what

to do when he does.



*NOTE: By taking less damage in the first two fights, you'll have a good bit

of health for this last fight, which is basically the end of the game. If you

have managed to disregard my advice and have been losing health, you don't have

much room for error.*



Phase 3 - Okay, this is where 75% of the players of this game have quit. You

don't have to. First, let us clear out what need to be done during holds:

"L" need to be flicked back and forth as fast a you can, "R1" is just a press,

and Triangle is usually your big hit, missing Tri. is usually bad too.



When you hear "Take this!" that means to back up, but you must lure him into

spending his grab without getting you. To do this you need to get close, but

not too close and then dash away and hopefully he will grab at air, and after

he does you are free to go. Each time he does this though, back off. If he

does get you, flick L and then press Tri.



Now for the damaging him part. After he uses the "Take this!" grab, go up to

him with L1 pressed down. Let him punch into you, then either hold R1 or start

mashing it. Holding means you want to grab him and drain his stamina. Mashing

means you want to just lay into his health. Choking his stamina to zero will

mean any more choke inflicts damage, but the meter fills up to one bar very

quickly. It is the best way, but not the fastest. Either way you just need to

get his health to about a third and then punch to end the fight.



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

hit it.*



If he does his super cheap headbutt, just take it and then go back with L1

pressed, let him do his one-two, and then do your hold/attack.



If you just can't wrap your head around fighting him here, then feel free to

use the edges to your advantage, especially to avoid his "take this!" attack.



Phase 4 - Well, you've beaten the game at this point. Just senile-ily tap the

R1 button for game. You don't have to stop during the scenes either, and you

can stop after the biggest hit.



*NOTE: Trust me, this fight would have probably halted the game for you without

my help. I'm just so awesome like that (I almost stopped playing until I

stumbled upon finding all of this in one go - divine intervention?).*



*****





Epilogue: Naked Sin

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



Eh, just watch. Like seriously, it's a good time for diner. Oh heck, just get

a snack, you're gonna be here for a while. What should come as a surprise to

no one, it's about an hour, yep, an hour.



"Oh, they're alive."

"Ooo, pretty hat."

"Look, it's Ving Rames!"

"Look, it's Elian Gonzalez!"

"Look, it's Lindsay Lohan!"

Press START

"Wait a second! This guy doesn't have crazy monkey feet!"

"Hey look, it's that surprise twist everyone saw coming, months ago!"

Press START

"Hmm, an interesting twist."

An X press

"DEUS EX MACHINA!"

"Lindsay needs to lay off the smokes."

And 30 minutes later MGS4 is over.

Well, not really.





Debriefing: Naked Son

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



An X press

"Where are these people coming from?"

"DEUS EX MACHINA AGAIN!"

Another X

"Do these people even listen to themselves as they speak?"

More X's, then more

"Just end already! Stop talking, you!"

Another 30 minutes later (all of which I expect back at some point), the game

finally ends.



Okay, so counting the credits and the end of those, we go well over an hour.

In fact, we are at an hour and ten minutes from the end of gameplay. Wow.

Gotta do it too so you can save all the stuff you unlock, if anything. You

could have skipped and then played the ending scenes from the save earlier too,

if you were in a rush.



Well, Lord of the Rings is off the hook for having the longest ending. My

goodness, in Grand Theft Auto 4 he just walked away. Oh well, it was a good

story... well, it was a story at least.



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







*****************************************************************************

* 5. Combat ( FISTS55 ) *

*****************************************************************************



-----



Just a quick note that has nothing to do with anything, but as I sat down to

write this I saw the ending credits of Family Guy, and there were two names

in the credits that I remember seeing in the credits for this game. Weird.

They are these guys:

http://en.wikipedia.org/wiki/Phil_LaMarr

http://en.wikipedia.org/wiki/Fred_Tatasciore



-----



Okay, where am I?



Anyway, combat. There are two ways to play this game, combat or stealth. We

will cover stealth in the next section. The only reason to play combat is if

you want to bypass the thinking portion of this game and just do whatever works

to advance. True, even stealth players have a few spots where they must fight,

but most of your lethal fighting is done when you ignore the stealth route. So

playing stealth means you really won't use much of this stuff.





Close Quarters Combat (CQC)

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



CQC is just that, fighting up close. You can either punch or grab, and if you

have a weapon in hand you have a few more options.





Basic grab - just sneak up behind an enemy without a gun and hold R1. You

can have pistols and other one-handed weapons, but two-handed guns will knock

over the enemy. You can't hold them forever, but you have some time.



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



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



Moves after you grab:



Choke - keep holding R1.



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



Special move - if you have the syringe or scanning plugs you can press

Triangle to use that item, and the basic press is to cut

their throat.



Meat shield - press L1 and you can aim while holding the guy if you

have a one-handed gun.



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





Gun Combat

----------



There isn't much to say. The gunplay can be standard GTA, Gears, and RE4

with the over-the-shoulder aiming. You can also press Triangle to aim in

first person. FPS aiming is your best friend for long distances, and you want

the enemy where the little target is, not over it or under.



Of course, aim for heads, even if you are using a sleeping gun. Enemies cannot

determine who is shooting them when you are far away as you fire. So there is

a balance between aiming and distance.



Though you aren't trying for stealth, you want to stay behind cover all the

time. Pretty much if the enemies do not find you, you are free to fire at will.

You can press L1 while against a wall to aim from behind cover and remain

somewhat hidden. But probably the most effective tactic for shooting and

staying hidden is the crawling shot because enemies will rarely see you unless

they are right over you.



The last thing is that you need to help the rebels when you can during the

first two acts. Not only does this mean you have allies fighting the enemies,

but you can also move freely. Just let them know you are helping them, which

means helping them when they can see you. This is easy when going full scale

to war, but it's only slightly tougher when sneaking.



One parting thought: aggressive gun play is always best. Don't sit back and

wait for the perfect shot. You have to get out there and stick your neck out

just a bit and not play to not lose. This is the way to beat the last sneaking

portion in this game, so it just proves that perhaps the best stealth is

aggressive gun play.







*****************************************************************************

* 6. Stealth ( CAMO666 ) *

*****************************************************************************



New Toys

--------



There are four main new additions to the stealth gameplay. The Mk II is

overkill, but you have it.



OctoCamo - The best new addition. Press against a surface or lie down and

your suit takes on the pattern. So long as you stay in front of or on top of

that pattern, you will be harder to see. You reduce this camo by moving,

standing, or getting in front of a new surface.



Threat Ring - On top of your radar you get this useful "instinct." Just lie

down or crouch and in a few seconds a ghostly ring appears around Snake. If

it's smooth then there are no threats around you. If there are humps then you

need to avoid those threats. A big hump means someone is either nearby or they

know you are there. Small humps mean enemies are around. Don't confuse some

of the humps for small animals. As far as normal difficulty, the animals have

no effect on your game, but that could be different on harder modes.



Solid Eye - Putting this one allows your radar to appear, and if you combo the

radar with the threat ring you will have your surroundings in order. The

eye has three modes: binos, night vision, and normal. You never need binos.

NV not only allows sight in dark places, it also seems to double as a thermal

vision, which makes it even useful in the daylight, all at the cost of

eating up battery life. The eye sorta acts like the helmet from the GRAW games

in that it helps you see things on the field. Mainly you can see items and the

disposition of the people/things by the color of their names.



Mk II - A nifty little robot that isn't entirely needed. He would mainly be

used to scout the field, but you have two easier to use things in the eye

and ring that help you see the field. He can pick up items for you, tap on

walls to distract enemies, shock enemies, and he has camo like you (press X).

He eats up a lot of battery life with movement, and when you're done using him

just select another item and he will be fine.





Blending In

-----------



For this game you should know that the enemies can potential detect you through

any of these factors: seeing you, hearing you, or even smelling you. Here are

some basic pointers for staying hidden in all three.



Sight - There is a camo % in the upper right corner of your screen. This tells

you how well you are blended into a part of your surroundings. This is mainly

affected by the use of your OctoCamo. Simply press up against a wall or lie

down and your suit will do its best to copy the pattern. 75% is really good,

and anything above means you can usually be on the ground, still, and an

enemy can walk right by you and usually not see you; of course nothing is

certain. And staying in the shadows not only helps reduce your psyche lose,

it also helps you stay hidden.



You have several techniques to help you remain hidden as well. The first is the

wall press, where you just press Triangle against a wall and you stick to it.

Another move to hang off edges, like on a bridge as the enemy goes by. Going

up ladders can help too



The last thing is your position. Lying down is the best way to stay unseen, and

you should only stand if you know no one can see you. Crouching is good when

you are playing aggressive and still want to stay unseen.



Sound - Well, never run or let your footsteps be heard. This means you must

crawl, crouch and move, or stand and lightly press the LS so you walk, but

even this is risky.



Sound can even be your ally. Use the Mk II to go across the room and have it

tap the wall to lure the enemy away, or toss an empty magazine clip (which is

a weapon you have to start). You can also tap walls with a Tri. press, but

there aren't many times to do so.



Smell - Well, all you can do is stay down wind. But honestly, there is just

one spot where this is key, and that is a boss battle with the wolf sniper.

There is a wind icon where you camo % is, but again, no big deal for the

majority of the game.





Stealth By Combat

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



Okay, so the first rule of stealth is to make sure you don't stand out in the

environment. However, your only remaining hidden because there are enemies

around you. So doesn't it make sense that the best way to remain hidden is to

eliminate the things that can see you?



Carrying over from the previous section about combat, the best defense in this

game is aggressive combat. Stealth is usually tied with not killing anyone, so

you'll have to use the Mk2, V Rings in the shotgun, Mosin-Nagant, or one of

the blue colored explosives.



It's quite simple: sneak up toward an enemy, get a quick feel for his patrol

route, and then put him to sleep. Has his buddy come to wake him up? Put him

out as well. Of course you need to aim for headshots or else you could cause

them to call HQ for backup. Headshots with sleeping guns cause instant sleep,

whereas a body shot takes a few seconds, a few seconds to get an alert. Of

course you are trying to stay stealthy, so unlike pure combat you may want to

hide the bodies, especially if you're going to be in this area for a while.



*NOTE: Hiding bodies isn't like past games. The areas are small and I can only

think of one spot, early on, where you need to hide a body in a locker.*



The most advanced form of "stealth by combat" is aggressive style. You just

lightly sneak around and go for the "sleep shot" first rather than sneak to

set up the shot. It's not "run and gun," it's just not waffling around as much

to stay hidden.



You should naturally learn this by having to play areas over and over. It's the

classic "I'm not taking my time, I already know where every bad guy is"

approach to gaming.



To sum it up, you probably would go pure stealth, the slow, methodical approach

in your first playthrough, but in your second run you already know what to

expect and you have no patience, so you will remain unseen, just not as slowly

as before. That is stealth by combat, when you take the stealth to the enemies.







*****************************************************************************

* 7. Weapons ( GUNS777 ) *

*****************************************************************************



This game is kinda, sniper rifle, Mk2, shotgun, or bust as far as weapons. The

extra guns are nice, but none are really needed at all. The rifles are okay

early in the game, but aside from guns not being needed much at all, the game

is very slim on chances to use guns.





=============

Given Weapons

=============



Really the best guns you are given. And you can get through pretty much all

of the game with the Mk2 alone.



-----

Stun Knife - You have this at the start. Just hold L1 and then press R2 to stun

an enemy. Use R1 for just a knife, which is deadly.

-----



-----

Name - AK-102; given toward the start.

Cost - 0 DP

Clip size - 30

Ammo - 5.56mm

Type - lethal

Ranks:

Damage - D

Range - E

Piercing - C

Recoil - C

Reload Time - B

Auto-Aim - D

-----



-----

Name - Mk2 Pistol

Cost - 0 DP

Clip size - 10

Ammo - Anesthetic (.22)

Type - Sleeping

Ranks:

Damage - D

Range - /

Piercing - E

Recoil - S

Reload Time - A

Auto-Aim - B

-----



-----

Name - Operator

Cost - 0 DP

Clip size - 7

Ammo - .45ACP

Type - lethal

Ranks:

Damage - D

Range - C

Piercing - E

Recoil - B

Reload Time - S

Auto-Aim - B

-----



-----

Name - M4 Custom

Cost - 0 DP (given to you by Drebin)

Clip size - 30

Ammo - 5.56x45mm

Type - lethal

Ranks:

Damage - D

Range - E

Piercing - C

Recoil - C

Reload Time - B

Auto-Aim - D

-----



-----

Name - Vz. 83

Cost - 0 DP (given during the act 3 escape)

Clip size - 20

Ammo - 9x18mm

Type - lethal, crap

Ranks:

Damage - D

Range - D

Piercing - E

Recoil - B

Reload Time - B

Auto-Aim - S

-----



-----

Name - MGL-140

Cost - 0 DP (reward for beating Raging Raven)

Clip size - 6

Ammo - 40mm G.

Type - lethal/non, useful for no health item people on a second round

Ranks:

Damage - A

Range - S

Piercing - /

Recoil - E

Reload Time - E

Auto-Aim - /

-----



-----

Name - Rail Gun

Cost - 0 DP (given after Crying Wolf battle)

Clip size - 40

Ammo - Rail gun ammo, duh

Type - lethal, very

Ranks:

Damage - S

Range - S

Piercing - S

Recoil - C

Reload Time - D

Auto-Aim - /

-----





=======

Pistols

=======



Never used anything but the Mk2. You would think the Operator is the killing

counterpart to the Mk2, but it doesn't kill Frogs and most PMC's with a

headshot, so you're better off using the Mk2 no matter what.



-----

Name - PMM

Cost - 3500 DP

Clip size - 12

Ammo - 9x18mm

Type - Lethal

Ranks:

Damage - D

Range - D

Piercing - E

Recoil - A

Reload Time - S

Auto-Aim - B

-----



-----

Name - GSR

Cost - 0 DP (found in the safe house in act 1)

Clip size - 8

Ammo - .45ACP

Type - lethal

Ranks:

Damage - D

Range - C

Piercing - E

Recoil - B

Reload Time - S

Auto-Aim - B

-----



-----

Name - PSS (found in act 1, in a locker in the sniper room)

Cost - 5000 DP

Clip size - 6

Ammo - 7.62x42mm

Type - lethal

Ranks:

Damage - D

Range - D

Piercing - C

Recoil - A

Reload Time - S

Auto-Aim - B

-----



-----

Name - Five Seven

Cost - 0 DP (found during Frog battle in act 1)

Clip size - 20

Ammo - 5.7x28mm

Type - lethal

Ranks:

Damage - D

Range - D

Piercing - B

Recoil - B

Reload Time - S

Auto-Aim - B

-----



-----

Name - G18C

Cost - 6400 DP

Clip size - 33

Ammo - 9x19mm

Type - lethal

Ranks:

Damage - D

Range - D

Piercing - C

Recoil - C

Reload Time - S

Auto-Aim - B

-----



-----

Name - Desert Eagle

Cost - 16,000 DP

Clip size - 7

Ammo - .50AE

Type - lethal

Ranks:

Damage - C

Range - A

Piercing - E

Recoil - D

Reload Time - S

Auto-Aim - B

-----



-----

Name - Mk. 23

Cost - 0 DP (found under the truck at the heliport in act 4)

Clip size - 12

Ammo - .45ACP

Type - lethal

Ranks:

Damage - D

Range - C

Piercing - E

Recoil - B

Reload Time - S

Auto-Aim - A

-----





===============

Submachine Guns

===============



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



-----

Name - M10

Cost - 3000 DP

Clip size - 30

Ammo - .45ACP

Type - Lethal

Ranks:

Damage - D

Range - C

Piercing - E

Recoil - B

Reload Time - B

Auto-Aim - B

-----



-----

Name - MP7

Cost - 3500 DP

Clip size - 20

Ammo - 4.6x30mm

Type - lethal

Ranks:

Damage - E

Range - E

Piercing - B

Recoil - A

Reload Time - B

Auto-Aim - A

-----



-----

Name - P90

Cost - 0 DP (picked up during Frog battle in act 1)

Clip size - 50

Ammo - 5.7x28mm

Type - lethal

Ranks:

Damage - D

Range - D

Piercing - B

Recoil - B

Reload Time - B

Auto-Aim - B

-----



-----

Name - BIZON

Cost - 7000 DP

Clip size - 64

Ammo - 9x18mm

Type - lethal

Ranks:

Damage - D

Range - D

Piercing - E

Recoil - B

Reload Time - B

Auto-Aim - A

-----



-----

Name - MP5SD2

Cost - 15,000 DP

Clip size - 30

Ammo - 9x19mm

Type - lethal, but silenced too!

Ranks:

Damage - E

Range - D

Piercing - E

Recoil - B

Reload Time - C

Auto-Aim - B

-----





======

Rifles

======



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

from Drebin.



-----

Name - Mk. 17

Cost - 0 DP (found easily off any PMC in act 1)

Clip size - 20

Ammo - 7.62mm

Type - lethal

Ranks:

Damage - C

Range - C

Piercing - C

Recoil - C

Reload Time - B

Auto-Aim - D

-----



-----

Name - G3A3

Cost - 0 DP (found in rebel village of act 2)

Clip size - 20

Ammo - 7.62X51mm

Type - lethal

Ranks:

Damage - C

Range - C

Piercing - C

Recoil - C

Reload Time - C

Auto-Aim - E

-----



-----

Name - XM8

Cost - 0 DP (found next to the Javelin in the rebel path of the power station)

Clip size - 30

Ammo - 5.56x45mm

Type - lethal

Ranks:

Damage - D

Range - E

Piercing - C

Recoil - C

Reload Time - B

Auto-Aim - D

-----



-----

Name - AN94

Cost - 4000 DP

Clip size - 30

Ammo - 5.45x39mm

Type - lethal

Ranks:

Damage - D

Range - E

Piercing - C

Recoil - B

Reload Time - B

Auto-Aim - D

-----



-----

Name - FAL Carbine

Cost - 3600 DP

Clip size - 20

Ammo - 7.62mm

Type - lethal

Ranks:

Damage - C

Range - C

Piercing - C

Recoil - C

Reload Time - B

Auto-Aim - D

-----



-----

Name - Tanegashima

Cost - 1,000,000 DP

Clip size - 1

Ammo - Lead Ball

Type - Lethal, and crappy, but chance for a big drop of items from enemies!

Ranks:

Damage - C

Range - B

Piercing - E

Recoil - B

Reload Time - E

Auto-Aim - D

-----





=============

Sniper Rifles

=============



These are all great as long range is your best weapon. It's VSS for you quiet

killers, and Mosin-Nagant for you no killers.



-----

Name - M14EBR

Cost - 9000 DP

Clip size - 20

Ammo - 7.62X51mm

Type - lethal

Ranks:

Damage - C

Range - C

Piercing - B

Recoil - D

Reload Time - B

Auto-Aim - /

-----



-----

Name - DSR-1

Cost - 20,000 DP

Clip size - 5

Ammo - 7.62x67mm

Type - lethal

Ranks:

Damage - B

Range - A

Piercing - A

Recoil - D

Reload Time - C

Auto-Aim - /

-----



-----

Name - Mosin-Nagant

Cost - 60,000 DP

Clip size - 5

Ammo - Anesthetic (7.62mm)

Type - sleeping

Ranks:

Damage - B

Range - A

Piercing - E

Recoil - D

Reload Time - B

Auto-Aim - /

-----



-----

Name - SVD

Cost - 0 DP (found in barn of rebel village at the start of act 2)

Clip size - 10

Ammo - 7.62x65R

Type - lethal

Ranks:

Damage - C

Range - B

Piercing - A

Recoil - E

Reload Time - B

Auto-Aim - /

-----



-----

Name - M82A2

Cost - 2000,000 DP

Clip size - 10

Ammo - .50BMR

Type - lethal, very

Ranks:

Damage - S

Range - S

Piercing - S

Recoil - E

Reload Time - B

Auto-Aim - /

-----



-----

Name - VSS

Cost - 0 DP (found in the northern area of the confinement facility, reached

via the rock path or just staying to the road; it's in a room with a

hole in it)

Clip size - 10

Ammo - 9x39mm

Type - lethal, and the best lethal, silenced sniper rifle

Ranks:

Damage - D

Range - D

Piercing - A

Recoil - D

Reload Time - B

Auto-Aim - /

-----





========

Shotguns

========



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

option here.



-----

Name - M870 Custom

Cost - 30,000 DP (also found in act 2 confinement facility)

Clip size - 4 + 1

Ammo - 00 Buck

Type - Lethal/stun

Ranks:

Damage - B

Range - S

Piercing - B

Recoil - D

Reload Time - E

Auto-Aim - C

-----



-----

Name - Twin Barrel

Cost - 0 DP

Clip size - 2

Ammo - 12GA (00 Buck)

Type - Lethal/stun

Ranks:

Damage - B

Range - S

Piercing - B

Recoil - E

Reload Time - A

Auto-Aim - C

-----



-----

Name - SAIGA12

Cost - 40,000 DP

Clip size - 8

Ammo - 12GA (00 Buck)

Type - Lethal/stun

Ranks:

Damage - B

Range - S

Piercing - B

Recoil - D

Reload Time - B

Auto-Aim - C

-----





============

Machine Guns

============



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



-----

Name - HK21E

Cost - 6000 DP

Clip size - 100

Ammo - 7.62x51mm

Type - lethal

Ranks:

Damage - C

Range - C

Piercing - C

Recoil - C

Reload Time - D

Auto-Aim - E

-----



-----

Name - M60E4

Cost - 10,000 DP (can be picked up from fallen enemies in act 2)

Clip size - 200

Ammo - 7.62x51mm

Type - lethal

Ranks:

Damage - C

Range - C

Piercing - C

Recoil - C

Reload Time - E

Auto-Aim - E

-----



-----

Name - PKM

Cost - 0 DP (found from dead rebels during the power station fight in act 2)

Clip size - 100

Ammo - 7.62x54R

Type - lethal

Ranks:

Damage - C

Range - B

Piercing - C

Recoil - D

Reload Time - E

Auto-Aim - E

-----



-----

Name - Mk. 46 MOD1

Cost - 7200 DP

Clip size - 100

Ammo - 5.56x45mm

Type - lethal

Ranks:

Damage - D

Range - B

Piercing - C

Recoil - C

Reload Time - E

Auto-Aim - D

-----





==================

Rockets / Big Guns

==================



Not much use for anything but the RPG-7, as the rocket guns can only be fired

outdoors and you're indoors for the end of the game.



-----

Name - RPG-7

Cost - DP

Clip size - 1

Ammo - RPG

Type - lethal

Ranks:

Damage - S

Range - S

Piercing - /

Recoil - E

Reload Time - B

Auto-Aim - /

-----



-----

Name - XM25

Cost - 80,000 DP

Clip size - 6

Ammo - 25mm ABG

Type - lethal

Ranks:

Damage - A

Range - S

Piercing - /

Recoil - E

Reload Time - B

Auto-Aim - /

-----



-----

Name - M72A3

Cost - 40,000 DP

Clip size - 1

Ammo - M72A3

Type - lethal

Ranks:

Damage - A

Range - S

Piercing - /

Recoil - D

Reload Time - A

Auto-Aim - /

-----



-----

Name - Javelin

Cost - 150,000 DP (found in the rebel path of the power station area in act 2)

Clip size - 1

Ammo - Javelin

Type - lethal

Ranks:

Damage - S

Range - S

Piercing - /

Recoil - E

Reload Time - B

Auto-Aim - /

-----



-----

Name - FIM-92A

Cost - 0 DP (found by crossing the wires of the towers at the power station in

act 2)

Clip size - 1

Ammo - FIM

Type - lethal

Ranks:

Damage -

Range -

Piercing -

Recoil -

Reload Time -

Auto-Aim -

-----





==========

Explosives

==========



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

use.



-----

Name - Grenade

Cost - 120 DP

Type - Lethal, very

Ranks:

Damage - A

Range - S

-----



-----

Name - Petro Bomb

Cost - 100 DP

Type - Same as a WP grenade, this is just a molotov

-----



-----

Name - WP G.

Cost - 110 DP

Type - An incendiary grenade, which is fire

-----



-----

Name - Stun G.

Cost - 120 DP

Type - Stun

-----



-----

Name - Smoke G.

Cost - 100 DP

Type - Just provides cover for you, use NV to see through it

-----



-----

Name - Chaff G.

Cost - 0 DP (can only be found)

Type - It jams electronics, good for Gekko and getting past Scarabs

-----



-----

Name - Claymore

Cost - 300 DP

Type - Placed lethal mine

Ranks:

Damage - A

Range - S

-----



-----

Name - S.G. Mine

Cost - 300 DP

Type - Placed sleep mine

Ranks:

Damage - S

Range -

-----



-----

Name - C4

Cost - 400 DP

Type - Placed, detonation (press O after you place it to use it)

Ranks:

Damage - S

Range - S

-----



-----

Name - S.G. Satchel

Cost - 400 DP

Type - Placed, detonation, sleep

Ranks:

Damage - S

Range -

-----





==========

Ammunition

==========



+++++++++++++++++

Non Lethal Rounds

+++++++++++++++++



-----

Name - Anesthetic (.22)

Cost - 30 DP

Guns - Mk2

-----



-----

Name - Anesthetic (7.62mm)

Cost - 40 DP

Guns - Mosin-Nagant

-----



-----

Name - V. Ring

Cost - 50 DP

Guns - SAIGA 12, M870 Custom, Masterkey

-----



-----

Name - 40mm (Stun G.)

Cost - 130 DP

Guns - XM320, MGL-140

-----



-----

Name - 40mm (Smoke G.)

Cost - 100 DP

Guns - XM320, MGL-140

-----





+++++++++++++

Lethal Rounds

+++++++++++++



-----

Name - 9x23mm

Cost - 50 DP

Guns - Race Gun

-----



-----

Name - .45ACP

Cost - 20 DP

Guns - GSR, Operator, M10

-----



-----

Name - 4.6x30mm

Cost - 10 DP

Guns - MP7

-----



-----

Name - 5.56x45mm

Cost - 15 DP

Guns - M4 Custom, AK 102, XM8

-----



-----

Name - 5.7x28mm

Cost - 30 DP

Guns - P90, Five Seven

-----



-----

Name - 7.62x42mm

Cost - 30 DP

Guns - PSS

-----



-----

Name - 7.62x51mm

Cost - 30 DP

Guns - G3A3, MK. 17, M60E4, M14EBR

-----



-----

Name - 7.62x54R

Cost - 40 DP

Guns - SVD, PKM

-----



-----

Name - 7.62x67mm

Cost - 50 DP

Guns - DSR-1

-----



-----

Name - 9x18mm

Cost - 10 DP

Guns - Vz. 83, PMM

-----



-----

Name - 9x39mm

Cost - 40 DP

Guns - VSS

-----



-----

Name - Rail Gun ammo

Cost - 200 DP

Guns - Rail Gun

-----



-----

Name - 00 Buck

Cost - 50 DP

Guns - SAIGA 12, M870 Custom, Masterkey

-----



-----

Name - Slug

Cost - 60 DP

Guns - SAIGA 12, M870 Custom, Masterkey

-----



-----

Name - 40mm (Grenade)

Cost - 130 DP

Guns - XM320, MGL-140

-----



-----

Name - 40mm (WP G.)

Cost - 120 DP

Guns - XM320, MGL-140

-----



-----

Name - RPG-7 ammo

Cost - 250 DP

Guns - RPG-7

-----



-----

Name - M72A3

Cost - 200 DP

Guns - M72A3

-----



-----

Name - Javelin

Cost - 350 DP

Guns - Javelin

-----



-----

Name - FIM-92A

Cost - 300 DP

Guns - FIM-92A

-----





============

Custom Parts

============



++++++++++++

Attachements

++++++++++++



Just add to the guns to give them more options.



-----

Name - Masterkey

Cost - 30,000 DP (can be found from fallen enemies when assaulting the Vista

mansion in act 2)

Ammo - 12GA (00 Buck)

Gun Attached to - M4 Custom

Ranks:

Damage - B

Range - S

Piercing - B

Recoil - E

Reload Time - /

Auto-Aim - C

-----



-----

Name - GP30

Cost - 30,000 DP (found after Akiba removes the lasers, roll over the hole in

act 1)

Ammo - 40mm G. (GP30)

Gun Attached to - AK-102

Ranks:

Damage - A

Range - S

Piercing - /

Recoil - E

Reload Time - /

Auto-Aim - /

-----



-----

Name - XM320

Cost - 60,000 DP (can be found from fallen enemies when assaulting the Vista

mansion in act 2)

Ammo - 40mm G.

Gun Attached to - M4 Custom

Ranks:

Damage - A

Range - S

Piercing - /

Recoil - E

Reload Time - /

Auto-Aim - /

-----





+++++++++++

Suppressors

+++++++++++



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



-----

Name - Sup. (Op)

Cost - 200 DP

Gun - Operator

-----



-----

Name - Sup. (M4) (found in a locker in Millenium Park of act 1)

Cost - 200 DP

Gun - M4 Custom

-----



-----

Name - Sup. (P90)

Cost - 200 DP

Gun - P90

-----



-----

Name - Sup. (M14)

Cost - 200 DP

Gun - M14EBR

-----



-----

Name - Sup. (Mk.23)

Cost - 0 DP (found in the lower right room in the tank hangar of act 4)

Gun - Mk.23

-----





+++++++++++++++

Sights & Scopes

+++++++++++++++



The scope and laser sights are okay.



-----

Name - Scope

Cost - 35,000 DP (can be found by crossing wire towers in the power station)

Gun - M4, MP7, Mk.17, M870

-----



-----

Name - Laser Sight (found in the locker in the sniper room in act 1)

Cost - 30,000 DP

Gun - Mk.17, M4, M14EBR

-----



-----

Name - Handgun Flashlight

Cost - 3000 DP

Gun - GSR, Operator

-----



-----

Name - Rifle Flashlight

Cost - 7000 DP

Gun - Mk.17, M4, M14EBR

-----



-----

Name - Dot Sight (MP7)

Cost - 16,000 DP

Gun - MP7

-----





+++++

Grips

+++++



Just two to choose from, so choose wisely.



-----

Name - Force Grip A

Cost - 2500 DP

Gun - Mk.17, M4

-----



-----

Name - Force Grip B

Cost - 2500 DP

Gun - Mk.17, M4

-----







*****************************************************************************

* 8. Items ( EATS888 ) *

*****************************************************************************



Health Items

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



Ration - Restores about half of your health.



Noodles - Full life and some psyche restoration.



Compress - Restores psyche.



Muna - Helps restore psyche when equipped. Found in act 2 in the shack the

rebels open if you help them, and behind the Vista Mansion.



Regain - Restores life and psyche.



Pentazemin - Improves accuracy while aiming; good for sniping.





Sneaking Items

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



Solid Eye - Has three modes. Normal means you get the radar and you see items

and enemy info; binos means you can zoom with the d pad; and night vision (NV)

allows you to see in the dark and have some thermal detection. All chew up

battery life, NV more than the others.



Mk II (III) - Can scout the field, retrieve weapons, shock enemies, tap on

walls to distract guards, and can disarm traps. Eats up battery life and has

a limited range.



Cardboard Box - Just hide in it and maybe the enemies won't see you. There

really is no need for this, just a classic item that had to be thrown in the

mix. You can get in this and be still to restore psyche faster.



Drum Can - More useful than the box, but the box isn't need anyway. You can

roll around in this thing; roll around a bunch and get out to make Snake toss

his lunch - fun, but sadly you also lose psyche, in which case you get in the

box.





Other

-----



Syringe - Picked up from Naomi. You use it for two boss battles, to kill Vamp

and to free yourself from Screaming Mantis.



Signal Interceptor - Can find Resistance members in act 3, but there is little

reason to lose the first one.



Camera - Pick this up in act 4 behind Sunny's computer during the mission

briefing to get a few free pics in the start menu. This is used for any other

pics and for finding Ghosts on Shadow Moses.



Cigarettes - Smoke at your own risk, or at least gain psyche (think you look

cool) at the expense of health (which is true).



Playboy - actually a weapon, but I can't put this there. It's all tame, so

don't jump out your seats now. You press and hold both L1 and R1, then press

Triangle to look, and then press O to flip. Let go and you plant it. It's

intended to distract guards, but it's probably more of a distraction to you

than anything.



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

on your round 2.





Unlocked Items

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

Can only have one on at a time. You can use these to get many of the other

emblems except the more challenging ones. You can also buy these straight up

from Drebin in a second game, but it's easier to not kill anyone or get an

alert.



Bandana - Play a game without killing anyone and you unlock this thing. Equip

it and you have infinite ammo for anything.



Stealth - No one can see you, for the most part. Doesn't work on bosses and I

believe not on Gekko or Scarab to a degree.







*****************************************************************************

* 9. Rewards ( TREAT99 ) *

*****************************************************************************



Round 2

-------



Simply beat the game and then load that save when you want to start a new

game. You'll have to wait until you get the Mk II, and you'll have all your

previous weapons and everything else.





Passwords

---------



For beating the game once and loading your completed game, you can go to the

Extras option in the main menu and choose Passwords. Enter these:



thomas - Unlocks "Desperate Chase" iPod Song

george - Unlocks "Gekko" iPod Song

theodore - Unlocks "Midnight Shadow" iPod Song

abraham - Unlocks "Mobs Alive" iPod Song





Unlockables

-----------



Suit - Beat the game.



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



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



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



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



Bandanna - On any difficulty, don't kill anyone. You can only use blue guns,

and there is only one way to beat Screaming Mantis. You can kill Gekko and

Scarabs, but not even the PMC's at the end of act 2.



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



Race (Ricochet) Gun - Beat the game once.



Solar Gun - Must beat the B&B bosses with non-lethal guns and find the

statues during the beauty mode. There is also a Frog statue in the parking lot

of act 1 if you didn't kill any of the Frogs.



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



Patriot Future Assault Weapon - Get the Big Boss Emblem.



Thor 45-70 - Get the Fox Hound Emblem.



World War I Pistol - Get the Hound Emblem.



Altair - Get the Assassin Emblem.



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

Online play.



Civilian Disguise - Start of Act 3.



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



South American Rebel Disguise - Free the hostages at the start of Act 2 and

they will lead you to a shack with this.





Facepaint

---------



Big Boss - Get the Big Boss Emblem.



Corpse Camo - Have 41 total continues during one game.



Drebin - Obtain 60 guns.



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



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



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



Roy Campbell - You can only get this one through the Act 1 briefing in the

main menu. So if you've beat the game just load that save and then

choose the first one. Then bump him with the Mk II. You can also get

a battery in front of the chopper and a song upstairs. Save your game

after to keep the stuff you find.







*****************************************************************************

* 10. Emblems ( EMB1010 ) *

*****************************************************************************



Emblems are like achievements, and if this were a 360 game these would be

the achievements, with 10 extra tossed on for good measure. But for us PS3

owners there is really no reason to go after all of these. It's purely all for

self-satisfaction, the worst kind.



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

the stealth item and the bandana.



Keep in mind that the rewards can overlap and apply for other emblems. In fact,

you could earn many emblems by going after the harder ones. It's not like you

only get one emblem. And of course, you must beat the game to get them.



One key to remember about not using health items, you can hide in the box to

regain psyche and you can lie down to regain health.





=====

ELITE

=====



-----

1. Big Boss



Difficulty: The Boss Extreme

Special Items: No Stealth item or Bandana

Alerts: 0

Kills: 0

Continues: 0

Time: less than five hours

Health items: 0

Rewards: Patriot gun, Big Boss facecamo, Big Boss iPod song

-----



-----

2. Fox Hound



Difficulty: Big Boss Hard or higher

Special Items: No Stealth item or Bandana

Alerts: less than 3

Kills: 0

Continues: 0

Time: less than five and a half hours

Health items: 0

Reward: Thor .45-70

-----



-----

3. Fox



Difficulty: Solid Normal or higher

Special Items: No Stealth item or Bandana

Alerts: less than 5

Kills: 0

Continues: 0

Time: less than six hours

Health items: 0

Reward: Desert Eagle (Long Barrel)

-----



-----

4. Hound



Difficulty: Naked Normal or higher

Special Items: No Stealth item or Bandana

Alerts: less than 3

Kills: 0

Continues: 0

Time: less than six and a half hours

Health items: 0

Special Completion Bonuses: Type 17 Pistol

-----



-----

5. Mantis



Alerts: 0

Kills: 0

Continues: 0

Time: less than five hours

Health items: 0

-----



-----

6. Wolf



Continues: 0

Health items: 0

-----



-----

7. Raven



Time: less than five hours

-----



-----

8. Octopus



Alerts: 0

Reward: Stealth item

-----



======

UNIQUE

======



-----

9. Bear



Use 100 CQC chokeholds

-----



-----

10. Eagle



150 headshots or more

-----



-----

11. Assassin



Alerts: 25 or less

Perform 50 or more knife kills or knife stuns

50 or more CQC holds

Reward: Altair costume

-----



-----

12. Pigeon



Kills: 0

Reward: Bandana

-----



-----

13. Blue Bird



Give 50 or more items to rebels

-----



-----

14. Hawk



Rebels show hearts for you 25 or more times

-----



-----

15. Little Gray



Get 69 weapons (apparently there is another "1911" that needs a yet-to-be-

released code to unlock, so don't ask me about it); and yes, that means you

need to get all of the weapons, even the ones from the toughest emblems

-----



-----

16. Ant



Perform 50 or more body searches

-----



-----

17. Gibbon



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

-----



-----

18. Tortoise



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

-----



-----

19. Rabbit



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

-----



-----

20. Bee



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

-----



-----

21. Gecko



Hug walls for one hour or more in total

-----



-----

22. Scarab



Roll 100 times or more

-----



-----

23. Frog



Roll to the side 200 times or more

-----



-----

24. Inch Worm



Crawl for one hour in total

-----



-----

25. Lobster



Crouch for two and half hours or more

-----



-----

26. Hyena



Pick up 400 or more weapons/items

-----



-----

27. Hog



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

-----



-----

28. Pig



Use 40 or more health items

-----



-----

29. Cow



Alerts: 100 or more

-----



-----

30. Crocodile



Kills: 400 or more

-----



-----

31. Giant Panda



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

-----



======

COMMON

======



-----

32. Scorpion



Alerts: less than 75

Kills: less than 250

Continues: less than 25

-----



-----

33. Tarantula



Alerts: less than 75

Kills: 250 or more

Continues: less than 25

-----



-----

34. Centipede



Alerts: less than 75

Kills: less than 250

Continues: 25 or more

Rewards: Corpse Camo if you get 41 continues

-----



-----

35. Spider



Alerts: less than 75

Kills: 250 or more

Continues: 25 or more

Rewards: Corpse Camo if you get 41 continues

-----



-----

36. Jaguar



Alerts: 75 or more

Kills: less than 250

Continues: less than 25

-----



-----

37. Panther



Alerts: 75 or more

Kills: 250 or more

Continues: less than 25

-----



-----

38. Leopard



Alerts: 75 or more

Kills: less than 250

Continues: 25 or more

Rewards: Corpse Camo if you get 41 continues

-----



-----

39. Puma



Alerts: 75 or more

Kills: 250 or more

Continues: 25 or more

Rewards: Corpse Camo if you get 41 continues

-----



====

JOKE

====



-----

40. Chicken



Alerts: 150 or more

Kills: 500 or more

Continues: 50 or more

Time: more than 35 hours

Health items: more than 50

Rewards: Corpse Camo

-----



Credit Wikicheats







*****************************************************************************

* 11. iTunes ( ITU1111 ) *

*****************************************************************************



iPod Songs to Unlock

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



Random gift from rebel for giving healing item:



Show Time

Love Theme (Action Version)

Destiny's Call

MPO+ Theme



*NOTE: Best gotten during a round 2, provided you have a lot of items carry

over from your last game. And if you help the rebels in the first big fight

in Act 1, just go around handing out rations, noodles, and regains to any

rebel you see. You can hand out at least four to each rebel.*





Big Boss - Get the Emblem.



Snake Eater - Get all the Emblems.



Subsistence - Play one game of Metal Gear Online.



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

the game.





iPod Songs with Effects Found in Game

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



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



Rock Me - Act 2, Confiment Facility. Take the road and look for the swamp, this

song is on one of the islands in the swamp, the bigger one.



Sailor - Act 2, Vista Mansion. On the east wall, toward the corner, and you

must squeeze between the wall and a crate.



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



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



Beyond the Bounds - Act 4, Tank Hangar. With power back up, return and look

in the upper area rooms. I believe you do this before you take the

elevator down.



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

left.



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



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





iPod Tunes with Effects

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



Beyond the Bounds - Increase stun damage.



Big Boss - Increase stun and accuracy.



Bio-Hazard - Held enemies scream



Destiny's Call - Held enemies get mad.



Flowing Destiny - Held enemies cry.



The Fury - Held enemies go mad.



Love Theme - Held enemies cry.



One Night in Neo Kobe City - Held enemies laugh.



Opening Old LA 2040 - Increase accuracy.



Policenaughts Ending - Held soldiers fall asleep.



Rock Me - Increases life recovery items effect.



Sailor - Increases life recovery items effect.



Show Time - Held soldiers scream.



Snake Eater - Increases life recovery items effect.



Subsistence - Increase accuracy.





iPod Songs Without Effects

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



Inorino Uta - Act 1, Mission Briefing.



Theme Of Tara - Act 1, Militia Safehouse. Just before seeing the unmanned

flying-bomber on the table



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



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

kitchen.



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

building you sneak through.



Boktai 2 Theme - Act 2, Mission Briefing.



Metal Gear 20 Years History: Part 3 - Act 2, Confinement Facility. In the bed

room of the prison (the big one).



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

start to get the song.



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



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



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

escort, in an alley.



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

fighting Raging Raven.



Lunar Knights Main Theme - Act 4, Mission Briefing.



Warhead Storage - Act 4, Tank Hanger. Take the upper vent from the heliport

and you'll hit this at the long end.



Metal Gear 20 Years History: Part 4 - Act 4, Warhead Storage Building B2. Again

no one knows.



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



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

the exit.



Metal Gear Solid Main Theme (The Document Remix) - Act 5, Under hatch to the

left at the beginning of area







*****************************************************************************

* 12. Easter Eggs and More ( EGG1212 ) *

*****************************************************************************



Credit WikiCheats, again, for this section:





Commercials

-----------



To start each game you get a few commercials for the various PMC's in the

game world. You can flip the channels to see other ones.





Mission Briefing Fun

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



Okay, so you already know that you can pilot the Mk II around during these

things, but there are a few more things you can do. Find the remote on the

table and shock it (L1 and R1) and you get a much better picture on the

screen. You can also go upstairs where not only is Sunny up to crazy things,

there is a radio you can turn for a few stations.



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





Discounts

---------



If you don't need to buy a gun, and if you promise not to let it affect your

game, you can get 20% off stuff in Drebin's shop on Wednesdays and Sundays.

You can even get 50% off during Act 5, and I believe they stack. So, feel

free to change the day on your PS3.





Infinite DP

-----------



Credit "Cheat" on XPlay for this one, which I guess is all over the place, but

I never quite understood it until I saw it on TV. This takes place in the

Downtown area, where you pick up the rusty can. Walk forward a bit to two

crates and you'll see a few rebels come out of the alley and take cover, but

they die. Just wait here and more will come, and more and more and more. The

point is they will keep coming and they will keep dying. You can pick up the

guns for as many DP as you want by sending out the Mk II. No reason to get too

much DP.





Lose the Camo

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



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

back to normal.





Regain Psyche

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



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

get it back.





Motion Capture Artists

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



During a character's intro with name, press R2 to see the Motion Capture

Artist instead of the voice actor.





Taking Advantage of Rose

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



In the tradition of pervertedness, call Rose on your codec after you meet her

and shake the Sixaxis - sad, I know. You can also do this the first time you

meet her between missions apparently, but didn't work for me, and believe me,

I tried.





Please Don't Smoke

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



The easiest one is that there is always a "no smoking" sign whenever Snake

decides to light up. On top of the cautions during the loadings.





Crop Circle

-----------



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

a conversation.





Staff Easter Egg

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



In act 2 when you are tracking Naomi, you'll hit a spot shortly after the

river where you will run into a guy setting up a claymore. Go down the left

path to hit a metal plate with handprints from the game's staff members. You

can take on the camo pattern and register it to later use too.





Extra Photos

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



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

Naomi and Sunny.





Beauty Photoshoot

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



During the beauty mode fight with the four B&B bosses, stall for three minutes

or so and they will pose for you. Of course you need the camera behind Sunny's

computer found during the Mission Briefings. If you want the extra photos as

well, best to get the camera act 4 and then go for these shots in the next

playthrough of yours.





Emotion Mag Reprint

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



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

rather than the beasts.





Rat Help

--------



Crawling through the vents when first entering the tank hangar will have some

rats that use "!" as you follow them. Call Otacon after and you'll talk about

them.





Animal Cruelty

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



After beating Crying Wolf there are wolves that follow you around. Shoot one

and then call both Otacon and Rose to get extra conversations.





Dancing Sunny

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



Play the song "Oishii Two-han Seikatsu" on the iPod and then press Pause to

see a funny bit in the camera feed.





FROG Play

---------



Hold up a Frog, sneak up and aim at close range, and perform searches on the

bad girls for a perverted good time.





MGS1

----



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



Crying Wolf = Sniper Wolf, duh! You fight in the same place. There is also the

chopper you shot down from the first game in the area on the side.



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



Apparently you CAN switch controller ports during the Screaming Mantis fight

when it switches to Hideo 2. Just press the PS button.



Dying during the last boss fight turns the "Exit" into "Exist", and Liquid

gives to you lines from the first game if you select it.



*NOTE: If you need help knowing what the hell I'm talking about, as I don't

really know about these references, go visit wikipedia and start plugging in

names, or just go play the games, your call.*





MGS2

----



Call Rose with a ration equipped to get the bit referring to Raiden talking

about her cooking.





MGS3

----



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

from MGS3.





Twin Snakes

-----------



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





MGS Series

----------



The chickens are named Solidus, Solid, and Liquid.



Otacon has a REX model by his computer.



While Snake and Naomi talk about war being a game, a list appears with all

the game titles, and a few "in production" titles appear; that means there

are no titles, just "in production."



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

and MGS3 respectively.





Other Franchises

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



Otacon has wallpapers for Policenauts and Zone of the Enders on his computer

on the Nomad. There are also several posters of games in Otacon's lab on

Shadow Moses.



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



Drebin is named after Frank Drebin from "The Naked Gun" movies, and he sells

"naked guns" - get it?



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

floor.





PS3 Stuff

---------



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



Sunny has a PS3 upstairs on the Nomad, and she plays some PSP at times.

Sunny is supposedly playing Penguin Adventure, Kojima's first game.



Otacon mentions "changing the disc" in act 4.



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

PS1.





Easter Eggs in Scenes

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



In the act 1 scene with the B&B intro, keep pressing L1 and look left of

Screaming Mantis to see the ghost of Psycho Mantis.



When you meet Naomi in act 2, the second L1 gives you some teasing of Laughing

Octopus. During the Naomi scenes you will hit two erotic views. One is when

Snake drops his cig, and the second is shortly after being told how long you

got left.



Keep holding L1 after Psycho Mantis leaves and you will hear The Sorrow, then

you can press X.





Kojima Eggs

-----------



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



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



Flip through the commercials to hit two channels called "Hideo" instead of

"Video" - get it?







*****************************************************************************

* 13. Ghosts of Shadow Moses ( MOS1313 ) *

*****************************************************************************



There are 30 of these faces found by snapping photos of certain places while

in act 4. It helps to have the shadow doll from Screaming Mantis on a round 2,

but you can take the pics on your first game, you just won't see the faces

until after you snap.



Also, if you die after you snap a photo, the photos are saved to your drive,

so no need to take them again.



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

there.



Here are the locations and who they are:





Heliport

--------



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



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



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

camera.



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



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





Tank Hangar

-----------



#06. Master Miller - When you enter from the lower vent that was to the left

of the hangar door, he's at the start of this vent.



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



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



#09. Sigint - He is on the opposite side of the hangar door leading to the

tunnel, on the right side and up a bit.





Canyon

------



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



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



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





NWSB1F

------



#13. Makimura - There is a walkway on the left as soon as you enter this

area, and ghost is at the end of it.



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





NWSBB2

------



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



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



#17. Takabe - In the middle desk area.



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



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





Snowfield

---------



#20. Sniper Wolf - To the right of the door you are supposed to go through is

another, locked door. Take a picture of that door.



#21. Sato - Go to the northeast side of the map to hit the chopper you downed

in the first game (you may have, I didn't). Go to the south end of the chopper

and take the picture looking at it.



#22. Shinikawa - There are two big buildings in the field. Head to the west

side of the southern one and look south of the ladder and up to see this guy.



#23. Nakamura - There is a trench heading south, so take it to the end and

and look up a bit to see three heads.



*NOTE: Perhaps it is only when you tranq Crying Wolf, but it says numerous

places that you can snap a photo of the wolves and see Sniper Wolf. I didn't

see anything when I killed CW, so maybe only tranqing works.*





Casting Facility

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



#24. Sasaki - This ghost is in the south end. Look on the map to see an "11" in

the middle of the room, the ghost is there, up a bit. The Gekko is easy to

lure away, just toss a mag and then run to the back of the little barriers.

From here you can look up and take the photo, just keep an eye on the Gekko.



#25. Hirano - When crawling through one of the two openings along the middle

of the belt, you'll have to toss a mag to lure the Gekko on this side away,

then get on the line, back up, and snap a photo above the right crawlspace to

see the ghost.





Underground Base

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



#26. Keneda - Really creepy. As soon as the area loads, move down the steps,

turn around, and snap a photo looking up a bit.



#27. Negishi - When the Scarab on the walkway is away, stand on the bridge and

look to the waterfall and snap a photo.





Supply Tunnel

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

You can only get these ones during the Vamp fight.



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



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



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







*****************************************************************************

* 14. Author Info / Copyright *

*****************************************************************************



-------



Credits



GameFAQs - for pretty much the whole rewards section.



Wiki Cheats - for pretty much all of section 10 and 11.



Roy Ferrell - for the tip of switching controller ports and the Ghosts of

Shadow Moses.





-----





-----------



FAQ's



Q: How do I play a second game where I have all my weapons and stuff?



A: You load the save file from after the credits.



-----





-----------



Please contact me if you need any help, if you want to praise me, if you want

to talk, or if you want to ask a question.



***Please have 'MGS4' in the title. Or anything to show it's not spam.***



My email:



lunatic_252000@yahoo.com





Extra points for good spelling, and the easier the question is to answer, the

more likely I'll reply. Which means the better you set me up, the easier it is

for me to knock it down.



PS - the only things I'm missing is a speed run guide and a complete weapon

list. Mainly for the Little Gray emblem. I have none of the unlocked guns

and I wish I knew all 69 weapons they require, unless I'm counting is just

off.



Also have no clue where these songs are:



Metal Gear 20 Years History: Part 4

Test Subject's Duality





-----------





-----------



I have other guides floating around too. They are:



Resident Evil 4

Dead Rising

Gears of War

Lost Planet

Crackdown

GRAW 2

Rainbow Six Vegas

TES IV: Oblivion

Shivering Isles

Knights of the Nine

The Darkness

BioShock

Halo 3

Half-Life 2

HL2: Episode One

HL2: Episode Two

Call of Duty 4

Assassin's Creed

Mass Effect

Advance Wars: Days of Ruin

Perseus Mandate

Sam & Max Episode 203

Devil May Cry 4

God of War: Chains of Olympus

Rainbow Six Vegas 2

Okami

Grand Theft Auto 4

Condemned 2: Bloodshot





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





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



I've also been published in GamePro magazine, June 2007. Pretty cool if you ask

me, and all because I write these little guides.



Also, I am in the October issue as well, which should be out at the time of

this guide's release. At least I ain't a one hit wonder.



In a nice surprise, I didn't even know I was in the March 2008 issue of

GamePro, but I am. Maybe I'll be in more I don't know about...



Look to Gamerhelp.com for a slew of other articles written by me in the

featured article section.





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





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



Here is my list of sites:



GameFAQs (main host site)

GameSpot

GamerHelp

IGN

OCModShop.com

TheGameReviews

gametower.org

SuperCheats

GamesRadar

CheatPlanet

CheatCodeCentral (cheatcc.com)

GamersTemple (http://www.gamerstemple.com/)

gamerevolution.com

cheatingdome.com

unlimitedgamer.net

and more here and there, too many to keep up with

and even a few foreign ones too!



*NOTE: There are many more with single guides, and then others with a few, and

some that I just don't keep track of.*



All other sites must ask permission if they want this. All I ask is that the

guide be ad-free and in this text format.



And if you want to make a donation at my site for hosting a guide, that is

fine too.





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





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



Here is my website:



www.thechaosuniverse.com



You'll find all my other guides here too and perhaps something else you may

like.





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





---------

COPYRIGHT

---------



This guide may 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 copyrights contained in this document are owned by their

respective trademark and copyright holders.





Copyright 2008 Brad Russell

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