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    __ __ ____ ____ __ __ ___ ____ __ ____( \/ )( ___)(_ _) /__\ ( ) / __)( ___) /__\ ( _ \) ( )__) )( /(__)\ )(__ ( (_-. )__) /(__)\ ) /(_/\/\_)(____) (__)(__)(__)(____) \___/(____)(__)(__)(_)\_)___ _____ __ ____ ____ __/ __)( _ )( ) (_ _)( _ \ /. \__ \ )(_)( )(__ _)(_ )(_) ) (_ _)

    (___/(_____)(____)(____)(____/ (_)

    GUNS OF THE PATRIOTS

    ____________________________ Metal Gear Solid 4 Guide Created by: Axel7174 FAQ and Walkthrough Copyright 2008 Ryne Gardner____________________________

    Version History---------------Version 1.00 - 6/17/08 - 6/27/08--Guide started. Well, I sort of tried to rush but I had so many other thingsto do so working on this took some time. I wanted to get this up soon so somesections aren't done yet, but the main walkthrough is. I'm also going to tryand diligently get the others up soon.

    Version 1.25 - 7/1/08--I made a few changes in information. Some things were just mindless errorsI totally didn't notice (perhaps due to my rushing the guide down the stretch).

    Others included things I meant to put in, but for some reason forgot. I havestarted the No Kills/Alerts walkthrough, and started adding some of the otherthings for listing purposes. I threw in a few more frequently askedquestions. I also noted in my walkthrough about finding the Stinger in Act 3,but feeling like I had found it once before that. I remembered where: Act 2,and I have fixed that, as well as a few other things.

    Version 1.35 - 7/2/08--A few more additions, many of them small fixes and things like that. I alsoadded more to the No Kills/Alerts walkthrough, up to just after the boss in Act2. Somehow I missed a pretty cool spot in Act 2 and now I've decided to changemy walkthrough for a certain part around a little bit. More on the way soon.

    Version 1.40 - 7/3/08--Small update due to my being so busy with other things, including preparationfor the holiday. I continued the No Kills/Alerts walkthrough, up to Act 2'send. I also added more of the unlockables. I still got more to add therethough, so they're on their way.

    Happy 4th of July folks!

    Version 1.60 - 7/5/08--Well, I hope everyone had a nice holiday (for those of you who celebrate it).Anyways, back to business. I added a lot more to the Unlockables, and started

    the Extras sections with Easter Eggs. More is on the way though. I'm lookingto update the No Kills/No Alerts walkthrough tonight. One other thing I addedwas some info relating to the psyche gauge and flashbacks.

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    Version 1.65 - 7/7/08--Ok, I'm getting near the end now. I have almost all of the stuff that Iwanted to add. I put more unlockables, a few more Easter Eggs, and I also putup to the start of Act 4 in the No Kills/Alerts walkthrough. I'm going to beready to add submissions soon so please, hold out until then.

    Version 1.75 - 7/13/08--This took longer than I wanted, and basically I haven't had time to even touchmy PS3 since Wednesday. However, I am happy to say that I now have an HD TV! Ohyay, I'm finally stepping out of the stone age! I can finally read shit on myPS3 games! Wow! No, but seriously, it is really cool. There is good news foryou, the readers as well however. I have indeed decided to do something for thelong sought after Big Boss Emblem. It will not be in this guide however, and Iwill probably try to make a separate guide for it, some time after this one iscompleted or near completed. As for this update, I finished Act 4 in the NoKills/Alerts walkthrough, as well as added a lot of little new pieces of infothat I recently discovered or forgot about (meh). Oh, and if you have submittedme tips, don't worry, I haven't forgot. I just wanted to get more of this guide

    done first, so I'll be adding them really soon. Also, you can consider thisguide open to tips now officially, so if you got 'em, please read the submissionsection at the end of the guide, and you can e-mail me. They better be good!

    Version 1.80 - 7/15/08--I finished the No Kills/Alerts walkthrough. I will be starting a separateguide for the BBE soon and it will be located under In-depth FAQs on the MGS4FAQs page. As for other things, there's a few changes in information, extra tipsin strategies, etc. There's a bunch of new routes/areas I added in Act 1. Also,a few more Easter Eggs. I've also finally added the first submissions to thisguide. Here's a brief overview:

    -Added an easier strategy for Act 3 No Kills/Alerts

    -Finished No Kills/Alerts guide-Added another Easter Egg (more coming so hold on)-More audio flashbacks mentioned in the standard walkthrough-Created Advanced Tips section-Added more info to some Boss strategies-Added several submitted tips

    Version 1.85 - 7/17/08--Well, with the No Kills/Alerts guide done, I have to say, this FAQ might beclose to completion. I'm gonna try to skim through it and find any other thingsthat need tweaking. For example, I have revised the Crying Wolf boss strategy(standard), and also added other various tips here and there. I'm still in theprocess of confirming a bunch more locations for iPod songs. For the future, youcan hopefully expect a BBE guide. That's all for now, here's what's new:

    -More Easter Eggs added-Revised Crying Wolf strategy (standard)-Added a few more Advanced Tips-Added Cheats section under Extras-Added information on extra passwords to enter at Otacon's computer under FunThings To Do

    Version 1.90 - 7/23/08--A few small updates. Worked on confirming some new information, improved afew things here and there. Not much else to say. I'm going to be starting the

    separate guide soon, I hope.

    -Revised strategy for Act 1 - Red Zone (No Kills/Alerts)

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    -New finds added for Act 1 - Urban Ruins-Updated the walkthrough to incorporate finding more iPod songs-Added more Easter Eggs-Fixed a whole mess of errors

    Version 1.95 - 8/1/08--Went a while without an update. I actually figured I did have a few more

    things to add, mostly in the realm of general information about the game. Thereis still more to add, such as the Ghosts that I have been sort of purposelyneglecting for a while now. I will of course still be adding tips, easter eggs,and the like but I imagine a Final version is on the horizon. As for the otherguide, it's in the works, but let me say don't expect to see it really soon.

    Version 2.00 - 8/8/08--I hope to finish this guide soon. I'm trying to find more time to sit downand finish some things up. I hate to say it, but my next semester of college isright around the corner (bleh), so I have to take that into account as well.Anyways, I made a few small updates, changes, etc, including a few newsubmissions.

    Version 2.10 - 8/26/08--Well, I'm almost done I hope. I wanted to finish this completely before schoolbut alas, that's not possible. I have classes starting tomorrow; gotta wake upbright and early at 5 AM. Ugh. Junior year of College, hoorah -_-. In any case,I made some small fixes, updates, etc. Added a few tips and another FAQquestion. Also, if you're interested, I finished my BBE guide. It doesn't looklike it will be accepted however, due to the fact one already exists. Kindasucks, but I will just add the information to this guide if I have to.

    Version 2.50 - 8/27/08--Well, you can call this a big update. And for the simple reason of gettingattention to this point...

    ***BIG BOSS EMBLEM WALKTHROUGH ADDED TO THIS GUIDE***

    Yes, since I unfortunately couldn't get it in as a separate file, I made mycurrent guide even more bloated. With the addition of the BBE walkthrough, I'mcutting the No Kills/Alerts walkthrough out of it. More information on thatdecision in the "About This Guide" section. To reflect this change, a lot ofthings have been also moved around or changed. For example, the tips for theNo Kills/Alerts walkthrough have been added to the Advanced Tips and the bossstrategies from that walkthrough have been moved to their own new section. Referto the Table of Contents for where to go to get your BBE fix.

    Version 2.55 - 9/15/08--Friends, let me tell you something. Life is full of peaks and valleys. Justwhen things seem like they're going swell, everything takes a sudden turn. Youbuy a new game system, then get mugged on the street by some hobo. You invent anew device to help handicapped people get around in even more places, then youget hit by a bus. Or maybe you're like me, and your computer just up anddecides to deliver you a big "Fu*k you" and die. Yeah... my harddrive got friedand that meant no computer or internet access for a week. Not as bad as itsounds, but I had school work to do, and just now I've gotten a new HDD. Thegood news? Well, I got my car hooked up with a nice stereo system and newspeakers. Major schwingage. Oh... good news for you? Haha, right, right. Well,I added a few tips, if that counts for anything. Final update soon I hope. Butfirst I have to lament the loss of all my music, video, and text files in a

    flood of my own tears.

    Version 2.65 - 10/18/08

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    --I've added the Ghosts section which can be found in the Fun Things To Dosection of the guide. I also added a few tips but I will no longer be acceptingmany of them from here on out.

    Version 2.70 - 2/23/09--A very small update in which I made a few fixes, added a tip or two, and alsoadded a new FAQ question. At this point, I'm not accepting any more submitted

    tips whatsoever. Please read the revised section at the end of the guide formore info.

    FINAL Version - 7/1/09--If you've read the Version History of this guide carefully, you'll noticethis is not the real first Final version. In fact, I stamped Final twice beforethis, and I realize now that it was premature. I found some new things to addand so I included two brand new sections. I also made a lot of fixes, mostlyformatting (reducing bulky paragraphs to smaller, seperate ones). I know feellike this guide is definitely done. Small fixes may still be done but I doubtany new info or sections will be added. Thank you, everyone for helping me out.

    Table of Contents

    1. Introduction........................................... (hrwr)* About the Author* About This Guide (what to expect)* About Metal Gear Solid2. Snake's Intel....................................... (intl)* What Are We Looking At Here?

    * OctoCamo* Button Layout* The Moves* Triangle - Special Actions* CQC* Other Things* Enemies* Advanced Tips3. Standard Walkthrough................................... (wlkt)* Foreword* Act I.................................................. (act1)* Act II................................................. (act2)* Act III................................................ (act3)* Act IV................................................. (act4)* Act V.................................................. (act5)4. Big Boss Emblem Walkthrough............................ (bbew)* Foreword* The Requirements* Before You Begin* BBE Tips* Beating the Clock* Act I.................................................. (bbe1)* Act II................................................. (bbe2)* Act III................................................ (bbe3)* Act IV................................................. (bbe4)

    * Act V.................................................. (bbe5)5. Extras................................................. (exra)* Non-lethal Boss Strategies............................. (nlbb)

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    * Weapon Index........................................... (wpin)* Easter Eggs............................................ (ovresy)* Fun Things To Do....................................... (hvfn)* Cheats................................................. (chts)6. Unlockables............................................ (unlk)* Weapons/Items.......................................... (wpns)* FaceCamo............................................... (fccm)

    * Costumes............................................... (cstu)* Emblems................................................ (embd)* iPod Songs............................................. (hlycrp)* Other.................................................. (otra)7. Miscellaneous.......................................... (mscl)* Frequently Asked Questions............................. (afak)* Regarding Submissions* Credits/Special Thanks* Contact Info* Legal Gibberish

    _________________________________________________________________/ \

    -] Introduction - Here We Are (hrwr) [-\_________________________________________________________________/

    About the Author----------------Well, this is going to sound awfully repetitive, but... what can I say? I'mmaking yet another guide. This is going to be third guide and you know thestrange part about it? All of my guides so far have been for games issuingtheir fourth installments. Yes, all for game series who produced their 4thgame. Devil May Cry 4, Grand Theft Auto IV. Now here we are, a guide for the

    much anticipated Metal Gear Solid 4.

    All I can say about myself is I'm here to help. I enjoy writing and I write alot of stories and so forth and English is more or less my strongest subject,so all of those go into the idea of making a guide. I'm a resident New Yorkerand I just like to have a good time with friends and play baseball, and ofcourse, chill back and play a good video game.

    About This Guide (What To Expect)---------------------------------In this guide, I'm hoping to provide a quality walkthrough to help players getthrough the main story. On top of that, I have also provided a walkthrough forthe long sought after Big Boss Emblem. It will be replacing my No Kills/Alertswalkthrough to accommodate this change. Reason is the No Kills/Alerts guide islike 75% of what the BBE guide offers, so there's no point in clogging thisguide with three walkthroughs. However, the No Kills/Alerts walkthrough alsocovered getting the Solar Gun and some FaceCamos, and in that light, I will besaving the Non-lethal Boss strategies, but placing them in a different section.

    When it comes to spoilers, I will not ever discuss any of the game's lengthyrevelations and other things that pertain to the intricate plot. I may oftensay, "Watch the scene. (insert character) will tell you to go _______ " and forthe most part, I will be avoiding spoilers in doing this. You won't have toworry about me revealing anything such as the game's ending or anything likethat during the course of this guide. However, some minor spoilers may be

    mentioned in the Extras and Unlockables sections so just be aware of that.

    About Metal Gear Solid

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    ----------------------I have to admit, I'm now a huge Kojima fan. My first Metal Gear Solid game wasMetal Gear Solid 2: Sons of Liberty. The game itself always talked about thingsfrom the first game. It was such a rich and rewarding experience, but it mademe hunger for more. I wanted to know, what is FOXHOUND? Who exactly is this guyLiquid? What exactly did Snake had to go through? So I played Metal Gear Solid,the original, and was also, quite rewarded. Thanks to MGS3: Subsistence, I also

    got a chance to play original MG games as well. I was impressed and entrancedby Kojima's way of entertainment. Kojima expressed once that he doesn't seevideogames as art. I find it somewhat ironic because in my opinion, the MGSseries is a rare find. It's got a wonderful gameplay system, surrounded by astory that is well told with quality voice acting and cinematic beauty. It maynot be the best game series ever, but it's still a very good one.

    _________________________________________________________________/ \

    -] Snake's Intel (intl) [-\_________________________________________________________________/

    What Are We Looking At Here?----------------------------Just a brief layout of the HUD display on the screen when you're controllingSnake.

    Health and Psyche bar: This is the one at the top left it has Snake's name onit as Old Snake. The top solid bar is Snake's health. When it's depleted, Snakeof course, dies.

    THE PSYCHE GAUGE - New in MGS4, but quite similar to the Stamina Gauge fromMGS3. If it goes down, Snake's performance is affected. He can't hold his gunstraight and his vision is impaired slightly. Perhaps the worst effect of lowpsyche is that Snake loses the ability to heal his body naturally. Psyche is

    measured by a smaller factor: Stress. When Stress increases, Psyche goes down sothe obvious thing is how to avoid being stressed out? Read on

    --STRESS--

    Under the Psyche gauge during certain situations, you will see (unless you had acrappy TV like I used to have, you won't see it I suppose) the Stress indicator.Stress slowly increases by 0.1 intervals in pressing situations for Snake. AsStress increases, it has more of an effect on Snake's psyche. When the Stresslevel turns red, you'll see Snake's pyche decrease steadily. Stress becomes athing to watch for when playing on Solid Normal and above. Certain situationsand stimuli will increase and decrease Snake's stress.

    _______________________________________________Stress Increase FactorsStress Decrease Factors-----------------------------------------------Direct sunlight Shade Cold weather Laying prone Combat situations Remaining stealthy Alert phase Compress Back pain Playboy magazines -------------------------------------------------

    Heavy combat will cause Snake's stress to really climb, and may result in aCombat High. Other factors like staying out in the sun will slowly but steadily

    get Stress to accumulate over time. It can be reversed if Snake stays in theshade. Crouching for prolonged periods will cause Snake back pain, but using aCompress will prevent any significant stress increase. If all else fails, flip

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    through a Playboy magazine and Snake will feel much more relaxed.

    Wind/Radar: At the top right, it begins as a wind direction thing. When youhave the Solid Eye on however, it displays a much more detailed radar. Thesmall dots of light represent nearby sounds or movement.

    Camo Index: Much like MGS3, you can see your Camo Index at the top right in the

    same display. On my crappy TV, I cannot see it for my life. I swear, if Ididn't read the instruction manual, I never would have known it was there. Itmeasures how well Snake is blended in. Wear FaceCamo to increase this.

    Item: When you have an item selected from the Item Menu, it shows up at thebottom left.

    Weapon: When you have a weapon selected from the Weapon Menu, it shows up atthe bottom right.

    OctoCamo

    --------Like in MGS3, camouflage will play a role in Snake's mission. The OctoCamo suitautomatically responds to surrounding surfaces and stimuli, mimicing the colorand even the texture. Thus, this allows Snake to blend in with almost anythingat any location. The degree of success is measured by the Camo Index in the topright. The higher the percent, the better Snake's disguise is. It goes down whenhe is moving or making other hostile actions. Also, like in MGS3, no matter howwell Snake is hidden, he can be discovered if an enemy gets too close.

    OctoCamo has two settings. The default is Auto which allows you to easily blendin just by pressing up against a wall or laying flat on the ground. In a fewseconds, the camo will kick in and copy the color of the nearby surface. Theother setting is one MGS3 players are more familiar with, and that is Manual. On

    Manual, you will have to enter the Camo submenu from the Pause menu and selectby hand which camo suit you which to use, and see how well it blends in to thecurrent area. Auto works best because you never have to second guess yourself onhow well you're hidden.

    The OctoCamo only has a few preset suits however. You can obtain more byblending in with various areas and then permanently copying that color scheme tosome sort of internal database for future use. You can do this by blending, thengoing to Camo from the Pause menu, and selecting Register Camo. This lets youcopy the current camo scheme and adds it as a permanent selectable camo suit.Snake's suit comes with a few preset options, and you can register up to 10 newschemes, as well as download more if you have that option.

    Button Layout-------------Ok, I'm going to outline all of the controls briefly. If you want more help,refer to that little booklet that comes with your game. You know... theinstruction manual (da da daaaaah!). It's important to get used to the controlssince some things have changed since the last installment. We'll start with thebasics.

    _____________________________________________________________________________ButtonNot Moving Moving When Aiming Laying Flat Behind Cover -----------------------------------------------------------------------------

    X Prone/Lay flatRoll N/A Prone/Stand Stand/Prone -----------------------------------------------------------------------------SquareN/A N/A Autoaim/ManualN/A N/A

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    -----------------------------------------------------------------------------CircleReload Reload Reload Reload Reload -----------------------------------------------------------------------------TriangCover/Special Climb Scope/FPV Play dead/turn Leave cover -----------------------------------------------------------------------------LAS Walk/Run Run Move Snake Crawl Move along wall-----------------------------------------------------------------------------

    RAS Camera Camera Move Reticle Camera Camera -----------------------------------------------------------------------------L1 Aim Aim N/A Aim Jump out shot -----------------------------------------------------------------------------L2 Items/Equip Items/E.Items/Equip Items/Equip Items/Equip -----------------------------------------------------------------------------L3 N/A N/A N/A N/A N/A -----------------------------------------------------------------------------R1 CQC CQC Fire Weapon N/A Fire/Tap wall -----------------------------------------------------------------------------R2 Weapons/Equip Wep/Eq. Weapons/Equip Weapons/Equip Weapons/Equip -----------------------------------------------------------------------------

    R3 Center camera C. Cam. L/R Shoulder Center camera Center Camera -----------------------------------------------------------------------------

    The Moves---------Let's go a little bit more in-depth on Snake's actions. Most of the controlsyou can get a feel for by reading the above layout. It helps to look a littlemore deeply at all the available moves in Snake's arsenal though. You neverknow when one of these moves can come in handy.

    -Creeping-

    Just another word for moving slowly. This technique is irrelevant except on

    Hard and Extreme. On all other difficulties, enemies won't hear you unless youare moving full speed. Tilting the stick very very slightly allows you to movewithout making noise, which is imperative for Hard and Extreme.

    -Roll Forward-

    While running, hit X to roll forward. This is useful for crossing small gapsyou may encounter. It may also be used as an attack on enemies, especially ifyou need to get out of a tight spot in a hurry. It's not capable of knockingenemies out in one blow though, so be aware of that.

    -Combat Roll-

    A combat roll, not to be confused with the Side Roll (see below), is a roll youcan do while crouching. In this position, hit left or right on the LeftAnalog Stick and then X to make a small roll in that direction. It's a rollmeant to keep Snake in the combat position.

    -Laying Flat-

    Hold X to lay flat when prone. This is different from simply laying down. Inthis position you play dead. It doesn't help a ton against nearby enemies butit allows Snake to recover lost health slowly.

    -Turn Over-

    When laying prone, hit Triangle to flip over to Snake's back. From here, he caninch forward on his back and have a different angle to lob grenades and so on.

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    You can hold X (above) to play dead in this position too.

    -Side Roll-

    While prone, either with a gun equipped or unequipped, you can roll along theground. Hold L1 and then x. At that point, simply move left or right on theLeft Analog Stick to roll in that direction. Good for covering ground but still

    remaining low.

    -Hanging-

    To hang, slip over an edge or jump over a railing with Triangle. In thisposition, Snake hangs from the ledge with his hands. This is useful forslipping out of sight (such as hanging over a railing where enemies may bepointed at) or dropping to a lower platform faster. While hanging, payattention to the Grip Gauge. It is the same size as your Psyche Gauge and assuch, the lower your Psyche, the lower your Grip capability. When hanging, thePysche Gauge is coated in blue; that's the Grip Gauge. As the blue area startsto deplete, you'll be closer to falling off.

    Triangle - Special Actions--------------------------In many situations, the function of the Triangle button will change. Most ofthe time, you will be using it to enter and leave cover behind walls and otherobjects. However, there are times when the function will change. You can usethe button to climb up small ledges like onto crates and such, as well as climbladders. There are even more times however, that you'll find during the courseof the game where the Triangle button will appear and prompt you to dosomething special. It also figures prominently into the next section.

    Snake - Soldier Interactions-----------------------------When dealing with enemy soldiers, there are few things to cover about thecontrols in particular. R1 becomes your CQC button (covered next), and thingslike movement become important. Don't run, lest you give your position away tothe enemy. Tilt the stick slightly to walk. This will allow you to get the jumpon your enemy and perform some CQC moves. Again, that's all covered in the nextpart. We have a few techniques to go over first.

    -Hold Ups: To hold up an enemy soldier, sneak up on them and point your gunwith L1. Snake will tell them to freeze and the enemy will put their hands upand drop their gun.

    -Shake for items: Right after you've held someone up, while still holding L1,maneuver Snake to the front of your enemy and then release L1. Press triangleto begin searching for items. Snake will search the enemy's body and the promptfor Triangle will appear. Press it at the right time and you'll get some ammoand other items from the soldier. Time it wrong and you'll miss. Eventually,Snake will then be able to stun the enemy, so time that prompt right to knockthe soldier out.

    -Picking up bodies: Stand near a dead or incapacitated soldier and hold theTriangle button to pick up their body. Using the Left Analog Stick, you candrag their body around. The reason for doing this is to hide it from otherenemies that may spot it and therefore will call in back up. However, leaving

    a body can be useful (see tips).

    -Hiding bodies: Often times, if you know where the enemy searches, you can keep

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    them from finding their fallen comrades if you place the body in the rightplace. However, if you want to be sure, drag the body to a nearby locker (ifthere is one). The locker needs to be open. Drag the body into it and Snakewill put them inside and close the door.

    CQC - Close Quarters Combat

    ---------------------------CQC returns from MGS3 and it's much improved this time around. It's a valuableweapon for Snake in his mission. There are a number of different CQC techniquesand they change depending on Snake's situation. In a way, this is an offshootof the previous section because obviously, CQC requires an enemy soldier aswell.

    *======*Basics*======*

    Grabbing: Grab an enemy with R1 and Snake will place them in a chokehold. This

    can only be done with one handed weapons (pistols) or with no weapon equippedat all.

    Melee: If you have no weapon or just a pistol equipped, pressing R1 three timesin succession will let Snake perform a short melee combo. If he has an assaultrifle weapon equipped, he can perform a one hit strike attack with it.

    Holding an Enemy vs Choking: Hold R1 lightly to simply hold an enemy. Use theleft analog stick to drag them around.

    *==========*Techniques*==========*

    -Throw Enemy to Ground: Press R1 and down on the Left Analog Stick at the sametime to toss the enemy hard to the ground. This will stun them for a shorttime.

    -Knock Weapon Away: After grabbing with R1, release R1 as Snake is pulling theenemy toward him, then hit R1 again to make the enemy drop their weapon.

    -Choke Out: Hold R1 firmly to choke an enemy. Eventually they will be knockedout.

    -Snap Neck: Keep tapping R1 when the enemy is held in CQC and eventually theirneck will break

    -Throw to Ground: After already grabbing an enemy, press down on the LeftAnalog Stick and R1 to throw them down. This is not as powerful as the normalthrow, so it will not knock the enemy out, so be mindful of that.

    -Human Shield: While holding R1 to keep the enemy in your grasp, use L1 to aimyour pistol and use the held soldier as a human shield. Other enemies willhesitate to fire at you. It makes getting out of hairy situations much easier.

    -Assault Rifle Throw Down: With an M4 or other assault rifle equipped, approachan enemy and press R1 and then immediately down on the Left Analog Stick. Snakewill perform a quick combo which ends with a throw down, knocking the soldier

    unconscious.

    -Choke Out on Ground: While holding an enemy, press X to crouch, then release

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    R1 quickly. Press R1 again immediately and down on the Left Analog Stick at thesame time to place the enemy face down and get on top of them. Hold R1 and theenemy will eventually be choked into a stunned position.

    *============*Other Things*============*

    There are a few more things to watch out for when you play the game. While theydon't allow you full control, there is a bit of limited player interaction inthese specific sequences.

    -Flashbacks: When watching cutscenes, you may see an X prompt in the top right.Press X several times to see various flashbacks that are relevant to theprevious MGS games and other things. There are a few hidden ones however whenX doesn't show up but you can still hit it to see something.

    -Snake's View: You can get a glimpse of what Snake is looking at during somescenes by looking for the L1 prompt in the top left corner. Hold it to see what

    Snake sees. Like flashbacks, there are a few hidden ones where the prompt doesnot appear.

    Psyche Drops: During cutscenes, some things characters say to Snake, or attimes, Snake's own actions result in him getting a drop in Psyche. You can tellthis when the Health/Psyche gauge becomes visible during the scene and thePsyche drops a little. Prevent this by tapping X repeatedly when it drops torestore it back. There are a few exceptions to this however.

    *=======*Enemies*=======*

    Snake doesn't face a wide array of enemies, but a few of them can be moredeadly than most enemies he's fought in his video game career! Boning up onthem might just help you avoid a swift death.

    PMC Soldier-----------Where: Acts 1, 2, and 3Description: Your most typical MGS enemyEquipment: Mk. 17, Grenades, Stun G., WP G., G3A3, M60E4, etc.Difficulty: 1/5Tips: All strategies in dealing with enemies advocate stealth as a primaryoption, but sometimes, as you know, being stealthy isn't always easy. So whenyou have to, favor pistols or automatic weapons and submachine guns. These guysgo down pretty easily. When you're remaining stealthy, use the Mk. 2 and StunGrenades. Very susceptible to CQC moves. Use Human Shield when you get in abind.

    FROG Soldier------------Where: Acts 1, 2, 3, and 5Description: Female soldiers with special armor and combat abilities.Equipment: P90, Five-SevenDifficulty: 2/5Tips: Avoid using the Solid Eye when trying to sneak through an area with these

    gals. They can detect the sound. Also avoid CQCing them directly. Direct meanswhen they can clearly see you coming. The FROGs have a counterattack and mostof the time, it will backfire on you. If you can sneak up on them, it's easier,

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    but avoid doing it directly. They like to move around, using the ceilings andwalls to cling to. Don't let them flank you and use assault rifles and thelike, as well as sniper rifles and sometimes grenades.

    Gekko-----Where: All Acts

    Description: Unmanned mech unit, uses sounds of Cicada and BullWeapons: Machine gun, grenadesDifficulty: 4/5Tips: The most primary strategy is to just avoid detection at all costs. Thereare times when **** happens though, and also a time (Act 4) where killing thembecomes a necessity. Without the Rail Gun, killing a Gekko is not all thathard. The important thing is to keep moving and never let it get too close toyou. The Gekko's kick attacks are deadly and will obliterate Snake. Use theSolid Eye to find the Gekko's weak points. Fire at its legs to bring it to itsknees. Aim for the neck to bring it all the way down, then fire at the headuntil it blows up. When you get the Rail Gun, charge it up all the way anddeliver a shot to the head for an instant kill.

    Raven's Minions---------------Where: Act 3Description: Unmanned flying units that look like birds, drop bombs from aboveWeapons: Rockets, bombsDifficulty: 1/5Tips: These things are pretty easy. During the chase sequence, just aim at themwith your submachine gun. You only have to be so accurate and they are veryweak. During the boss fight, take them out if you prefer, it will make things alittle easier. They offer a little problem if they start attacking so stay inthe building.

    Scarab------Where: Acts 4 and 5Description: Small spherical units with 3 arms, they move in groupsEquipment: DEDifficulty: 3/5Tips: These guys are really annoying and they prove that in Act 4. They combthe area and being spotted by a single one of them brings on a hellishexperience for Snake. They attack in giant swarms and respawn continually untilyou shake the Alert phase, which is by the way, not easy. Killing a Scarab mayoften call in even more too which makes things harder as well so avoid it mosttimes. Learn their patrol routes and avoid their search beams. Their biggestweakness? Chaff Grenades. Hope you saved up! If you get attacked, don't letthem swarm you. Use a Machine Gun or the MGL-140. They may grab Snake and usea laser on him, just execute a roll with X when they latch on.

    *=============*Advanced Tips*=============*Just some random tidbits of information, ranging from near common knowledge tipsto lesser known ones. Various things to help you in achieving more when playingMGS4.

    1. Crouch when you can, it is less conspicuous and draws less attention thanwhen running

    2. Avoid using guns with light attachments when trying to be stealthy, they'llgive you away all to easily

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    3. On the battlefield, especially in the earlier acts, it can be hard to get agrip on things with the constant gunfire, explosions and so forth. Use the SolidEye to sort things out. Enemies are red and allies are blue

    4. Earning the trust of the rebels can help you out, especially on the hardestdifficulties where (according to a friend), they too, can alert you!

    5. Beware of places where enemies respawn endlessly and don't get caught fendingthem off forever

    6. Although you really don't have to pay attention to it as much as in MGS3,refer to the Camo Index (top right on HUD) to see how well you blend in. Ingeneral, anything above 65% means you won't be spotted, unless of course, youmove

    7. The Threat Ring might also be of use if for some reason you can't see anenemy nearby. If a part of the ring elevates into a peak, that means somethingis close by. The higher the peak the bigger the object is. A small peak may be

    something like a mouse. I really never found it that helpful because of radar,but it's there

    8. Although you can indeed hide bodies, leaving them can prove to be morehelpful in some cases. If you can lure another soldier to find the downed one,you can usually get a good jump on him as well

    9. To avoid any trouble from the rebels (especially if you don't feel likebuying them out), just wear the appropriate disguise and they will like you

    10. Watch your psyche carefully, especially on later difficulties, and try toavoid the situations where it is depleted faster

    11. Get a feel for which healing items restore more, and manage them intocategories as such, for casual, bigger wounds, and much needed healthrestoration, based on the severity of your injuries

    12. When in doubt, call Otacon. Frankly, in some cases, he couldn't always giveme the hint I needed but don't sweat

    13. When dealing with the "Beauties", choose weapons that have automatic fire toreally light them up, or if you're going for no kills, the M870 with V-Ring

    14. Playing dead in certain situations, especially with the Corpse Camo on, canhelp

    15. Also, playing dead can help restore some of Snake's health, allowing you tobetter manage your healing items (thanks to M for this)

    16. When it comes to Scarabs, just use Chaff Grenades, for your own sanity,please

    17. Never underestimate how useful the Mk. II/III can be in scouting. It canalso help you take some enemies out and even procure items for you

    18. It goes without saying but, if it's dark, infrared can be a big help

    19. My friend put this pretty simply. Never underestimate how helpful the Drum

    Can and Cardboard Box can be

    20. CQC can be a life saver. The Human Shield technique can really save you in

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    the middle of big fire fights, because it really immobilizes nearby enemies

    21. Conserve the battery life on the Solid Eye when possible, refer to it forjust quick moments when you need it, then leave it off

    22. Taking the time to make more accurate shots (headshots especially), can be abig help in saving ammo, especially on later difficulties

    23. Don't underestimate how useful Magazines can be. And no, I don't mean thePlayboys. I mean the ammo Magazines that accumulate in your inventory when youreload. You can easily control enemy movement with these. Toss one where youwant a PMC to look. Once his back is turned, he's all yours.

    Tips for avoiding Alerts/Kills------------------------------

    1. Use the radar (with Solid Eye on) to show you where nearby enemies may be

    2. Make it a habit not to use lethal weapons except when fighting things likeGekkos and Raven's minions

    3. Stun Grenades can be a big help, but only use them in the right situations

    4. Learn to like crawling and use OctoCamo well

    5. Be very careful when dealing with PMCs, try to avoid confrontation

    6. Watch out when you do take out PMCs, some of them respawn very fast and youcan get caught when you think it's safe to proceed

    7. Use. Infrared. A lot. Even when it's daytime out, the infrared setting on

    the Solid Eye clearly delineates enemies and this is helpful so that you canalways see what's coming.

    8. Save often. Every time you pass a checkpoint, save the game. A checkpointis when the screen fades and then it says "Press Start to continue." Save whenyou get to these parts and if you mess up you can reload from there.

    9. Be extremely careful when using the Mosin Nagant. It's sound can give yourposition away if your targets are too close. If they are close enough to hearyour Mosin Nagant shot, you should have used the Mk. 2.

    10. Try using the Mk. II/III in more situations that you didn't before, butbe warned. If you're not using its stealth function, and the MK. II/III isspotted, it will trigger an alert also.

    11. Stun Grenades can give you away if they are not close enough to the enemy.Try to be more precise and try throwing only from the laying position when incamo.

    12. Check your stats when you're in the middle of an act if you're unsure ifyou still have 0 kills/alerts. You don't want to accidentally save if you havegotten one of either. Quit out to the main menu and load the Mission Briefingfor the current Act. On the main split screen, on that orange bar, your currentstats will scroll across.

    13. Never use a gun with a light attachment. Most of the guns you're usingshould be non-lethal anyway, so some of them can't use lights (exception: M870)but still, avoid the lights whenever possible since they can give your position

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    away easily when aiming at enemies from hiding spots.

    14. Just remember to avoid confusion. Mk. 2 = tranquilizer gun. Mk. II = Therobot pal you get from Otacon.

    15. Don't be afraid to make separate saves for different areas in each Act,especially if you don't check your progress regularly by going to the mission

    briefings (see tip #12). You don't want to accidentally save over an alert orkill so if you do make a mistake, you can hopefully reload before you messedup.

    _________________________________________________________________/ \

    -] Walkthrough (wlkt) [-\_________________________________________________________________/

    Foreword--------

    This walkthrough is, and I will emphasize this, made for a very basic runthrough. By that I mean, you want to just get through the game and you don'tcare if you kill your enemies and bosses or not. If you're looking to staminakill bosses, then seek out the second walkthrough further down. I decided toloop No Kills/Alerts with the stamina boss killing strategies in one, sincethey go hand in hand with each other. This walkthrough is meant to be yourfirst playthrough, whereas the second is geared toward those who have alreadybeaten the game, and therefore want to get some unlockables by trying to getno alerts/kills and stamina killing the bosses.

    ***This guide was made to suit the Solid Normal difficulty. You may noticeslight differences playing it on a different setting.***

    _____ __________________________________________(, / _ //--- _ _/_ / / / LIQUID SUN

    ) / _(__(__ / / (act1)(_/ / /

    /_____________________/

    Watch the cutscenes. After a few moments, you'll gain control. You'll start outat....

    Middle East - Ground Zero-------------------------From where you are now, get on your stomach and crawl under the nearby truck.You'll find a ration tucked away there. To continue, go to the other truck andcrawl under it. If you take too long, this will be done automatically.

    Watch the next scene. When it's over, you'll be standing behind a bunch ofcrates with a fallen Rebel soldier near you. Walk over the gun near him to pickit up. You get an AK-102. Now just proceed forward. Don't bother shooting theseguys around you; they're not your enemies. Just move north for another scene.

    All hell breaks loose when the Gekkos show up. After the scene, enter the doorright next to your position. Climb up the stairs to the second floor. On thewall to your left is a big hole. Run toward it and hit X to roll out of the

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    wall and onto the street below. Go left to the next street, then right at thecorner. If a Gekko spots you, just run. At the corner turn right and take covernear the next street. There's a large opening across and to the north into asanctuary of sorts. That's your destination, but DON'T run out there rightaway. Stay behind all the junk at the corner. Another Gekko will fall out ofthe sky and if you had run out there right away, it might have killed youinstantly with the impact. Just stay where you are and let it pass by. If you

    use the junk and so forth for cover, you should be fine if it turns toward you.If it does see you however, run for it fast. Just get across the street andinto that large opening for a bunch of scenes. When they're over, you'll get aCodec call from Otacon.

    Otacon will tell you to meet up with the Mk. II and that becomes your nextobjective. After that you'll be rewarded with OctoCamo. This is the functionbuilt into Snake's new suit that lets him mimic the appearance of surroundingsurfaces, as you saw in one of the previous cutscenes. It will be one of themost valuable assets for Snake in this mission.

    Middle East - Red Zone NW Sector

    --------------------------------From where you are now, turn around and go down the alley. You'll find a deadsoldier there. Pick up his AK for some ammo. Head back and turn right twice toget onto the main street. Some soldiers are patrolling here. Stay under theroof and look for the opening on the right wall. Enter here and move forward.In the next room, there's a ration sitting in front of all the junk rightacross from the open doorway. You'll see a scene where an enemy APC will rollin and drop off more troops. Just keep moving forward in this room til youreach the door. Don't go out this way though. Lay down and crawl through thehole adjacent to the door. Inside here you'll find an Arsenal Compress, usefulif you get any back aches.

    When you get out of the crawlspace, move out back to the street. While still

    crawling, turn the corner and stay in between the wall and the destroyed car.The APC vehicle has a sensor so you don't want it to spot you. Enter the dooron your right when you get the chance. Inside is a dead soldier and a gun. Pickit up for more ammo, then keep moving toward that big pile of debris. Crawlagain and you can slip underneath. You'll see a rebel solider get executed bya PMC. Stay still and wait for the PMC to move away. You can kill him if youwant by headshotting him from the ground with your AK, but you might want to gowith a more subtle tactic. It's up to you but we're gonna knock him out withsome CQC. Get on your feet and slowly creep up behind him. Then press R1 anddown on the Left Analog Stick at the same time. Snake will throw the enemy tothe ground and knock him out. He'll also drop his gun, an MK. 17, which has anID lock unfortunately, so you can't use it.

    Proceed down this alley where the pile of boxes are at the end. When you getclose to the street, you'll see a solider prone there. Crawl and activate yourOctoCamo. Just wait for the soldier to proceed forward. Another PMC soldierwill also move forward, coming from the right. Wait for them both to pass, thencrawl out of there and turn right. When the coast is clear, get on your feetand proceed toward the door behind the large container.

    Middle East - Red Zone----------------------You might remember this area if you watched the 15 minute gameplay trailer. Thesad part is, you can't do everything that was done in that trailer, such as usea sniper rifle. Oh well. You can still camouflage yourself among the statues in

    front of you by climbing onto the pedestal with triangle, then pressing itagain. Snake will blend in with the other statues. Unfortunately, it's notreally useful since the only nearby patrol will soon slip out of sight. If you

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    get spotted though, run back here if you'd like and use it. Also, blend inthree times with the statues for something funny.

    Anyways, when you're ready, proceed up the stairs to the left of where youentered. As Otacon advises, use X to roll across the gap. There might be anenemy soldier beyond the doorway. If so, wait for him to move into the adjacentroom. Take cover near the doorway here to blend in with the wall. Wait for him

    to come back into the room. Again, the choice is up to you whether you want toignore him or not. I'm going to hold him up and shake him down for items. Todo that, sneak up on him and when behind, point your gun at him with L1 to gethim to throw his hands up and drop his gun. Move in front of him and let go ofL1, then press Triangle to begin the search. Press Triangle when the promptsshow up to find items, but time it wrong and you'll miss. Time it on the lastprompt to knock the enemy out. Otherwise just CQC him. Holding up the enemieshere may yield some new weapons though, like Stun and WP Grenades. With thattaken care of, open the second nearby locker for a Playboy magazine. Useful fordistracting enemies.

    Move out the doorway that the PMC soldier was hanging around at. Turn around

    and go down the stairs. In this room is another set of lockers, on which holdsanother Ration. Go back upstairs. Move toward the large opening in the wallthere. Jump over the gap with Triangle and then just proceed. Stay prone hereand just keep moving; if you're standing, you might attract the attention ofanother PMC soldier. Keep moving up this ledge to the very end. Here, you'llsee a large green container below you. Drop down here. In the corner acrossfrom the container is a Compress. Use the container as cover and see if you canspot the enemy soldier. If he's coming toward you, just stay where you are.When he turns his back, go ahead and run out and turn right.

    In this alley, you'll see some more PMC soldiers ahead. There's a dumpster onyour right if you need to hide. These two PMC soldiers will turn around andcome down the alley toward you. Don't stay at the corner of the wall because

    they'll see you. Instead, move into the alley and just lay flat, using OctoCamoto hide yourself. The patrol will come down, peek in, and then move into theadjacent street. Now you can proceed. Turn right to face that first alleyagain, and enter the opening in the wall on your right for a scene.

    You get a bunch of new goodies now. For one, you've got the use of the Mk. II,which can help you do some recon. It has stealth so you can have it run aroundand stun enemies or pick up items for Snake. It has limited range though, likean RC car so send it out too far and you won't be able to use it. You alsoreceive two new guns, an Operator pistol, and the Mk. 2 Pistol which is yourstandard tranquilizer gun. On top of that, you get the Solid Eye which hasnumerous functions, including personnel data, highlighting of items, betterradar, and infrared/night vision functions. Schwing!

    Move forward. A group of PMC soldiers will fire on rebels down the way. Justsit tight and wait for them to move. When they're gone, get onto the street andlay low. If you want, tranq or kill the soldiers, or just let them keep moving.They'll all enter the barricades on the left. Creep up toward the two you cansee easily. Tranq or kill them both. The Solid Eye makes dropped weapons anditems easier to see. Keep picking up their stuff. Enter the barricade they'veset up under that little roof. Take down any more PMC soldiers, then, scurryacross the street to the other side.

    These guys are rebels, so they won't attack you. They don't exactly "like" youyet either though. We want the next part to go easily so let's change that.

    Take cover behind the sandbag barricade and look down the street. There's anenemy APC with a gun turret, which you can't do much about now. However, thereare a few enemy soldiers taking cover near there. Take them down and the rebels

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    will see that and appreciate the help, and therefore they will like Snake more.Let's seal the deal though. To the right of all the barricades is a doorway. Itmight be hard to see but it's there. There might be a rebel coming out of thedoor. Have a Ration or other healing item equipped, and walk up to him. PressTriangle when the prompt shows up and Snake will give the rebel the item. Dothis and it will make any militias like you more, and may yield rewards aswell. Give them more items if you wish, otherwise just proceed into the door.

    Middle East - Militia Safehouse-------------------------------You're inside the rebels' underground base. Rebels are all around. If you didnot help them you might have to treat this part like a sneaking mission. Avoidthe rebels at all costs by using your OctoCamo. If you did help them out andgave some items, they probably still won't like Snake yet (unless you'replaying on a lower difficulty in which case they're easy to please). In thiscase, you will have two options:

    The rebels will see you if you don't hide and they'll confront Snake as if he'san enemy, but they will only attack if you run away. If you stay still, they'll

    let you by. So you can just use sneaking tactics for the most part and if you'reseen, don't move, and you can get through this part, no problem. If you want iteasier though, keep picking up items you find around here (use the Solid Eye).For every soldier you come across, give him an item. Eventually, they will gethearts above their heads, which means they like Snake now and they won'tconfront him.

    Either way, proceed through, picking up items until you reach the room with allthe chickens. Pick up some more items here, then proceed down the next hall.There's two rebels. Like I said before, if you can, try to appease them andhopefully they'll start to like Snake. If not, just wait for them to confrontyou and they should let Snake pass if you don't make any sudden movements. Turnleft at this fork here and enter the room with some dead PMC troops. There's

    some items and ammo here, as well as a new gun, the GSR pistol. Pick it all up,then leave and go down the other fork.

    In this next room are the injured rebels. Again, if you haven't made themhappy, you might want to use stealth here. There's only one uninjured soldierhere that can actually see you though. There's some pentazamin on the crate tothe left, some ammo near there at a soldier's side, and some ammo in the farright corner. Grab it all and proceed through the next corridor. Before goingaround the bend, look to your left. In an alcove here, you'll find an iPodsong, the "Theme of Tara". Pick it up, and keep moving. In the next small room,there is some ammo to the right. In the next hallway is another rebel. Do whatyou have to and enter the next room. Here two rebels will be looking over thewing of one of those flying enemies. Go to the far door and into the next hall.

    Right here is another fork. Look in front of you though with Night Vision on.There's something under that table there right in front of you. Crawl underthere to find, yes! The signature cardboard box! Turn left at the fork andenter the room. Pick up the items to find a whole mess of grenades, includingregular, Stun, and Smoke. Leave and go down the other way.

    Here you'll find yet another fork. Turn down the right passage and into anothersmall room. This one yields some much nicer rewards though. You'll find someammo, among other things, but the most important find is the RPG-7 in the rightcorner, along with ammo. Wow, bet you didn't expect to get such a powerfulweapon this early, huh? There's more though, open the lockers to get a Playboy,

    some AK ammo, and the Middle Eastern Militia disguise. This is the same outfitSnake wore in the opening scenes. You can now wear this now and in the future(Act 1 only) and the rebels will always like you! Leave this room and go back

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    to the original path.

    Proceed into another room with two rebels. The corridor after that leads you toa left to right hallway. On the left is some RPG-7 ammo, so pick that up, thengo down the opposite way. In this last room you'll find some ammo, a Ration,and the Petro Bomb behind the pillar near the stairs. When you have everything,go up the stairs into the next area.

    Watch the scene. You'll meet Drebin and afterwards get a call from Otacon. Whenit's all over, you'll get another call, and then you'll have your hands on theM4 Custom. Now that you've met Drebin, you can start earning points in his shopto buy new guns and ammo for your existing arsenal. This will be helpful incompleting the game. Whenever you find guns you already have, Snake will keepthe ammo, and the gun itself will be sold to Drebin for points. Also, yourperformance in the game will now have a chance to earn you points. Have lessalerts, less kills, consume less healing items, etc., and you will earn evenmore Drebin Points. You can also use the points to remove those nasty ID lockson new guns you find, plus you can customize existing weapons. Let's move on,your new objective, as already explained, is to find your informant.

    Middle East - Urban Ruins-------------------------From where you are now, turn right down that little alley where the deadsoldier is. Take his gun off his hands and you'll hear a chime sound. Thatmeans it was sold to Drebin, but you keep the ammo. Now exit this alley and goup the stairs right there. Up here you can find some ammo and stuff. You can seea ledge far across from here. Try rolling toward it. You won't make it, but youshould land on a ledge with an RPG-7. Sweet. Drop down now and begin to traversethis maze. I'll lay out instructions for getting through, just for the sake ofmaking sure nobody gets lost, but the easiest way to get through here is tojust turn on the Solid Eye's infrared. You can see footprints laid out that willguide you through.

    Proceed past the fallen soldier and enter the opening on the right. Turn rightand go down this corridor. Pick up the gun and turn left. Climb the ledge hereand get the ammo, then drop down. Enter the opening here and you'll see tworebels ahead of you get picked off by PMC troops below. Grab their guns for moreDrebin Points, then go into the opening on the left wall. Turn right to find aCompress near another dead soldier, then go back the other way. On the rightwill be another climbable ledge with a ration on top. Turn right here, thenright again to another corridor.

    Proceed forward a little and a brief scene will show the ceiling collapsing.When it's over, move along and turn right, then enter the next space. Go up themakeshift ramp and then hug the wall with Triangle while standing. Use the LeftAnalog Stick to slide across the wall to the other ledge. If not, you'll haveto shimmy across. Get on that ledge and into that opening there to slide downinto the last area.

    Climb up the ledge at the end, and turn right. You'll see a small ramp leadingdown then what looks like a rectangular hole to drop down into. Do not dropdown. Just carefully go down the ramp and turn immediately left. Crouch to getunder this low ceiling and you'll find a dead soldier. When you're under here,stand up again and you should be able to see a ledge here. Climb onto it and inthis niche here, you will find some Instant Noodles, as well as the iPod song,"Zanzibarland Breeze". With that in hand, go back to the drop point and go infor a cutscene.

    Middle East - Downtown----------------------

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    You'll get the Drum Can after the scene which is a somewhat more useful itemthan the Cardboard Box. You can press X to put it on its side, and roll intoenemies, but if you want to stay stealthy you should avoid that. Anyways, turnthe corner and then proceed down the street, hugging the right wall. When youapproach the car, turn right and then turn right again into the alley. Aroundthe corner, you'll see some rebel troops. If they still don't like you by now,just fade into the wall with OctoCamo and let them run by. Otherwise, just keep

    moving and turn left at the street there. Some more rebels will run by. Followthem. They'll get picked off by snipers. Pick up their gear and then proceedinto the next area. Lay down and crawl forward. There are snipers ahead of you,as well as other enemies lying in wait. Sneaking is possible, but it's mucheasier to take the enemies out. Plus, it will make the rebels like you more.

    Enter Drebin's Shop from the pause menu. Keep in mind on Wednesdays andSundays, Drebin's prices are slashed by 20%. You should have enough pointsthough for the M14EBR sniper rifle. Buy it and equip it right away. Crawlforward a bit and get behind the barricades. You can go prone here. Now usethe rifle and spot the sniper on the high ledge to the far right. Using yourscope will make it easier to find him. He's to the left of a telephone pole

    that's short circuiting. Pick him off first. Then turn your sights back toground level. Across the plaza behind some sandbags are two other PMC soldiers.Snipe them both. To the left is the first floor window of the building directlyacross the way from your position. Another enemy will poke his head out everynow and then. Pop him, then go up to the third floor with your scope and waitfor another enemy. When they're all dead, the rebels will cheer which is goodfor you. Pick up any dropped weapons from the fallen rebels for much neededDrebin Points.

    Head across the plaza and into that first floor window (climb through withTriangle). Climb out the other side and then take cover on the right side ofthe adjacent alley by laying down. Make sure you stay to the right side. TwoPMC sentries will come running down to the corner. You might as well pick them

    both off. Favor your Mk. 2 since it has a silencer. You don't want to give yourposition away. Take them both down and grab their stuff, then head down the waythey came from, past the blue van. You need to stop here and lay down. Stopbefore that little spot of light on the wall there. Two more PMC troops willcome out. Back up very slowly if you want to let them pass, but you'd be betteroff taking them both down quietly for their weapons for more DP. Proceed whenready, but be wary of another PMC soldier around the next corner. Take him out,then turn left. The alley runs back into the street, and there may be a fewPMC soldiers there. One might get killed by rebel gunfire. Take the other orboth out and grab their gear, then move to the right. Go prone and move betweenthe ruined car and the wall.

    You'll reach another open area. The PMCs are on the right, and the rebels areon the left. The PMCs respawn very fast in this area though, so you're betteroff just ignoring them. In that case, your best course of action is to use thelarge ditch in front of you and just crawl past the enemy lines. However, ifyou want to take a risk, hug the right wall and sneak in past the PMCbarricades. This will let you sneak up on them. Take them down fast. These twoPMCs are replaced very, very fast so if you want, you can camp here and pick upsome extra DP. It's not much though and honestly, probably not worth it becausegetting out of this little area is really tough without being seen by thereplacement PMC soldiers. Still, you can try it if you wish. Just crawl throughthe ditch. A helicopter will start an airstrike above, but it shouldn't be aproblem if you keep moving. You can also go behind the Rebels (again they're onthe left) and find a niche in the building nearby that you can slip through

    (thanks to Luigisyoshibuddy for this). When the coast is clear (use the camerato make sure you're out of the PMC soldiers' sight lines), get up and enter thedoor on the left.

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    Middle East - Advent Palace---------------------------No enemies here, so don't worry. Doesn't mean you can be lax though. There'sa lot of traps here, some that are not as easy to spot as others. In the mainroom here, you'll find an AK on the table. Ahead of that is a Claymore, madeeasier to see if you turn on infrared on the Solid Eye. Claymores will go off

    if you get too close. Veteran MGS players will know how to disable thesepuppies. Crawl over them and Snake will procure the Claymore without it goingoff. This will also add it to your weapon inventory. Near the Claymore is aPlayboy on the chair. Head to the stairs to the far left corner. Go up andthere will be a fallen soldier. Pick up his AK for DP and the Ration nearby.Go up the stairs to the next floor. Head out onto the walkway to find aCompress. The rest is blocked off, as well as the next floor of the stairs, soget back on the stairwell and head down to the first floor again.

    Now move across to the other stairs, the ones near the door you entered. Goup and immediately you'll see a strange device resting there. It's a pop upSleep mine. If you get too close, it releases gas that will knock Snake out for

    a short time. The good news is that all it can do is slow you down, since thereare no enemies that can take advantage of you in this situation. LikeClaymores, you can crawl over them and collect them as weapons. If you prefer,you can shoot them, but they are useful weapons in the right situations, so youmight want to collect them. Proceed up the stairs when you're ready. On thenext floor you'll find down the nearby walkway is a box of Stun Grenades, butresting in front of it, is another Claymore. Crawl toward them and pick up theClaymore first, then get the Stun Grenades. Head down the other walkway. Therewill be another Claymore guarding the next few rooms. Get it first, thenexplore these areas for some other goodies. In the bathroom are some SmokeGrenades, and in a room to the right there is a Claymore guarding some InstantNoodles. When you've got all that, head all the back to the stairs and go upto the next floor.

    This is the last floor, but the stairs still lead up. Turn on Infrared to seethe Claymore right near you at the base of the next staircase. Grab it, thengo up to the top to find a dead end, but also a pack of Instant Noodles. Headback down to explore the previous floor. Turn right and enter the doorway intothe kitchen area. There's only ammo here, but in the room to the right of it,there's a Claymore guarding the iPod song, "Level 3 Warning". Pick it up, andsome other stuff laying around, including a Ration in the restaurant room,then find the staircase at the end of the other side of the room.

    Head up to an outdoor area. Proceed from here into the bar room. Watch out forthe Sleep Mine right there. There's a Regain on the car counter, and some ammoand some Instant Noodles in the corner. When you got it all, enter the doorway.Approach the red door in the hallway for a few scenes.

    At the end, Akiba's dimwittedness will cause the FROGs, the elite part ofLiquid's army, to appear. When you finally have control, the shooting hasalready started and you're in the middle of your first unofficial boss fight.

    []=====BOSS FIGHT - FROG UNIT================================================[] Right from the get go, you've got a few FROGs in the outdoor area you originally entered from. You've got Meryl and Rat Patrol Team 01 on your sidethough, and they have no problem killing some of these enemies for you. Stillyou want to help out so take aim at any nearby enemies with your M4 or other weapon. When they're down, a whole lot more will come flying onto the scene

    and land on the roof. Gun them down, as well as any others around the corner.Be sure you pick up the P90, which is the signature weapon of the FROGs. Not only is it one of my favorite guns, but it's actually a pretty decent weapon

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    and I will be recommending it later on. When Meryl and her unit start moving,follow them downstairs into the next area. Here, on the opposite walkway, a whole lot of Frogs will show up. Some will also jump around and cling to the walls. Gun them down easily when they do this. For the others, take good aim (use the M14EBR if you need to) and shoot them down. Eventually though, move along the walkway to the other side where the unit is just standing around. Some more FROGs might be waiting on this adjacent walkway. Gun them down.

    You'll be warned of enemies behind you. Use the pillar as cover and look down the walkway you came from. A small group of FROGs will be waiting, with some bounding across the ceiling toward you. Make quick work of them, trying to use as few bullets as possible. Soon a FROG will swoop in from behind on the other walkway so don't let her get the jump on you. Rat Patrol will probably start moving at this point, so ignore the other FROGs or gun them down. Don't bother using Grenades on them because more often than not, they'll use the walls and ceilings to get away. Follow Meryl and her unit into the restaurant/kitchen area. Help them gun down more approaching FROGs. When the coast is clear, you'll reach the opposite walkway, where they attacked from originally. Follow Meryl down the stairs to the next floor. Some more FROGs will attack on the opposite walkway, as well as on the

    one above you. If aiming with the M4 becomes too difficult, try using the M14EBR. It's easy to get headshots with it and you'll spend less ammo. More FROGs will replace the fallen ones. Eventually though, Meryl will have her unit move on, so just follow them. They'll move into the bathroom and other adjacent rooms. More FROGs will swoop in though, coming from the room across from where Meryl is standing. A flashbang will knock Akiba out. Kneel over his body and hold Triangle to wake him. Take the FROGs down and any others that show up. Go to Johnny (Akiba) and he might drop items for you. If Meryl and her unit do not move, that means there are still some FROGs around. Make sure you grab the ammo the FROGs drop, you might also find a Five-Seven pistol on them. When they're dead, follow them into a hallway where a short scene. starts. When it's over, follow them down the hole. You can cut in front of

    Jonathan if you'd like, but be careful he doesn't drop down on top of you. You'll be on the other side of the first floor bar. There's some Instant Noodles tucked away if you need them. A bulldozer will come crashing through,letting more FROGs inside. Gun them all down with your M4 or M14EBR or other weapons. When they're all dispatched, follow Rat Patrol out the other door and into the next room for a scene. []===========================================================================[]

    Jump down the elevator shaft, but grab the nearby ammo if you want first. Atthe bottom of the shaft, enter the next room and approach Meryl's unit againfor another scene. You'll get Liquid's location, and getting to his camp is nowyour new objective.

    Middle East - Advent Palace Garage----------------------------------Nothing to do here but grab the dropped P90's from the FROGs killed in thatcutscene. After that, proceed up the slope in the corner and then climb a ledgeand over some boxes to reach the next area.

    Middle East - Crescent Meridian-------------------------------Leave the corridor to reach the street where you'll see a whole bunch of rebeltroops. A tank will then come bustling onto the scene with more rebels aboard.Move down the street, picking up any guns along the way, and enter the ruinedbuilding on your left, right near the barbed wire barricade. There's some

    Pentazamin there so pick that up, then jump out of the window and you'll beon the street with the tank. Use the tank as cover as it moves forward. You'llspot some PMC troops taking cover on the left. Kill or Tranq them, then grab

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    their stuff. Move forward and pop a few more of them, then turn left down thealley there, but be very careful. Around the next corner is where thereinforcements come from and they'll spot you easily. So either wait and thenpop them or take them head on.

    Climb the ladder here and get to the roof. A sniper should be there, layingdown. Take him down, then on the far end of this rooftop youre on, on the other

    side of the little penthouse, you'll find the Javelin. Call of Duty 4 playersmight remember this nifty little gun. It doesn't exactly work the same way, butit's a nice weapon all the same. Next, move across the walkway to the otherrooftop and you'll find a Ration. Climb back down to ground level now.

    Move up along the street and you'll encounter more PMC troops. Take them down,and keep moving up. There will be more of them hiding behind a sandbagbarricade. Take them down as well and that should quell the threat for now, andstart up another rousing cheer from the rebels. Grab any guns and then proceeddown the street. There's a barricade blocking your way, so instead move backa little, and on the left side of the street, under an awning, there should bea ladder. Climb up and go around the corner, then drop down to get on that

    street that was blocked off. Now, a rather surprising turn of events will takeplace in the form of a cutscene.

    Middle East - Millennium Park-----------------------------Now that literally everyone is dead, go ahead and pick up all their guns forsome extra DP. After that, proceed forward. Around the next corner are a pairof PMC troops. Lay down and use the OctoCamo, then quietly pick them both offwith your Mk. 2 or other gun. Remember that having less kills will earn youmore Drebin Points at the end of this Act, but if you've already accumulated alarge number of kills, it won't matter.

    If you look to the right, you'll see the barricades, and an enemy APC with a

    PMC behind the turret, as well as another PMC standing before the gate. Thelogical solution may at first seem to include tranquilizing the PMC from afar,then getting the gunner so you can slip in. It's a nice strategy, but let'smake it even easier. To the left of where all the barricades are, there shouldbe an alley. It's around the same area where that previous PMC ends his walkingroutine. Find the alley (there's a dumpster inside), and against the right wallyou can find an opening. Slip inside.

    To your immediate right, behind a stack of crates, you can find the iPod song,"Theme of Solid Snake". Now go upstairs. Be careful of a PMC patrolling; hemight come up the hallway adjacent to the top of the stairs. Take him out, thencontinue exploring. If you go straight across from the top of the stairs, youcan find some ammo on the ledge behind the crate. In the hall where the PMCcame from is a door. Enter to find a Playboy to the left, then enter the nextroom ahead. You can find another door here and some holes in the floor. Enterthe other door and you can find some Instant Noodles. Now drop through one ofthe holes. You'll land on the other side of the gateway.

    Two of the lockers here have ammo if you want to search, plus there's a Rationunderneath the desk. Venture out into the plaza area. Just be cautious of anearby PMC. Take him out from a far.

    We want to go across to the right side. See that metal shed? Go there but makesure no other soldiers can see you. Hurry over and approach the wall and thatshed. There is a space between the two. Hug the wall with Triangle to slip in.

    On the other end, near the dumpster, you'll find the PSS. Pick it up, then laydown and use OctoCamo. Proceed forward slowly, tranquilizing any PMC troops youcome across. There should be a pile of wooden planks and other supplies. On

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    top is a Ration.

    Continue forward through the next gate. Here are a lot of tents as well as abig truck. There's a lot of troops here so stay low and don't go out too far.Bring down each enemy as you come across them, then head toward the wall behindthe tents and find the red door. Enter here for some scenes.

    When it's all over, you'll be done with Act 1!

    _________________________________________________________________/ \

    -] Act 2 Mission Briefing [-\_________________________________________________________________/

    During this briefing, as well as all the others in the future, you can controlthe Mk. II. With the exception of the Act 5 briefing, you can pilot the Mk. IIaround and scour the plane, the Nomad, for items, or just get a differentperspective on things. After you finish the next act, you can also use theMk. II to get some special items during the briefings.

    When the scene eventually switches to the split screen, hit square to switchthe camera view on the right to the Mk. II. Then press Triangle to put it onthe big screen. Now hit L2 to make it full screen.

    For starters, go down the plane toward where the helicopter is and you shouldfind a Battery on the left, near the chicken's cages. Now turn around, goingback toward where Snake and Otacon are. Find the stairs on the right and movethe Mk. II into them. It will eventually scale up to the top on its own. Turnthe corner and you'll find Sunny's kitchen. Find some Instant Noodles nearby,and then to the right of the TV, some ammo. If you turn around from there, youcan see something in the bathroom stall. Pick up the iPod song, "Boktai 2Theme", then watch the end of the briefing. When it's over, you'll gain all the

    items the Mk. II picked up.

    _____ _ __________________________________________(, / ' ) //--- _ _/_ ,--' / SOLID SUN

    ) / _(__(__ /___ / (act2)(_/ /

    /_____________________/

    Watch the following scenes. When you gain control you'll start out at...

    South America - Cove Valley Village-----------------------------------From where you currently are, lay down and crawl up to the cliff edge. Fromhere, you can get a good vantage point of the situation below. The PMCs havethe rebels and are about to execute them. If you want to get in their goodgraces, you'd best save them. You can easily snipe the PMCs from here, but makesure you're blended in with OctoCamo first, or else you'll be spotted. Take outeach PMC, using your sniper rifle and Night Vision on your Solid Eye. It willbe morning soon, but you're gonna need it for now.

    Stay there and wait for more enemies to show up. The rebels will start fightingback and most of them will get slaughtered. Keep an eye out for more enemies

    coming out of the nearest house, and then farther down from there. When thecoast is clear, drop down and start your search. In the first house, StunGrenades, ammo, and a Playboy will be waiting for you. Keep Night Vision on to

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    find them.

    Now for the next house. This is the house that was to Snake's right from thecliff. Coming out of the previous building, it's just to the right. It's alsothe only building on this "side" if you think of this area like a square. Inhere a few goodies, including V-Ring ammo, the South American Rebel Disguise andthe Muna. The Muna is an item that will help your recover Psyche slowly. It's

    useful until you become a lot better at the game and as a result, better atkeeping your Psyche up.

    The house to the right of the first one you entered is broken down, so ignoreit. Go to the barn like building next to it. Climb the ladder and you can findPentazamin and a Ration. If you turn around, you'll see the SVD sniper riflealong with some ammo, but it's across a large gap. Sometimes you can traversethis gap simply by running and rolling at the right time, but more often thannot, that won't be enough. Get a head start, run, and hit X to roll, then mashthe Triangle button, and Snake will grab the ledge. Hit it again to pullyourself up and collect the SVD. Now drop down and head over to the next house.That one is also ruined, so move to the next one. Under the porch are some

    Smoke Grenades. Inside you'll find the iPod song, "The Fury", as well as someammo. You're done here, now move out to the right, into the open valley.

    If you saved some of the rebels, they might be waiting up ahead. They mighthave also been killed while you were scrounging up items so don't get tooexcited. Either way, keep NV on and start sniping the PMC troops you find, or,if you prefer, just get close and hit them with the Mk. 2. Continue up thetrails, climbing ledges until you get onto the upper ledges. Search the bodiesof the PMC soldiers and you might find the G3A3 assault rifle.

    Continue up the ledges until you pass a small hut. In the canyon there, you'llbe led to the next part. You'll get a Codec call. When it's over, meet up withsome more rebels. Follow them up the way and they'll encounter more PMCs. If

    any of your fellow rebels die in the ensuing bloodbath, check their corpses forweapons. Among other things, you might get the Twin Barrel, if you forgot to getit at that house, and the M10.

    Keep going, backing up your rebel friends but also trying not to get spotted atthe same time. At a cabin you'll find some ammo, along with more enemies.Proceed through the valley to the right after that, and you'll enter the nextarea.

    South America - Power Station-----------------------------You'll get another codec call. After that, proceed forward with more rebels.Stay to the left, and look for the opening on the right. Stay low here and lookfor the snipers on the ledge ahead. Pop them both, then proceed forward,crossing over to the right side. Across the field will be the PMCs, and they'llbe engaging your rebel friends for eternity, so there's not much point insticking around. Just silence who you need to proceed, and hug the right wall.You can find a Ration tucked away in a small basin, and then a trail nearbythat leads up to the top of the cliff. There's another Ration here, plus amortar that you can fire on the PMCs.

    When you're done, jump down, and go along the perimeter of the power station. Becareful the enemies on the left don't spot you. Move carefully and when you getto the opening in the gate on the left, be wary of two more PMCs that might spotyou. Take them out from afar and then enter the area. Look for an MP7 drop.

    Enter the building and you should find a Ration and some C4. Grab both and youcan wait for the rebels to blow up the generator for the Power Station, whichmight come in handy in a little. Either way, leave and proceed again, along the

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    perimeter and you'll start up a cutscene.

    After it's all over, proceed down the road into the next area. This is whereyou need to make a decision. There's two paths here. Each go to the ConfinementFacility, but they take very different routes. The right path will put youright into the heart of the action and will lead you directly to the facilitywhere a lot of good stuff awaits. If you go left however, you will enter the

    Confinement Facility area from a different spot, and there will be less PMCsaround and it's very easy to slip in. There will also be a fork here that canlet you go to the facility or take a shortcut and skip it completely.

    I personally prefer the right path since it's not too easy and I like getting inon the action. However you should definitely go down the left path at leastonce and pick up some new stuff because it's definitely worth it. So what I'mgonna do is advise you to take the left route for now, but we'll swing back tothe facility as well. Listen (read) closely.

    Go ahead and take the left path here and if you watched the rebels take outthe power station, they'll be with you. If not, there will be PMCs here so be

    careful. There's a lot of items around here so look carefully. The mostimportant find is the XM8 carbine rifle under small wooden roof. This is a nicerifle and I like using it aside from the M4. It's the same one that Rat Pt. 01uses.

    Anyways, continue through this path and watch out for more PMCs if you have to.Eventually, you'll enter the next area.

    South America - Confinement Facility------------------------------------You'll be in the rocky area. There will be a road directly before you that goesleft and right. Left leads to the prison area and a shortcut, while the rightleads to the facility. We eventually want to explore both but for now, go left.

    Just stay on top of the rocks and look for PMCs. Continue and get on the highridge and follow this path along until you can see the prison area which iscomprised of a few small buildings and a guard tower. From the ridge, you caneasily snipe three or more of the PMCs here if you'd like. Sneak in and go tothe first building you see. There are rebels being held prisoner in here. Goaround and take out the guard in the doorway and they will be freed. They'llhelp you take out the rest of the PMCs.

    There are a lot of items around here, in the various buildings and underneath,and outside, etc. Take down the PMCs and do some searching. Our prime reasonfor being here is one weapon in particular. In a room in the building with abig hole in the floor, you will find the VSS. It's a silenced sniper rifle.Schwing! This is what we came for, so you can leave. If you look down the road,it leads into what looks like a mine shaft entrance. This leads to the nextarea. This is the shortcut for the Confinement Facility, but we don't wantthat. Turn around now and go all the way back down the road in the oppositedirection.

    Eventually the road will bring you to the facility. Before we go there however,there is something we need to find in what I call the big countryside area,which is what you would have first seen if you took the right fork from thePower Station. Turn away from the facility and enter this very large and openarea. The PMCs are fighting with the rebels across the way. Go across the smallcreek and up the hill toward the road. Take out the PMCs along the way and goto their sandbag barricades. The one nearest to the road has an item box near

    it. That's the FIM-92A, better known as the Stinger Missile Launcher. Scwhing!

    Good coincidence since you can probably see there's a helicopter nearby. You

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    can use this to take it out (if you want). There will also be an enemy APC onthe road so take that out (again if you want) with an anti-tank missile or justignore it and turn back. Before you leave this bog area, look around. You cansee there are a few pieces of land mired out across this swampy terrain. Findthe large island in the center. It's got three tiers (levels) to it and has alot of rocks. Find it and get onto it from the water. On the middle plateau,you can find the iPod song, "Rock Me Baby" sitting in front of two rocks. How

    clever. Now go back toward the facility.

    When you can, enter the facility from the left wall. Find the first door andwalk in to find the barracks. You'll find a Playboy here, as well as the iPodsong, "Metal Gear 20 Years History (Part 3)". Go down the hall and enter thenext door. In this small storage area you'll find some more healing items. Thatis not the most important find however. Inside this small room will be apackage of... could it be? Are the legends true? o_O Chaff Grenades! (cueLegend of Zelda "Link got a..." music) Yes, these babies which are now a raritycan be found here. Grab them, then continue to the mess hall, where some InstantNoodles wait. There's nothing else here so move on. Go up and find the smalllittle house inside the facility walls. In here you'll find a bunch of ammo,

    but more importantly, the M870 Custom, a very nice shotgun, and one weaponheavily favored for stamina killing the bosses. With that in hand, move on tothe next area, through the small valley up ahead. You can also reach this nextarea by turning around and taking that "shortcut" path I mentioned, but it's along walk so I'm not going that way. Just keep going for now.

    South America - Vista Mansion-----------------------------You're almost there. Meet up yet again with some rebels. Not too far ahead ofyour current position, is a PMC troop walking about unknowingly. If you don'ttake him out, the fighting will begin momentarily anyway. Help the rebels takeout any PMCs, always looking to the right. The PMCs stay on the hill to theright and the one above you. Keep your rebel friends covered while moving up

    the hill to the large gate. Keep low and don't get spotted. Eventually when youreach the top, a scene will show a bulldozer charging in. Otacon advises you togive it cover, but it really doesn't matter. Eventually it will bust down thegate, and you'll be given access to the mansion grounds.

    Proceed in. The PMCs will gun your friends down. Check the bodies and one ofthem should be carrying the M72A3, the anti-tank missile launcher, and another,the PKM. Scwhing! From the entrance, proceed to the right, toward where all thetents are. Just be careful about being spotted, as well as all the gunfire andexplosions going off. Try to stay near the walls and behind the tents. When youreach the wall, go up and keep going up until you find a pair of dark redcontainers. The one on the right should be almost touching the wall, but farenough to allow Snake to pass through. Hug the