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FAQ/Walkthrough by Axel7174

Version: Final | Updated: 07/01/09

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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 things
to do so working on this took some time. I wanted to get this up soon so some
sections aren't done yet, but the main walkthrough is. I'm also going to try
and diligently get the others up soon. 

Version 1.25 - 7/1/08
--I made a few changes in information. Some things were just mindless errors
I 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 have
started the No Kills/Alerts walkthrough, and started adding some of the other
things for listing purposes. I threw in a few more frequently asked
questions. 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 also
added more to the No Kills/Alerts walkthrough, up to just after the boss in Act
2. Somehow I missed a pretty cool spot in Act 2 and now I've decided to change
my 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 preparation
for the holiday. I continued the No Kills/Alerts walkthrough, up to Act 2's
end. I also added more of the unlockables. I still got more to add there 
though, 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 looking
to update the No Kills/No Alerts walkthrough tonight. One other thing I added
was some info relating to the psyche gauge and flashbacks. 

Version 1.65 - 7/7/08
--Ok, I'm getting near the end now. I have almost all of the stuff that I
wanted to add. I put more unlockables, a few more Easter Eggs, and I also put
up to the start of Act 4 in the No Kills/Alerts walkthrough. I'm going to be
ready 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 touch
my PS3 since Wednesday. However, I am happy to say that I now have an HD TV! Oh
yay, I'm finally stepping out of the stone age! I can finally read shit on my
PS3 games! Wow! No, but seriously, it is really cool. There is good news for
you, the readers as well however. I have indeed decided to do something for the
long sought after Big Boss Emblem. It will not be in this guide however, and I
will probably try to make a separate guide for it, some time after this one is
completed or near completed. As for this update, I finished Act 4 in the No
Kills/Alerts walkthrough, as well as added a lot of little new pieces of info
that I recently discovered or forgot about (meh). Oh, and if you have submitted
me 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 this
guide open to tips now officially, so if you got 'em, please read the submission
section 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 separate
guide for the BBE soon and it will be located under In-depth FAQs on the MGS4
FAQs page. As for other things, there's a few changes in information, extra tips
in 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 this
guide. 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 be
close to completion. I'm gonna try to skim through it and find any other things
that 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 the
process of confirming a bunch more locations for iPod songs. For the future, you
can 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 Fun
Things To Do

Version 1.90 - 7/23/08
--A few small updates. Worked on confirming some new information, improved a
few 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)
-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. There
is still more to add, such as the Ghosts that I have been sort of purposely
neglecting 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 other
guide, 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 down
and finish some things up. I hate to say it, but my next semester of college is
right 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 new

Version 2.10 - 8/26/08
--Well, I'm almost done I hope. I wanted to finish this completely before school
but alas, that's not possible. I have classes starting tomorrow; gotta wake up
bright 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 FAQ
question. Also, if you're interested, I finished my BBE guide. It doesn't look
like it will be accepted however, due to the fact one already exists. Kinda
sucks, 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 getting
attention to this point...


Yes, since I unfortunately couldn't get it in as a separate file, I made my
current guide even more bloated. With the addition of the BBE walkthrough, I'm
cutting the No Kills/Alerts walkthrough out of it. More information on that
decision in the "About This Guide" section. To reflect this change, a lot of
things have been also moved around or changed. For example, the tips for the
No Kills/Alerts walkthrough have been added to the Advanced Tips and the boss
strategies from that walkthrough have been moved to their own new section. Refer
to 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. Just
when things seem like they're going swell, everything takes a sudden turn. You
buy a new game system, then get mugged on the street by some hobo. You invent a
new device to help handicapped people get around in even more places, then you
get hit by a bus. Or maybe you're like me, and your computer just up and 
decides to deliver you a big "Fu*k you" and die. Yeah... my harddrive got fried
and that meant no computer or internet access for a week. Not as bad as it
sounds, but I had school work to do, and just now I've gotten a new HDD. The
good news? Well, I got my car hooked up with a nice stereo system and new
speakers. 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. But
first 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
--I've added the Ghosts section which can be found in the Fun Things To Do 
section of the guide. I also added a few tips but I will no longer be accepting
many 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 also
added 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 for
more info. 

FINAL Version - 7/1/09
--If you've read the Version History of this guide carefully, you'll notice
this is not the real first Final version. In fact, I stamped Final twice before
this, and I realize now that it was premature. I found some new things to add
and so I included two brand new sections. I also made a lot of fixes, mostly 
formatting (reducing bulky paragraphs to smaller, seperate ones). I know feel 
like this guide is definitely done. Small fixes may still be done but I doubt 
any 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 Solid
2. Snake's Intel....................................... (intl)
 * What Are We Looking At Here?
 * OctoCamo
 * Button Layout
 * The Moves
 * Triangle - Special Actions
 * CQC
 * Other Things
 * Enemies
 * Advanced Tips
3. 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)
 * 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'm
making yet another guide. This is going to be third guide and you know the
strange part about it? All of my guides so far have been for games issuing
their fourth installments. Yes, all for game series who produced their 4th
game. 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 a
lot 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 Yorker
and I just like to have a good time with friends and play baseball, and of 
course, 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 get
through the main story. On top of that, I have also provided a walkthrough for
the long sought after Big Boss Emblem. It will be replacing my No Kills/Alerts
walkthrough to accommodate this change. Reason is the No Kills/Alerts guide is
like 75% of what the BBE guide offers, so there's no point in clogging this
guide with three walkthroughs. However, the No Kills/Alerts walkthrough also
covered getting the Solar Gun and some FaceCamos, and in that light, I will be
saving 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 lengthy
revelations and other things that pertain to the intricate plot. I may often
say, "Watch the scene. (insert character) will tell you to go _______ " and for
the most part, I will be avoiding spoilers in doing this. You won't have to
worry about me revealing anything such as the game's ending or anything like
that 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
I have to admit, I'm now a huge Kojima fan. My first Metal Gear Solid game was
Metal Gear Solid 2: Sons of Liberty. The game itself always talked about things
from the first game. It was such a rich and rewarding experience, but it made
me hunger for more. I wanted to know, what is FOXHOUND? Who exactly is this guy
Liquid? 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 entranced 
by Kojima's way of entertainment. Kojima expressed once that he doesn't see 
videogames as art. I find it somewhat ironic because in my opinion, the MGS 
series is a rare find. It's got a wonderful gameplay system, surrounded by a 
story that is well told with quality voice acting and cinematic beauty. It may
not 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 controlling

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

THE PSYCHE GAUGE - New in MGS4, but quite similar to the Stamina Gauge from
MGS3. If it goes down, Snake's performance is affected. He can't hold his gun
straight and his vision is impaired slightly. Perhaps the worst effect of low
psyche 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 so
the obvious thing is how to avoid being stressed out? Read on


Under the Psyche gauge during certain situations, you will see (unless you had a
crappy 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. As
Stress increases, it has more of an effect on Snake's psyche. When the Stress
level turns red, you'll see Snake's pyche decrease steadily. Stress becomes a
thing to watch for when playing on Solid Normal and above. Certain situations
and stimuli will increase and decrease Snake's stress.

|Stress Increase Factors|Stress 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 a 
Combat 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 the
shade. Crouching for prolonged periods will cause Snake back pain, but using a
Compress will prevent any significant stress increase. If all else fails, flip
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 you
have the Solid Eye on however, it displays a much more detailed radar. The
small 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 I
didn't read the instruction manual, I never would have known it was there. It
measures 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 the
bottom left. 

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

Like in MGS3, camouflage will play a role in Snake's mission. The OctoCamo suit
automatically responds to surrounding surfaces and stimuli, mimicing the color
and even the texture. Thus, this allows Snake to blend in with almost anything
at any location. The degree of success is measured by the Camo Index in the top
right. The higher the percent, the better Snake's disguise is. It goes down when
he is moving or making other hostile actions. Also, like in MGS3, no matter how
well 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 blend
in just by pressing up against a wall or laying flat on the ground. In a few
seconds, the camo will kick in and copy the color of the nearby surface. The
other 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 select
by hand which camo suit you which to use, and see how well it blends in to the
current area. Auto works best because you never have to second guess yourself on
how well you're hidden. 

The OctoCamo only has a few preset suits however. You can obtain more by
blending in with various areas and then permanently copying that color scheme to
some sort of internal database for future use. You can do this by blending, then
going to Camo from the Pause menu, and selecting Register Camo. This lets you
copy 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 new
schemes, 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... the
instruction manual (da da daaaaah!). It's important to get used to the controls
since some things have changed since the last installment. We'll start with the

|Button|Not Moving    |Moving  |When Aiming   |Laying Flat    |Behind Cover   |
|X     |Prone/Lay flat|Roll    |N/A           |Prone/Stand    |Stand/Prone    |
|Square|N/A           |N/A     |Autoaim/Manual|N/A            |N/A            |
|Circle|Reload        |Reload  |Reload        |Reload         |Reload         |
|Triang|Cover/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 controls
you can get a feel for by reading the above layout. It helps to look a little
more deeply at all the available moves in Snake's arsenal though. You never
know when one of these moves can come in handy. 


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 you
are moving full speed. Tilting the stick very very slightly allows you to move
without making noise, which is imperative for Hard and Extreme. 

-Roll Forward-

While running, hit X to roll forward. This is useful for crossing small gaps
you may encounter. It may also be used as an attack on enemies, especially if
you need to get out of a tight spot in a hurry. It's not capable of knocking
enemies 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 you
can do while crouching. In this position, hit left or right on the Left
Analog Stick and then X to make a small roll in that direction. It's a roll
meant to keep Snake in the combat position.

-Laying Flat-

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

-Turn Over-

When laying prone, hit Triangle to flip over to Snake's back. From here, he can
inch forward on his back and have a different angle to lob grenades and so on.
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 the
ground. Hold L1 and then x. At that point, simply move left or right on the
Left Analog Stick to roll in that direction. Good for covering ground but still
remaining low. 


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

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

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

-Hold Ups: To hold up an enemy soldier, sneak up on them and point your gun 
with L1. Snake will tell them to freeze and the enemy will put their hands up
and 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 triangle
to begin searching for items. Snake will search the enemy's body and the prompt
for Triangle will appear. Press it at the right time and you'll get some ammo
and 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 knock
the soldier out.

-Picking up bodies: Stand near a dead or incapacitated soldier and hold the
Triangle button to pick up their body. Using the Left Analog Stick, you can
drag their body around. The reason for doing this is to hide it from other
enemies 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
them from finding their fallen comrades if you place the body in the right
place. However, if you want to be sure, drag the body to a nearby locker (if
there is one). The locker needs to be open. Drag the body into it and Snake
will 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 valuable
weapon for Snake in his mission. There are a number of different CQC techniques
and they change depending on Snake's situation. In a way, this is an offshoot
of the previous section because obviously, CQC requires an enemy soldier as


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 equipped
at all. 

Melee: If you have no weapon or just a pistol equipped, pressing R1 three times
in succession will let Snake perform a short melee combo. If he has an assault
rifle 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 the
left analog stick to drag them around. 


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

-Knock Weapon Away: After grabbing with R1, release R1 as Snake is pulling the
enemy 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 knocked

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

-Throw to Ground: After already grabbing an enemy, press down on the Left
Analog Stick and R1 to throw them down. This is not as powerful as the normal
throw, 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 aim
your pistol and use the held soldier as a human shield. Other enemies will
hesitate 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, approach
an enemy and press R1 and then immediately down on the Left Analog Stick. Snake
will perform a quick combo which ends with a throw down, knocking the soldier 

-Choke Out on Ground: While holding an enemy, press X to crouch, then release
R1 quickly. Press R1 again immediately and down on the Left Analog Stick at the
same time to place the enemy face down and get on top of them. Hold R1 and the
enemy 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 they
don't allow you full control, there is a bit of limited player interaction in
these 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 the
previous MGS games and other things. There are a few hidden ones however when
X 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 some
scenes 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 does
not appear.

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


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

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

FROG Soldier
Where: Acts 1, 2, 3, and 5
Description: Female soldiers with special armor and combat abilities. 
Equipment: P90, Five-Seven
Difficulty: 2/5
Tips: 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 means
when they can clearly see you coming. The FROGs have a counterattack and most
of the time, it will backfire on you. If you can sneak up on them, it's easier,
but avoid doing it directly. They like to move around, using the ceilings and
walls to cling to. Don't let them flank you and use assault rifles and the
like, as well as sniper rifles and sometimes grenades. 

Where: All Acts
Description: Unmanned mech unit, uses sounds of Cicada and Bull
Weapons: Machine gun, grenades
Difficulty: 4/5
Tips: The most primary strategy is to just avoid detection at all costs. There
are times when **** happens though, and also a time (Act 4) where killing them
becomes a necessity. Without the Rail Gun, killing a Gekko is not all that
hard. The important thing is to keep moving and never let it get too close to
you. The Gekko's kick attacks are deadly and will obliterate Snake. Use the
Solid Eye to find the Gekko's weak points. Fire at its legs to bring it to its
knees. Aim for the neck to bring it all the way down, then fire at the head 
until it blows up. When you get the Rail Gun, charge it up all the way and 
deliver a shot to the head for an instant kill. 

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

Where: Acts 4 and 5
Description: Small spherical units with 3 arms, they move in groups
Equipment: DE
Difficulty: 3/5
Tips: These guys are really annoying and they prove that in Act 4. They comb
the area and being spotted by a single one of them brings on a hellish 
experience for Snake. They attack in giant swarms and respawn continually until
you shake the Alert phase, which is by the way, not easy. Killing a Scarab may
often call in even more too which makes things harder as well so avoid it most
times. Learn their patrol routes and avoid their search beams. Their biggest
weakness? Chaff Grenades. Hope you saved up! If you get attacked, don't let
them swarm you. Use a Machine Gun or the MGL-140. They may grab Snake and use
a 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 tips
to lesser known ones. Various things to help you in achieving more when playing

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

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

3. On the battlefield, especially in the earlier acts, it can be hard to get a
grip on things with the constant gunfire, explosions and so forth. Use the Solid
Eye 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 hardest
difficulties where (according to a friend), they too, can alert you!

5. Beware of places where enemies respawn endlessly and don't get caught fending
them 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. In
general, anything above 65% means you won't be spotted, unless of course, you

7. The Threat Ring might also be of use if for some reason you can't see an
enemy nearby. If a part of the ring elevates into a peak, that means something
is 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 more
helpful 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 like
buying them out), just wear the appropriate disguise and they will like you

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

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

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

13. When dealing with the "Beauties", choose weapons that have automatic fire to
really 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, can

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

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

17. Never underestimate how useful the Mk. II/III can be in scouting. It can
also 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
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 for
just quick moments when you need it, then leave it off

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

23. Don't underestimate how useful Magazines can be. And no, I don't mean the
Playboys. I mean the ammo Magazines that accumulate in your inventory when you
reload. You can easily control enemy movement with these. Toss one where you
want 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 like
Gekkos 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 you
can 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 can
always see what's coming.

8. Save often. Every time you pass a checkpoint, save the game. A checkpoint
is when the screen fades and then it says "Press Start to continue." Save when
you 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 your
position away if your targets are too close. If they are close enough to hear
your 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, but
be warned. If you're not using its stealth function, and the MK. II/III is 
spotted, 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 in

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

13. Never use a gun with a light attachment. Most of the guns you're using 
should 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
away easily when aiming at enemies from hiding spots. 

14. Just remember to avoid confusion. Mk. 2 = tranquilizer gun. Mk. II = The
robot 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 or
kill so if you do make a mistake, you can hopefully reload before you messed

  /                                                                 \
-]| Walkthrough (wlkt)                                              |[-

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

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

   _____                   __________________________________________
  (, /  |            _    /
    /---|  _ _/_   / /   /   LIQUID SUN                            
 ) /    |_(__(__    /   /                     (act1)
(_/                /   /  

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

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 and
crawl 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 of
crates with a fallen Rebel soldier near you. Walk over the gun near him to pick
it up. You get an AK-102. Now just proceed forward. Don't bother shooting these
guys 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 door
right next to your position. Climb up the stairs to the second floor. On the
wall to your left is a big hole. Run toward it and hit X to roll out of the
wall and onto the street below. Go left to the next street, then right at the
corner. If a Gekko spots you, just run. At the corner turn right and take cover
near the next street. There's a large opening across and to the north into a 
sanctuary of sorts. That's your destination, but DON'T run out there right 
away. Stay behind all the junk at the corner. Another Gekko will fall out of 
the sky and if you had run out there right away, it might have killed you 
instantly 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 and 
into that large opening for a bunch of scenes. When they're over, you'll get a 
Codec call from Otacon. 

Otacon will tell you to meet up with the Mk. II and that becomes your next
objective. After that you'll be rewarded with OctoCamo. This is the function
built into Snake's new suit that lets him mimic the appearance of surrounding
surfaces, as you saw in one of the previous cutscenes. It will be one of the
most 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 dead
soldier there. Pick up his AK for some ammo. Head back and turn right twice to
get onto the main street. Some soldiers are patrolling here. Stay under the
roof 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 right 
across from the open doorway. You'll see a scene where an enemy APC will roll
in and drop off more troops. Just keep moving forward in this room til you
reach the door. Don't go out this way though. Lay down and crawl through the
hole adjacent to the door. Inside here you'll find an Arsenal Compress, useful
if 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 door
on your right when you get the chance. Inside is a dead soldier and a gun. Pick
it up for more ammo, then keep moving toward that big pile of debris. Crawl
again and you can slip underneath. You'll see a rebel solider get executed by
a PMC. Stay still and wait for the PMC to move away. You can kill him if you
want by headshotting him from the ground with your AK, but you might want to go
with a more subtle tactic. It's up to you but we're gonna knock him out with
some CQC. Get on your feet and slowly creep up behind him. Then press R1 and
down on the Left Analog Stick at the same time. Snake will throw the enemy to
the ground and knock him out. He'll also drop his gun, an MK. 17, which has an
ID lock unfortunately, so you can't use it.

Proceed down this alley where the pile of boxes are at the end. When you get
close to the street, you'll see a solider prone there. Crawl and activate your
OctoCamo. Just wait for the soldier to proceed forward. Another PMC soldier
will also move forward, coming from the right. Wait for them both to pass, then
crawl out of there and turn right. When the coast is clear, get on your feet
and 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. The
sad part is, you can't do everything that was done in that trailer, such as use
a 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 it
again. Snake will blend in with the other statues. Unfortunately, it's not
really useful since the only nearby patrol will soon slip out of sight. If you
get spotted though, run back here if you'd like and use it. Also, blend in 
three times with the statues for something funny.

Anyways, when you're ready, proceed up the stairs to the left of where you
entered. As Otacon advises, use X to roll across the gap. There might be an
enemy soldier beyond the doorway. If so, wait for him to move into the adjacent
room. 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 to
ignore him or not. I'm going to hold him up and shake him down for items. To
do that, sneak up on him and when behind, point your gun at him with L1 to get
him to throw his hands up and drop his gun. Move in front of him and let go of
L1, then press Triangle to begin the search. Press Triangle when the prompts
show up to find items, but time it wrong and you'll miss. Time it on the last
prompt to knock the enemy out. Otherwise just CQC him. Holding up the enemies
here may yield some new weapons though, like Stun and WP Grenades. With that 
taken care of, open the second nearby locker for a Playboy magazine. Useful for
distracting 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 holds
another Ration. Go back upstairs. Move toward the large opening in the wall 
there. Jump over the gap with Triangle and then just proceed. Stay prone here 
and just keep moving; if you're standing, you might attract the attention of 
another PMC soldier. Keep moving up this ledge to the very end. Here, you'll 
see a large green container below you. Drop down here. In the corner across 
from the container is a Compress. Use the container as cover and see if you can
spot 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 on 
your right if you need to hide. These two PMC soldiers will turn around and 
come 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 OctoCamo
to hide yourself. The patrol will come down, peek in, and then move into the 
adjacent street. Now you can proceed. Turn right to face that first alley 
again, 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 around
and stun enemies or pick up items for Snake. It has limited range though, like
an RC car so send it out too far and you won't be able to use it. You also
receive two new guns, an Operator pistol, and the Mk. 2 Pistol which is your
standard tranquilizer gun. On top of that, you get the Solid Eye which has
numerous functions, including personnel data, highlighting of items, better
radar, and infrared/night vision functions. Schwing! 

Move forward. A group of PMC soldiers will fire on rebels down the way. Just
sit tight and wait for them to move. When they're gone, get onto the street and
lay 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 can
see easily. Tranq or kill them both. The Solid Eye makes dropped weapons and
items easier to see. Keep picking up their stuff. Enter the barricade they've
set up under that little roof. Take down any more PMC soldiers, then, scurry
across the street to the other side. 

These guys are rebels, so they won't attack you. They don't exactly "like" you
yet 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 an
enemy APC with a gun turret, which you can't do much about now. However, there
are a few enemy soldiers taking cover near there. Take them down and the rebels
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. It
might be hard to see but it's there. There might be a rebel coming out of the
door. Have a Ration or other healing item equipped, and walk up to him. Press
Triangle when the prompt shows up and Snake will give the rebel the item. Do
this and it will make any militias like you more, and may yield rewards as
well. 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 did
not help them you might have to treat this part like a sneaking mission. Avoid
the rebels at all costs by using your OctoCamo. If you did help them out and
gave some items, they probably still won't like Snake yet (unless you're
playing on a lower difficulty in which case they're easy to please). In this
case, you will have two options:

The rebels will see you if you don't hide and they'll confront Snake as if he's
an 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're
seen, don't move, and you can get through this part, no problem. If you want it
easier 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 get 
hearts above their heads, which means they like Snake now and they won't 
confront him. 

Either way, proceed through, picking up items until you reach the room with all
the 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 and
hopefully they'll start to like Snake. If not, just wait for them to confront
you and they should let Snake pass if you don't make any sudden movements. Turn
left 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 them
happy, you might want to use stealth here. There's only one uninjured soldier
here that can actually see you though. There's some pentazamin on the crate to
the left, some ammo near there at a soldier's side, and some ammo in the far
right corner. Grab it all and proceed through the next corridor. Before going
around the bend, look to your left. In an alcove here, you'll find an iPod
song, 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 what
you have to and enter the next room. Here two rebels will be looking over the
wing 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 under
there to find, yes! The signature cardboard box! Turn left at the fork and
enter the room. Pick up the items to find a whole mess of grenades, including
regular, Stun, and Smoke. Leave and go down the other way. 

Here you'll find yet another fork. Turn down the right passage and into another
small room. This one yields some much nicer rewards though. You'll find some 
ammo, among other things, but the most important find is the RPG-7 in the right
corner, along with ammo. Wow, bet you didn't expect to get such a powerful 
weapon 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 outfit 
Snake 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 
to the original path.

Proceed into another room with two rebels. The corridor after that leads you to
a left to right hallway. On the left is some RPG-7 ammo, so pick that up, then
go 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. When
it's all over, you'll get another call, and then you'll have your hands on the
M4 Custom. Now that you've met Drebin, you can start earning points in his shop
to buy new guns and ammo for your existing arsenal. This will be helpful in
completing the game. Whenever you find guns you already have, Snake will keep
the ammo, and the gun itself will be sold to Drebin for points. Also, your
performance in the game will now have a chance to earn you points. Have less
alerts, less kills, consume less healing items, etc., and you will earn even
more Drebin Points. You can also use the points to remove those nasty ID locks
on 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 dead 
soldier is. Take his gun off his hands and you'll hear a chime sound. That
means it was sold to Drebin, but you keep the ammo. Now exit this alley and go
up the stairs right there. Up here you can find some ammo and stuff. You can see
a ledge far across from here. Try rolling toward it. You won't make it, but you
should land on a ledge with an RPG-7. Sweet. Drop down now and begin to traverse
this maze. I'll lay out instructions for getting through, just for the sake of
making sure nobody gets lost, but the easiest way to get through here is to
just turn on the Solid Eye's infrared. You can see footprints laid out that will
guide you through. 

Proceed past the fallen soldier and enter the opening on the right. Turn right 
and go down this corridor. Pick up the gun and turn left. Climb the ledge here
and get the ammo, then drop down. Enter the opening here and you'll see two 
rebels ahead of you get picked off by PMC troops below. Grab their guns for more
Drebin Points, then go into the opening on the left wall. Turn right to find a
Compress near another dead soldier, then go back the other way. On the right 
will be another climbable ledge with a ration on top. Turn right here, then 
right 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 the
makeshift ramp and then hug the wall with Triangle while standing. Use the Left 
Analog Stick to slide across the wall to the other ledge. If not, you'll have 
to shimmy across. Get on that ledge and into that opening there to slide down 
into the last area. 

Climb up the ledge at the end, and turn right. You'll see a small ramp leading 
down then what looks like a rectangular hole to drop down into. Do not drop 
down. Just carefully go down the ramp and turn immediately left. Crouch to get
under 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 in
this 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 in 
for a cutscene.

Middle East - Downtown
You'll get the Drum Can after the scene which is a somewhat more useful item
than the Cardboard Box. You can press X to put it on its side, and roll into
enemies, but if you want to stay stealthy you should avoid that. Anyways, turn
the corner and then proceed down the street, hugging the right wall. When you
approach the car, turn right and then turn right again into the alley. Around
the 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. Follow
them. They'll get picked off by snipers. Pick up their gear and then proceed
into 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 much
easier 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 and
Sundays, Drebin's prices are slashed by 20%. You should have enough points
though for the M14EBR sniper rifle. Buy it and equip it right away. Crawl
forward a bit and get behind the barricades. You can go prone here. Now use
the rifle and spot the sniper on the high ledge to the far right. Using your
scope 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 to
ground 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 directly
across the way from your position. Another enemy will poke his head out every
now and then. Pop him, then go up to the third floor with your scope and wait
for another enemy. When they're all dead, the rebels will cheer which is good
for you. Pick up any dropped weapons from the fallen rebels for much needed
Drebin Points.

Head across the plaza and into that first floor window (climb through with
Triangle). Climb out the other side and then take cover on the right side of
the adjacent alley by laying down. Make sure you stay to the right side. Two
PMC 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 your
position away. Take them both down and grab their stuff, then head down the way
they came from, past the blue van. You need to stop here and lay down. Stop
before that little spot of light on the wall there. Two more PMC troops will
come out. Back up very slowly if you want to let them pass, but you'd be better
off taking them both down quietly for their weapons for more DP. Proceed when
ready, 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 few
PMC soldiers there. One might get killed by rebel gunfire. Take the other or
both out and grab their gear, then move to the right. Go prone and move between
the ruined car and the wall.

You'll reach another open area. The PMCs are on the right, and the rebels are
on the left. The PMCs respawn very fast in this area though, so you're better
off just ignoring them. In that case, your best course of action is to use the
large ditch in front of you and just crawl past the enemy lines. However, if
you want to take a risk, hug the right wall and sneak in past the PMC
barricades. This will let you sneak up on them. Take them down fast. These two
PMCs are replaced very, very fast so if you want, you can camp here and pick up
some extra DP. It's not much though and honestly, probably not worth it because
getting out of this little area is really tough without being seen by the
replacement PMC soldiers. Still, you can try it if you wish. Just crawl through
the ditch. A helicopter will start an airstrike above, but it shouldn't be a
problem if you keep moving. You can also go behind the Rebels (again they're on
the 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 camera
to make sure you're out of the PMC soldiers' sight lines), get up and enter the
door on the left. 

Middle East - Advent Palace
No enemies here, so don't worry. Doesn't mean you can be lax though. There's
a lot of traps here, some that are not as easy to spot as others. In the main
room here, you'll find an AK on the table. Ahead of that is a Claymore, made
easier 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 these
puppies. Crawl over them and Snake will procure the Claymore without it going
off. This will also add it to your weapon inventory. Near the Claymore is a
Playboy on the chair. Head to the stairs to the far left corner. Go up and
there 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 a
Compress. The rest is blocked off, as well as the next floor of the stairs, so
get 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. Go
up and immediately you'll see a strange device resting there. It's a pop up
Sleep 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 there
are no enemies that can take advantage of you in this situation. Like
Claymores, 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 you
might want to collect them. Proceed up the stairs when you're ready. On the
next floor you'll find down the nearby walkway is a box of Stun Grenades, but
resting in front of it, is another Claymore. Crawl toward them and pick up the
Claymore first, then get the Stun Grenades. Head down the other walkway. There
will be another Claymore guarding the next few rooms. Get it first, then
explore these areas for some other goodies. In the bathroom are some Smoke
Grenades, and in a room to the right there is a Claymore guarding some Instant
Noodles. When you've got all that, head all the back to the stairs and go up
to the next floor.

This is the last floor, but the stairs still lead up. Turn on Infrared to see
the Claymore right near you at the base of the next staircase. Grab it, then
go up to the top to find a dead end, but also a pack of Instant Noodles. Head
back down to explore the previous floor. Turn right and enter the doorway into
the 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, and 
some 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 for 
the Sleep Mine right there. There's a Regain on the car counter, and some ammo 
and 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 of 
Liquid's army, to appear. When you finally have control, the shooting has 
already 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 side|
|though, and they have no problem killing some of these enemies for you. Still|
|you 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 |
|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. At
the bottom of the shaft, enter the next room and approach Meryl's unit again
for another scene. You'll get Liquid's location, and getting to his camp is now
your new objective. 

Middle East - Advent Palace Garage
Nothing to do here but grab the dropped P90's from the FROGs killed in that
cutscene. After that, proceed up the slope in the corner and then climb a ledge
and 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 rebel
troops. 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 ruined
building 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 be
on the street with the tank. Use the tank as cover as it moves forward. You'll
spot some PMC troops taking cover on the left. Kill or Tranq them, then grab
their stuff. Move forward and pop a few more of them, then turn left down the
alley there, but be very careful. Around the next corner is where the
reinforcements come from and they'll spot you easily. So either wait and then
pop them or take them head on. 

Climb the ladder here and get to the roof. A sniper should be there, laying 
down. Take him down, then on the far end of this rooftop you’re on, on the other
side of the little penthouse, you'll find the Javelin. Call of Duty 4 players 
might remember this nifty little gun. It doesn't exactly work the same way, but
it's a nice weapon all the same. Next, move across the walkway to the other 
rooftop 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 sandbag
barricade. Take them down as well and that should quell the threat for now, and
start up another rousing cheer from the rebels. Grab any guns and then proceed
down the street. There's a barricade blocking your way, so instead move back
a little, and on the left side of the street, under an awning, there should be
a 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 take
place in the form of a cutscene.

Middle East - Millennium Park
Now that literally everyone is dead, go ahead and pick up all their guns for
some extra DP. After that, proceed forward. Around the next corner are a pair
of PMC troops. Lay down and use the OctoCamo, then quietly pick them both off
with your Mk. 2 or other gun. Remember that having less kills will earn you
more Drebin Points at the end of this Act, but if you've already accumulated a
large 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. The
logical 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's
make it even easier. To the left of where all the barricades are, there should
be an alley. It's around the same area where that previous PMC ends his walking
routine. Find the alley (there's a dumpster inside), and against the right wall
you 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; he
might come up the hallway adjacent to the top of the stairs. Take him out, then
continue exploring. If you go straight across from the top of the stairs, you
can find some ammo on the ledge behind the crate. In the hall where the PMC
came from is a door. Enter to find a Playboy to the left, then enter the next
room ahead. You can find another door here and some holes in the floor. Enter
the other door and you can find some Instant Noodles. Now drop through one of
the 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 Ration
underneath the desk. Venture out into the plaza area. Just be cautious of a
nearby PMC. Take him out from a far. 

We want to go across to the right side. See that metal shed? Go there but make
sure no other soldiers can see you. Hurry over and approach the wall and that
shed. 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 lay
down and use OctoCamo. Proceed forward slowly, tranquilizing any PMC troops you
come across. There should be a pile of wooden planks and other supplies. On
top is a Ration.

Continue forward through the next gate. Here are a lot of tents as well as a
big 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 behind
the 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 control
the Mk. II. With the exception of the Act 5 briefing, you can pilot the Mk. II
around and scour the plane, the Nomad, for items, or just get a different
perspective on things. After you finish the next act, you can also use the
Mk. II to get some special items during the briefings. 

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

For starters, go down the plane toward where the helicopter is and you should
find a Battery on the left, near the chicken's cages. Now turn around, going
back toward where Snake and Otacon are. Find the stairs on the right and move
the Mk. II into them. It will eventually scale up to the top on its own. Turn
the 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, you
can see something in the bathroom stall. Pick up the iPod song, "Boktai 2
Theme", 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. From
here, you can get a good vantage point of the situation below. The PMCs have
the rebels and are about to execute them. If you want to get in their good
graces, you'd best save them. You can easily snipe the PMCs from here, but make
sure you're blended in with OctoCamo first, or else you'll be spotted. Take out
each PMC, using your sniper rifle and Night Vision on your Solid Eye. It will
be morning soon, but you're gonna need it for now. 

Stay there and wait for more enemies to show up. The rebels will start fighting
back 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 the 
coast is clear, drop down and start your search. In the first house, Stun 
Grenades, ammo, and a Playboy will be waiting for you. Keep Night Vision on to 
find them. 

Now for the next house. This is the house that was to Snake's right from the
cliff. Coming out of the previous building, it's just to the right. It's also
the only building on this "side" if you think of this area like a square. In
here a few goodies, including V-Ring ammo, the South American Rebel Disguise and
the 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 at
keeping your Psyche up. 

The house to the right of the first one you entered is broken down, so ignore 
it. Go to the barn like building next to it. Climb the ladder and you can find
Pentazamin and a Ration. If you turn around, you'll see the SVD sniper rifle 
along with some ammo, but it's across a large gap. Sometimes you can traverse 
this gap simply by running and rolling at the right time, but more often than 
not, that won't be enough. Get a head start, run, and hit X to roll, then mash
the Triangle button, and Snake will grab the ledge. Hit it again to pull 
yourself 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 some 
ammo. 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 might
have also been killed while you were scrounging up items so don't get too
excited. 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 the
trails, climbing ledges until you get onto the upper ledges. Search the bodies
of 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'll 
be led to the next part. You'll get a Codec call. When it's over, meet up with 
some 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 for
weapons. Among other things, you might get the Twin Barrel, if you forgot to get
it at that house, and the M10. 

Keep going, backing up your rebel friends but also trying not to get spotted at
the 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 next 

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 look
for 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'll
be engaging your rebel friends for eternity, so there's not much point in
sticking 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 nearby
that leads up to the top of the cliff. There's another Ration here, plus a
mortar that you can fire on the PMCs. 

When you're done, jump down, and go along the perimeter of the power station. Be
careful the enemies on the left don't spot you. Move carefully and when you get
to the opening in the gate on the left, be wary of two more PMCs that might spot
you. 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 you 
can wait for the rebels to blow up the generator for the Power Station, which 
might come in handy in a little. Either way, leave and proceed again, along the
perimeter and you'll start up a cutscene.

After it's all over, proceed down the road into the next area. This is where
you need to make a decision. There's two paths here. Each go to the Confinement
Facility, but they take very different routes. The right path will put you
right into the heart of the action and will lead you directly to the facility
where 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 PMCs
around and it's very easy to slip in. There will also be a fork here that can
let 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 in
on the action. However you should definitely go down the left path at least
once and pick up some new stuff because it's definitely worth it. So what I'm
gonna do is advise you to take the left route for now, but we'll swing back to
the facility as well. Listen (read) closely. 

Go ahead and take the left path here and if you watched the rebels take out
the 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 most
important find is the XM8 carbine rifle under small wooden roof. This is a nice
rifle and I like using it aside from the M4. It's the same one that Rat Pt. 01

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 goes
left and right. Left leads to the prison area and a shortcut, while the right
leads 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 high
ridge and follow this path along until you can see the prison area which is
comprised of a few small buildings and a guard tower. From the ridge, you can
easily snipe three or more of the PMCs here if you'd like. Sneak in and go to
the first building you see. There are rebels being held prisoner in here. Go
around and take out the guard in the doorway and they will be freed. They'll
help 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 reason
for being here is one weapon in particular. In a room in the building with a
big 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 next
area. This is the shortcut for the Confinement Facility, but we don't want
that. Turn around now and go all the way back down the road in the opposite

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 the
Power Station. Turn away from the facility and enter this very large and open
area. The PMCs are fighting with the rebels across the way. Go across the small
creek and up the hill toward the road. Take out the PMCs along the way and go
to 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
can use this to take it out (if you want). There will also be an enemy APC on
the road so take that out (again if you want) with an anti-tank missile or just
ignore it and turn back. Before you leave this bog area, look around. You can
see there are a few pieces of land mired out across this swampy terrain. Find
the large island in the center. It's got three tiers (levels) to it and has a
lot 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 and
walk in to find the barracks. You'll find a Playboy here, as well as the iPod
song, "Metal Gear 20 Years History (Part 3)". Go down the hall and enter the
next door. In this small storage area you'll find some more healing items. That
is not the most important find however. Inside this small room will be a 
package of... could it be? Are the legends true? o_O Chaff Grenades! (cue 
Legend of Zelda "Link got a..." music) Yes, these babies which are now a rarity
can be found here. Grab them, then continue to the mess hall, where some Instant
Noodles wait. There's nothing else here so move on. Go up and find the small 
little 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 weapon 
heavily favored for stamina killing the bosses. With that in hand, move on to 
the next area, through the small valley up ahead. You can also reach this next
area by turning around and taking that "shortcut" path I mentioned, but it's a
long 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 of
your current position, is a PMC troop walking about unknowingly. If you don't
take him out, the fighting will begin momentarily anyway. Help the rebels take
out any PMCs, always looking to the right. The PMCs stay on the hill to the
right 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 you
reach the top, a scene will show a bulldozer charging in. Otacon advises you to
give it cover, but it really doesn't matter. Eventually it will bust down the
gate, and you'll be given access to the mansion grounds. 

Proceed in. The PMCs will gun your friends down. Check the bodies and one of
them 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 the
tents are. Just be careful about being spotted, as well as all the gunfire and
explosions going off. Try to stay near the walls and behind the tents. When you
reach the wall, go up and keep going up until you find a pair of dark red
containers. The one on the right should be almost touching the wall, but far
enough to allow Snake to pass through. Hug the wall and slide through this gap.
Why? You'll find the iPod song, "Sailor" if you do. With that, head all the way
back toward the entrance. This time, go left into the garden area. Stay on the
outer perimeter and swing to the left side of the doorway where the PMCs are
shooting from. Take them out then when the coast is clear, enter the door.

Inside, you'll hear some PMCs talking. One will come running down the stairs in
the next room and into this room. Hide on the red carpet if you want, or just
go ahead and rush both of these enemies on the stairs. Either way, when it's
safe, proceed into the next room. There are the stairs leading up, but if you
want, go down the hall to the right and search the room for Pentazamin. Go down
the next hallway into the dining room for some ammo. After that, go back and go
up the stairs. There's nobody waiting up here, so just turn the corner, and go
down the hall and into the next room. Find the door that leads to the roof. 
There may be enemies here so be careful. Proceed to the left and find the small
deck with the opening in the floor. Drop down and enter the cellar.

Go through the corridors, and you'll find some Instant Noodles and some ammo.
Keep going and you'll find a small store room with a bunch of goodies,
including Stun Grenades, normal Grenades, a bunch of ammo, as well as a Ration
and a Compress. Keep going down the corridor and you'll find the ladder.

South America - Research Lab
There are a few scenes to watch here. Sit back and enjoy for now. When it's
over, you've got a fight on your hand, with a much bigger one looming.

The FROGs will be your opponents for now, so figure out how you want to go
about this. They will come in by units of two, only one at a time. You can
hide out under the bed nearby and wait for them, then cap them both. It's a 
slow approach but it gets the job done. If you prefer a more direct approach,
hunt them down and take them out using the M4, and utilize cover to reduce the
damage you take. Make use of the radar to know where they are and get the jump
on them. Try to avoid getting close; CQC usually only works if you try to throw
them down to the ground. If you try and grab them normally, the FROGs can
counter this so avoid doing that. When you dispatch the first two, another two
will show up, and so on. When you take out all four units, the boss will call
out to you. It's time to fight.

[]=====BOSS FIGHT - LAUGHING OCTOPUS=========================================[]
|	Right off the bat, you'll have Octopus in front of you. Unload on her |
|with your M4. You might also want to use one of the new guns like the PKM or |
|something else, but it's your choice. I prefer the M4 because it doesn't make|
|things too easy. If you do decide to use the M4, I recommend you go ahead and|
|customize it if you have not already. Select it in Weapons from the Pause    |
|menu and hit L2 to customize. Add a grenade launcher attachment to it. It    |
|will come in handy.                                                          |
|	Fend off Octopus in the lab room and she'll ball up and release some  |
|black mist. She use it to vanish, much like a real Octopus would. Now here is|
|where the fight gets creepy. Octopus will use her camo unit to hide, and all |
|the sounds and music and her abrupt outbursts will keep you on your feet. The|
|goal is to locate her before she gets the jump on you and keep depleting her |
|health. First, we'll outline her attacks.                                    |
|	Octopus will mostly fire at you with a gun. It does little damage but |
|if it goes unanswered, it can deplete your health fast. She may also try to  |
|grab and electrocute you with her tentacle. Later on in the fight, when she  |
|balls herself up, she may start a rolling attack. It's hard to avoid unless  |
|you can climb onto a box or onto the bed in one of the rooms. Octopus will   |
|also commonly send out floating bombs when she vanishes. These will actively |
|seek you out. You can shoot them all down, but if you want to save ammo, it's|
|better to let them touch you. The bombs will not explode on contact. Instead,|
|you can hear the beeping which counts down to their detonation. The bombs    |
|will stick to Snake until they go off. Just let them latch on, then start    |
|running and do a roll to shake them all off at once. That outlines the       |
|attacks of Laughing Octopus.                                                 |
|	When she disappears the first time, you'll be tasked with tracking her|
|down. She can mask herself as just about anything, which makes it difficult. |
|Luckily, you have a tool on your side that can make this much easier. Use the|
|Infrared function of your Solid Eye. It will illuminate Octopus wherever she |
|hides. Also pay attention to the radar. When she speaks, the sound will show |
|her location on the radar. Most often, after her first disappearance, she    |
|will appear in one of the hallways and blend in with the wall. Fire on her   |
|from afar and she'll vanish again, usually dropping some bombs. Shake them   |
|off and then find her again.                                                 |
|	The rest of this fight will consist of you finding her hiding spots   |
|and unloading on her. She may hide in any of the following locations: the    |
|painting at the end of one of the halls, on the ceiling, in the small store  |
|room in a box, in the lab room as a small machine connected to the ceiling,  |
|and as a marionette. Use your Solid Eye Infrared and you can find her easily |
|for most of these spots. When she's in the store room, you can see the       |
|tentacles coming out. When she's hiding as the marionette, she's lit up like |
|a Christmas tree, and as you'll notice, the real marionette is in the        |
|opposite room. In the lab, fire on the machine, not the tentacles.           |
|	Halfway through, she'll disguise herself as the Mk. II and even mimic |
|Otacon's voice. She'll call you and have you turn the corner. Call Otacon and|
|he will not have any knowledge of this. When you turn the corner and see the |
|Mk. II, do NOT get too close. She's set some mines, so stay where you are and|
|shoot it from afar to shake her disguise. She'll disappear again after that. |
|Keep finding her and shooting her. Eventually she'll stop disappearing and   |
|crash through the windows to confront you. Just unload on her with your M4   |
|and if she jumps onto the ceiling, use the grenade launcher attachment. Just |
|be careful if she rolls into a ball and starts coming after you. Climb onto  |
|something if you can to avoid it.                                            |
|	Eventually as the fight winds down, she'll change her face to resemble|
|Naomi's. Just shoot her and that will end that. After this, the fight will   |
|start to wind down. Octopus will stop hiding and just continue to come after |
|you at this point. Just keep shooting her and use healing items if needed,   |
|and you should win in time.                                                  |

Watch the scene. Surprisingly enough, the fight isn't over just yet!

[]=====BOSS FIGHT - LAUGHING BEAUTY==========================================[]
|	She'll stagger toward you slowly. Laughing Beauty has no weaponry to  |
|harm you, but if she gets close, she'll grab you and slowly drain your life. |
|If this happens, wiggle the Left Analog Stick to shake her off, then press   |
|Triangle when prompted to throw her down.                                    |
|	Back up slowly and keep your gun pointed on her. She'll sidestep at   |
|certain moments, making it difficult to land an accurate shot, especially if |
|you use a pistol. Her sidestepping may make it difficult to deplete that     |
|health, but good aiming and reactions will make it easier.                   |
|	Now is also a great time to search for items as well. Just be careful |
|if you stray too far from Laughing Beauty. She'll come after you much faster |
|when there's distance between you. When you're ready, start unloading on her |
|and when all her health is depleted, the fight finally ends.                 |

For winning this fight, you get FaceCamo, and a call from Drebin. As he will
explain, FaceCamo can be used to make Snake even harder to find when using
OctoCamo. Personally, I didn't use it all that much, but sometimes in tight
spots, it can be useful. The one detraction about it is that it shows up in

Anyways, when you're done, you'll be in the next area.

South America - Mountain Trail
You've got to find Naomi, and you'll get a Codec call with some good tips. The
paths are littered with footprints that you can see with Infrared. The trail
splits in many different directions though, so it's going to take a bit of
guesswork to track her down. There is only one true path, and some others are
just traps. there are a few worth exploring however for extra items.

For now, just follow the trail a ways. You'll be able to find a Ration in a
small basin on your right. Keep going until the trail turns and opens up into
a larger area. Here there are three paths: left, middle, and right. The right
path is really just a shortcut back onto the path you came from, so it's
useless. The middle path will take you to a dead end where a PMC soldier is
relieving himself. Yes. Go ahead and hold him up while his back is turned, or
whatever you want to do. There's also some ammo here. Turn back and take the
left path now. This will take you to a bridge. Cross it to reach the next fork.

Here, an enemy soldier is patrolling. Go ahead and hold him up, shake him down
for items, etc, or just take him down. Three paths lay before you again. The
right trail is the correct one, so let's check the others out first. The center
path, with the sort of makeshift clothesline above it will be our first choice.
Go down this way and you'll find a small house. Aw, look at the happy guinea
pigs! Err, anyways... The house is inhabited by another PMC, and he'll spot you
if you enter, so make it easy and toss a Stun Grenade so that it just lands
inside the doorway to incapacitate him. Grab more Stun Grenades inside, as well
as a Playboy outside under the small roof. On the right side of the house, you
will find the PSS handgun. If you got one already, you'll just trade it in for
Drebin Points. Head back and take the left path now. Here you'll find some 
Instant Noodles, but Infrared will reveal that they are well guarded by a 
Claymore. Don't rush up and grab the noodles. Crawl to them to grab it and the
Claymore too. Head back now and take the right path.

Here you should see a PMC soldier laying on the hill in front of you. Take him
out from afar. When you move farther, you might spot an object laying on the
ground. It's a handkerchief, maybe belonging to Naomi. It seems you're on the
right track. Three paths here. The left one is a dead end that will just lead 
you back to the small house you were at before, but there's a Ration there to 
grab. The other two paths lead to the same place, but the right one will take
you on a more scenic route. Choose that one. On the way, you'll find a bra 
strewn across the rock face there. Hm... seems like we're getting... warmer. 

You'll come across a small ruined house with two guards, one patrolling, the 
other inside. Just take out the one in the open and either use a Stun Grenade 
like before, or try to coax him out by tapping on the side of the building. 
When they're down, pick up any goodies, then continue to the next spot.

In the next section, there will be one guard sort of dozing off. Just take him
down and now look at your next few paths. There's a left one and a right one.
They will both take you to the same place, but favor the left one. You'll end
up coming to a place where all the grass is strangely flattened. A crop circle?
Then, you'll hear a voice, saying lines very familiar if you played MGS2. When
it's over, you'll score a bonus of Drebin Points. This is the first of many
audio flashbacks. You'll encounter a whole bunch of these later on. 

Now cross the river and you'll see the footprints, again, split into multiple
directions. Again, either path is fine, they'll both take you to same place,
but know that the right path has two FROGs on it. One is hiding behind a log,
and the other around the corner from there. You should hopefully get a Codec
call if you approach them, giving you a valuable piece of advice. The FROGs can
hear the faint sound emitted from the Solid Eye's Infrared mode. So avoid using
it when you get near them, otherwise they'll get suspicious and come toward
your position. If you choose left or right, you'll wind up in the same spot.

Three paths again here. The left and middle paths lead to the same spot, but
take different routes. The right-hand one is a trap, and if you go down it, you
will hear Naomi's voice. It will lead you to a small hut. It sounds like Naomi
is in there and is in danger, but it's just a trap. If you use the Infrared,
when you come down the path, you might notice the FROG laying in wait on the
hill in the distance. This FROG spotting you entering the hut is what triggers
the trap and if you fall for it, you'll be surrounded. So cap this FROG from a
distance, and you can safely proceed. 

Inside the small house are some Smoke Grenades, as well as a portable stereo 
playing a recording of Naomi's voice. Shoot it, since it's annoying. Outside the
house you'll find a Regain and some Sleep Mines. Pick them all up and head back.

You now have two paths, and as I said before, they lead to the same place. The 
left path is better strategically as it will let you see both FROGs before they
can spot you. Just be careful with that Solid Eye. If you took the right path 
and had Infrared on, one of the FROGs would have detected it and come snooping.
Also, on the left path, you can find a Ration tucked away in the small basin. 
Continue to follow the footprints through the small valley.

In this next area, a lone PMC will be standing dangerously close to a Claymore.
You can probably sneak up on him, but I did that once and both he and myself
got blown up by the Claymore. I survived, but... my friend wasn't so lucky. Oh
well. Do what you wish, and collect the Claymore if you can. Again you have
three paths. The center and right paths go to the same spot, so go to the left
first. You'll find some guinea pigs and some items. Now take either path,
preferably the center one. You'll find a small grassy area with a very hard to
spot FROG. She can spot you easily, very easily, especially if you have
Infrared on. Don't let her see you. Take her down and she might drop the DSR-1
sniper rifle. Although I like the SVD for its old school feel, I have to say,
I love the DSR's targeting reticle. Continue down the next path.

In this area is one PMC. Take care of him and then turn right down the trail
which will take you to the area you would have wound up at if you had taken the
right path at the previous fork. Go down the right path here to wind up at the
area that was overlooking the "trap" house with Naomi's voice recording. If you
recall, it was watched by a FROG. If you killed her, just grab the RPG-7
nearby, and if you have one already (which you should), it will sell for good
DP. If you tranquilized the FROG, she might have awoken by now so be careful.
Head back and take the next path straight ahead, to the right. It's the one
sort of blocked off by a big rock.

This trail is just a big horseshoe with a path dissecting it through the
middle. A PMC patrols the outer trail if you want to get him. Otherwise, just
go through the center path and find the entrance to what seems like a mine. Go
inside for a scene.

After it's over, you'll start a short segment riding on top of Drebin's APC.
Get close to the gun turret and press Triangle to man it. Fire it with R1 like
you would any other weapon. You'll start off at the mansion grounds, and some
PMCs in armored suits will come through the gate. Fire on them at will, but
be careful of all the PMCs surrounding you. Their nanomachines have them all
befuddled and they will try to climb Drebin's APC to get to you. If you don't
care about high kill counts, just shoot them with the turret if you can. If
they get on, take them out with heavy firearms or they'll knock Snake off the
turret. Take care of the suited enemies. Drebin will eventually drive off.

In the next area, a whole mess of Gekkos will create a road block. Oh ****.
Well, that's what you'd normally say when confronted by so many Gekkos, but
fortunately, the turret is more than enough to handle them. Fire on their heads
and they will go down without too much trouble. The annoying part here is that
when they blow up, it causes large clouds of dust and smoke to kick up, which
will effectively block your view for a few seconds. Don't let any Gekkos get
too close. You get nice bonuses of Drebin Points for each one you destroy. They
also don't count as kills since they're unmanned. Eventually Drebin will speed
off again.

When you start the next area, another APC will attack. Focus on the green doors
here and fire at the drums nearby which might weaken the doors' strength. The
APC will attack again so fire at it with the turret and it will stop. Now focus
on the doors again until they are both blown off. This starts up the final

More Gekkos block your way. Keep firing away and Drebin will pilot the APC up
a long road, where even more of these things try to block you off. Keep that
trigger finger steady and eventually you'll turn right into a small valley. The
Gekkos will give chase so keep firing. Eventually Drebin will say "Don't fall
off!" and that means you're in the clear. You enter the next area and a scene
will start.

South America - Marketplace
Impressive stuff eh? After the scene ends, you're in the middle of a very
dangerous area. Otacon is waiting up ahead but this area is filled with Gekko.
No time to fight them or hide, just keep moving! From where you star this area,
there is an item more or less in front of Snake's position. Avoid the Gekko and
find the iPod song, "Bon Dance". From there, stick to the left and go under an
awning. There's some ammo there if you need it. Move up and then left again
into the small alley. When you turn the corner, a bunch of scared villagers run
by and a Gekko comes running from out of nowhere. Crap. Throw on the Solid Eye
and you can see the Gekko's weak points. We don't have time to destroy it, so
just disable it. Fire a few Mk. 2 rounds into its legs and it will fall. 

Now quickly run past it and turn the corner. Turn left again and carefully pass
the other Gekko. This is the last stretch, through a street lined with merchant
stalls. Hurry down and yet another Gekko will block your path. Quickly use the
same method as before. It's your best option because just trying to get past
it won't do. The Gekko can deliver a swift and very powerful kick that will
knock a huge chunk off your health. Just tranquilize the legs again and the
path will be unbarred. However, before proceeding, check the very last stall on
the left. Behind that stall you can find more Chaff Grenades! That's two packs,
for a total of 4 grenades (assuming you haven't used any yet). Remember the
location and move forward. A scene starts. 

When it's over, Act 2 ends with it. 

  /                                                                 \
-]| Act 3 Mission Briefing                                          |[-

After the introductory scene, you get that split screen thing again. As said
earlier, use Square to change the camera view in the small screen to the view
from the Mk. II, then Triangle to switch it to the bigger screen, and then L2
to make it full screen. We have some things to get here, so let's start the

First I'll mention something I hinted at before. Now that you have FaceCamo,
you can use the Mk. II to collect some new FaceCamos to wear. To earn them, you
have to ram into certain characters with the Mk. II. Right when you gain
control, your first target is Otacon. Ram into him with the Mk. II and you'll
hear that "item collected" sound. That means you got it. You could also get
this one from the Act 2 briefing, but since you didn't have FaceCamo back then
this is the earliest you can get it on your very first playthrough. 

Ramming into characters only works when they're standing. Both Naomi and Sunny
have some FaceCamo for us to get, but they're both sitting down now. We'll have
to wait. For now, go to the area directly behind Sunny's computer and you will
find the Camera. Schwing! Now go upstairs into the kitchen. Snake is there.
Right next to him is the iPod song, "Shin Bokura no Taiyou Theme". Near that is
another Battery, and in the bathroom is a Compress. Get these and head back 
downstairs with Snake. You can also find some ammo near the back (front of the
helicopter) but I was full on both of them.

Just watch the scene unfold for now. Eventually after a lot of talking, Snake 
will walk over to Raiden. Shortly after that, Naomi will get up. You can ram 
her (lol, innuendo) with the Mk. II and get another FaceCamo. After some more 
talking, Naomi will ask to take Sunny's seat and when Sunny gets up, you can 
bump into her too for the last FaceCamo in this briefing. In fact, it's the 
last one you can get from here on out, but there's still one more. Watch the 
rest of the briefing and when it's over you'll gain all the items, including
FaceCamo for Otacon, and two for Raiden. Now, Act 3 begins....

   _____             _      _________________________________________
  (, /  |           '  )   /
    /---|  _ _/_     -(   /   THIRD SUN
 ) /    |_(__(__  (__ )  /                      (act3)
(_/                     / 

Watch the scenes. When it's over you'll get a Codec call from Otacon outlining
your objective. After it's over, you gain a few new items. There's the Signal
Interceptor which may be important although not necessary in helping you 
through this next part. You also get the Civilian Disguise, and two new
FaceCamo for a younger look on Snake. 

Your objective is to locate Big Mama, leader of the Paradise Lost resistance
group. To do that though, you'll need to find a resistance member and tail him
back to their hideout. The first half of this act will consist of you just
finding a resistance member and following him. The key is to stay behind him
and not make any noise and just follow him throughout the city, and also avoid
the PMC troops at the same time. You have the Civilian Disguise, and for me, I
like wearing it the whole way through if I can. I don't know why, it feels more
appropriate, as if it's from some kind of movie where one guy is following the
other down dark city streets and alleys. Weird I suppose but that's just me. If
your location might become compromised at any time, switch to OctoCamo. 

A few things I want to note. The routes I laid out are basically the path you
follow him if nothing goes wrong. Even still, I've had to take alternate routes
sometimes because the resistance member just decides to walk down different
streets. I'm not sure if this has to do with different difficulties, or just a
random variable added. So on that note, here's a few tips to help you out, even
if you don't end up following him the same way. Use the Solid Eye, both regular
mode and Infrared. It's dark and if you can't see him, both functions will help
out. The radar particularly when Solid Eye is on, it will show you where he is
based on the whistling and his movements. 

Eastern Europe - Midtown S Sector
You start out at the street corner. You have the Signal Interceptor in your
item inventory already. It will give you a very broad area (indicated on your
map by a bright orange square) in which you may find a resistance member. If
you're lucky though, you won't need to use it even once. From where you are,
go around the corner and up the street, and a scene will take over.

You'll find a resistance member coming out of hiding. You can always identify
them by their trademark whistling (vaguely sounds like an MGS theme). He will
walk across the street to the right. Don't start following him just yet. Turn
around and go back to the intersection. Turn left and go to the left side of the
building. Behind a small barricade, you'll find the iPod song, "Test Subjects
Duality". Go back and find the resistance member. Get behind him and hold him
up. Pat him down and he'll drop a few things, one of them being the iPod song,
"Biohazard". Let him run away scared after this and then stay out of sight
until he starts moving again.

Start following him, but don't run and don't let him see you. Again, if you 
prefer, just ditch the disguise and use OctoCamo. The resistance guy will go 
down the sidewalk, then cross the street to the left, then continue down and go
around the corner. You can either follow directly or take the nearby stairs. 
Around the corner there will be a PMC. The resistance guy can't get any closer 
unless the PMCs are neutralized. If they aren't, the resistance member will just
turn around and find another route. So either follow him and try to pop the PMC
with your MK. 2, but at the same time, not letting the resistance member see 
you. Around the corner to the right, there is yet another PMC. Do the same and 
our guy can move on. You could just go up the stairs and get a better vantage 
point and try to get both PMCs from up there, then drop down from the walkway 
further up and wait for our guy. Or instead of using the tranquilizer, you can 
use the Mk. II, Otacon's little bot.

Either way, he'll turn left from where the second PMC is and turn the corner
there. He'll pass some cars, go down the street, then turn and enter the park.
Don't follow him. Instead, go the opposite direction he went, going down the
right-hand street. Keep going until you find a lone PMC. From where you are, he
can see you pretty easily. Don a different FaceCamo though, such as the Otacon
one, and the PMC will not be startled. In fact, you can walk right up to him and
then hold him up. Pat him down for items until you get the iPod song, "One Night
in Neo Kobe City". Incapacitate him afterwards. This FaceCamo trick will work
the whole act if you want to use it. It makes things easier because the PMCs
will not bother with you if you're not wearing any of Snake's faces. Now, go
back to where the resistance member entered the park. 

To the left of the park staircase is a Compress. Go in and follow him. He'll
follow the cobblestone path for a while, but after he passes some statues, he
will stop. At this point, you should hide. He's going to turn around and come
back to the statue on the left to relieve himself. You can just use OctoCamo
nearby or hide behind the shrubs. You can also use the OctoCamo statue trick
by climbing up on the ledge and hitting Triangle. 

After the guy has done his business, he'll move on. Get low and get close to the
drum at the corner, but not any closer. To the let are two PMC guards. They'll 
prevent our guy from moving on so take them both down from afar with your MK. 2.
Our guy will then move on and exit the park, walk across the street and get on 
the other side of a big ramp. Follow him and then up the ramp itself He'll 
follow the wall and go around the corner, approach some cars and go down a 
staircase. If you go left from the top of the stairs there's a Ration tucked
under the small awning.

Follow him down the stairs and the next part will consist of you following the
resistance member as he ducks into various doorways. Just stay behind him as
he slips into all these nooks. He moves on and eventually crosses to the other
side of the street and hides there. Wait for him to move again and he'll start
running to the right and then turn into the opening there. Follow him and you
will enter the next area.

Eastern Europe - Midtown NE Sector
We're gonna ditch our friend for a few minutes. Don't worry, the diversion will
be worth it. As you will notice soon upon entering this area, there are four
PMCs posted, as well as a helicopter making searches with its light. While our
friend maneuvers around them, go ahead and either try to sneak by on the left,
or better, just tranquilize all four PMCs. Now slip by and you can find some
Instant Noodles behind where they were standing. More importantly, there is a
road to the left of where they stood, it goes up a hill sort of. Go down here
to enter the next area.

Eastern Europe - Midtown NW Sector
Just a ways up, you'll see a path going left and right. On your left you should
see two PMCs. Carefully peek out from cover and tranquilize them both without
them seeing you. When they're down, proceed past them and you should see the
area behind them. It's like a small canal sewage drain of some sorts. You can
hang over the ledge of the solid walls (not the railing like walls), or just go
up the canal to the ladder and drop down that way. Just be careful of another
helicopter and other PMCs. When you get down, you can find some ammo, and among
other things, lots of rats. Anyways, your main goal here is an underground 
tunnel. Find it on one side of the canal and walk through to one more area.

Eastern Europe - Midtown Central Sector
Again, you're in another sewage canal. There are a few more goodies to be found.
In particular, there is an interesting pick up to find on one side of the canal,
and that's a Stinger, or just ammo if you got it already in Act 2. Comb both 
sides for items, but the item that we're solely looking for, the whole reason 
you're taking this detour, is above you. Find a ladder and climb up. Not far 
from there, tucked away in the corner, you should find them. Throw Infrared on 
to help you. There they are. Chaff Grenades. You can go ahead and search for 
other stuff, but when you're done, head all the way back and retrace your steps.
Back into the ditch, into the tunnel, out of the other ditch, past the PMCs 
again and back all the way to...

Eastern Europe - Midtown NE Sector
Ok, we have to find our friend again. He's usually found in the same spot and
that is to the right of the PMC patrol/helicopter search area. The rightmost
road is where he should be. Find him and tail him again. He'll try and sneak
behind two PMCs. Stop where you are and try to tranquilize both of the PMCs 
quickly. Otherwise, our friend will accidentally make noise and they will spot
him. They will try to take him in, and then you'll be forced to tranquilize
them anyways before they take him away. After he's freed he usually runs away
scared and hides for a moment, and he might come toward you so try to avoid
this by taking the PMCs out fast. 

Afterwards, he'll eventually make his way down that street as it enters a big
intersection. Stay somewhere out of sight and watch him. He'll turn down one
alley and stop, then start running again. Follow him and you'll both wind up in
the next area.

Eastern Europe - Midtown N Sector
Around the corner you'll hear some sort of rustling noise. There's an opening
on the left but don't go in. Stay back and wait, and a PMC will stroll out.
Wait... something's fishy here. Yes, it is, it's our resistance member! Somehow
he has gotten PMC threads and now can travel incognito and pass by the other 
PMCs no sweat. Unfortunately for you, this means if you want to follow him, you
might have to take some of those PMCs down. You can also tell it's the same
guy by the same old whistling, and also by looking at him with the Solid Eye
equipped. You can see the blue color, which means he's not an enemy. Keep that
in mind.

Follow him out the alley into the street. Stay there where the alley and road
meet and look down the hill. Two PMCs are waiting. Our guy can slip through,
but they will be a problem for us. Try to hit them both with your Mk. 2 from
afar. Then follow the PMC disguised resistance member around the corner, where
he will meet up with three other PMCs! Oh boy. Follow them slowly. If you lost
track of the resistance member, just use the Solid Eye. He's the only one that
shows up as "blue". One PMC will turn right down an alley. At the next 
intersection, another will turn left, while the last PMC and our guy will turn
right. Follow them down the sidewalk for a few moments. The last real PMC will
turn right. Don't follow our guy though, follow this PMC. He'll duck into a
small alley. Go ahead and CQC him with the throw down, or just hold him up, or
whatever. Make sure he's out. Nearby in this alley, you should find the iPod
song, "On Alert". Nice. Return outside and find our resistance member. Follow
his trail again.

He'll have slipped into the alley directly across the street. Follow him in and
at the corner, you can find a Ration. As you proceed down the adjacent corridor
with him, Otacon will mention vehicle patrols. You're getting very close to end
of this part, so don't get caught now by the vehicle patrols. You can hear the
big jeep coming and see the headlights, so prepare with OctoCamo or just use
the Drum Can item. 

As you turn the corner leading to the exit of this alley, you should see the
first of these vehicle patrols whiz by. Follow the resistance member across the
street, and he'll stay on the sidewalk for a while. Watch for another patrol
coming by, so use the Drum Can to hide. After that, keep following our guy. 
His goal is at the end of this road so don't blow it now. Watch for one more
patrol at the last intersection. Then down from there, the resistance member
will slip into an alley. Make sure you're either out of sight or using the
Drum Can and not moving as he takes one peek around and might spot you. When
he slips into the alley, he'll ditch the disguise and walk back out. Now he
goes to the left. Follow him this way, and you'll finish with the commencing of
a cutscene.

Some really mind blowing cutscenes will take place. Very mind blowing.

When it's all over you'll receive the Vz. 83, a small submachine gun. The next
part is going to be a long motorcycle chase with a lot of enemies and a lot of
shooting. I highly recommend you ditch the Vz and instead choose something
else. Your weaponry is limited during this part to submachine guns and pistols,
but any that you use will have infinite ammo. I personally prefer the P90, you
know that nifty gun you picked up from the FROGs. I find it's a bit more
accurate, and it has a better ammo clip. Pick that or some other submachine gun
from Drebin's shop and let's get started. 

Right from the get go, you'll be forced to take a detour because of Gekko. You
can't do much about them during this sequence so just concentrate on the enemy
soldiers and FROGs. You'll see some down the next street, but if you decide to
shoot, be careful you don't hit your allies on the motorcycles. Past the plaza
and up the next street you run into a barricade road block. Time to turn back,
as a Gekko gets dangerously close. Big Mama will stop and a bunch of PMCs and
Gekkos will approach. Just aim for the PMCs and gun down as many as you can.
Aim for the barrels near them to trigger helpful explosions. There are some
barrels on the left corner of the right-hand street (where the Gekkos are
coming from), and two sets of barrels on both sides of the archway on the left.
Big Mama and the convoy will take you through the arch, past more enemies and
into the next area.

In the next area, the FROGs will come into play. As you turn the corner to the
left, a whole bunch will be firing on you. Take some out as a jeep suddenly
bursts onto the scene. Take out the gunner and then keep your eyes peeled for
more enemies. After you pass the overhead bridge, a FROG will land on top  of
the van. Shoot her down and continue on. Big Mama will drive down a riverside
street, where the pathway is blocked. Turning the other however, and the other
side will also be blocked off. Shoot all the PMCs, using the barrels on the
left to assist you. Take out the gunners on top of the jeeps too. Eventually,
Big Mama will turn around and you'll launch off a ramp in slow-mo over the
first blockade. Getting a shot off is tough but you might be able to get one or
two PMCs while you're going through the air in slow-mo. Either way, when you
stop, take aim at all of them. Use the barrels on the right. Eventually the
van will burst through and you'll all move on.

The next few streets will be lined with FROGs. A few will jump on the van so
always shoot them off. The others will be on the sides, so shoot them when you
can get a clear shot. Eventually, you'll get onto a bridge and enter the next
area, but not before a short cutscene.

B&B Corp member, Raging Raven has joined the party with her flying minions.
This next section will have you being bombarded from above by them. They're
easy to destroy though, so use the P90 and gun as many down as you can. They
are unmanned if you're worried about kill counts, and like Gekko, they give you
small rewards of Drebin Points. Raging Raven will also show herself so fire on
her if you can. Big Mama will navigate you down many more streets and these
things will continue to attack so keep your gun pointed up and your finger on
the trigger. 

You'll pass a jeep on the right, but it's not a concern. You'll encounter more
flying enemies, and then another jeep will appear, but this one will chase you.
Take out the gunner and let Big Mama take you further down the street. More
flying enemies show up, including Raven again. From there, you'll turn down
some more streets and a collision occurs between two jeeps and you barely slip
through in slow-mo. While you're moving under the jeeps in slow-mo, gun down
both FROGs ahead. 

As this chase winds down, you'll find a lot of FROGs. Gun them down and use the
barrels found conveniently on many street corners to make the task easier. More
flying enemies will appear, and eventually Big Mama will take a detour down an
alley. Use the barrels to take out upcoming FROGs, then when you get back onto
the street, turn around to see more flying enemies, including Raven again. Many
explosions go off, but eventually, you'll escape under a tunnel. Seems like
it's safe... for now.

Eastern Europe - Echo's Beacon
Two scenes take over. When they're done, you know what you have to do. Time to

[]=====BOSS FIGHT - RAGING RAVEN=============================================[]
|	This fight is a toughie. Raven has a clear advantage over you because |
|she has the sky and you only have this tower. She also has a slew of flying  |
|baddies at her disposal. They will scour the area and crash through the tower|
|in search of you. If they spot you, Raven will know where you are and find   |
|you. She's equipped with a powerful grenade launcher, so in a firefight it's |
|imperative that you get your shots off first and dodge hers at all cost.     |
|	Her attacks are pretty straightforward. She will just fly around and  |
|have her drones look for you. When she knows where you are she will typically|
|fire her grenade launcher. When inside, you only have to worry about damage, |
|but if you decide to go on the balconies, you run the risk of being thrown   |
|off the edge by the explosion. As far as I know, you can never be thrown off |
|instantly; you always have a chance to climb back up. She will also drop some|
|missiles overhead like a bombing run if you stay outside. Another attack that|
|you may encounter, is one Otacon will tip you on. You'll hear that beeping   |
|sound. That means Raven is launching a payload of missiles. The best way to  |
|deal with this is to just run away from wherever it is you're at, whether it |
|be inside or outside, just run.                                              |
|	You have the freedom to go about this fight in several ways. You don't|
|even have to stick to the same strategy. You can freely change tactics and   |
|try them all out. It really depends on whether you want  to stay inside      |
|or go outside. If you stay inside, just hide and wait for her to come inside.|
|Shoot her with any weapon you want. M4, a machinegun, or better yet, use an  |
|RPG. She'll fly out and then you can just wait and she'll come back and then |
|you can just repeat. Getting the first shot will help you reduce the damage  |
|that you might take from her attacks.                                        |
|	If you want to go outside though, which is my personal preference, go |
|up the stairs to the top floor. Out here the strategy will consist of finding|
|Raven and avoiding her attacks. Typically out here, she will hover in the air|
|for a few seconds, leaving her wide open. You have a short time to pull out  |
|something like a sniper rifle and fire it at her. If you take too long, she  |
|eventually will fire a grenade at you and move away. The key to this is      |
|trying not to lose track of her, because she likes to move around a lot. For |
|this reason, some may prefer the indoors tactic, but I don't like to stay    |
|inside the whole fight since it's too easy. For outdoors, the sniper rifle is|
|the best weapon in my opinion. Just be fast and react quickly so you can     |
|avoid her grenades if you have to. Avoid using the Stinger here because it's |
|pretty much useless and she has no trouble dodging the missiles. Keep the    |
|Stinger handy though, it will serve its purpose soon.                        |
|	If you let enough time pass, or if you try to weaken Raven gradually  |
|with short bursts of fire, followed by some ducking and covering, you may    |
|notice her start to smoke. Keep attacking and hiding and eventually she will |
|overheat. She'll drop a stun grenade and then fly off to a rooftop where she |
|will land and try to cool off. It's easy to find her because several of her  |
|minions will flock around her. Get a shot on her and you can use a sniper    |
|rifle, but here is a great time for that Stinger. Fire a missile and it will |
|do a lot of damage, and not only that, it may very well take out several of  |
|her minions. If nothing else, it means more DP.                              |
|	Any of these tactics will work. Just be careful and try not to stand  |
|still. Also be wary of Raven's drones. They have missiles too, and any time  |
|she says "Kill him!" they will open fire. Use whatever means you feel are    |
|best and bring Raven down. Eventually you'll win this fight.                 |

*NOTE: According to a tip, it is actually possible to be totally thrown off
the balcony during the fight. I've still never had this happen to me, but I
guess it is possible. 

A short scene unfolds. As it turns out, just like before, this fight isn't
quite done with yet.

[]=====BOSS FIGHT - RAGING BEAUTY============================================[]
|	This should seem somewhat familiar. Once again, you'll be chased by   |
|the Beauty form. If she gets close, she'll drain your life. This is the best |
|time to look for items. Like Laughing Beauty before her, Raging Beauty will  |
|move faster if you go all the way up to the top floor. Just don't let her get|
|too close when she moves faster, by stopping her with some bullets. On the   |
|top floor, you can find a few things in the outer corners. At the top, if you|
|didn't already get it, is the iPod song, "The Essence of Vince". Grab this as|
|well as anything else you want. When you're ready, fire at will on Raging    |
|Beauty. Anything with automatic fire can work much better than a single shot |
|pistol or the like. Go with what you want and reduce her health to nothing to|
|be done with it.                                                             |

After this, a few wild cutscenes will take over for a good while. You'll also
receive the MGL-140, which is a grenade launcher. Schwing! A few more scenes
will play for a good while. Grab a snack if you want and watch everything
unfold. When it's all done with, Act 3 ends. 

  /                                                                 \
-]| Act 4 Mission Briefing                                          |[-

The Mk. II is no more. Now you can control the Mk. III. When you can use it,
put it on full screen and we'll take another look around the Nomad for some
goodies. Near the chicken's cages, you'll find a Regain and some ammo. If you
go upstairs, you should find next to Sunny, the iPod song, "Lunar Knights Main
Theme". Next to the TV, there is a Battery. That does it for this briefing. 
Watch the rest unfold and we'll get to start what many believe is the best Act
in the whole game. 

Before Act IV officially begins, you'll have control for a special segment. I
won't spoil it so I won't be giving any strategical details, but none are
really necessary. Just go around, pick up items if you want to, and reach one
of the access areas and you can move on. Savoring this little moment is good
too though. When it's done, you earn a new FaceCamo.

After a scene, Act IV officially begins. 

   _____                       ______________________________________
  (, /  |           /   /     /
    /---|  _ _/_   /___/_    /   TWIN SUNS
 ) /    |_(__(__      /     /                      (act4)
(_/                  /     /

Shadow Moses - Snowfield
Where you begin, the intense blizzard makes it hard to see. Just move to your
left very slightly and you'll slip into a small valley. As you proceed in, you
may hear an ominous sound. Yeah, it's a Gekko. As Otacon warned earlier, they
are in the valley, scouting. The first one is on the pathway ahead of you. If
you continue on this track and just try to hide, chances are it won't work and
you'll be in a bit of trouble. Taking down Gekkos isn't exactly hard, but it
would best to avoid it at all costs. Instead, find the slope on your right and
go up. Stay low and crawl toward the tree. The Gekko will probably show up and
start scanning around, but shouldn't find you above it if you stay low. There
you'll find some ammo.

Now, watch the Gekko carefully. It may be hard with the tree in your way, but
wait til it moves farther away. Slip over the ledge now and land there. Now on
the rock wall just behind you, find a small crawlspace near you. Get inside and
enter this tunnel. You'll find some Instant Noodles and ammo. Crawl out the
other end but be cautious here as well, as another Gekko will most likely be
very close. Stay still and help yourself with that OctoCamo. Just stay near the
right wall and wait for it to go to the left. Get up and run through the
passage on your right. 

Shadow Moses - Heliport
Very familiar music will pick up, familiar, that is, if you've played MGS1. 
Anyways, proceed toward the Heliport and you have a lot of things to do here.
First go to the far left. Near the elevator is a ration, just stick close to
the fence. An audio flashback will start then, sort of like the one from South
America from MSG2, but all of these are from MGS1. Go ahead and listen to it
pan out, and when it's over, you're awarded with 1000 DP. Each audio flashback
from here on will also award you with the same amount. Not a bad deal at all.

From there, turn right and approach the helicopter landing platform. There,
another flashback starts, but more importantly, there's an item on the pad
there. Yes, more Chaff Grenades! Hopefully you've gotten some of the others up
to this point as well, because the next few areas are some of the toughest in
terms of avoiding detection. Not only that, just being spotted makes life a
living hell for you in these areas. A Chaff Grenade could really help. 

Anyways, go left from the pad and enter the open room there. A normal flashback
should start. When it's over, inspect the room to find a Compress. Across from
that, there is a crawlspace. Get in and crawl to the next room. There's a
ration on a crate there, and also a pack of Stun Grenades. Grab them, then move
to the next room via the crawlspace again. You'll find some grenade launcher
and RPG-7 ammo under the table on the right. Grab it and then exit this area
through the door.

Now approach the truck which is situated before the Tank Hangar entrance. Vet
players will now the significance of the truck in MGS1, but unfortunately the
backside is sealed. Not to worry. Crawl underneath it and there you will find
the Mk. 23 pistol! Schwing! This is my favorite pistol hands down simply for
the retro feel. I don't like the light attachment but luckily you can turn it
off. You also get another DP bonus for finding this. Nice.

Ok, now you've got to get in the Tank Hangar. There are three ways to get in.
MGS1 players know the first two as the ventilation shafts found on the ground
level to the left, as well as the one on the second floor. Either yield another
audio flashback which gets you another DP bonus. The other entrance is more
direct and skips that completely. It's right in front of the truck as Otacon
tells you, and you can simply slip in through the open hangar door. Not advised
however. We want to get more items so let's take the top floor one. Find the
stairs on the right side of the heliport and ascend to the second floor. Then
find the crawlspace up there and enter. Let me just note that, personally, I
find this entrance the most annoying out of all of them, so we're doing this
just to get an extra item. For future playthroughs, you may wish to use the
bottom-left ventilation shaft. It's up to you. 

Shadow Moses - Tank Hangar
Crawl through and you'll get another flashback with more DP. Keep going through
and you will eventually find the iPod song, "Warhead Storage". This is the only
reason we took this path. Now, if you want, you can just crawl back out and
take another path, but for the sake of getting in, we'll just do it this way.
Drop down and you'll land on the walkway of the second floor of the Tank

Now, the thing that makes this area and many of the subsequent areas somewhat
annoying for players, are the Scarabs. You might remember seeing one during a
cutscene in Act 3. They're miniature Gekkos which means they're nowhere near as
powerful, but they have very annoying behavior. They'll roll around and stop
every so often to scan the room, like normal Gekko. If they find you, you're
super ****ed. These things are the epitome of cavalry. They'll come after you
wave by wave and it makes it hard to shake the Alert phase, because a half
assed hiding spot rarely does any good. They literally mob you, coming at you
in waves of 15 or more at a time so avoiding this is imperative. 

So your first thoughts may be just take them out and that's all. While this is
true sometimes, and using a silenced gun will work to dispatch them, for some
of them, it only compounds the problem. If you kill a Scarab in a certain
location, it just triggers a ton more to appear out of thin air. It gets really
annoying and it only increases your chances of being spotted. Sometimes just
normal stealth tactics are the best but you really need to be careful. 

Honestly though, getting out of here should be your only goal, and just doing
that, is not too hard. If you choose to explore for items, it's your choice,
but the goods aren't that worth it. They include a Ration, in the nearby room,
a Stun Grenade pack in the other 2nd floor room, and some ammo and a silencer
for the Mk. 23 in the room on the first floor. Only the silencer/suppressor is
really worth it, but even then, you can just buy it from Drebin. I would really
just suggest skipping item hunting here because of how hard it is to stay
hidden. If you do though, I totally suggest the Chaff Grenades. 

Anyways, from the walkway you're on now, just drop over the railing to the
first floor. Just be really careful that there are no Scarabs about to roll by
when you do so. Quickly duck under the half open doorway into the next room.
This was previously a laser wired room that would release gas if the lasers
were tripped. Now, several Scarabs are searching the area from the walls.
Either hit them all with silenced guns or just drop a Chaff Grenade. If you opt
to shoot them with a silenced gun, just be forewarned that a huge group of
Scarabs will come up from behind you in a few moments to check out what
happened. So move quickly and keep shooting the others to proceed through
before the Calvary finds you. Proceed through the other door to enter...

Shadow Moses - Canyon
If you managed to get here without any alerts (maybe cautions too, I'm not 100%
sure yet), you'll be treated to another audio flashback. It's worth hearing
just for the memories, so if you really want to, you can sacrifice a death to
hear it again. Just die in this area and you'll restart in the Canyon. Move up
a bit and you can hear it. 

On the left there is a Ration. If you have infrared on by any chance, you might
notice two large objects, one closer to you than the other. They're Gekkos, and
although they appear inactive, get too close and they'll suddenly spring to 
life! o_O Holy crap! Yeah, be careful. Just run away quick and then hit the 
ground before they throw their sensors on. You can avoid the first one easily 
by staying to the right. For the second one, if you choose to get close, just 
let it walk over to the left and it will do a very easy to memorize patrol 
pattern. Use that to figure out how to proceed. In the top corner there behind
the pipes and stuff, you can find another Ration along with some ammo. In fact,
just about every other item in the Canyon is merely ammo. 

There is one nice find however. On the far left side behind that pillar wall,
near where the Gekko goes in its patrol, there is a small crawlspace that is 
very hard to find without infrared. Go over to that side and crawl in when the 
Gekko isn't looking. You'll find the iPod song, "Flowing Destiny" inside. Just 
be warned that this will probably wake up the second Gekko, but it shouldn't be
a problem because it only patrols the front half of the Canyon. Just watch the 
second Gekko and move out of there to the large hangar door when it's safe. 
Crawl under to enter.

Shadow Moses - Nuclear Warhead Storage BLDG 1F
Another familiar place. Just like old times, you can find a Ration at the end
of the left walkway. Go down the ramp and up to the next door. Crawl under and
enter the next room. As Otacon tells you, there's no enemies around so you can
breathe a sigh of relief. Go ahead and look around for ammo, but nothing that's
particularly interesting, except a Stinger if you didn't already get one. It's
inside the truck (thanks to FusionSaint for this).

Snake's goal is to reach the Snowfield, which MGS1 vets will remember usually 
called for Snake having to reach it from the bottom of one of the towers 
following the Hind D fight. This time Otacon suggests using the hangar door in 
the back behind the truck to use a shortcut. When you go and inspect the door, 
you'll find it's unfortunately locked. There's no power so you're gonna have to
take a temporary detour. Go upstairs and approach the elevator. Call it up and 
get on, then select B2, which is your only other choice. At the bottom, enter 
the next room.

Shadow Moses - Nuclear Warhead Storage BLDG B2
As Otacon will notify you of, the once electrified floor is not electrified
anymore. Well... there's really no reason it would be because Snake had to
knock the electricity out to proceed, and if he hadn't, we wouldn't be here
right now. 

Anyways, for starters, turn right immediately from the elevator to enter the
area with the switchboard and the office before it. Otacon will call on the 
Codec to reminisce. After that, you can look for items, but there isn't much. 
The best find is at the far end, where there is a lot of debris. In the corner 
to the right of all the mess, you can find the iPod song, "Metal Gear 20 Years 
History (Part 2). Now just go to the debris and crawl under the desk to get back
into the hallway. From here, cross to the other side. Hm, it's quiet, too quiet.
Go into the next passage here. This will take you down a hallway with many 
memories, and an audio flashback will remind you. There's a ration on the right
in the middle of the hall if you need it. Enter the door at the end for a scene.

When it's over, you've got to type in the password that Otacon gave you just
earlier on the 1F via Codec. In case you forgot, it's 48273. You don't need to
remember though, because you can still proceed without it. Also, there's some
other numbers you can put in for other effects (see Extras). 

After the scene is over, you get control and are pointed back to the door.
Before you leave though, check this room for items. Start by going to the area
with the big computers, near the locker. You'll find a Ration and a Compress,
and you should also trigger another audio flashback. Keep looking and you can
find, besides ammo, a Regain and some Instant Noodles. With all of that in
hand, leave the room and go back through the hallway into the first corridor.

Before you even leave the small room to get back into that hall, a Gekko will
suddenly crash through the ceiling. Oh jeez. Hide immediately behind the wall,
and the Gekko will walk forward and then turn down the corridor, effectively
blocking your exit. There's two ways you can go about this. You can take the
Gekko on directly, using the proper methods as in the Enemies section, going
first for the legs until it falls, then the neck, then the head, each weak point
being visible on the Solid Eye. You can expedite this process with heavier
firepower (Grenade Launcher anyone?). It can be tedious however because you
will often want to fire at it while it has its back turned, then run away and
retreat to the safe room leading back to the office. 

Note that if you do that, don't just stay in the first room, go all the way back
into the hallway. Reason is the Gekko, after chasing you up to the room, will 
toss a grenade in so if you just take refuge in the first room, you can still 
take damage. Also make sure that if you knock it on its head, finish it off! 
Don't just run by it and try to get to the elevator. I did that once and the 
Gekko actually crashed through the doorway and killed me. Amazing.

The other option which is much easier and also safer, is to use the Mk. III. 
From a safe area, use the Mk. III and guide it across the hallway to the door
that is blocked off. It's no use to get through there with Snake, but with the
Mk. III, you'll find it's easy to slip in underneath all the debris. You can
then pilot it through this area (there's only a Ration laying around if you're
looking for items) and up to the top right room. There you should see the
barely functioning control panel. It's the same panel that Snake busted in MGS1
to deactivate the electric floor. Well, we're gonna reactivate it. Get close to
it and press Triangle at the prompt. That will destroy the Gekko easily. Don't
worry after that, the floor will be shut down so it's safe to cross. With that
taken care of, get back on the elevator and return to the 1F. 

Shadow Moses - Nuclear Warhead Storage BLDG 1F
Drop to the ground and approach the door. With the power back on it can be
opened. The bad news is it takes time. Even worse news is that a Gekko somehow
manages to use an elevator and shows up at the worst possible time. The Gekko
will eventually spot the Mk. III and if that happens you can't let it be
destroyed or you're not getting through that door. Again you have a few options
here. You can either take the Gekko on or just keep luring it around the room.
You can then do that one of two ways, by just banging on stuff and staying
hidden (avoiding alerts), or just blatantly letting it see you and running
away, but that may incur some damage on Snake. 

It's up to you. Personally, I prefer to take it out, because if you destroy it,
the door will open immediately. Whereas if you want to run around and let it
chase you, the door takes a couple minutes to open. Plus you get some DP for
destroying it. It's also honestly, not all that tough, and just requires a few
grenades and some assault rifle ammo, probably a healing item or two as well,
which is nothing if you've been searching for items. Just fire at the legs with
a few grenades until it goes down, then aim at its neck with the M4 or other
similar weapon. When the Gekko goes completely helpless, fire at its head and
that will be that. For an easy method, you can call upon the high powered sniper
rifle, the M82A2 and it will make mincemeat of the Gekko. Or, if you're trying
to avoid an alert, you can use the VSS, the silenced rifle. It won't take many
shots if you hit the weakpoints dead on (thanks to Batman for these last two

When you have the door open, go ahead and proceed to the next area.

Shadow Moses - Snowfield & Communications Tower
This area has some memories too, but unfortunately you won't have much time to
reminisce. Go down the ramp and on the right of it, you can find two packs of
Stun Grenades. In a small building to the left, you can find a Ration, some
Claymores, and other ammo. Now continue on and drop down two ledges for a

You know what's coming, so let's get to it.

[]=====BOSS FIGHT - CRYING WOLF==============================================[]
|	This fight differs greatly from all the others. First of all your     |
|opponent has a huge advantage over you. Call Otacon to know the specifics.   |
|She can sniff you out, and with the blizzard raging on, you've got no senses |
|to rely on really. Not only that, this area is the largest of all the boss   |
|fight areas. Luckily, there are a number of ways you can find to win.        |
|	Crying Wolf has one primary method of attack, and that is her Rail Gun|
|which has a sniper function. She tends to try and track your scent, and if   |
|she has a hard time pinpointing it, she'll wander out in the open and will on|
|occasion stop to poke her head out and look through the scope. She relies on |
|the FROGs who roam the snowfield to track you down and when they spot you,   |
|Wolf will attack. Besides this however, she also drops grenades. Also, while |
|tracking you, if you see the camera shifting to her point of view, this means|
|she has a beat on Snake's location. Eventually she'll come running and pounce|
|on Snake. She may also go crazy and run around wildly. Avoiding these attacks|
|is not too hard for the most part.                                           |
|	Now you have a few different ways you can go about this. Every single |
|strategy calls for taking out the FROGs however. It's much easier this way.  |
|Most of them don't respawn, but some do and Wolf also calls in more after a  |
|certain time, but for a while you can take advantage of the battlefield more |
|by taking the FROGs out of the picture. Use the snow and OctoCamo and keep in|
|mind that the Solid Eye can be detected by them so be careful. Take them out |
|and try to find Crying Wolf. If you listened to Otacon, the important thing  |
|is to stay downwind. Look at the radar without the Solid Eye on, and you can |
|see the wind direction arrow. Basically, stay in the direction opposite of   |
|the arrow to avoid being found.                                              |
|	The best way to find Wolf is to stay downwind and to use two main     |
|tools, the Solid Eye (Infrared) and a sniper rifle. A sniper rifle will let  |
|you take out the FROGs without getting too close, and the Solid Eye gives you|
|some vision in the blizzard. The blizzard will shift in intensity all        |
|throughout the fight, getting so bad that you won't be able to see anything  |
|at all. Use the Solid Eye, and look for Wolf, who can be seen easily by the  |
|cables on her body and if she's sniping, her head which will be lit up on IR.|
|You can also see the blue marking next to her life bar. Stay low and get     |
|closer and you have some options. The best one is to snipe her exposed head  |
|when she's scoping the area with her Rail Gun. You can usually get two shots,|
|depending on what rifle you're using. If you prefer however, you can get     |
|closer and try the MGL-140. You can get two shots with the MGL, but the      |
|damage is not as great as the sniping option.                                |
|	If you choose to find her, be very careful of any incorrect actions   |
|that might begin the "hunting" sequence which is from Wolf's point of view.  |
|Typically she'll have an easier time finding you if you're not downwind or   |
|if you are not staying camouflaged or give yourself away by shooting at a    |
|FROG or something. If the hunting sequence starts, try to find cover if you  |
|can. If she runs up and pounces, try to get away. If she knocks you down, get|
|the MGL-140 out and shoot at her from your backside to avoid another attack. |
|	After the first encounter, you can track her much easier with the IR  |
|of the Solid Eye. Follow her very distinguishable footprints but stay low    |
|when you can. This will let you find her faster. Besides this however, you   |
|can also get onto the tower and snipe or launch grenades from up there, just |
|watch out for the FROGs who respawn and might hear your Solid Eye.           |
|	Finally, the safest, albeit slower strategy is to use the truck near  |
|the start as your haven. Crawl under and snipe the FROGs, then wait for Wolf |
|to appear. She usually either prowls around and then pokes her head out to   |
|look out her Rail Gun scope, or she'll come up to the truck and go nuts when |
|she finds you, dropping two grenades and running away. The grenades won't do |
|much to you under there. More importantly, Wolf will usually flee to the side|
|of the tower and expose her head. Get a shot, and if you have to, crawl out a|
|bit to clear your view. This gives you a great vantage to headshot her. Then |
|you can just crawl back under and repeat the process. The radar will tell you|
|where she's coming from sometimes when she howls. Use the Solid Eye and just |
|wait patiently.                                                              |
|	There is a way to speed this process up however. The cables on Wolf's |
|body can be seen on infrared. Shoot these cables to make something explode.  |
|It will not only damage Crying Wolf, but it will also make her run about and |
|then try to snipe you, revealing her head again, giving you a chance to shoot|
|her. Take these chances and any others you have, and this will eventually    |
|silence Crying Wolf.                                                         |

Another scene starts up, and at this point, it shouldn't seem out of the
ordinary what happens. After it's over, you've got one last fight.

[]=====BOSS FIGHT - CRYING BEAUTY============================================[]
|	Nothing new, right? Again, this is the time to go item hunting if you |
|want. The area is huge though, be cautious with Crying Beauty. Like the rest,|
|she will move much faster if you distance yourself from her too much. On that|
|note, if you go item hunting, it wouldn't be a bad idea to have Infrared on  |
|so you can see her coming easier through the blizzard. When you're ready,    |
|just pop her a few times and then eventually the fight will end.             |

For winning, you're rewarded with the Rail Gun. Wow, that's a big Schwing! o_O.
A scene will take over and when it's done, you can continue searching if you
wish. There are a few neat things to check out in particular. From where you are
immediately following the scene, turn around and move toward the tower. An audio
flashback from MGS1 will play, and it's a memorable one. Now go left and around
the tower to the second tower. Take the stairs up and turn around at the top to
go down the walkway just a little to trigger another one, this one from the boss
fight against Liquid's Hind D. Also, don't forget to search on the other tower
for the XM28, a grenade launcher. From here, go down to the trench that is to
the left (or right depending on your perspective) of the truck. It's that big
trench that's surrounding by fences. Go through here and you'll get another
famous audio flashback from prior to the first Sniper Wolf fight, the one
where Meryl was ambushed. 

That's not all however. Return to the doorway that Otacon opened. To the right 
is a small passage. Check the map, it's a small cutout path separate from the 
rest of the area. Go down here to find the remains of the Hind D that Liquid 
piloted and Snake took down in MGS1. Getting near it triggers an audio flashback
relevant to that time. And how funny, near the wreckage you can find Stinger 
ammo. Ha. Grab it and other nearby items and then return to the doorway that 
Otacon opened. As soon as you enter, turn to your right. There you'll find the 
iPod song, "The Best Is Yet To Come". Sweet! After that, proceed in and you'll
have a quick, albeit funny Codec conversation with Otacon. Go down the stairs
after that, into the next area.

Shadow Moses - Blast Furnace
If you hated the Tank Hangar, you'll hate this place too. It's covered by a lot
of Scarabs. Kill one and the place will be swarmed by them. A Chaff Grenade
solves all problems, and even if you only picked up one set, you should still
have one left hopefully if you used one before. Luckily, you can get through
here without one, if you go straight to the exit. 

Your objective is to get through here to find the chamber where REX is. MGS1
fans will know where it is from the Blast Furnace, and may head to the top
right corner. Otacon will tell you this door is locked though when you get
there. Instead, the right door is to the top left, and it's much easier to go
to that one from the get go, rather than going to the first one, considering
you have to avoid the Scarabs. 

So to get out of here easily, go across the walkway and hug the wall. On the
left is a Ration if you need one. Go to the right and hug the wall to slip
across the narrow ledge. If you slip and grab the ledge, just shimmy over to
the other walkway and you can climb over the railing with Triangle. Go across
this walkway and then halfway to the wall, hang over the railing and drop down
to the floor below. Watch out for the Scarab on the wall above that's scanning
the area. Slip by and around the corner to find the elevator. Go through and
you're done. Easy right? Yeah....

Shadow Moses - Casting Facility South
In the elevator, you'll experience more audio flashbacks. When the elevator
reaches its destination, the door opposite the one you entered will open. When
it does, you will probably see a scary sight. Yes, this area is inhabited by
Gekko. Scarabs too. You now have a very efficient weapon for killing Gekko
however. The Rail Gun. By holding L1 with the Rail Gun equipped, you can charge
the shot to 3 levels. The 3rd level is a one hit kill on a Gekko. You can see
the charge if you use the scope. So, if you don't wanna be as stealthy, or just
want to make things easier and earn some extra DP, try hitting the Gekko from
afar with the Rail Gun. You only have one Gekko in this room so take it out and
scour the place for ammo. You can proceed to the next room from the left or
right. I prefer the right. 

Shadow Moses - Casting Facility North
There are three Gekko in here, and if you came in from the right, the first one
is easily visible. Strangely enough, it's hanging from the ceiling in the
distance. Gun it down with a fully charged shot from the Rail Gun to its head.
The others usually come snooping around and wind up in your sights too, making
them easy picking. As for the Scarabs, they roll around and a few are on the
walls scanning. The great part is they don't respawn or call in a million
friends like the others. Hallelujah! Take them out and then the others on the
other side if you want, then look around for items, although there's not much.
On the conveyer belt you can find Javelin ammo though. 

When you're ready to proceed, head toward the door at the top right which should
be right in front of you if you took the right door earlier. Before leaving, you
can see a big container with a cloth draped over it, to the right of you. Go
around it to the other side to find the iPod song, "Yell (Dead Cell)". For some
reason, I always think of Papa Roach's song, "Dead Cell" when I see that name.
Weird. Anyway, go ahead and proceed through the door, jump down the ledge and
enter the next area.

Shadow Moses - Underground Base
Head down the corridor and you'll find a crawlspace. It will lead you,
amazingly enough, to the area just after the Warehouse from MGS1. In fact, if
you get close to the door on the right, it will trigger a relevant audio
flashback. On your left are two trapdoors and a lone Scarab. Do not, and I
repeat, do not kill this little guy. If you do, about a dozen of his friends
will show up. Getting through here is no problem though.

Wait for the Scarab to move to the right. Go ahead and move up but stay behind
the corner. Wait for the Scarab to hop up the stairs. Again you can move up,
but the Scarab will turn around and use its search beam so if you move up to
the walkway, stay low. When it's done it will move to the end of the walkway,
hop up some more stairs and turn to the left. Wait for the Scarab to use its
search beam again and run across the walkway and then turn right and head up
the stairs. Here you'll find some ammo for the Stinger and RPG-7, as well as
some Instant Noodles. More importantly, you can wait for the rolling Scarab to
move back down the walkway. Before he does, he goes toward the stairs you went
up and sits there. When he moves, he'll return to the starting area, so that's
your chance to go back down and enter the door. Just watch the search beam of
the Scarab on the wall there. Just wait for a chance to move, or shoot it down.
Shooting it will summon a horde of Scarabs from the trap door, but since you're
at the exit, that won't matter at this point. Proceed through to the next area.

Shadow Moses - Underground Supply Tunnel
A few scenes. Finally. We've found REX. Otacon will attempt to get it up and 
running again, but then company shows up. Time for a fight. 

[]=====BOSS FIGHT - VAMP=====================================================[]
|	The fight against Vamp is slightly similar to the first time you faced|
|him (if you did) in MGS2. He still has keen acrobatic skill, jumping around  |
|and showing off fancy footwork. He will still throw knives. Luckily that move|
|where he could hold you in place by throwing a knife at your shadow hasn't   |
|returned. Vamp will for the most part jump around the place like a kangaroo, |
|then eventually come running at you and attack. This attack, and nearly most |
|of his knives can be dodged easily. Since you'll be undoubtedly aiming at    |
|him, you can use Snake's roll move to dodge most of his attacks in the nick  |
|of time. Use the roll when he gets close to you.                             |
|	Any weapon with automatic fire is good here. Vamp takes a lot of hits.|
|Even headshots with sniper rifles won't do a whole lot of damage and he's not|
|very susceptible to grenades. An assault rifle or machine gun is the best way|
|to go. Note however, that you can knock him down with a sniper rifle shot.   |
|Otherwise, just keep shooting him as he slowly loses life and avoid his      |
|attacks. Also keep the radar on, in case you lose track of him behind debris.|
|Also beware of a combo he might do with his knives, throwing many in a row.  |
|	Bring his health down and you'll eventually win. Wait... oh, **** me  |
|o_O. Vamp gets right back up and regenerates his health completely. Keep     |
|fighting and you'll be able to bring his health down to nothing with just a  |
|few rounds of any weapon. However, still, he will regenerate. You can easily |
|figure it out if you just keep killing him and if you wanna learn the hint   |
|without being told it directly, just do this. Use the area to your advantage |
|and hide from Vamp. He'll say "Where are you?" and "Vanished." Try to find   |
|him with your sniper rifle without giving away your position. When searching |
|for you, he moves very slowly so getting a headshot is easy, and that's all  |
|it takes to bring his health down. Again, this is just an easy way to kill   |
|him quickly, to expedite the hint being revealed to you. If you want to know |
|right now, just read the next paragraph.                                     |
|	Vamp will hint it to you, "As long as these nanomachines run through  |
|my veins...". If you're playing on a lower difficulty, Otacon will just spoon|
|feed it to you. It's the syringe. You need the syringe to suppress Vamp's    |
|nanomachines, which removes his rapid healing ability. Using it is not easy  |
|though. Equip the Syringe and grab him with CQC, but be careful of his fast  |
|melee moves. Grab him and then press Triangle to finish this fight.          |

A scene plays. The Suicide Gekko show up and now you've got to deal with them.
Use the Rail Gun and wipe them out. They come from the shafts on the walls and
from the ceiling. Just used fully charged Rail Gun shots and take them out from
the distance with the scope. Always sweep the room from left to right and take
out any you see. If they get close to you, they'll activate their detonation
sequences, and if that succeeds, you're done for. Stop them before that
happens. If you run out of Rail Gun ammo, purchase more from Drebin. Keep
firing until the battle on the right ends.

After a scene, REX is up and running again. It's time to escape this place
before it's too late. A new sequence begins, and boy is it a doozy. 

You'll be piloting Metal Gear REX and you've got to escape through the tunnel.
The timer at the top counts down so you've got to escape before that. It's not
hard as long as you don't stand still for prolonged periods of time too much.
The tunnel is guarded by hordes of Gekkos. REX's firepower is able to rip them
apart, and you can read the controls in the Briefing. REX has three armaments,
the vulcan guns, the laser, and the anti-tank missiles. The two you'll want to
use for this sequence are the vulcan guns and the AT missiles. The laser is
helpful but it's firing time is short and it takes a while to charge to full
power. The vulcan gun however can easily dispatch these Gekko. Use the AT
missiles to try and clear a large crowd.

Continue down the tunnel and always watch out for Gekko. Try not to leave any
alive but also try not to stand around too long. If you pass the Gekko without
killing them, you'll lose health quicker. Always check the platforms on the
sides of the rooms for other Gekko and shoot them down with the vulcans. If
you keep the vulcans firing too long, they'll overheat, forcing you to wait a
few seconds, so it's best to fire in bursts. If you spam the AT missiles, they
need to reload too.

When you get far enough or take enough damage, Raiden will jump out and cover
you. Start moving more a little quicker and continue to blast away the Gekko.
It shouldn't pose too much of a threat but watch the damage and don't just rush
through them. Eventually you'll escape.

Shadow Moses - Port Area
A cutscene takes over. When it's done, you've got yet another boss fight to

[]=====BOSS FIGHT - METAL GEAR RAY===========================================[]
|	This is a fun fight. RAY was originally designed to obliterate REX and|
|other Metal Gear brethren but REX holds an advantage in this fight. RAY holds|
|similar attacks to REX: a machine gun, missiles, and its own laser, called   |
|the Water Cutter. Liquid only attacks with RAY when you let him, so if you   |
|can keep attacking him, you effectively limit more than half of his attacks. |
|	RAY will use the area to its advantage, hiding behind the various     |
|structures. Always keep track of it and keep firing your vulcans or use the  |
|AT missiles. This is also a great time to try and fully charge the Laser. It |
|can deal a nice piece of damage to RAY. You also have at your disposal, some |
|special attacks unleashed by using Triangle in certain situations. The first |
|is when you get close to Ray, either when in close quarters as it tries to   |
|ram you, or when you've stunned it. When RAY tries to ram you, it will also  |
|attempt to use its own special attack. If you fail to press Triangle at the  |
|correct moment, you'll sustain damage. Get it right, and REX will grab RAY   |
|with its beak and fire the Laser. You can also do it by stunning RAY and     |
|getting close. Stun RAY with some vulcan rounds, and get closer by using X to|
|dash.                                                                        |
|	RAY will jump on the warehouse sometimes, as well as dive into the    |
|water. If it does the latter, it always resurfaces in the same place. RAY's  |
|missiles are easily defeated by using your vulcans to shoot them down. Keep  |
|attacking and you can easily reduce the amount of damage you'll take, while  |
|depleting RAY's.                                                             |
|	You can also perform a few more special attacks, one by bringing RAY  |
|down completely, which is more than a stun. Do this by hitting it with a     |
|barrage of AT missiles, or use a heavily charged Laser attack. RAY falls down|
|and if you get close and press Triangle fast enough, REX jumps on its back   |
|and sweeps the Laser on it.                                                  |
|	When you bring RAY's health down, Liquid will become more aggressive. |
|He'll come after you directly and try to ram you. Keep him at bay with your  |
|weapons. You can also fight fire with fire by trying to ram him with X. This |
|also lets you do another special attack. Follow up the ramming attack with   |
|Triangle to unleash a nice missile attack. An alternate strategy is to just  |
|spamming X and keep tackling. It might work.                                 |
|	Keep Liquid at bay and unleash hell to win this fight.                |

Three scenes will play. After they're all over, you can give a fond farewell to
Act 4. 

There's a briefing for Act 5, and you can control the Mk. III, but in a very
limited scale. You can only move its head which moves the projection, so there
is not much point. After that, Act 5 begins.

   _____             ___      _______________________________________
  (, /  |           /        /
    /---|  _ _/_   /__      /   OLD SUN
 ) /    |_(__(__  ____)    /                    (act5)
(_/                       /

After the scene, you'll begin the last chapter of this amazing game. You start
off at...

Outer Haven - Ship Bow
Before actually beginning, I'd like to note that during this Act, and only
this Act, Drebin's prices in his shop are totally slashed. Half off everything!
Wow. This makes some pickups extremely affordable. If you've not been spending
much and buying a lot of new weapons (I only bought about 3-4 throughout this
entire run), now is the time to spend that hard earned DP. Unfortunately, you
can't stack this bonus together with the 20% off on Wednesday/Sunday bonus.
Oh well. If you do decide to buy, I recommend the Mosin Nagant as one of your
purchases. It will be very useful on your No Kill/Alert playthrough.

This area consists of FROGs and Gekkos. Getting by here without an alert is
basically the only way to get through it at all. The Alert phase is extremely
hard to lift once you've been spotted. My friend once complained that it was
nearly impossible to accomplish this, when in fact, it's rather easy. 

The first thing you need is the Mk. 2. Ironically enough, it's the most
effective weapon here. Anything else threatens to give your position away. With
the Mk. 2 you can put down all the FROGs with ease. 

When you start, move to your left and lay down, letting OctoCamo take over. You
will see two FROGs show up in front of you. Take aim at their heads with the
Mk. 2 and tranquilize them both. Get up and move past their bodies, then lay
low again. Crawl forward a bit and two more FROGs will appear at the end of the
path. Either tranquilize them both or let them pass, but be careful if you let
them go, not to get spotted by one of them up ahead. Move up and past the two
crates, there will be two more FROGs, one nearby. Take her down and the other
should hopefully notice and come over to check. Get her as well and now you can
move up. Continue to favor the left wall.

Up ahead, you may see another FROG. Tranquilize her if you can, otherwise let
her go around the big pillar. Don't follow her because in that main area is
where the Gekkos are and you'll probably see one. Stay to the left near all the
crates and pillars. Eventually you should see a really big pillar and a stack
of two crates near it. There's a space created between them that you can just
slip through by hugging the pillar with Triangle. Go through this way, then on
the other side, get low again and crawl forward, staying left and avoiding the
sights of the Gekko. Move up and you will eventually see two more FROGs appear.
Continue to stay low and shoot them both from afar with the Mk. 2. Now move to
the area right behind where they were and turn right. Make sure you're as far
back as you can get before you turn. 

Here you'll see another Gekko drop in. Just stay still and wait. Eventually the
blasts from the Missouri will destroy it. Now's your chance. Move up and stick
to the left, using the crates to help you avoid detection from the other Gekko.
Just let the other Gekko turn around and go the other way and then approach the
door there. Tap Triangle repeatedly to open it, then head inside. You'll find a
Ration with some ammo. Grab the stuff then enter the elevator. Another audio
flashback takes place, but it's a recent one, not from other games. When it's
over, enter the next room and grab the ammo on the left and right. Head through
the next door for a scene.

Outer Haven - Command Center
This next part is kind of annoying. The FROGs can be real bitches here. Use the
computer desk areas as cover and find the FROGs in the surrounding areas and
kill them all. The M4 or other assault rifle is good, but you may want to use a
machinegun for the extra ammo, to reduce reload time. The MGL-140 and a sniper
rifle also help. Take them all out and if you're getting shot at too much, you
might have a FROG sneaking up on you. 

When you clear the first wave, use a healing item if necessary. The next wave
will come out from above you on that walkway. I like the sniper rifle here so
use the DSR-1, SVD, or whatever. Snipe them all easily. Some may drop down to
the ground and so take them out with the rifle or switch back to your other
weapons. Watch out for the FROGs grenades as well.

Take out the last wave and the true fight begins after a cutscene.

[]=====BOSS FIGHT - SCREAMING MANTIS=========================================[]
|	Mantis is also different than the other members of the B&B Corps. She |
|doesn't really do much fighting on her own, and instead controls others to do|
|the fighting, using her puppet dolls. At the start of the fight, she'll have |
|control over Meryl (seem familiar?) and the dead FROGs. You need to shoot    |
|Meryl with the Mk. 2, but you can't for some reason. You also can't aim at   |
|Mantis either. The solution may not seem very clear, but it's an easy one.   |
|Select the syringe and use it from the Item menu by holding L2. This will    |
|free Snake from Mantis' control, allowing you to finally shoot things.       |
|	Now your goal is to defeat Mantis, but you can't do it by shooting her|
|directly. Instead you have to aim for one of her dolls. At the same time you |
|have to protect Meryl and Akiba. If either of them die, you'll lose. It's not|
|hard though. Just use the Mk. 2 to put Meryl down every time Mantis controls |
|her. As for Akiba, he's out cold the whole fight, and the only way he dies is|
|if you damage him. Aside from shooting him intentionally (why would you do   |
|that?), avoid using grenades and the like near his body.                     |
|	Mantis' only attack is kinda cool actually. She'll disappear and then |
|reappear a few times and get close to you, then attack quickly. Just move to |
|avoid it. She'll also have Meryl and the FROGs shoot you. The FROGs can be   |
|tough to deal with if they all shoot at you, so take some down or use cover. |
|	As for Mantis, take aim at the doll on the left, aka, the one dangling|
|from her right arm. It's a Psycho Mantis doll and it glows orange. The other |
|is doll of The Sorrow, but it's useless in helping you defeat her. Just shoot|
|at the orange doll. Mantis will fly away and then attack or use her minions  |
|to attack. Keep shooting the doll and its strings will snap one by one. Keep |
|an eye on your health, especially if the puppet FROGs gang up on you. Also   |
|keep Meryl sedated. Eventually Mantis will pull a very familiar trick and try|
|to make Meryl shoot herself. Just tranquilize her quick and then go back to  |
|Mantis. Just be careful when aiming at her doll, Mantis may try and use the  |
|bodies, including Meryl's to block your shot. Shoot when safe until it drops.|
| 	Find the doll and grab it. It will now be a permanent addition to your|
|weapons. If you want, do the same thing and make her drop The Sorrow doll. It|
|can't be used to win this fight, but you can still use it in the future so   |
|shoot it down if you want. Either way, we're gonna use the Psycho Mantis doll|
|now. Equip it immediately and aim it at Screaming Mantis. Fire and if you can|
|connect, you'll be able to control her. Now use the six-axis by holding L1   |
|and tilting the controller toward you a few times. Do this until Mantis loses|
|all of her health, and that ends the fight handily.                          |

Screaming Mantis sheds her armor. You should know what's coming by now. Get
ready for the last fight with the Beauties.                      

[]=====BOSS FIGHT - SCREAMING BEAUTY=========================================[]
|	Nothing new here either. Just avoid her as usual and keep firing with |
|whatever you got. Automatics are, again, a sound choice since they can hit   |
|repeatedly. Meryl and Akiba are conspicuously absent so you don't have to    |
|worry about them. Just focus on the Beauty and take her down.                |

Man, her scream is lame. Anyways, watch the scene and after it's done, you'll
be in for a treat.

A few more scenes will play. When it's over you'll be in...

Outer Haven - Missile Hangar
You'll pass through 5 rooms, each with a long walkway. As you move through each
one, a recent audio flashback will play. At the 5th room, Snake will move
automatically to the door, then a cutscene will start.

When it ends, Snake will be in the 6th room, but now he won't be alone. Scarabs
are here and they want to play. In fact, the next are filled with these guys.
Not only that, they respawn endlessly. Sounds annoying, I know, but it can turn
into a profit for you. 

You can comb the first corridors and just keep killing the Scarabs (more on 
this in Extras) and sweeping the walkways continually. The kills against the
Scarabs get you unmanned kill bonuses, and their drops will also give DP. 

Honestly, I would expect a lot of people to avoid this the first time through.
Most players would probably be more fixated on finishing the game. Keep this in
mind though. If you're just looking to break through, clear the path ahead of
Snake of Scarabs, using a machinegun or something like the MGL-140. The Rail Gun
can also help, and apparently the electric field generated by the Rail Gun, can
give Snake a temporary shield (thanks to EW for this). Alternative, a Chaff
Grenade or two solves all problems and lets you effortlessly run by. 

You don't have to use weapons though. Just run forward and execute a roll when 
you get near the Scarabs, and Snake will easily get over them and also avoid 
damage. You can just keep rolling and never take any damage at all. I will 
admit though that this trick seems easier to do on lower difficulties. Instead,
you can use the trusty old Drum Can (thanks to gsp), and you will be able to 
get past them easily by using it to roll. 

After a scene (and a good one at that), you'll enter the Microwave corridor. Be
sure you're fully prepared because you can't pause in the middle of this part.

When it begins, you can move Snake forward with the left stick. There's three
corridors until the door and it seems like it won't be too hard at first, but
before the end of the first one, Snake will get zapped, then again when he
passes into the second corridor. This will put him on his knees and force you,
the player, to mash Triangle the rest of the way. While crawling, avoid the 
prods on the sides of the corridors at all costs, because if you get too close
they can indeed kill you. Just keep straight as you can and continue to pound
that Triangle button.

Meanwhile, you can see all the action going on in the screen above, as all the
members of your team struggle just to stay alive. It's getting scary for all of
them. Keep moving forward, and you'll have to keep that Triangle button going.
If your hand or finger gets tired, switch to the other one, if only for a few
seconds to give your main tapping hand rest. Just keep going and you should be
able to make it through. 

Another dramatic scene takes over, followed by some others. Snake will be
laying on his back on Outer Haven as Otacon goes to seek a medic. That's when a
familiar face shows up. Another intense scene begins.

After a while, you'll gain control. Now it's time for the final showdown!

[]=====BOSS FIGHT - LIQUID===================================================[]
|	This is a pure, no holds barred fist fight. All you've got to aid you |
|here are your two fists. Liquid will unleash a quick combo, and a kick move. |
|He will also use a running head butt, much like Liquid would in MGS1. You can|
|often prevent this attack by keeping him peppered with your own attacks.     |
|	Use R1 to unleash a quick combo. L1 will be your block button. Use X  |
|plus the Left Analog Stick to dodge/dash in a direction. You can use this to |
|get closer to Liquid, or to just dodge his attacks. You can also follow up   |
|the dash by pressing R1 right after, to unleash Snake's gut punch. Last, but |
|certainly not least, you have Snake's trusty CQC moves. Hold R1 when you're  |
|near Liquid to use a grapple move with CQC.                                  |
|	The important thing is to vary your attacks with the blocking button. |
|If you can dish out more damage and then block Liquid's attacks, you'll be   |
|off to a good start. If Liquid knocks you down, press Triangle to get up the |
|first time. If you get knocked down after that, you can get up faster, and   |
|Liquid will often use a taunt. If you can, you might be able to get up, dash,|
|and gut punch him before he can react. Use these and other tactics to deplete|
|Liquid's health. When it gets to about half, something will change.          |
|=====PHASE TWO - LIQUID OCELOT===============================================|
|	For the most part, his moves will not have changed a terrible amount. |
|His head butt however is changed to a windup punch that actually hurts a lot.|
|Avoid it when you can by using dodge and just not being too close to begin   |
|with. He advertises it well but it's still not that easy to dodge sometimes. |
|If you can't dodge, just block it. Blocking it will at the least, reduce the |
|damage inflicted by the attack.                                              |
|	Keep attacking and blocking. Dodging his windup punch is critical. Too|
|many hits from that can easily turn this fight sour. Any time you manage to  |
|dodge it, counter with a gut punch, then follow that up with a combo of R1.  |
|Continue attacking, and after his health is a little more than halfway gone, |
|yet another change will occur.                                               |
|=====PHASE THREE - OCELOT====================================================|
|	This is Ocelot as he was in MGS3. He knows CQC well after picking it  |
|up from Big Boss. Close encounters with him now will usually wind up in a    |
|grapple from Ocelot. You can still perform your combo attacks, but CQC grabs |
|will start to dominate this part of the fight now.                           |
|	If Ocelot grabs you and starts to choke you, toggle the Left Analog   |
|Stick as prompted to break free. Follow it with Triangle to knock him down.  |
|When Ocelot is on the ground after this, quickly press R1 when prompted to   |
|deliver a punch to him. Don't miss that chance. He may also grab you and a   |
|Triangle prompt will appear first. Press it to knock him away.               |
|	You're not defenseless in this CQC brawl though. Strike back with some|
|CQC of your own (remember to hold R1). There's a few kinds and the prompts   |
|will differ depending on which one occurs. My personal favorite is when Snake|
|grapples him and the Triangle prompt appears, which will let you get Ocelot  |
|on the ground. You can begin hitting R1 repeatedly to punch him many times   |
|until a Triangle prompt appears again. Hitting Triangle there does a very    |
|nice attack, to which Ocelot replies, "Splendid, brother!" Another is to try |
|a grapple when you're standing near one of the three pillars on the top of   |
|the ship. Hold R1 when you're near these and you get a different grapple.    |
|Keep using these moves and hit the appropriate prompts when attacking or     |
|being attacked. The fight eventually shifts into its final phase.            |
|=====PHASE FOUR - OCELOT=====================================================|
|	The CQC is gone. In fact, just about every mechanic of this fight has |
|been abandoned, sans movement and punching. Stagger forward and get near     |
|Ocelot. Press R1 and it will start a rather cinematic punch attack. When the |
|action pauses again, stay close and deliver another punch. Ocelot will also  |
|attack you in the same manner if you let him, so don't let him get too many  |
|hits in.                                                                     |
|	It will only take a few of these dramatic punches to bring Ocelot     |
|down. Continue the attacks and eventually, the fight will end.               |

Watch the following scenes. A lot of things will happen and the last few scenes
will easily drain close to an hour out of your life, but damn if it isn't some
gripping stuff! After that, the credits roll. Congrats, you've beaten the game!

   /  Big Boss Emblem Walkthrough    (bbew)  \
--/                                           \-----------------------------

There's not much to say. I know why you're here. You want to take on the
toughest challenge that Metal Gear Solid 4 has to offer. The Big Boss Emblem is
no easy feat to achieve. With this guide, I will hope to provide some tips and
knowledge that will help folks get through this quicker, easier, and most
importantly, with less frustration. I'll just say now, that this guide might not
be perfect in its first iteration, because there are definitely quicker ways to
do many parts, and in a quest like this, where every second counts, even a
simple change that saves 10 seconds is big. I'll be looking to improve it when
I can but for now, the guide will suffice in getting you through and meeting all
the requirements. 

The Requirements
All of the following criteria must be met in order to nab that Big Boss Emblem
at the end of the game. There are as follows:

-Game must be completed on The Boss Extreme difficulty
-Game must be completed in under 5 hours
-There can be no kills earned
-There can be no alerts earned
-No healing items must be used
-You cannot use a continue
-You cannot use Special items (Bandanna, Stealth)

Yeah, it's a tall order, but we can do it. The biggest concerns are the alerts
and the time limit. 5 hours may sound like a lot of time, and it is, but you
always want to practice getting through areas faster than you can. If something
happens and you need to spend an extra 10-15 seconds in an area than you might
normally have had to, ok, no big deal. You'll have the leeway to expend these
small intervals, but do not make it a habit because all of it will add up in the
end and it could hurt you. 

Before You Begin
There are a few things you can do to prepare first, and it would be in your best
interest to do so. First and foremost, you need to have The Boss Extreme
difficulty unlocked. Kinda hard to do this without it. Simply put, just beat the
game on any other difficulty to unlock it. Outside of that however, you should
come in with the Middle Eastern Rebel Disguise, a FaceCamo that isn't one of
Snake's faces, and Chaff Grenades. I put these as prerequisites. Another is 
optional, but still highly recommended. That is the Solar Gun. I'll go over how 
to get them all next. 

Middle Eastern Rebel Disguise
-Where Found: Act 1 - Militia Safehouse
-Location: After the room where the two rebels are inspecting the damaged wing
of the flying enemy. Go down the hall and enter the right corridor to find a
room with a bunch of lockers and an RPG-7 lying on the ground. The disguise is
in one of the lockers. 

-Where Found: Act 1, 2, 3, 4 Mission Briefings, other, etc
-Location: It's up to you how you want to do this. Head to the FaceCamo (fccm)
section under Unlockables for more details. Having a FaceCamo that isn't one of
Snake's faces will help you in Act 3. 

Chaff Grenades
-Where Found: Acts 2, 3, and 4
-Location: Confinement Facility (Act 2), Marketplace (Act 2), Midtown Central
Sector (Act 3), Heliport (Act 4). In the Confinement Facility, it's in a small 
closet in the main facility. At the Marketplace, you can find them in the very 
last stall on the left, before the exit (guarded by a Gekko). In the sewers of
Midtown Central Sector, find a ladder leading up, and they will be in the corner
near there. At the Heliport, they're found on the helipad. Collect as many of
these beforehand as you can. The only ones you can really get without going out
of your way (and thus using up more time) during the BBE are the ones in the
Marketplace and the ones on the Heliport. Try to have 6 Chaff Grenades at the
very least before you start. 

Solar Gun
-How to Obtain: To get the Solar Gun, you need to beat the game having all five
of the boss Statues. What are those you ask? Well, in short, you can find them
after you have defeated the FROGs in Act 1 and each of the B&B Corps' Beast
forms by non-lethal means. This means blue weapons. After that, you can find the
statue laying around in the immediate area. For the B&B Corps, it's important to
note that with the exception of Crying Wolf, you have to grab the statue during
the Beauty form, or else you'll miss it. Get all five and you'll earn the Solar
Gun when you beat the game. For much more information and strategies, head to
the non-lethal boss strategies. 

Besides these though, there are a multitude of other weapons you'll be using in
the game to help you get by. The main weapon you'll be using is the Mk. 2, and
85% of the time, you can get by with it, so I'm not making these other weapons
requirements although a few (and I'll list which after) I strongly recommend. 
The weapons you'll see being used in this guide include:

List of Non-lethal weapons used for general purposes:

-Mosin Nagant
-M870 (V-Ring ammo)
-Twin Barrel (V-Ring ammo)
-Stun Grenades
-MGL-140 (Stun Grenade ammo)

List of Lethal weapons used for Beast forms of B&B Corps and Unmanned enemies:

-Rail Gun (Used against all B&B members and Gekkos)
-M82A2 (backup for the Rail Gun)
-P90 (Raven's minions during the Bike Chase)

So obviously, if you've played through the game a couple times, you should try
and get a few of these weapons to help you with this. All of them are easy to
get. Most are either bought from Drebin or can be found along the way, or are
dropped by bosses. You'll definitely have the Rail Gun, so we won't worry about
that, but some others I really suggest you have are the M82A2, Twin Barrel, and
some Stun Grenades. Stun Grenades are easy to find and you can buy them before
you start your BBE. The Twin Barrel can be found in the beginning of Act 2, at
the Cove Valley Village area. From where you start on the hill, there are two
buildings next to Snake. The Twin Barrel is in the right building, which is also
the location of the South American Rebel Disguise, which you can get, but you
won't need. The M82A2 you can buy from Drebin. 

General Tips
This thing is hard. Let's just get that out of the way. Getting BBE is not an
easy task for your average and even above average gamer. Here are a few tips to
help you get by in some general situations.

1. First and foremost, do NOT get overly stressed out. I get really frustrated
sometimes when I'm trying to do something in a game that seems utterly
impossible. Going for the BBE is just one of those things and you owe it to
yourself not to get bent out of shape over it.

2. Save. Save. Save. Every time you reach a new area, save your game. I can't
emphasize this enough. You'll save yourself a lot of frustration. There are many
parts of this run that will literally take you hours of trial and error to beat.
When you finally do get it right, you don't want to just mess it up 5 minutes
later and have to do it all over again do you? Save. Always save. 

3. Don't fumble around in the pause menu. You don't need to. The only time you
should go there is to save your game. The other exception is when fighting the
bosses when you need to switch for a better weapon.

4. Be very cautious. In Extreme, the enemy's senses are heightened to superhero
level. They can hear you coming easily, they can see you from a mile away. You
have to adjust to this and always be careful. Make sure nobody is watching you
and get used to moving very slowly when sneaking up on an enemy. If you're one
of those with unsteady hands, you might be in trouble. You always need to be
tilting the Left Analog Stick slightly enough to move slowly. If you twitch and
make Snake move any faster, boom, you're caught. 

5. Get used to using weapons/items you may not have used much before. In 
particular, the Stun Knife and the Mk. II. The Stun Knife is sometimes a better
alternative than the Mk. 2, and the Mk. II is sometimes better to use without
getting directly involved. When you can avoid it though, don't use the Mk. II,
since it always takes a few seconds to deploy, and then further time for Snake
to get to the area that you're using it to clear out. 

6. Learn to be a good marksman. A lot of guides and videos I've watched seem to
advocate taking more enemies than I or my friend deem necessary. Since Mk. 2
ammo is scarce and you can't buy any from Drebin (yes, I'll repeat that; you
CAN'T buy any), I like to avoid firing when possible, unless it will save a lot
of time to do so. In the situations that you need to fire, you want to be dead
on with your shots. Always make sure at the very least, you get the enemy's
upper body. Since on Extreme, it takes longer for the enemy to succumb to the
anesthetic, you should fire two shots to bring them down quick. This is unless
of course, you get a headshot, which should be what you attempt most of the time
when possible. 

7. Sleep vs. Stun: Ammo conservation. A somewhat continued point of #6. You want
to avoid Caution phases when it's possible. Putting enemies to sleep (assuming
the first shot doesn't make them go "huh?!" or "We're under attack!" will mean
that when they do wake up, they will think nothing of it and just assume they
nodded off. If they did get spooked before falling asleep or if you use stun
methods (such as CQC or the Mk. II, etc), the enemy will wake up and call for
backup immediately. So my point is that although you want to conserve ammo, you
might want to use tranquilizers to avoid later trouble. 
8. Timing is everything. Sometimes, I will do "running" sequences, where we just
want to get through an area by moving as fast as possible. Certain factors like
where guards will be and so forth are contingent on you running full speed, not
crouching or anything like that when I say so, otherwise things can fall out of
flux and you may run into an enemy at the wrong time. I'll try to be as specific
as I can in my directions. 

9. Avoid Caution phases as much as possible. This somewhat goes along with 
number 6. Caution phases will make your life a living hell because the PMCs
come out in swarms and sometimes they just so happen to be coming too close to
you and bam, you're found. Cautions can be tough to avoid sometimes because
enemies stay incapacitated for very short intervals on Extreme. So, if you
avoid having to tranquilize guards all together, you save yourself some stress.
If you do tranquilize enemies, try to move out of the area fast enough that a
Caution phase will not ruin it for you. 

10. Do not waste time hiding bodies. There is absolutely no need for it. I know
this contradicts number 9's "avoid Caution" idea, but you'd be better off
spending that time trying to get through the area in a faster way. Don't hide
bodies unless you really need to. 

11. Make extra saves. Definitely do this. For starters, after you load your
completed game file to start on Extreme, the first save you should make should
be in a separate slot, NOT overwriting your old one. Do this because so that in
the worst case scenario, say you just really, honest to God, cannot beat the
BBE. If you wind up with a save file in the middle of the damn thing, you can't
go back to play the game with all your old stuff, so you'd have to start a new
file and get everything over again! Then, on top of that, while you're going
through, it's a good idea to make separate files for tricky parts and always
have a safety net in case you mess up and get a kill and accidentally save it
or something. Saving takes a few seconds so a good idea is to make a separate
save file when you're roughly halfway through each act. 

Beating the Clock
One of the tougher parts of this challenge is meeting the 5 hour requirement.
I'll address here what counts as time and therefore what you should do to save
it. As I mentioned before, you can afford in this expedition to take a little 
extra time here and there, but don't let all the extra seconds add up too much.
If you save time in small bunches of seconds every so often, suddenly you're 
shaving a minute or two or three off your time.

When the clock runs:

1. During general gameplay
2. While on the pause menu and any submenus
3. During cutscenes
4. Any time an area is done loading
5. During and after installs
6. During codec calls
7. During the two Credits sequences


1A. Get through areas faster (this is what the walkthrough is for!)
2A. Cut down the time you spend on the pause menu, in Weapon and Item menus
3A. Skip all cutscenes
4A. When the "Press Start Button" message appears, hit it right away
5A. Always press start when "PRESS START BUTTON" appears (also read next part)
6A. Skip codec calls
7A. Have a cushion of more than 15 minutes before you beat the final boss

*-More on 5A-*
It has been confirmed that the clock does actually run during Act installs.
You can shave about 5 minutes off you total time if you know how to get around
this. The trick is to always save your game when asked to at the end of each
Act. Do so and then when the act is installed, exit the game and then reload
your save. It will reload the save to the beginning of the next act again, but
it will have already been installed so you can just pick up and go (thanks to
crimsonriver for the tip). 

When the clock isn't running:

1. When an area is loading.

It was previously thought by myself and other people that holding the PS button
down to get to the options menu would stop the clock. This is apparently not
true. Whether this was the case before and a firmware update changed this, or
if it has always been the case, I am not certain. Just know that this does not
stop the clock at all! (thanks to a few people for this). 

So just to summarize, skip cutscenes and so forth and just don't let the "Press
Start Button" message stay there for like a half hour. I did that once 
accidentally and wondered why my time was like an extra half hour than it should
have been. Bleh. The install for each act takes 2 minutes, and you might be
compelled to go grab a drink or a snack. That's fine, just don't leave the game
unattended! The clock isn't running during the install, but once it's done, it
starts up again. Once you can hit Start, hit it!

   /  Walkthrough    \
--/                   \---------------------------------

Without further ado, let's get started shall we? Skip all of the cutscenes in
the beginning and get right to the action. Let's go. 

    _        _     _ 
   / \   ___| |_  / |
  / _ \ / __| __| | |              _________________________________
 / ___ \ (__| |_  | |   __________/ LIQUID SUN      Big Boss Emblem \_____
/_/   \_\___|\__| |_|  /  (bbe1)  \_________________________________/

Skip the opening scenes and whatnot. Time to get this train rolling.

Middle East - Ground Zero
Alright, once you have control, move immediately to the left. Ignore the Ration
tucked away under the truck; you do not need it because you can't use healing
items anyway. Unless you want to appease the rebels (which I won't be doing in
this guide anyway), don't waste time getting it. Crawl under the left truck for
a scene. Skip it.

After that, grab the AK-102 and move down the street for the next scene. After
that, move left and go up the stairs. On the second floor, roll out of the hole
in the wall. Now turn right and go onto the main street. The Gekko will see you
most likely, but it won't alert you so just keep moving. Charge down the main
street all the way toward the end. Watch out for the other incoming Gekko by
staying to the right. Quickly slip under the archway to start the next scene.
Skip it and we'll move on to the next area. Save your game.

Middle East - Red Zone NW Sector
Ok, here's your first challenge. Immediately turn the corner and then duck into
the opening on the right. Run full speed through this area to the next room. You
will get the scene of the APC rolling up and the PMCs piling out (get used to
seeing this scene a lot unless you get through here on your first few tries). 
Enter the crawlspace quickly and get to the other side. The PMCs and Rebels will
start shooting it out. Now you can go about this next part one of two ways. The
quick way which is only to save time, is more risky. The safer way is of course,
less risky, but will cost you an extra few seconds.

The problem here is two PMCs on your left in the street who will run up to the
damaged car. Your destination is the opening directly near that car. If you
crawl up to it immediately after leaving the crawlspace, the enemies will see
you, but if you OctoCamo activated, they will only be confused. Keep moving and
enter the doorway, continuing to crawl until you get around the next corner. At
that point, keep moving. The PMC that saw you will come inside to investigate
but shouldn't follow you around the corner. 

The other way is, from the crawlspace, lay flat for a while and wait for the two
PMCs to move up. When they are visible, start moving and you can get to the side
of the car and then in the doorway. Problem is, a third PMC will see you, so
crawl inside quickly and then get around that corner with the crates.

Do NOT stand up here, to your left is a small room and a window, and PMCs will
be looking inside. Keep OctoCamo on and crawl through. Watch out for the body
here, because getting too close will cause Snake to get up. Crawl forward to get
to the big pile of rubble in front of you. Crawl underneath and then you'll see
the rebel get killed by the PMC. Stay still and watch. He'll signal for his
other PMC friend to move up. They'll both start moving. Wait a second or two,
then get out and crouch. Easy on that Analog Stick friend, move slowly so they
won't hear you. I mean that, move slowly and sneak up on them.

Again, you can make a choice here. I find the best way to take care of this is
to wait until the right PMC starts to veer toward the doorway. Take out your
Stun Knife and shock the left PMC to knock him out. After that, SLOWLY catch up
with the other PMC and use some CQC to knock him out fast. After that, proceed
down the alley. Move slowly and get up to the crates. Remember that the PMCs can
hear you easily, so do not jump the gun. Wait for them to start moving to the
left and let them get a good head start. You don't want to blow it here. Wait 
for them to move and then very slowly, while crouching, move out. If for some 
reason there is a PMC moving to the right, wait for him too and then just knock
him out with CQC. When the coast is clear, get to the container and then run for
the door. You're done. Save your game immediately.

Middle East - Red Zone
I found this area to be less annoying. From the start, move to the right and
enter the building here. Quickly run up to the open doorway here but do not go
through it; go behind the door. One, perhaps even two PMCs will see something
and come to investigate. Just chill behind that door and do not move. Angle the
camera so you can see clearly. Wait until the PMCs disperse and then get ready
to move. A third PMC will have probably walked through the door. Wait until he
turns around and just CQC him quickly. Proceed into the small room with a few
crates. Turn to the right a little and you should see the stairway. If a PMC is
coming down, hide. If not, proceed upstairs and carefully locate him. Take him
out or if his back is turned, just slowly slip away. Approach the opening in the
wall and roll out onto the ledge.

Follow this ledge forward, but stay low by crawling. There's only one PMC you
have to worry about on the ground here. We want him to spot us however. If you
crawl near the edge where he can see you, he'll get spooked and attempt to come
up there to find you. We want this because it gets him off the ground and clears
the path for us. Get up and run all the way to the end of this platform and then
drop down near the green container. Lay flat immediately and turn the corner a
little, but don't move out too far yet. A group of PMCs should venture off to
the left. Crawl forward to the building where the Mk. II is waiting. Two more
PMCs will appear down the alley on the street and will be coming toward you
however. Veer into the right alley and just lay flat on the ground here, using
OctoCamo. Wait for the two PMCs to come investigate; they won't see you unless
you make a movement. After that, they too, will go down that street following
the others. 

By this point, there's a good chance one PMC has awakened and started a Caution
Phase. Not a big deal. If this is the case, then stay in the alley. Don't move!
Reason is, four or five more PMCs will charge down and then make that turn like
the others did. Once they do, you're free to move. Crawl out of that alley, 
turn the corner and immediately turn right to go into the opening of the 
building. Another PMC may see you with his super powered magnifying eyesight, 
but it will be too late. You should be in and once you are, get up and run 
forward to trigger a cutscene. Skip it. We're almost through here. 

After the scene, you'll be armed with new goodies. From here, wait for the three
PMCs to move. Follow them out onto the battlefield. You can either wait for them
again to move, or try to knock them out with some Mk. 2 rounds. Either way,
after that barricade, move to the left, down the alley. Turn right down the next
alley and get toward the street. An APC will roll up past you. Get on the ground
and crawl behind the APC to the other side of the street. Go around to the left
of the APC and before you get near the PMCs, go to the left and in the wall
there you should see a crawlspace. Get inside and crawl all the way down, then
to the left. On the other end you'll be near the rebels. Here's where you should
put on your M. E. Rebel disguise. Do it fast and then get out of the crawlspace.
The reason we want this is because on Extreme, rebels can alert you as well. On
top of that, we just don't want to waste time getting them to like Snake so do
it easier with the disguise. With the disguise on, just go forward and then to
the left and duck into the hideout.

Middle East - Militia Safehouse
Ok, keep that disguise on. As long as you have it on, you can just run straight
through this area which is a very good things. You can grab some items along the
way, but it isn't necessary. Just breeze through and get to the stairway at the
end. Move up for the Drebin scene. Skip it, then save your game.

Middle East - Urban Ruins
Again we're gonna breeze through this area. Hopefully you should know the way
and if not, throw on infrared to see the footprints to guide you. Get all the
way through, running when possible if only but to save you a few seconds. Get
on the other side and drop into the hole for the next scene. Skip and save.

Middle East - Downtown
Another somewhat difficult area. Hopefully you still have that disguise on. Move
forward and hug the wall. Turn immediately when you get the chance to. Head down
the alley where a group of rebels will be waiting at the end. Turn left where
they are and follow the others down this bazaar area. Through the archway you'll
find the area with the snipers. Turn left here and go down the alley. There are
two openings on your right. Turn right at the second one to find a bunch of
boxes. Climb over and enter the adjacent alleyway. 

To your left you can see a whole bunch of PMCs. Worry not, for they won't see 
you. Just get near the very next alley but do not enter. Stay to the side as an
APC rolls forward. Wait for it to move down the street or else it will see you.
When it's passed, go down that alley and then turn right. Keep moving past one
more alley. On your right will be the PMCs at the other end of the "sniper 
area". Ignore them and enter the building right in front of you. Go down the 
hall and turn left. Run up to the window and roll out.

Turn right here and you'll enter a large alley with a big blue van. Get behind
it immediately and wait for the PMCs to come near you. Carefully and slowly get
on the right side of the van so you remain undiscovered. Now ditch your disguise
and put OctoCamo Auto back on. Proceed forward a little until you get to the
spot where the light is shining on the wall. Hug this wall immediately and let
OctoCamo take effect. Two more PMCs will burst out and then after a brief pause,
they will venture down the alley. Wait for them to move, then slowly move away.
When you're far enough, start running and go down the alley and turn the corner.

Crouch again here and hug the right wall. Keep moving and don't stop. Approach
the street with the damaged car and go in between it and the wall. Now venture
out into the street and go to the other side, the left side of the street. Spot
the crawlspace in the wall here, in between two stacks of crates and go inside. 
Put your rebel disguise back on crawl out to the other side. Go under the low 
overhang and you'll be on the rebel side of the current battle. They won't alert
you with the disguise on so go across this small street to the pillars. Turn 
left under this small roof and you'll see the door leading into the next area. 
Save now.

Middle East - Advent Palace
If you haven't fired a shot yet like me, there's really no need to look for any
ammo or items. Just venture up the stairs and onto the rooftop area. Any traps
you encounter along the way, just shoot them quickly with your Operator. Get to
the roof, enter the bar, then the hallway after that for the scenes. Skip them
and save. Now for the challenging fight with the FROGs. 


Ok, this is going to be pretty tough, but quick thinking and just overall
knowledge of what to do will help you through. When you begin, quickly change
your inventory to accommodate either Stun Grenades or the MGL-140. If you know
how to handle the MGL-140 and the blast it produces, use it. If you don't want
to get blinded, just use Stun Grenades. If you use the MGL, remember to set it
for Stun Grenades before firing. 

Anyways, when you start, get out of the bar area and strafe to the left so you
can shoot down the alley. Fire a Stun Grenade and knock those FROGs out. The
third in front of you should go down with gunfire from your allies. Hurry down
that alley where the stunned ones are. Turn around here and a whole group will
land on the scaffolding above you and on the rooftop. You could shoot them with
your Mk. 2, but save your bullets. Use the Solar Gun, or instead, just wait. 
Three FROGs will land in front of you. One by one, CQC them all to stun them.
Remember always to use CQC on FROGs when they have their back to you, otherwise
it will probably backfire. After the three are down, head into the open area,
and aim with your Solar Gun or Mk. 2 on the wall to the left. Eventually a FROG
should stick to the wall here, unless Rat Pt 01 got it. When the FROG appears,
shoot her in the head. After that, move on with the group downstairs. 

In the next area, you need to expect the two waves of FROGs so that you can
dispatch them fast and move on. The first will come from across the gap on the
opposite walkway. Wait until you see movement, then fire a Stun Grenade across
to take them out. The second will come from right behind you, on the stairway
that you just took. Wait here and when they show up, lob one (don't use the MGL)
so that they'll all be taken out. You want to aim this grenade so that it lands
halfway up the stairs. For best results, aim it sort of into the wall. After 
that, you and your allies can move on. 

Enter the restaurant area, which is where most of Rat Pt 01 should be moving 
into. Quickly proceed into the room adjacent to the kitchen where there is a 
lot of things blocking your way and two doors at the end. Take the right door 
and you'll get behind two FROGs. You have the choice of trying to peek out the 
door and tranquilizing them (Mk. 2 or Solar Gun), or if you want to be safe 
(because they can spot you easily), use the Mk. II, the robot, to sneak up on 
them with stealth on and shock them. You can also of course, just lob another 
Stun Grenade in to save some time. 

At this point, a large group will appear in those two doorways at the end of
that room I described. You're in position to ambush them both. From the kitchen
area, get out of sight of the doorway you came from, because two FROGs will
appear inside there. Expect them and throw a Stun Grenade inside. When they're
down, enter the small room and look out the doorway. You'll be behind a few more
FROGs who are dukeing it out with Rat Pt 01. Shoot them with the Mk. 2 or Solar
Gun. Then, a few more will appear again in the kitchen/lounge area. Make sure
you find them fast and use the Mk. II if possible to save ammo and also reduce
the risk you'll take. When all the FROGs go down, hurry out of that area onto
the walkway and down the stairs to the next area. 

Down here, you're stuck in this area until the dialogue passes. The FROGs will
appear on the adjacent and upper walkways and a lot of them will be gunning for
you and in very little time you'll be a seeing nothing but black. To avoid this,
move to the right part of the walkway, where there is a broken pillar. Lay down
here and move back a little so you can see the upper walkway. From here you'll
be protected from the FROGs on the adjacent walkway, and you'll have a great
shot at the ones above. Also, before the action starts, lay down and play dead
(hold Triangle) and recover any health you may have lost. Remember not to use
any healing items. When the FROGs appear, start aiming at them up on the walkway
above. Be deliberate in your shots, make them count as you have only so much
ammo. When the members of Rat Pt 01 start saying "Switch out!" and "It's all
you!", it's time to get moving. Head into the bathroom area. 

Here, stay near the stalls, but in a position so that you can't be seen from the
door you just passed. Use the Mk. II, and when the wall goes down, send it 
through the hole. Keep stealth on and wait for the FROGs to filter into this
area and they all have their backs turned. Now take them out one by one with
the Mk. II's stun whip. Make sure no others are coming, then deactivate the
Mk. II and return to Snake. Outside the door you just used to get here, there
will be two other FROGs. Just quickly lob a Stun Grenade out there to take them
out. That should do it. Move with Rat Pt 01 into the hallway for a quick scene
you can't skip. After that, drop down and enter the bar area.

Get the Solar Gun out. If you don't have it, you'll just have to use the Mk. 2.
When the bulldozer takes out the adjacent wall, turn away from the incoming
flashbangs. After that, take aim at the FROGs before they start moving. Make
sure to charge the Solar Gun fully before firing, as a fully charged shot will
take them down. Use the bar to duck in between shots so you don't take too much
damage. Also try to line up so that the pillars in this area will block a few of
the other enemies. Do whatever you can to minimalize damage. Use Stun Grenades
as well. When the threat is over, move with Meryl's team into the next area for
a scene. Skip it, then drop the elevator and approach them for one more scene.
Skip it and save your game. With that over, proceed up the hill, over the boxes,
and around the corner. 

Hopefully at this point, you're averaging roughly 30 minutes or less. The fewer
the better. If you're at 40, not a big deal. Much more than that could spell
trouble later on, but it's serviceable. 

Middle East - Crescent Meridian
Before you venture too far out, make sure you put on the rebel disguise or else
you'll be paying for it very shortly. Once it's on, head out and watch the quick
scene with the tank. After that, veer into the alcove on the right. Move up
until you can see the PMCs through the opening. Take aim at first at the one in
the window above. Don't use your Solar Gun here since enemies can see the blast,
causing an alert. 

Stick with the Mk. 2 here. Wait for the tank to roll up, and more PMCs will 
probably come to replace the others. Aim at a few others, but don't waste too 
many bullets. Eventually, use the tank as cover and leave the alcove, hugging 
the right wall. The PMCs at the next corner will be actually pretty close to 
you, but surprisingly, they will not alert you. Stick close to the right wall 
and crawl forward. Keep moving and if PMCs get too close, use some quick Mk. 2
shots to dispatch them. Keep crawling, entering under the area with the 
pillars. Get up to the large ditch. Worry not about the PMCs; again, they 
shouldn't be able to alert you. Get up and cross the ditch, then on the other 
side, crawl again.

You should see a lone PMC leave the safety of cover behind the blue van and run
forward, taking refuge behind a wall. Take aim at him and with a headshot, he'll
go down. Now keep crawling forward until you get to the debris. Go around this
corner and keep favoring the right side. Move up until you get to the destroyed
car. Go around it, then a little bit further. Now turn left and go across the
street into the small area where the sandbag PMCs are. Ignore them and just go
for the ladder. Climb up, go around this building using the walkway, and then
drop down on the other side for a scene. Skip it and save.

Middle East - Millennium Park
From here, go around the topped over bulldozer and around the next corner, you
can see the next two PMCs. They're fair game for the Solar Gun if you wish to
save some ammo, but it's slightly risky. The next four PMCs (these two included
can be dispatched with the Solar Gun, but it could lead to a quick Caution
phase. This is sort of irrelevant however, since you're gonna wind up getting a
Caution here anyway most likely. So if you want, go ahead and use a fully
charged Solar Gun shot on the first PMC. The other will most likely be startled
and run forward a bit. Before he gets on the horn with his buddies, fire another
fully charged shot. 

Now creep forward a bit but keep your eyes set on the distance and don't move 
too far out. Another PMC in the background will be patrolling. Lay low and wait
for him to walk to the left. Fire a fully charged Solar Gun shot at him, or 
just use the Mk. 2 if you must. Keep moving forward, and pan the camera so you 
can see down the adjacent street. One more PMC, standing watch outside the 
gate. Take him out as well, but use the Mk. 2 this time if you want, or of 
course, if you have no other choice.

Now, move slowly into the alley with the dumpster. Stay in a crouch position and
move slowly up the stairs. A PMC is up here. Just wait on the stairwell and
watch him walk by. When he turns his back on you, pounce! No, not literally.
Just sneak up on him and CQC him. Now venture into the adjacent hallway and
enter the door. By now, a Caution has probably sprung up, which can lead to
problems, but it can be overcome. In this room, you can see the plaza area below
and the group of PMCs patrolling the place. Put OctoCamo back on quick, and when
the PMCs aren't looking, drop down. Let OctoCamo take effect and slowly crawl

The backup group that was sent in due to the Caution phase will probably whisk
through here. They are a variable that you can neutralize and play off of. Since
PMCs are all over this area, you should tranquilize any coming toward you or any
in your path with the Mk. 2. If the patrol group sees the downed PMC, they'll
go deal with him, and won't even be a factor for you. Take advantage of this,
and using OctoCamo, crawl from the opening that you dropped down into, to the
left. Keep moving in this direction toward the wall. Now turn right and find the
opening in the wall. Crawl under here to reach the final area. You're very close
so don't screw up here. 

One thing that will help you immensely here, especially since Caution phase will
not go away most likely, is the radar. Keep the Solid Eye on and pay attention
to those bright circles on your radar to know the enemy movement. From the hole
in the wall, crawl forward and go around the big truck, going to the right. Now,
crawl toward the boxes, again keeping OctoCamo on and watching that radar. If
any PMCs are in your way or you think they might see you, take them out. Crawl
around the big boxes and proceed toward the tents. Take a look around and when
it's safe, keep moving, going in between the tents. Now, at this point, if any
PMCs see you, they'll do their usual "Is something there?" and walk over to
investigate routine. If you just keep moving, you should be fine. Crawl between
the tents and if a PMC is following you, turn around quick and plug him in the
head with a Mk. 2 round. Keep moving. When you get to the wall, look both ways.
A few PMCs could be around due to the Caution phase, so just lay still if things
are busy. Wait for them to disperse, then tranquilize any others in this spot.
When the coast is finally clear, crawl toward the red door. If the radar is
clear, get up and walk through.

Skip all the scenes and codec conversations. You're done with Act 1. You'll see
your stats. Hopefully there are no kills or alerts, or anything else. Your clear
time for this Act is hopefully decent. 45 minutes is decent/average. Around 40
minutes is good, and anything less is really good. If you got 50 minute clear
time, that's ok too. Anything more than 50 minutes can be a problem later on
and if it's even worse, you might want to start over.  

    _        _     ____  
   / \   ___| |_  |___ \ 
  / _ \ / __| __|   __) |               _________________________________
 / ___ \ (__| |_   / __/     __________/ SOLID SUN      Big Boss Emblem  \____
/_/   \_\___|\__| |_____|   /  (bbe2)  \_________________________________/

Skip the Mission Briefing scenes, and save your game. Then skip the subsequent
cutscenes and the codec call. Let's begin.

Start by laying low immediately. The PMCs below will see you otherwise and come
up to investigate. Lay down and crawl up to the cliff's edge. From here you can
see the scene below. Whether you want to save the rebels or not, it coincides
with taking out the PMCs which is a must. Chances are all the rebels will get
blown away though, so don't worry about them much.

By now, you're probably running low on Mk. 2 ammo. We're gonna procure some soon
so don't worry. Take aim at each PMC below with the Mk. 2. Headshots if you can
get them are preferred. When the rebels start fighting back, shoot at the other
PMCs that start to appear, including the one at the far end near the barn. Save'
on your MK. 2 ammo by using the Mosin Nagant. Now, I know you're thinking, "It's
too risky!" Yes, the Mosin Nagant, is a risky weapon to use. But I prefer it in
some situations, especially to save on ammo. The rule of thumb with it, is to
never fire it on enemies in groups, or else you'll be alerted. Use the Mosin
Nagant on single enemies that are a distance away from you. This usually ensures
you won't be discovered. Take out each PMC and then we'll prepare for the valley
area. Don't worry about the rebels if they survived; they will love Snake so
you don't need the disguise. 

There's items all around here in the various buildings, but we're only
interested in one. In the barn, go to the small alcove behind the ladder. Here
you will find some ammo for the Mk. 2. Good. Save it as much as you can. Now
proceed into the valley, with or without the rebels. 
Head up the slope. Near the first small tree, you should be able to get a good
vantage point on a PMC in the distance. Use infrared to help you. Line him up in
the Mosin Nagant crosshairs and take him down. Move up carefully. On this
terrace area, some enemies are close and simply above you on higher plateaus.
Use the camera and the radar appropriately to make sure you don't venture out
too far. 

Proceed further down the first path, but before climbing up the first ledge, try
to get a few more enemies in your sights. Don't use the Mosin Nagant here; go
with the Mk. 2 again. Stay low and if one sees you, don't panic, just let him
get closer and make your shot before you're alerted. Once again, before climbing
the first ledge, make sure you've got a good breathing room. Climb up and then
go to the left. Use the Mk. 2 and take out a few more PMCs. Chances are, some of
their buddies will see them and come over to wake them up. Try to take them out
as well. Use the Mosin Nagant if the enemies are isolated, but only if. It's
always a risk so be wary of that. Climb up the next few plateaus and if the
coast is clear, proceed past the small hut and into the small valley for a codec
call. Skip it and save. 

Hurry forward and you'll meet up with some more rebels. As you move closer, look
to the right for a broken tree trunk with a small wooden table laying next to
it. To the right of it is a small crawlspace with Mk. 2 ammo. Grab it and move
on. Around the bend you'll encounter more PMCs. Again, infrared will help make
things clear for you. Wait til one PMC strolls out from behind a rock, and then
headshot him. A few more will try to sneak in from the right, so without getting
too close, shoot them as well. There will probably be at least one more in front
of you so take him down as well. 

The rebels will move up, but we want to go right, so if it's safe, scurry over 
to the passage to the right. As you pass the big rock that divides this small 
circular path that you'll be passing on your left, make sure the PMC there 
isn't looking your way. Move into that passage now and on a ledge to your right
is a PMC. You can ignore him and just crawl past, or tranquilize him when he 
isn't looking and run to the next area.

South America - Power Station
Skip the codec call and save. Move up and stay to the left. Take out your Mosin
Nagant and when the path to the right opens, find the two sniper PMCs on the
far ledge and snipe them both. Now you can move to the right. Move forward while
hugging the right wall this entire time. The rebels will get on their front and
engage the PMCs at the Power Station, but as long as you lay back, you won't be
discovered. Keep moving along the right wall until you find the opening path
leading up. Get up here now.

At the top there is a path to the right that leads down. If you want to be safe,
use the Mosin Nagant to snipe some of the PMCs near the right wall of the
station. Proceed down the slope and use the various objects for cover. Keep 
moving until you get near the opening in the fence, right after the big vehicle.
Two pesky PMCs are in here so don't get even remotely close. Just use some Mk. 2
rounds from afar and when they both go down, continue over to where they are.

It's in your best interest at this point to let the rebels take the Power
Station and destroy it. Just wait until one of them lumbers in and chucks a
grenade inside. When everything is destroyed, proceed along the road for a bunch
of scenes. Skip them all. You don't have to save now if you want to save a few
seconds. Just keep moving and take the left path, following the rebels.

Along this path are a lot of goodies. You can pick them up for DP and the like
if you wish, but don't waste time scavenger hunting too long. You can find some
V-Ring ammo and Mk. 2 ammo along this path. When you near the end, take the left
exit, because it will put you in very good position to skip the Confinement

South America - Confinement Facility
You'll emerge on the red plateaus. Lay flat immediately as a patrol APC whizzes
by. When it's gone, move up and to the left. Stay amongst the rocks, avoiding
the main road and just take the left path. You'll encounter one PMC near the
road. Tranquilize him with one shot from the Mk. 2 and then move on. Another PMC
is on the road up ahead, but you can ignore him. Proceed toward the smaller
prison facility. 

From the hill leading into this area, whip out your Mosin Nagant and take aim
at the soldiers you can see. There should be one on the right, one on the left,
and one in the guard tower you can see. Take them all out and move toward the
closest building. Slowly pass the wall of the building and you'll see a PMC
guarding the doorway. Chances are another PMC from further away will spot you
from the windows. Try to take out the guy in the doorway first, and then fire a
round through the windows at the other, but you can probably ignore him in the
end when the rebels break free and start fighting back. Now move up, going
past the vehicle to the right. Make sure nobody is on the left, then move down
this path to the right of the guard tower. Enter the corridor here to move to
the next area.

South America - Vista Mansion
You'll be on a high ledge, and it will take you right to the gates. Don't move
too fast though, as there are PMCs below you. Use the Mk. 2 on them and take
them out. For the ones further away on the hill, use the Mosin Nagant, if only
to help out your rebel buddies. If not, just move up along the path and it will
take you to the gates for a quick scene you can't skip. As the bulldozer takes
out the gate, scurry inside and to the left. Keep moving and in the far corner
in the direction you're going, you can find some Mk. 2 ammo tucked away near a
drum can. Now move to the right and go around the hedges toward the mansion.

One thing to watch for is replacement PMCs coming down the left perimeter of the
building. Make sure that path is clear before proceeding. At least two PMCs will
be guarding the door, dukeing it out with the rebels. Chuck a Stun Grenade in
there to knock them both out, then hurry through the door. Inside here, lay low
immediately on the red carpet next to the coffee table. A PMC will rush through
the door and then through the one you just came through. Take the Mk. II out and
send it through the door. Find the other PMC and stun him. Now as Snake, get up
and hurry up the stairs. Go down the hallway, and file into the room. Find the
door that will give you access to the roof; it should be clear. Hurry left along
the roof, find the small deck and drop through the hole. 

In the cellar area, just move through until you find the small room on the right
after turning a corner. Exactly across from this doorway (to your left before
entering) is a pack of Mk. 2 ammo. Inside you can find some Stun Grenades and
V-Ring ammo. Continue through until you get to the ladder.

South America - Research Lab
Skip all the scenes and save when prompted to do so. Skip the next scene and
prepare for a fight. First you'll have to get through the FROGs. 

The best thing to do is to get in a good position to ambush them and take them
down quickly. Each group goes down certain paths and if you know which routes
they take you can get through them faster. Besides the Mk. 2, you can also use
Sleep Mine satchels and plant them in the halls the FROGs will be going through.
It will rarely work on all of them at once, but it will be a nice alternative.

Get through each group fast and then you'll fight the big one. 


This fight isn't too tough if you have the necessary weapons. The two big ones
are the Rail Gun and M82A2. If you're looking to do this as fast as possible,
this is the way to do it. From the start, try to fire off a round from the
M82A2 right away. Octopus will be knocked down and then she'll disappear. Always
let her bombs cling to you. After they're on, just roll to shake them off. 

Octopus' first hiding spot is always down the hall around the corner, standing
near the pillar. Get close and fully charge the Rail Gun and fire at her head.
The damage won't be much, especially for a fully charged shot, but it's the best
you've got. She'll probably disappear and launch her bombs again; just let them
cling and shake them off. Now just find her next hiding spot. If you need a
reminder, this includes the painting at the end of the adjacent hallway, on the
ceiling of the hallway, in the ceiling of the lab room, as a machine in the lab
room, as a marionette opposite the real one, and in a box in the storage closet.

Snuff her out and fire a fully charged Rail Gun shot always. If she attacks, use
the M82A2 and try to take her out. When she uses her gun, I find sometimes I can
avoid some damage if I crouch. I don't know maybe it's just luck.

Eventually she'll change into the Mk. II. Follow her and charge up the Rail Gun
as you're turning the corner. When it's locked and loaded, shoot at her to take
off a little more health. She'll likely disappear again. After this, she'll
disguise herself as a downed FROG and later Naomi. Again use the Rail Gun. When
she starts coming out of the windows and attacking, use the M82A2 or an
automatic weapon like an assault rifle. Always stay close to the beds or a crate
at this point, since she might use the rolling attack. If she balls up, start
running immediately and get to higher ground. Then when she unwraps herself,
fire with the M82A2. Wait for her to appear again and keep firing until you've

Beast is gone, now for the Beauty, which you have to (obviously) revert back to
non-lethal weapons for. 


The Solar Gun is a good choice here. Two fully charged shots is all you need.
The downside is that getting a shot in isn't easy. It shouldn't take too long
however. If you're more comfortable, or if you don't have the Solar Gun, use the
M820 with V-Ring ammo. It will work handily as well. Use either method to win.

One down, three to go. Skip the following scenes and codec calls, then save your

South America - Mountain Trail
Hopefully, if you've been through this area a few times, you have a general idea
of which way to go. Try not to sightsee or spend time grabbing unnecessary item

For starters, head down the path to reach the first open area with multiple
paths. You shouldn't have used any Mk. 2 ammo in the Octopus fight, but if you
used a lot on the FROGs before her, or just are low on ammo in general, you can
take the middle path. You'll find a guy at the waterfall relieving himself.
Sneak up on him and hold him up and if you can successfully pat him down, you'll
get some Mk. 2 ammo. If you have a good amount, ignore this path to save time,
or save a couple seconds by using a fully charged Solar Gun shot instead. Either
way, proceed down the left path to reach a bridge.

One thing to note is that within a few of the last several areas (this includes
Act 1), you've gotten away with getting really close to enemies, mostly because
they've been dealing with rebels and so forth. In this area you're by yourself,
so that super sight of the PMCs is back more or less. This goes the same for the
guy you're about to run into on the other side of the bridge. If he's in view,
stay low and then try to shoot him with the Mk. 2. Now you'll have a few more
paths to choose from. 

Take the right path, with the stack of crates near a tree. Go down here to reach
a new area. Lay low and take out the PMC on the hill directly in front of you
with your Mk. 2. Again, if you need ammo for it, there's a spot nearby. Take
the right path from here and you'll come across a small dilapidated building.
One PMC will be outside, so take him out quick. The other is inside, too
occupied with "reading material". Take him out too and the Mk. 2 ammo is tucked
away on the right side. Grab it and go.

Now go down this next path but be very careful, because it's tough to expect
when you become visible and the next PMC will be right there so move slow and
get down. Get him in your sights and take him out. From here, take the right
path and it will lead to the river. Cross for a checkpoint, where you should
definitely save. Take the left path, the longer one. The other takes you right
past a FROG. Remember that they can sniff out the sound the Solid Eye makes so
try to trust it less. Don't be afraid to hit pause and check your map every once
in a while. Again, knowing the overall layout of most of these paths helps a

As you enter this next area, pay attention to the boulder on your left. On the
other side is a FROG. Crawl past until she is in your sight and then pop her
with the Mk. 2. Now take the central path from here. It's the one that makes a
small left turn then goes down a long way. Keep the Solid Eye off and go down
here slowly. When you reach this intersection, a FROG will be on your immediate
left; she's hard to see. Take her out with one shot and only one shot, then
crawl to the right. 

When it's safe, get up and scurry onward. In the next area, take the central 
path again and you'll navigate around a rock column. Chances are a FROG will 
spot you and want to come over to investigate. Before she gets too close, take
her out with a few tranquilizer rounds. Now go down the only path here and hug
the left wall. Move forward and take out the PMC you find. Keep moving in this 
direction. You'll find the path cutting across here so go right down this path.
Find the entrance here and go inside.

Skip the scenes and save. You'll start the APC sequence. It's not a bad idea to
make a separate save file here. 

South America - Vista Mansion
Remember, you can't kill anyone, so don't bother with the turret for now. When
you reach the gate, the powered suits will appear. If you have the Solar Gun,
use it. As for the PMCs that climb up after you, just use CQC and don't kill
them. Don't let them hit Snake too much, you'll need the health. When Drebin
starts moving, you're clear. 

South America - Confinement Facility
Your first encounter with Gekko. You are of course permitted to shoot them, but
you would probably die if you didn't so.... yeah. Take aim at them but again,
watch for the crazy PMCs. Don't let them gang up on you, so you'll have to start
a juggling act between them and the Gekkos. The constant smokescreens don't make
it easy, so do your best to take them out. Also, be very, very careful of a PMC
that likes to climb up the front of the APC. You may never even notice him, but
he'll be there, and will be directly in front of your turret. Be careful because
it's easy to miss and you'll wind up with a kill. Drebin will move on eventually
and you'll be done with this area.

South America - Power Station
Take aim at the green doors immediately. Shoot the barrels near them (I guess it
helps) and just unload until Drebin turns away. Now take aim at the enemy APC
until it explodes once. Wait til Drebin gets in position again and fire at the
doors again. On Extreme, they take a LONG time to crumble so just keep at it.
Eventually they will fall and you'll move on.

South America - High Woodland Highway
The last stretch of this sequence. Not too hard. Take out the Gekko when you
can, but Drebin will be driving all over the place. Just keep shooting and if
you can take them out, good. None of them can really do any significant damage
so don't worry. As you go through the valley, a few will give chase. Try to
topple them with some more fire from the turret. Eventually you'll escape.

South America - Marketplace
This is it. One last area. Prep your Rail Gun. From the starting point, head to
the left, and go down the alley. Turn the corner and start charging the Rail
Gun. When the Gekko appears, fire at its head with a fully charged shot. No
doubt the APC sequence, being out in the sun so long, has taken a huge toll on
Snake's psyche so your aiming will be a little difficult. Turn here after the
first one is down and charge again. Wait for one Gekko to appear from the left
and take it down as well. Now turn left and go down the street toward the finish
line. A Gekko will appear at your rear flank and start firing, so do a zigzag
to hopefully avoid a little damage. Charge the Rail Gun again and fire at the
one blocking your exit. If you want, grab the Chaff Grenades in the very last
stall on the left. Definitely grab the if you have none. Cross the threshold and
you're done with Act 2. Nice

Hopefully you finished Act 2 with a combined time of roughly 1 hour, 25 minutes.
That's pretty good if so. If it took you an hour and a half, that's decent.
Close to an hour is great. If you got more it's kinda ehh, but doable. Actually,
if you wound up with like 2 hours or more, you might actually still be able to
do this, believe it or not. If you're not confident though, reload an old save.
Now, on to Act 3!

    _        _     _____ 
   / \   ___| |_  |___ / 
  / _ \ / __| __|   |_ \              _________________________________
 / ___ \ (__| |_   ___) |  __________/ THIRD SUN      Big Boss Emblem  \____
/_/   \_\___|\__| |____/  /  (bbe3)  \_________________________________/

Act 3 is really annoying to me. And no, it's not just because of the infamous
"Bike Chase" part; I actually did that part within a few tries. The Bike Chase
is definitely vexing but what bothers me about Act 3 is the beginning with the
resistance member. I feel like if you've been going through the BBE thus far,
your "tempo" so to speak is on a certain wavelength and you're ready to dodge
bullets and act sneaky and tranquilize enemies and so forth in fast paced action
sequences. Act 3 changes that tempo dramatically with this slower paced stalking
affair. Any slight mess up can screw you over here and it gets aggravating fast.
You can spend 5 minutes following the guy, only to mess up right before you
reach the exit to the area and have to do it all over again. Perhaps you don't
understand what the hell I'm talking about and that's fine. Let's get started.

Skip a whole bunch of scenes and you'll be prompted to save. You can if you
want, but you'll be saving in the first area anyway so it's up to you. Skip a
few more scenes and then you'll finally be out on the street. 

Eastern Europe - Midtown S Sector
From the start, ignore Otacon and jump into the item menu quickly to swap the
Scanning Plug for the Solid Eye. Also take the Mk. 2 and keep it handy. Remember
that when you're running as Snake, the gun is visible; if he's walking it's in
his pocket. Remember that when you're near enemies. Also you should wear a
FaceCamo other than Snake's faces. Otacon, or the Beauty ones will do. This will
shield you from Alerts during this first part and allow you to get closer to the

Turn the corner and go down the street. You'll see the resistance member appear
from his hiding spot. Save now. Now you can either wait and follow him or you
can run ahead and clear the area out. One thing I noticed while doing the latter
a few times during this area was that if you run too far ahead, leaving the
resistance member in your dust, he will not move at all. He will just stand
still until you get close to him again. I don't know why this is but it's 
annoying and it can be a time waster. Mostly you can do this by just staying
behind him, but there's one part in this first area you need to beat him to. In
any case, just follow him and be slow and quiet. 

He'll go across the street and approach the staircase. In the alley here you can
find some Mk. 2 ammo. Grab it and then follow the resistance member (watch the
can!) around the corner and then around the next one until you encounter the
first group of PMCs. Get out into the street a bit so that you're still behind
the resistance member, but you can see both PMCs. Again, if you beat the
resistance member here you can get really close to the PMCs (so long as they
don't see you aiming the gun at them) and that will better your chances. Either
way, take out both of them with the Mk. 2 and be as precise as you can. If the
PMCs get spooked and call in backup, it will just make things really annoying,
so you want to be accurate and take them out with no fuss. 

With the first two down, the resistance member moves up. Go behind the truck and
then face the next two PMCs up the hill. If you left the resistance member
behind and he's still catching up, you can use the Mosin Nagant on these two
PMCs. If not you've got to use the Mk. 2 again. When they go down, our guy will
move up again. Follow him. He'll turn down the street left and will eventually
enter the park from the adjacent street. Follow him into the park this way.

He'll stop at the fountain area, then walk down the path past the two statues.
As usual, he'll stop at that point, then turn around and dash back to the left
statue to go "bleed the lizard". Stay out of sight at this point. While he's
doing his business, go to the left and get on the hill and spot the two PMCs
guarding the park exit. Use the Mk. 2 to tranquilize them both. You can also use
the Mk. II but a stun method will make them wake up and call for backup. This
will not be a problem but I just figured I'd mention it. When they're down, and
our guy is done with his business, keep following him. The resistance member
will go to the far wall then proceed forward and see the two downed PMCs. Wait
for him to go down the stairs. Before you follow, grab the Mk. 2 ammo tucked
away here. Now catch up to him.

From here our guy will cross the street toward the big ramp, taking the side
alley. Here is where you need to get in front of him. It's very important that
you beat him to the next area. So while he's taking the alley, run up the ramp
directly and get around the next corner. He might see you but he shouldn't be
spooked and run away, he'll just stop for a second. Keep moving and around the
corner you'll find the area with all the cars and the stairs leading down to the
next street. Our guy will come down these stairs and peek around the corner
before proceeding. Unfortunately, there's two PMCs down this street and if they
aren't cleared fast enough, our guy will change plans and take a much longer,
much more annoying route through the sewers. We do not want that, so that's why
you got here first before him. 

From the upper platform with all the cars, go to the left. Use the radar to see 
where the PMCs are placed. Stand near the railing so you can see the first one,
standing near the far wall. The other is directly below you. Be careful here,
very careful. Your target is very close to you so you shouldn't have any problem
getting a headshot with the Mk. 2. If you miss, you're pretty much caught so be
careful. Get the headshot on the first PMC, and then the one below you will walk
over to check on him. Headshot him too. Now the path is cleared. 

Go back and look for the resistance member. There's a chance that he hasn't
moved since you're a bit far away from him. Just get a little close and he
should start his trademark whistling and begin moving again. Get out of sight
and hide near the pillars while he approached the stairs. He'll eventually go
down, see the coast is clear, and then make his move. Follow him but stay on the
stairs. After he gets off the stairs, he typically turns around so if you're
there he might get spooked for a second. Usually he never runs off, unless you
are wearing other FaceCamo, but it'll save time if you never let him see you.
So wait for him to turn around again, then start following him down the street.

Eventually he'll get to that intersection and he will duck into the doorways of
the various stores. Wait for him to make his move to the right. He'll suddenly
dash off in great haste into the archway. Follow him through, stop for a moment,
then follow him into the next area. 

Eastern Europe - Midtown NE Sector
Find the resistance member just ahead of you and he'll move to the right. Follow
him into this open area. It's the one with the squadron of PMCs and the
helicopter. Now the resistance member stays close to the wall and ventures off
to the street to the right. Sometimes one or two PMCs in the open area see him
and walk over. I figured I'd mention this but I've never seen them become an
issue. They walk over to find him, but by the time they show up, the resistance
member is already gone. Just be aware of this. 

Follow him down the right street and then he'll meander down and try to sneak
past two PMCs. Shoot them both before he gets there or else he'll end up being
discovered and that will waste a minute or two. Take a steady aim and try to
headshot both of the PMCs and the resistance member can travel safely through.

Eventually you'll follow him with no more problems into a large intersection.
He'll venture down one street. Follow him as he runs off and around the corner.

Eastern Europe - Midtown N Sector
Stay back and wait for the resistance member to walk out in his new PMC duds. 
Follow him out onto the street and you'll notice that the vehicle patrols are
already out on Extreme. Having the FaceCamo (again not one of Snake's faces) is
a big help here. You won't need to fire any more Mk. 2 bullets in this last
area, so the only challenge here is staying undetected by the resistance member
and following him the rest of the way.

He'll go down the hill with a whole bunch of PMCs and then turn left. Just
casually follow him down here and the PMCs will all be surprised to see you, but
they will not do anything about it with the FaceCamo on. Watch out for the
vehicle patrols. They will not do anything either except honk at you if you're
in the way. 

Stalk the resistance member down and around the next corner. There are three
other PMCs and all four of them will walk in tandem down the street. Keep tabs
on your resistance member and as the other PMCs turn away, keep following the
correct one. The resistance member and one other PMC will turn right at the next
street, and then the last real PMC will turn down an alley while our guy goes
left. Follow him into the next alley and then on the other side, he'll cross the
street again. This is the last stretch so there's really no strategy involved.

Keep following him and don't make any noise or anything. Eventually at the very
end he'll come to a small alley. Duck in the nearby doorway to avoid being seen
because the resistance member usually looks around before he goes inside. When
he comes out without the disguise on, just follow him down the street and a
scene will eventually take over. Phew. 

Skip the scenes, and there are a lot of them. Don't save yet. Skip more scenes
and then the Bike Chase will begin. Save now and get ready. 

First prepare your weapon inventory as follows. Equip the Mk. 2, the Twin Barrel
with V-Ring ammo, Stun Grenades, and the P90 for later. Also go into Options and
put Auto-Aim on. If you want to avoid throwing your TV out the window from
frustration, do it. 

Secondly, a huge part of this, especially in the second and third areas, is
luck. Luck, luck, luck, luck, luck, luck. There's only so much skill you can put
into this. You can do just about everything right but still end up getting
killed. It's just the way it is. The key is when you get lucky, you don't mess
up. So without a doubt, always save in each new area so that you don't have to
keep redoing each. 

In the first area, you'll have not much to worry about as you whiz past a few
Gekkos and such. When Big Mama does indeed stop though, you'll be confronted by
a group of PMCs. Just take aim at them all and shoot them with the Mk. 2. You've
got unlimited ammo during this sequence too, so don't worry. Hopefully you'll
come away with very little or no damage. That will do it for the first area.
You're probably thinking, "Ha! This is hard? Yeah right." That's what I thought
too. Sigh. Save when you start this next part. 

In the second area is where luck will first come into play. You'll whiz past a
whole mess of PMCs and a jeep will come up as well. Try to shoot one of the PMCs
as you pass by if you can. It doesn't make much of a difference though. The key
to knowing if you got lucky or not is if you took any damage. Again, all I can
say about this is it is 100% luck. Sometimes you'll pass those PMCs and take no
damage, and other times your entire life bar will be almost depleted. And no,
that is not a joke, it does happen. If you almost get massacred, you might as
well start over and save yourself the trouble. If you took less than half of
your life bar, keep going.

A FROG will land on top of the van. Shoot her down with the Mk. 2. The convoy
will stop at the road block and turn around. Take out the Stun Grenades. Take
aim and before the next group of enemies appears, toss one so that it will land
precisely where they'll be appearing from. Hopefully if you aimed well enough,
the Stun Grenade will take them out. Now use the Mk. 2 and aim for the gunners
on the jeeps. Once again, if you're lucky you will take very little or no
damage here. Big Mama and the convoy turn around and go back to the first road
block. Hurry and whip out the Twin Barrel and make sure it's loaded.

As Big Mama hits the ramp, aim with the Twin Barrel down and a little to the
right. Your target as you're flying overhead in slow-motion, is the left (soon
to be right) jeep gunner. Wait until the motorcycle passes the lamp pole, then
fire a round from the Twin Barrel at the gunner. Quickly swap it for the Mk. 2
and try to shoot one of the PMCs before landing. Not required but if you get
one, then nice bonus. 

The motorcycle touches down and then turns around. Again, luck, luck, luck is
here. I've died like 5 times at the exact moment the motorcycle landed. Yes, it
is that annoying. If you're lucky, you will not take any damage, and if you're
a good shot, you'll avoid any damage. Quickly take aim at the PMCs, putting
emphasis on the other jeep gunner. Again, this is really hard due to luck, so
prepare to do this part over, and over, and over. Eventually you'll get it to go
your way and you'll be off as the convoy breaks through.

Hopefully you have at least half of your health bar, maybe a little less. As you
go through the streets, a bunch of FROGs will appear all around. The ones you
need to focus on are the ones in the actual street firing at you and the ones
that are clinging to walls when the convoy is moving slower. Use Auto-Aim by
pressing Square when aiming with L1 (assuming you did indeed set it on). Fire
at the FROGs that are blocking your path and just about any others that you see
clinging to walls shooting and so on and so forth. Hide behind Big Mama with
Triangle and it might protect you if you take some damage. Otherwise, just cross
your fingers and you'll make it through. Save your game.

In the final area, you'll again be frustrated, but it really comes down to two
parts. Again, luck. What else can I say? From the beginning, whip out the P90.
Fire at the flying enemies and gun as many down as you can for extra DP. Also
shoot Raging Raven if you want. You can keep shooting her during this sequence,
and it will shave off some health later, but it honestly will not make even the
slightest difference. Just aim for the minions and so on. 

Big Mama will warn Snake of enemies on the left. Take out some more minions.
After this, watch out for a jeep on the right at the next intersection. This is
a big cause for concern because it's really hard to get by without damage. Take
out the Twin Barrel before you get here and have it loaded. Use Auto-Aim and
try to fire a shot at the driver from a distance before you get too close. By
some divine miracle, if you get by without damage, you should thank a higher
power, that is, if you believe in one. In any case, there is one more worry to
see. Down the next street, you'll take out some more flying minions, then
another jeep will appear from behind. Be prepared for this jeep as well. Have
the Twin Barrel pointed in its direction and Auto-Aim the driver right away and
shoot. You should get him without any problems.

After this, you'll go down a few more streets and then come to an intersection
where two jeeps converge and Big Mama has to swerve around them. This is another
big problem. Have the Twin Barrel loaded again and Auto-Aim the right gunner and
take him out before you pass. This is critical, especially if you took a little
damage before. Chances are if you miss them both, you'll end up dying right
after. I died three times in a row because I missed the shot and one of the
gunners blew up a nearby car, causing Snake to die. Annoying.

If you get the gunner on the right jeep, you should get by without damage. After
this comes a few encounters with FROGs. It starts with a collision in which you
go under some jeeps in Slow-mo. Take aim at one of the FROGs with the Twin 
Barrel and then you'll whiz by. From this point on, use the Twin Barrel (my 
preference) and as you go down the streets, Auto-Aim the FROGs in your way and
try to take some of them down. Keep reloading and shooting, etc. If you had 
taken a lot of damage before, you might be out of luck. Hold on to Big Mama 
with Triangle if it helps but keep shooting.

Eventually you'll be taken down the alley, which is the last stretch. Use the
Twin Barrel and shoot the FROGs you encounter at each stop. Eventually you'll
make it onto the street again where Raven and her minions will start bombing
you. Fire at some of them for some DP until you duck under the tunnel. Take a
deep breath, pat yourself on the back. You're done.

Eastern Europe - Echo's Beacon
The bad news however, is that you're carrying whatever health you had at the end
into the fight. Skip the scenes and get ready to rumble.


Basically you've got to be as perfect as you can, seeing as how you most likely
have little health. You can recharge by laying down and playing dead with
Triangle. You can afford to spend a minute recovering if you need to, but you
can always save time by just being perfect in this fight anyway.

To begin, head up the stairs all the way to the very top. Out here, find the
Mosin Nagant ammo. After this find Raven. She's the brightest dot on your radar.
She usually flies low. Get her attention with an assault rifle. She'll spot you
and then most likely begin by flying overhead and dropping some bombs. Use the
doorway you came out of as your primary shelter. If she does these bombing runs,
just run in here and while you're waiting, lay down and recover some health.

After the bombing run, she'll float out in mid-air and wait for you. Use the
Rail Gun and try to charge up before she starts doing this. Have a fully charged
shot ready and fire at Raven's head when she presents herself. Be quick because
she fires grenades back at you. A fully charged, well placed shot will take out
half of her health bar. Now Raven will float around again for a few moments, but
getting a shot after her initial floating time is difficult because she starts
dodging at the last second. Try if you want, but watch out for the grenades and
so on. Wait for her to stop this attack.

She'll probably call for her minions to attack. Duck into the doorway again for
shelter. Now pop back out and find Raven again. She might do another bombing
run. Hide again and then wait for her to begin the floating sequence. Again, the
best time to hit her is the first time she is floating in the air still. After
that, she moves around too much, so prepare for the first one by charging the
Rail Gun. Fire a shot at her and if you're lucky, you'll end the fight right
here. If you want, you can also use the M82A2. Make sure you get her on that
first attempt, but there are other opportunities. This is a fairly quick, safe
method however. 

Skip the scene. Prepare for phase two. 


Whip out the Solar Gun or the M870. Take aim at the Beauty and charge the Solar
Gun to full. She usually dodges one or two shots, but eventually you'll land a
hit. Two fully charged Solar Gun shots is all it takes. 

After that, skip a whole lot of scenes. Save your game and skip more scenes. You
have finished Act 3. Hopefully your finish time is roughly 2 hours and 35
minutes. If you finished in 3 hours that's ok too. There's only 2 Acts left. 

    _        _     _  _   
   / \   ___| |_  | || |  
  / _ \ / __| __| | || |_              _________________________________
 / ___ \ (__| |_  |__   _|  __________/ TWIN SUNS      Big Boss Emblem  \____
/_/   \_\___|\__|    |_|   /  (bbe4)  \_________________________________/

Skip all the scenes at the start. You'll then start the "special" sequence. 
Just get to one of the exits right away and don't bother with anything else.
After that, don't save and skip the cutscenes and whatnot. Save after that when
you get control at...

Shadow Moses - Snowfield
Move forward to the left. If you want to prepare now for what's to come, go into
your inventory now. Have Chaff Grenades and the Rail Gun equipped, as well as
the M82A2. Anything else is arbitrary. Proceed through this canyon. Pay
attention to the Solid Eye radar and look out for the Gekkos. If you move quick
enough through here, you can just hug the left wall of this small canyon and
avoid any confrontation. You'll wind up at...

Shadow Moses - Heliport
First thing's first. There are a lot of audio flashbacks to trigger here.
However, we don't have time. Go ahead and trigger the Hind D one by grabbing the
Chaff Grenades (especially if you don't have much or any; you'll need them
shortly) on the helipad. Now if you're good on other ammo, go ahead and approach
the open hangar door. If you need some ammo, you can find Mk. 2 ammo in the open
storage room on the left, near a crawlspace, and then Stun Grenades in the room
on the other side of that crawlspace. You can also find more Mk. 2 ammo if you
are really short, up on the 2nd floor.

Now, approach the open door. Don't venture too far in because the Scarabs are
scanning all over the place. Toss a Chaff Grenade in and then when it goes, make
a run for it. Make a beeline for the open cargo door. You can get through with
the duration of one Chaff Grenade, but if you want insurance, toss another one
before you get there, so the effect lasts. Get under and go into the Canyon. As
you can see, the Gekko are already awake. 

Shadow Moses - Canyon
If you play your cards right you can run through this whole area which saves you
a lot of time compared to other conventional tactics. The key is that the Gekko
are not like humans. If you're behind them and running, they're not gonna spin 
around. So watch which way they're facing and just run. I can't really recommend
an alternate strategy, since your focus should be getting through this area, and
not engaging the Gekkos. If you have to though, just use the Rail Gun since it 
works well. It's really not that hard.

Shadow Moses - Nuclear Warhead Storage BLDG 1F
Proceed down the ramp and crawl under the door for a codec call. Skip it and
move directly ahead toward the door beyond the truck for another call. Skip that
too. Now go upstairs to the elevator and hit the switch. Go down to the only
other floor you can pick.

Shadow Moses - Nuclear Warhead Storage BLDG B2
Now just to save time, go down the hall and turn left, go down that hall and go
into Otacon's office. Skip the scene and input the password which is 48273, or
put in one of the other secret sequences if you want. After that, skip the scene
and then head back out into the hallway. 

When you turn the corner, you'll see a Gekko come crashing in. Wait for it to
get moving and when it does, either stay there or go across the hall to the
blocked doorway and crawl through, then head all the way to the back with the
power conduit. From either spot, take out the Mk. II and have it electrify the
floor by interacting with the conduit. You'll save a little time if you go to
the conduit as Snake, instead of sending the Mk. II all the way by itself. After
the Gekko is history, get back on the elevator.

Shadow Moses - Nuclear Warhead Storage BLDG 1F
When the elevator arrives, get out and just drop over the railing. Approach the
door for a scene in which yet another Gekko, apparently smart enough to manage
an elevator, follows you. Now, since you should undoubtedly have the Rail Gun,
that is your best primary weapon here. Just fire a fully charged shot at its
head and be done with it. However, I like to be meticulous and cover as many
bases as I can so I'll provide another strategy. Just wait for the Gekko to come
down, then immediately throw down a Chaff Grenade to knock it out for a moment.
While its stunned, take aim at its weak points with some weapons, preferably
something with rapid fire like the M4 or a machine gun, or a shotgun like the
M870. Bring it down and then aim at its head until it blows up. Done. The door
opens faster this way. Proceed through. 

Shadow Moses - Snowfield & Communications Tower
Head out and besides the ramp you can find some Stun Grenades. There is a small
shack on the left. Inside you can find a bunch of stuff, including Mosin Nagant
ammo. Now head down the cliffs for a scene. Skip it and save. Get ready.


I personally hated this fight a lot on Extreme. There's a few ways you can go
about this. If you're pressed for time, you might want to try a strategy 
developed by a guy named underfox, so credit goes to him for this. Basically,
from the start, find Wolf, avoiding or tranquilizing any FROGs in your way. Find
her and get to the side of her so she won't see you and chuck a Smoke Grenade at
her. The smoke will keep her still for a while. Unload on her at this point with
the MGL-140's Stun Grenades. It takes about 5-6 rounds to take her out and it 
ends the fight super quick. 

However, this is kind of hard to pull off, and if you're like me, you might not
have enough Stun Grenades for the MGL. That leaves you with two other options.
If you've been breezing through BBE like lightning and have a lot of time on
your hands, you can always try the Truck method. Just hide under the truck and
tranquilize any FROGs in your view. When Crying Wolf comes running up, she'll
drop some grenades which will hurt Snake, then run off and get into position to
snipe with her Rail Gun. At that point, you can snipe her with the M82A2. Since
it means you take damage, just lay flat while you're waiting to recover health.
This obviously takes a while, around 15 minutes sometimes. It's a relatively
safe method however, so if you have the luxury of time, it's an option.

However, since I couldn't try the Smoke Grenade method, and I wanted to do it a
little faster, I went with option C. Actively seek her out and snipe her in the
head with the M82A2, then track her down again and repeat. I found this method
to be the easiest since tracking Wolf is not hard. From the beginning, just
tranquilize the first two FROGs by using a combination of your infrared and the
Mk. 2. Head forward in between the stone wall and the tower. On the walkway of
the second tower, find the FROG and tranquilize her from below. Now as you turn
the corner of the second tower, get down and slowly proceed into the open field
here. This is one of Wolf's potential hiding spots. She can be in the right-hand
corner near the passage that leads to the Hind D, or she can be on the left. If
you see her, get into position and snipe her in the head with the M82A2. It will
do a small amount of damage, but it will suffice. She'll then get up and run
off. Usually, if you're near something like a wall or something, she will just
run away. There are times, and this is where you need to be careful, she will
come right after you and her charge attack really, really hurts. 

Use the Solid Eye Radar and just what you can see on your own to judge where
Wolf is running off to. It's really easy to get at least a general idea of where
she went. To save some time, get up and just stay in a crouched position and
move in that direction, as opposed to crawling there. Just always watch out for
FROGs. Chances are you'll need to put a lot of them back to sleep again. If you
pass any that you tranquilized before, put another round in their bodies to keep
them shootin Z's. Find Wolf's next position and fire again. 

Continue this method while again avoiding the FROGs. Try to move in a very
straightforward, back and forth path. That is, if you're facing the north tower
from the exit to the Snowfield (near the passage that leads to the Hind D), make
it so that you only move to the left of the tower, and then to the right of the
tower. Don't go back into the area where the truck is, and don't go too far into
the forest on the right. Chances are, by just using the northern tower as your
jumping off point, you can find Wolf easily by just going to the left or right
of it and using your rifle to scout the area. Keep infrared on and you can find
her. It will take a few more rounds to put her down, and the M82A2 method will
probably take 5-10 minutes, but it worked for me. When the Wolf gives out its
last howl, you've got one last thing to take care of.


As always, just use the Solar Gun or M870. Ignore how annoying the constant
dodging is and just get your shots in until the stamina/psyche falls to nothing.

Save your game, then head through the doorway to the north and into the Blast
Furnace, but not before a Codec call which you should skip.

Shadow Moses - Blast Furnace
Hopefully you still have some Chaff Grenades. Go across the walkway to the left,
then hug the wall and slide across the narrow ledge to the other one. Now toss
a Chaff Grenade down and immediately drop over the railing to land below. Go
around the immediate corner and approach the elevator here to activate it. The
stunning effect of the Chaff Grenade will last long enough so don't worry. When
it comes up, get in quickly and set it for B5. Listen to the audio flashback
along the way.

Shadow Moses - Casting Facility South
There will be a Gekko immediately in front of you as the elevator doors open.
Another is on the other side. Don't worry about them. Just hurry over to the
right side. You'll see the other Gekko. Let it walk forward, then continue to
the right, getting behind the red pillars here. Watch out for the Scarab's
scanning beam. Don't let it touch you, and when it's safe, and also when the
Gekko turns to the left, dash forward and go to the right door. You can find
some Mk. 2 ammo near a container here. If you take the left door, you can also
find ammo to the left of the stairs. Head through to the next area and save.

Shadow Moses - Casting Facility North
Now here I like to take out the Gekko just to make things easier. It's a little
risky however since I've sometimes gotten alerted by the Scarabs so it's up to
you. If you started on the right, aim at the Gekko hanging on the ceiling with
the Rail Gun and fire a fully charged shot. The others will come looking. Take
the second one out, then drop a Chaff Grenade and take out the third one. Now
make your way onto the conveyor belt, crawl under the machine and on the other
side, drop one more Chaff Grenade to keep the effect going, and then head for
the door. If you started on the left, take out the Gekkos and then drop the
Chaff, move up, cross the conveyor belt, and move through. Drop down the ladder
and enter the door.

Shadow Moses - Underground Base
Crawl through the crawlspace. Just drop another Chaff and you can run through
this area in no time. Easy.

Shadow Moses - Underground Supply Tunnel
Go ahead and save after the scene. Another boss fight is waiting.


I sincerely hope you got the Solar Gun. If you do, this fight will be over in
a matter of 15 seconds. If not, you'll have a significantly harder time with
this. With the Solar Gun, just charge it fully once and fire it at Vamp. A
direct hit brings him down just like that. Run over to his body and take out the
Syringe. When he gets back up, CQC grab him and hit Triangle (with the Syringe
equipped) to end it. 

However, if you're not so lucky as to have the Solar Gun, my second
recommendation is the M82A2. It will do a decent amount of damage, even more so
if you can get a headshot. Headshots are easy if you can "hide" from Vamp. This
is hard to do at the beginning of the fight, but it's possible. Since the area
is large, just run around and hide behind the debris. If Vamp doesn't see you,
he'll start saying "Where are you?" and the like, and he'll be moving very
slowly. This makes headshots easier. Again, it's easier once you've already
taken him down once, because once he hits the floor, you can run away and hide
before he sees you. Either way, just use it, then rush him and try to CQC him
with the Syringe.

After that, skip the scene and prep your Rail Gun. The Suicide Gekko will begin
to pile in. The challenge here is just staying alive, but compared to other
things you've dealt with so far, it's nothing. Take aim at the Gekko surrounding
you with the Rail Gun and fully charge it. One will land right in front of you,
so make that your first target. The other Gekko will shoot at you so try to take
them out quick. Try charging it to level 2, and not a full charge. Sometimes, if
you're lucky or just really accurate, you'll get a kill on the Gekko with a
lower charge level on the Rail Gun. If not, just follow it up with another quick
shot to finish the job. This is useful if you're really surrounded, so you don't
have to charge each shot all the way.

When the first wave is gone, lay flat and recover any lost health. Once the next
wave appears, start aiming again. Charge the Rail Gun to the appropriate level
and fire. Beware of some Gekko that will appear behind you. Turn around and aim
between REX's legs to get it. After a while, the Gekko will start filing in one
by one in your area, getting really close. Take them out fast and the others as
well. Eventually, they will stop coming, and the other fight will end.

Skip the cutscene and save.

Shadow Moses - Surface Tunnel
Onboard REX, making it out of this tunnel, isn't a whole lot harder than on
other difficulties. Make use of both the Vulcans and the Missile Launcher. The
Gekko in this tunnel seem to mob you more, so try and take out as many as you
can before moving too far. Fire the Vulcans in bursts so as not to overheat
them. When there's a large group, opt for the Missile Launcher, then switch 

Make sure to aim at Gekkos on the ledges to the sides and any others that may
suddenly appear. You'll no doubt take some damage, but it shouldn't be too much
and you'll gain all that health back soon anyway. Focus on moving but also don't
leave too many Gekko standing. Make your way out for a scene.

Shadow Moses - Port Area
Skip it and save. One more fly to swat. 


Again, I don't find this fight incredibly difficult. I'd say the biggest thing
to take advantage of here is REX's ramming attack, which you can use by holding
the Left Analog Stick in the direction you want and hitting X. Liquid is a
little more aggressive on Extreme so he will use RAY to come right after you
early in the fight. See your openings and strike early by ramming into RAY, 
then following it up by hitting Triangle at the prompt. When at a distance,
make use of the Vulcans and the Missile Launcher, especially to keep RAY from 
ramming you back. 

Fire down RAY's missiles if Liquid uses them. Also watch out for the Water 
Cutter attack. Any time RAY is relatively close, try to ram it for the Triangle
attack. Just be careful. Sometimes Liquid expects it and shields RAY with its 
arm, and that leaves you wide open. 

When RAY is shuffling behind buildings, charge up REX's laser. Try to get it to
a full charge and then fire it at Liquid, especially if he gets close to you.
Follow it up with a Triangle attack as well. Use all of these various attacks to
bring RAY down.

After that, skip the scenes and save if you like. Act 4 is done. Hopefully all
is ship shape and you're doing well. No kills, no alerts. Your time after
completing Act 4 is hopefully around 3 hours, 5 minutes. 3 hours and 30 minutes
is acceptable as well. If you're nearing 4 hours, you're cutting it close, but
it's still doable. Now, we've got one more to go. Take a deep breath and get

    _        _     ____  
   / \   ___| |_  | ___| 
  / _ \ / __| __| |___ \              _________________________________
 / ___ \ (__| |_   ___) |  __________/ OLD SUN      Big Boss Emblem    \____
/_/   \_\___|\__| |____/  /  (bbe5)  \_________________________________/

You know the drill. Skip the briefing, scenes, etc. When you have control, save.

Outer Haven - Ship Bow
My strategy for this doesn't differ than in my regular guide. Move up and then
lay low as the two FROGs appear from above. Wait for them to get closer and then
pop them both with the Mk. 2. Proceed down this corridor. To the right is a
crawlspace. Find some Mk. 2 ammo here if you need it. Continue and then drop
again with two more FROGs incoming. Again, shoot them both then move up. Stay
low as you move around the two crates. Shoot the FROG here, then move out so you
can get a view down the next passageway. Two more FROGs should be visible, so
pop them both. Now your way is opened, so get up and hurry down, still favoring
the left wall.

Find the big round pillar with the stack of crates. Hug the pillar and slip
through the space. Now move forward and when you get far enough, lay down and
crawl again. Two more FROGs at the end of this path will appear. Shoot them both
then move up to where they were. Stay prone and just keep crawling, turning the
corner here. Head out to where all the crates and such are. A Gekko appears. On
Extreme, it won't be destroyed, so you will have to worry about two Gekko in
this area while attempting to open the door. 

Just crawl out and get somewhat close to the door, but stay in a position so
that you are blocked somewhat by some of the objects here. Facing away from the
door, there are two Gekko down these two aisles on the ship. The left one just
disappeared. The right one will come toward you and look around, then eventually
turn around again. When it does, spring up immediately and go to the door. Mash
Triangle to open it and slip inside.

Grab whatever you want here, then get on the elevator. After that, you can find
some Mk. 2 ammo here. Now head through the door and save. 

Outer Haven - Command Center
Some FROGs would like to have a word with you. Argh, can't they see I'm in a
hurry?! Oh well. 

It took me a while to figure out the best strategy for this part. Then my friend
reminded me and it seemed simple enough. Basically, at the start, find the
closest FROG and grab her with CQC. Use her as a shield and this basically
immobilizes the other FROGs. Take aim at them with the Mk. 2 and pop them one by
one. When the first wave is down, throw down your FROG and take her out as well.

The second wave shows up. Use the Mk. 2 or Mosin Nagant and take them out on the
upper walkway. When one drops down, grab her and use the Human Shield move again
to take out the others with little trouble.

The third wave of FROGs will appear. Again, just grab the closest one and fire
away. That will do it. Time for the last of the B&B Corps.


At the start, shake off Mantis' control by using the Syringe from the item menu.
Next, you should take out as many of the FROGs as possible by hitting them with
tranquilizer rounds. Also knock Meryl out by grabbing her with CQC and using the
Syringe. Now focus on Mantis. Use something like the M870 that has a nice blast
radius, because firing quickly is a priority here. Take aim at the Mantis Doll
and shoot it whenever Mantis stops. Don't let her make a move, just shoot the
doll every opportunity you get. If you wait too long she may throw knives at
you or bring the FROGs up again to attack you.

After a few hits, Mantis will bring Meryl back up. Just grab her and use the
Syringe again.  Aim at the doll again and keep shooting. Remember not to let her
get too comfortable. When she tries to make Meryl shoot herself, again grab her
and use the Syringe. Now aim at the doll again and keep shooting. With the 
M870 or any other shotgun, you don't have to be too accurate, so focus on
getting the shot off quick. Mantis will bring up one FROG to attack you but if
you can shoot the doll, the FROG will fall down. 

Eventually the Mantis Doll is dropped. Go and grab it. Now equip it and get
ready. Mantis will come after you now and try to attack you. Back away or roll
out of danger. She'll follow this up with a second attack immediately after so
dodge that as well. As Mantis is floating there following the second strike, use
the doll and try to hit her with it fast. It's a brief window, but it's your
best shot to get her. If you miss, she'll fly around for a moment, then come
after you again. When you have control, just tilt the controller a few times to
lower her health and stamina/psyche. The fight ends.

The last of the Beasts, followed by the last of the Beauties. Bring it on.


Nothing to say here really. Solar Gun/M870. Fire away. Yay. 

Skip the scenes and then save. 

Outer Haven - Missile Hangar
Just run through the first few areas until you get to the Scarab infested
walkways. On other difficulties, you could just charge forward and roll over the
Scarabs. Not gonna work now. The other option is the Drum Can, which works, but
is very ineffective in the long run due to its short usage time. The best idea
is the Chaff Grenades! Throw one and just run along on your merry way. Toss one
more after the second corridor to keep the effect going. Reach the exit and skip
the next scene.

Save when prompted, then skip a whole bunch of scenes and talking. This is it,
the final showdown.


There's not much I can say about this fight besides an old adage. "Practice
makes perfect." That's what it comes down to. If you've done this fight enough,
you may know how Ocelot attacks and how to dodge, etc. If not, you'll be getting
a crash course now. It's annoying I know, but this is the last fight so just
bear down.

Phase One starts and he's got a few punches, kicks, and the ramming attack. Get
used to blocking and dodging a lot. For Phase One, you can try to stay defensive
by blocking and then striking back with a punch combo. You'll take small bits of
damage by the ramming attack, but not much if you block that. Try to corner him
and you might get extra hits when he gets up, but this doesn't always work. You
can also hold R1 for CQC grabs, but these are risky because when the Triangle
prompt appears, if you don't hit Triangle or if you don't hit it fast enough,
Ocelot will reverse it on you. The other thing you can do is just try to dodge
his kicks and ramming attacks, then strike back with a combo. The key is to try
and not take too much damage in this first part. Thanks to ZombieHuggles for the
Blocking strategy. 

One thing to keep in mind, and I separate this from the rest of the strategy for
good reason, is that you can heal yourself in this fight. The first time Ocelot
knocks you down, he'll do a taunt, and you need to wait for the Triangle prompt
to appear to get back up. Next time you get knocked on your ass however, get
back up quickly with X. As Ocelot does his taunt, hold Triangle to do a special
action that will heal some of Snake's life! This is extremely helpful in the 
long run of things. If you came out of Phase One a little bruised, it will help.
The thing is, if you get up too fast, Ocelot may not do the taunt. Also, doing
this means he has to knock you down first of all. 

In Phase Two, Ocelot brings that power punch that is extremely annoying. It's
like the kiss of death. Avoid it all costs. He advertises it well by winding up
and saying "Take this!". Try not to be too close. Force Ocelot to get closer to
use that attack. Then when it's coming, dodge and quickly counterattack. I know
it sounds easy, but it might not be at first. Trust me though. If you keep doing
this, you'll eventually learn when to predict the attacks and you'll get better.
Dodge that punch every time and counter with combos or CQC if you can pull it
off without him reversing it on you. Eventually he'll go down again and that's
when you can fight back. At this point, it's out of my hands. I can only advise
you. It will come down to how well you can learn a pattern and how fast you can
react and counter.

Finally comes the last important phase, the CQC one. This can get annoying fast
if you've struggled to get here and you have low health. His headbutt move, is
hard to see coming and it's the one move that can kill you. Snake's health can
be depleted, but if his psyche is still up he will live. A headbutt from Ocelot
will end the fight though so it's frustrating. Try to keep your strategy similar
to the last phase. Stay back and see if he will try some punches. When he does,
dodge and then counterattack. This might be hard, so some other tips are to try
and keep a safe distance and while he's coming closer, start a combo. The first
punches are supposed to miss, but sometimes you can nail him with the kicks. 
It's not foolproof, but it might help. Otherwise, one thing that worked for me
was to rush him with the dash punch. He often will back away and then try to
get closer, so if you miss, quickly reverse direction and dash back. Keep trying
and you might get a hit or two. If you manage to stun him, follow it with a 
combo. This phase is pretty frustrating, but it can be done. I had to do this
fight my first time with a splitting headache, so imagine how I felt! He'll go
down eventually. It's almost over.

Now you're probably thinking, "Phew. Now comes the easy part." You wish. I
actually got to the final phase, just to lose. Yeah... Not gonna go into detail
how pissed off I was. In any case, you do not want to blow the fight here. This
little "movie fight" phase is just as dangerous. As soon as you see the screen
change, lumber toward Ocelot. Wait about 3 seconds and then let loose a punch.
If you miss, he'll fire back. That's ok, but don't let him hit you again. Or
else this will fall out of reach quick. If you make or miss the first punch,
wait for that subtle change in the screen that tells you it's time to fight
again. Immediately hit R1 again. Wait for it again, then quickly hit R1 again.
Keep doing this and do not let more than a second go by or else Ocelot will
strike. Keep it up a few times until finally, it ends. 

Skip all the scenes. The first part of the credits roll. Skip a whole lot more
cutscenes. More credits roll. After that....


Congrats! You have earned the Big Boss Emblem! You have unlocked the Patriot,
and the Big Boss FaceCamo. On top of that, besides the Big Boss Emblem, you'll
also earn the FoxHound, Fox, Hound, Mantis, Wolf, Raven, Octopus, and Pigeon
emblems, perhaps more depending on how you played. If you haven't gotten some of
these emblems until now, you might also unlock the Type 17 Pistol, the Desert
Eagle (Long Barrel), and the Thor .45-70. Schwing! Also for getting the Big Boss
Emblem, you'll get the Big Boss song for your iPod! If you were like me, you
will probably want to reload your completed game file (not on Extreme again
though, haha) and try out your new toys. The Patriot is fun enough, playing the
Snake Eater fanfare when you aim with it. Really cool.

After that however... Congratulations! You've earned the Bandanna, Stealth, and
the Solar Gun! On top of that, you'll earn the Pigeon and Octopus
Emblems, among others. Schwing!

  /                                                                 \
-]| Extras (exra)                                                   |[-

  Non-lethal Boss Strategies  (nlbb)
Since I had to scrap my No Kills/Alerts walkthrough, all of the information was
deleted. However, the BBE guide does not go over a few things that was covered
in the former. Namely, the Solar Gun and the FaceCamo. So I'll just be keeping
the strategies for beating the B&B Corps non-lethally, with the exception of
Screaming Mantis. I may add more to this in the future.

1. Laughing Octopus

[]=====BOSS FIGHT - LAUGHING OCTOPUS=========================================[]
|	Aha! So we meet again you.... crazy, tentacle woman thing... Yeah.... |
|Anyways, now that we're going to be attempting a stamina kill, your weapon   |
|choice will be different and much more limited this time around. Your best   |
|friend here is the M870 which I sincerely hope you have found our bought from|
|Drebin. Make sure you have purchased V-Ring ammo for it. It's the only type  |
|of ammo that makes this work. I also like to use the Mosin Nagant sometimes  |
|and on occasion, Stun Grenades. If you are indeed playing this for the second|
|time, you have the MGL-140. You can use it if you'd like, but it's preferable|
|not to because of the flash. If she's far away though, go for it.            |
|	Anyway, you should know Octopus' attacks (and if you don't check the  |
|first strategy for her in the standard walkthrough). The key here is to keep |
|firing at her head with the M870 and V-Ring ammo. It doesn't do a whole lot, |
|but it's really the best you've got. You'll be tasked with tracking her down |
|the whole time. Remember all her hiding spots well. She hides in the hallway,|
|on the ceiling, in the painting at the end of one hall, in the ceiling in the|
|lab room, as a machine in the lab room, as a box in the small storage room,  |
|as a marionette (across from the real one), and as a limp soldier. Snuff her |
|out by using the infrared setting on the Solid Eye to see her lit up like a  |
|Christmas tree, and also the radar to tell where she might be located when   |
|she talks. Find her and use the M870 or the Mosin Nagant to headshot her,    |
|then when she vanishes, you can repeat the whole process over again.         |
|	Shake off her bombs when she sends them out and they latch onto you by|
|rolling. When Octopus starts coming through the windows, fend her off with   |
|the M870 and if she's far away down the hall, you can use the MGL-140 Stun   |
|Grenades, but again, it's not the best option due the blinding and the fact  |
|that, unfortunately, they don't do much damage. This will be a long fight    |
|trying to deplete her stamina so healing items may become important. Keep up |
|your attacks and make sure to dodge her roll attack if you can. Remember that|
|halfway through she'll disguise herself as the Mk. II. After you turn the    |
|Corner go no farther and hit her from afar. When she disguises herself as    |
|Naomi, just give her a Mosin Nagant round to the head. Keep up your attacks  |
|with the M870 after that and watch for her as she continues to bound in and  |
|out of the windows. Eventually you'll deplete that stamina to zero, and the  |
|fight will be won.                                                           |

To find the Laughing Octopus doll....

[]=====BOSS FIGHT - LAUGHING BEAUTY==========================================[]
|	Ok, first thing's first. Turn left and enter the lab room. Go into the|
|next room to the right which is the other room with a bed. On top of this bed|
|(use infrared) you will find the Laughing Octopus Doll. This is the prime    |
|reason you stamina killed the Beast form, and is the reason you'll be doing  |
|the same for the rest of the B&B Corps. If you have these already, you can   |
|ignore that and also ignore the stamina killing aspect for the Beast form.   |
|	With the doll in hand, turn your sights on Laughing Beauty. You can go|
|ahead and search for items first if you wish, but you know what you must do  |
|eventually. We have to stamina kill her too, because we obviously want to    |
|keep kills at 0 and bosses do indeed count. The M870 works wonders on these  |
|sidestepping witches. It's very easy to get shots on them and it does a lot  |
|of damage. Just three should be more than enough to take her down and end    |
|this. Non-lethally of course.                                                |

2. Raging Raven

[]=====BOSS FIGHT - RAGING RAVEN=============================================[]
|	Ironically, you might find the stamina kill strategy to be quicker and|
|more efficient than the normal strategy for Raven. Then again, you might be  |
|playing it on a lower difficulty like how this guide was written for, so it  |
|could just be that. Anyways...                                               |
|	You should know Raven's attacks, and if not, seek out the first       |
|strategy on her. Your best friend in this fight is the Mosin Nagant so you   |
|better have it. Another fine choice is the M870, but the Mosin Nagant is just|
|money here so we're gonna use that. My personal preference is to go up to the|
|top floor, but depending on your strategy you might want the 2nd floor.      |
|	Now on the top floor balcony, just take aim and look for Raven. You   |
|can go ahead and use the M4 or whatever you want to shoot down her minions   |
|because again, they do NOT count as kills. Also, even though Raven's minions |
|can spot you with their searchlights and it makes the "!" sound like you got |
|an alert, this is not an alert so don't be alarmed. Again, you can't get an  |
|alert here so don't be concerned.                                            |
|	The basic strategy is to find Raging Raven in your scope and fire at  |
|her with the Mosin Nagant. The damage she takes from it is considerable so it|
|won't take very long to end this fight. The key is to keep moving and avoid  |
|her grenades. She hovers in the air for a few moments, then fires a grenade  |
|and flies off. Learn the timing of this in case you can't get your shot off  |
|so you can move to avoid the blast. Also be wary of her "bombing run" attack |
|if she does it. One thing to keep in mind when using the Mosin Nagant on her |
|is that she doesn't always flinch when you shoot her with it. That means that|
|even if you land a hit on her, she might still shoot a grenade at you so be  |
|careful. If you prefer not to stay out in the open, it's your choice, but on |
|Naked Normal and with the power of the Mosin Nagant, this fight is pretty    |
|easy. Just keep up the attack and she'll go down in no time.                 |

Hold on to your pants though (wait, what?), because this isn't over just yet!
You've got to get the Raging Raven doll. 

[]=====BOSS FIGHT - RAGING BEAUTY============================================[]
|	By now, these things should be very elementary if you have indeed been|
|through the game once before already. You have the freedom to search for some|
|items but there's one in particular we're after here. Go upstairs all the way|
|to the top floor. As soon as you come out the door onto the balcony, turn    |
|right. In that corner there, you'll find the Raging Raven Doll. That's three |
|now so we're on our way.                                                     |
|	As for Raging Beauty, she will probably have followed you up here and |
|will most likely be moving at a fast pace. Ready your M870 and fire it at her|
|to slow her down and hopefully get a hit. Just avoid her and keep using the  |
|M870's V-Ring ammo (remember, no kills!) to reduce her stamina to nothing and|
|the fight will end.                                                          |

3. Crying Wolf

[]=====BOSS FIGHT - CRYING WOLF===============================================[]
|	Well, this fight can be really annoying but the FROGs can't alert you  |
|here so you don't have to worry about that. Basically the strategy here comes |
|down to two simple things, and they both involve the trusty Mosin Nagant. Also|
|keep in mind that you can't kill the FROGs but they can be a nuisance so      |
|you're better off tranquilizing them when you can.                            |
|	Basically, the best thing to do here is either wait for or track down  |
|Crying Wolf and snipe her with the Mosin Nagant when she exposes her head. It |
|will do a good amount of damage and using this method will not take long, but |
|it depends on how you go about it. You can opt to track her by staying        |
|downwind and finding her initial hiding spot. Wait until she comes out of her |
|shell and then fire away. You just need to be wary of the FROGs so tranquilize|
|them. Then, when Crying Wolf flees, just track her footprints and use other   |
|tools like the Solid Eye and the radar to help you find her again and you can |
|just continue this process.                                                   |
|	The problem here is the FROGs and the fact that they can alert you and |
|that you're putting yourself at risk whenever you're out in the open because  |
|the Solid Eye, a very important tool for this battle, can tip them off to your|
|whereabouts. Also, the replacement FROGs will come by and wake up the ones you|
|have taken down so that makes things even more difficult. This strategy works |
|and it's a good idea if you want to finish this fight quickly, but... the most|
|cautious strategy is the truck one.                                           |
|	Just stay hidden underneath the truck and camp out there for the entire|
|fight. Just wait for Wolf to come by and snipe her exposed head when you get  |
|the chance. Also make sure the FROGs are taken down, just in case you need to |
|crawl out from under the truck a bit to get a better shot on Wolf. The worst  |
|that can happen here is that it just takes long and you might take a little   |
|damage if Wolf runs up and drops grenades. It's the most careful strategy     |
|however and you won't have to worry about the alerts.                         |
|	There is also a way with the "Truck Strategy" to make things a little  |
|faster. Under infrared, you can see those glowing cables on the Wolf's sides. |
|You can shoot these while she's walking around and sniffing about. A good shot|
|will trigger an explosion that will hopefully hurt her. It takes out both her |
|health and her stamina. The health will not be a problem though if you've been|
|reducing her stamina already so don't worry. This is not key reason for this  |
|strategy however. The important thing is after you shoot her cables, she'll   |
|run about for a while, and usually stop, expose her head to try and snipe you,|
|which in effect, expedites the process, allowing you to hit her with the Mosin|
|Nagant sooner.                                                                |
|	Wolf is not tough, it's just the FROGs. I totally recommend just using |
|the truck because it takes them out of the equation completely. However, as a |
|last strategy, if you're in a real hurry, you can also use the Rail Gun (which|
|again, is not an option if you're playing through the first time) to take her |
|out really, really fast. Just watch for the FROGs and take aim, eventually    |
|this beast will fall.                                                         |

Well, as usual, we're not quite done. After the scene, whip out that M870 and
prepare for another beautiful battle. Time to get the Crying Wolf doll.

[]=====BOSS BATTLE - CRYING BEAUTY============================================[]
|	The first order of business, as always, is to find that Doll. From the |
|starting point, you can find it by turning around and going a ways to the left|
|after turning around. It should be stowed away in the corner there. If you    |
|find Stun Grenades, you went the wrong way, so just hug the wall and go in the|
|other direction to find the Crying Wolf Doll. Great, one more to go.          |
|	As for Crying Beauty, well, just give it to her (no, not that!). Fire a|
|few V-Ring shots into her and without much effort, she should go down. There  |
|are of course, other methods, but this is my preferred one. When she's down,  |
|it's time to move on.                                                         |

  Weapon Index  (wpin)
Here's a list of all the weapons in the game. They're catalogued first by
guns which have attributes and then the "Other" category follows that. They're
divided into each class of weapon, which you can view on the Weapon Menu while
in-game. The following tables will show you each gun's attributes so that you
can easily compare them to one another. Any special abilities or other notes
will also be made available.

First, there are the gun attributes. You can see these on the top right of
your screen when looking at a gun in the menu. You'll see several boxes aligned
vertically with symbols and letters. The symbols represent the attributes, and
the letters are the grade of the gun's effectiveness in that category. The
attributes are as follows:

DMG - Lethality of the gun in terms of damage dealt
SLP - How effective the gun is in putting enemies asleep
STN - How effective the gun is in stunning enemies
SHK - The range in which the gun is effective
PNT - The gun's ability to pierce through surfaces
STB - How much recoil the gun has
RLD - How long the gun takes to reload
LKD - How effective the gun is when Auto-Aim is enabled

CAP - This stat isn't included in the table. It's the gun's capacity for ammo.

All of this info can be found in the tables below. 

Weapon Index Info
This is even more relevant info provided by me. It includes information on where
to find all of the weapons in the game and any other things worth noting. 

Type: Whether or not the weapon is Non-Lethal, Lethal, or can be both
Drebin's Shop?: Yes/No on whether this weapon can be purchased from Drebin
Obtained: How the gun is obtained (typically, where it can be found)
Special/Notes: If the gun has a special feature or something, or is just
interesting, there will be mention of it


And last but not least, many of your weapons can be customized with certain
attachments. Finding attachments that fit your style of play can be fun and
make different weapons more appealing. There are several mounting areas
depending on the gun, and each one can have more than one possible attachment.
In the index below, if a weapon can be customized, all the possible attachments
will be listed to the right of the table. 

[Muzzle Mount]

-Suppressor: Silences the gun to reduce noise when fired

[Bottom Mount]

-Flash Light: Lights dark areas and can blind enemies very briefly

-GP30: Grenade launcher mount. Needs to be reloaded after each shot

-XM320: Greande launcher mount. Needs to be reloaded after each shot

-Master Key: Shotgun mount

-Foregrip A/B: Increases stability and accuracy when firing rapidly

[Left Mount]

-Laser Sight: Allows user to see where bullets will hit

[Right Mount] 

-Flash Light: Lights dark areas and can blind enemies very briefly

[Top Mount]

-Dot Sight: An optional sight system to assist in aiming in first person

-Scope: An optional sight system for hitting distant targets


Pistols are a primary gun for any agent.

|-[Mk. 2 Pistol]-|
|10 | D | - | - | - | E | S | A | B |

Type: Non-Lethal
Drebin's Shop?: No
Obtained: Given by Otacon (Mk. II) in Act 1 - Red Zone
Notes: Single shot

|-[Operator]-|                        Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Muzzle Mount: Suppressor 
|-----------------------------------| Bottom Mount: Flash Light
| 7 | - | D | - | C | E | B | S | B |

Type: Lethal
Drebin's Shop?: No
Obtained: Given by Otacon (Mk. II) in Act 1 - Red Zone
Notes: Snake's default hand gun in MGS4, suppressor available

|-[GSR]-|                             Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Bottom Mount: Flash Light
| 8 | - | D | - | C | E | B | S | B |

Type: Lethal
Drebin's Shop?: Yes - Cost: 3000 DP
Obtained: In Act 1 - Militia Safehouse, make the left at the first fork to find
a room with dead PMCs. This is in there on the ground. 

|-[Five-SeveN]-|                      Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Bottom Mount: Flash Light
|20 | - | D | - | D | B | B | S | B |

Type: Lethal
Drebin's Shop?: Yes - Cost: 6000 DP
Obtained: Dropped by some FROG soldiers in Act 1 - Advent Palace and Act 2
Notes: Primary pistol used by FROGs. Also used by Snake in Ghost Babel

|12 | - | D | - | D | E | A | S | B |

Type: Lethal
Drebin's Shop?: Yes - 3500 DP
Obtained: Carried by the Resistance member in Act 3

| 6 | - | D | - | D | C | A | S | B |

Type: Lethal
Drebin's Shop?: Yes - 5000 DP
Obtained: Dropped by Scarabs. 
-Found in Act 1 - Millennium Park in the fountain area right before Liquid's
camp. In the bottom corner there is a metal shed. Beside it is a dumpster and
behind the dumpster is the gun. 
-Found in Act 2 - Mountain Trail in one of the early dead-end paths. There is a
house where a PMC waits to ambush Snake. To the right side of the house is the
Notes: Built in silencer

|-[G18C]-|                            Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Bottom Mount: Flash Light
|33 | - | D | - | D | C | C | S | A |

Type: Lethal
Drebin's Shop?: Yes - 8000 DP
Obtained: Carried by some Rebels in Act 2
Notes: Has full auto-fire, so it fires like an uzi almost. 

|-[Mk. 23]-|                          Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Muzzle Mount: Suppressor
|12 | - | D | - | C | E | B | S | A |

Type: Lethal
Drebin's Shop?: No
Obtained: Act 4 - Heliport. Crawl under the truck in front of the Tank Hangar.
Notes: Snake's main gun from Metal Gear Solid 1. Has a built in light attachment

|-[Race Gun]-|
|19 | - | E | - | D | E | A | S | B |

Type: Lethal
Drebin's Shop?: No
Obtained: Beat the game once on any difficulty
Notes: Has some slight ricochet

|-[Type 17]-|
|10 | - | D | - | C | E | B | A | A |

Type: Lethal
Drebin's Shop?: No
Obtained: Awarded for earning the Hound Emblem
Notes: The signature gun used by Eva in Metal Gear Solid 3 and Big Mama in MGS4

|-[Desert Eagle]-|
| 7 | - | C | - | A | E | D | S | B |

Type: Lethal
Drebin's Shop?: Yes - 20,000 DP
Obtained: Dropped by Scarabs
Notes: Signature gun used by Meryl in MGS1 and MGS4

|-[Desert Eagle (Long Barel]-|
| 7 | - | C | - | A | E | D | S | B |

Type: Lethal
Drebin's Shop?: No
Obtained: Awarded for earning the Fox Emblem. Enter "deskyhstyl" as a password.
Special: Has a scope attached with two zoom settings

|-[1911 Custom]-|                     Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Muzzle Mount: Suppressor
| 7 | - | D | - | C | E | A | S | S |

Type: Lethal
Drebin's Shop?: No
Obtained: Enter "1aytmmymhk" as a Password on the Extras menu
Notes: The primary pistol used by Big Boss in Operation Snake Eater

|-[Thor .45-70]-|
| 1 | - | A | - | S | A | D | A | B |

Type: Lethal
Drebin's Shop?: No
Obtained: Awarded for earning the Fox Hound Emblem
Notes: Extremely powerful. Has a small sight system

|-[Solar Gun]-|
| - |   | - | S | - | E | S | E | B |

Type: Non-Lethal
Drebin's Shop?: No
Obtained: Clear the game having obtained all five statues/dolls (FROG and B&B)
Special: Uses and can only be recharged with sunlight. Strong against Vampires.


|-[P90]-|                             Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Muzzle Mount: Suppressor
|-----------------------------------| Left Mount:  Laser Sight
|50 | - | D | - | D | B | B | B | B | Right Mount: Flash Light

Type: Lethal
Drebin's Shop?: Yes - 5000 DP
Obtained: Carried by FROGs
Notes: The primary weapon wielded by FROGs
|-[M10]-|                             Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Muzzle Mount: Suppressor
|30 | - | D | - | C | E | B | B | B |

Type: Lethal
Drebin's Shop?: Yes - 3000 DP
Obtained: Carried by some Rebels in Act 2

|-[MP7]-|                             Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Top Mount: Dot Sight, Scope
|20 | - | E | - | E | B | A | B | A |

Type: Lethal
Drebin's Shop?: Yes - 3000 DP
Obtained: Carried by PMCs 

|-[Vz. 83]-|
|20 | - | D | - | D | E | B | B | S |

Type: Lethal
Drebin's Shop?: No
Obtained: Given to Snake by Big Mama in Act 3

|64 | - | D | - | D | E | B | B | A |

Type: Lethal
Drebin's Shop?: Yes - 7000 DP
Obtained: No locations; Drebin's Shop only

|30 | - | E | - | D | E | B | C | B |

Type: Lethal
Drebin's Shop?: Yes - 15,000 DP
Obtained: No locations; Drebin's Shop only

| - | - | D | - | B | E | C | - | B |

Type: Lethal
Drebin's Shop?: No
Obtained: Awarded for earning the Big Boss Emblem
Special: Has infinite ammo and never needs to be reloaded. Was used by The Boss
in Operation Snake Eater. Plays the Snake Eater fanfare when aimed. 


|-[AK102]-|                           Customization
|30 | - | D | - | E | C | C | B | D |

Type: Lethal
Drebin's Shop?: No
Obtained: Snake picks it up automatically in Act 1 - Red Zone NW Sector

|-[M4 Custom]-|                       Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Top Mount: Dot Sight, Scope
|-----------------------------------| Muzzle Mount: Suppressor
|30 | - | D | - | E | C | C | B | D | Bottom Mount: XM320, Masterkey, Fore Grip
'-----------------------------------' Left Mount: Laser Sight
                                      Right Mount: Flash Light
Type: Lethal
Drebin's Shop?: No                               
Obtained: Given to Snake by Drebin in Act 1    
Notes: Snake's default rifle in MGS4. Highly customizable. 

|-[Mk. 17]-|                          Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Top Mount: Dot Sight, Scope
|-----------------------------------| Bottom Mount: Fore Grip
|20 | - | C | - | C | C | C | B | D | Left Mount: Laser Sight
'-----------------------------------' Right Mount: Flash Light

Type: Lethal
Drebin's Shop?: Yes - 3500 DP
Obtained: Carried by many PMCs. Found in Act 1 - Militia Safehouse in the room
with the dead PMCs after taking a left at the first fork. 

|20 | - | C | - | C | C | C | C | E |

Type: Lethal
Drebin's Shop?: Yes - 4000 DP
Obtained: Carried by a few Rebels in Act 2

|-[FAL Carbine]-|
|20 | - | C | - | C | C | C | B | D |

Type: Lethal
Drebin's Shop?: Yes - 4500 DP
Obtained: No locations; Drebin's Shop only

|-[AN94]-|                            Customization
|30 | - | D | - | E | C | B | B | D |

Type: Lethal
Drebin's Shop?: Yes - 5000 DP
Obtained: Found in one of the houses in Act 2 - Cove Valley Village

|-[XM8]-|                             Customization
|30 | - | D | - | E | C | C | B | D |

Type: Lethal
Drebin's Shop?: No
Obtained: In Act 2 - Power Station, go down the trail with the Rebels after the
station is destroyed. In the area with the large piles of wood, there is a small
wooden roof hanging over this gun. 
Notes: Primary weapon used by Rat Pt 01

|1  | - | C | - | B | E | B | E | D |

Type: Lethal
Drebin's Shop?: Yes - 1,000,000 DP
Obtained: No locations; Drebin's Shop only
Special: Has a 33% chance of summoning a tornado when fired outdoors.

|-[M14EBR]-|                          Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Muzzle Mount: Suppressor
|-----------------------------------| Left Mount: Laser Sight
|20 | - | C | - | C | B | D | B | - | Right Mount: Flash Light

Type: Lethal
Drebin's Shop?: Yes - 9000 DP
Obtained: Carried by some PMCs
Notes: Sniper Rifle

| 5 | - | B | - | A | A | D | C | - |

Type: Lethal
Drebin's Shop?: Yes - 20,000 DP
Obtained: There is one FROG on Act 2 - Mountain Trail (the second part) that
carries this. It's in a small area where Naomi's heels are used as a trap. 
Notes: Sniper Rifle

|10 | - | C | - | B | A | E | B | - |

Type: Lethal
Drebin's Shop?: Yes - 18,000 DP
Obtained: In Act 2 - Cove Valley Village, enter the barn. Climb the ladder and
perform a roll to get over the gap to a ledge where you can find this. 
Notes: Sniper Rifle

|10 | - | D | - | D | A | D | B | - |

Type: Lethal
Drebin's Shop: No
Obtained: In Act 2 - Confinement Facility. Reach a very small base at the end
of a long road by taking the secret Rebel's path from Power Station and go all
the way north. Inside this base there is a room with a large hole in the floor.
This gun can be found on the floor beside the hole. 
Special: Silenced Sniper Rifle

|5  | B | - | - | A | E | D | B | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 60,000 DP
Obtained: No locations; Drebin's Shop only
Notes: Bolt-action rifle used by The End in Metal Gear Solid 3.

|10 | - | S | - | S | S |E  | B | - |

Type: Lethal
Drebin's Shop?: Yes - 200,000 DP
Obtained: No locations; Drebin's Shop only
Notes: Extremely powerful Sniper Rifle with a sleek sight system. Used by Akiba

|-[Rail Gun]-|
|40 | - | S | - | S | S |C  | D | - |

Type: Lethal
Drebin's Shop?: No
Obtained: Recovered after the fight with Crying Wolf in Act 4
Notes: Has three levels of charge and has a scope that can zoom. Used by Fortune
in Metal Gear Solid 2, and Crying Wolf in MGS4


|100| - | C | - | C | C | C | D | E |

Type: Lethal
Drebin's Shop?: Yes - 6000 DP
Obtained: No locations; Drebin's Shop only
Notes: Machine Gun

|-[M60E4]-|                           Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Top Mount: Dot Sight, Scope
|-----------------------------------| Bottom Mount: Fore Grip 
|200| - | C | - | C | C | C | E | E | Left Mount: Laser Sight
'-----------------------------------' Right Mount: Flash Light

Type: Lethal
Drebin's Shop?: Yes - 10,000 DP
Obtained: Carried by PMCs in Act 2
Notes: Machine Gun

|100| - | C | - | B | C | D | E | E |

Type: Lethal
Drebin's Shop?: Yes - 9000 DP
Obtained: Carried by Rebels in Act 2
Notes: Machine Gun

|-[Mk. 46 MOD1]-|                     Customization
|CAP|SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Top Mount: Dot Sight, Scope
|-----------------------------------| Bottom Mount: Fore Grip
|100| - | D | - | B | C | C | E | D | Left Mount: Laser Sight
'-----------------------------------' Right Mount: Flash Light

Type: Lethal
Drebin's Shop?: Yes - 9000 DP
Obtained: No locations; Drebin's Shop only
Notes: Machine Gun

|-[Twin Barrel]-|
| 2 |Buckshot| - | B |   | S | B | E | A | C |
| 2 |Slug    | - | B | - | S | S | E | A | C |
| 2 |V-Ring  | - | - | B | S | E | E | A | C |

Type: Lethal (Buckshot/Slug) and Non-Lethal (V-Ring)
Drebin's Shop?: Yes - 25,000 DP
Obtained: In Act 2 - Cove Valley Village, it's in the house the Rebels unlock
Notes: Shotgun that uses three types of ammo

|-[M870 Custom]-|                              Customization
|CAP|Ammo    |SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Top Mount: Dot Sight, Scope
|4/5|Buckshot| - | B | - | S | B | D | E | C |
|4/5|Slug    | - | B | - | S | S | D | E | C |
|4/5|V-Ring  | - | - | B | S | E | D | E | C |

Type: Lethal (Buckshot/Slug) and Non-Lethal (V-Ring)
Drebin's Shop?: Yes - 30,000 DP
Obtained: In Act 2 - Confinement Facility, there is a small house on the grounds
where you'll find this. 
Notes: Shotgun that uses three types of ammo

|-[Saiga 12 ]-|
| 8 |Buckshot| - | B | - | S | B | D | B | C |
| 8 |Slug    | - | B | - | S | S | D | B | C |
| 8 |V-Ring  | - | - | B | S | E | D | B | C |

Type: Lethal (Buckshot/Slug) and Non-Lethal (V-Ring)
Drebin's Shop?: Yes - 40,000 DP
Obtained: No locations; Drebin's Shop only
Notes: Shotgun that uses three types of ammo

| 6 | - | A | - | S | - | E | B | - |

Type: Lethal
Drebin's Shop?: Yes - 80,000 DP
Obtained: On the highest level of the northern tower in Act 4 - Snowfield and
Communications Tower.
Notes: Grenade Launcher

|-[MGL-140]-|                                  Customization
|CAP|Ammo    |SLP|DMG|STN|SHK|PTN|STB|RLD|LKD| Bottom Mount: Fore Grip
|--------------------------------------------| Right Mount: Flash Light
| 6 |Grenade | - | A | - | S | - | E | E | - | 
| 6 |WP G    | - | A | - | S | - | E | E | - |
| 6 |Stun G  | - | - | A | B | - | E | E | - |
| 6 |Smoke G | - | - | - | B | - | E | E | - |

Type: Lethal (Grenade/WP Grenade) and Non-Lethal (Stun Grenade/Smoke Grenade)
Drebin's Shop?: No
Obtained: Recovered after the fight with Raging Raven in Act 3
Notes: Grenade Launcher that uses four types of ammo

| 1 | - | S | - | S | - | E | B | - |

Type: Lethal
Drebin's Shop?: Yes - 60,000 DP
Obtained: Various locations as follows:
-Act 1: Militia Safehouse in the room with the lockers. 
-Act 2: Mountain Trial on the hill where a FROG tries to ambush Snake.
-Act 4: Heliport inside one of the side rooms under a table

| 1 | - | A | - | S | - | D | A | - |

Type: Lethal
Drebin's Shop?: Yes - 40,000 DP
Obtained: Dropped by one of the Rebels that gets killed immediately after
entering Vista Mansion in Act 2

| 1 | - | S | - | S | - | E | B | - |

Type: Lethal
Drebin's Shop?: Yes - 150,000 DP
Obtained: In Act 1 - Crescent Meridian, climb the ladder in the alley to reach
the roof and find this. 

| 1 | - | S | - | S | - | E | B | - |

Type: Lethal
Drebin's Shop?: Yes - 100,000 DP
Obtained: Various locations as follows:
-Act 2: Confinement Facility, go along the dirt road where the PMC
chopper is and near the PMC trenches you can find it on the ground. 
-Act 3: Midtown Central Sector, find it down near the canal. 
-Act 4: Nuclear Warhead Storage BLDG 1F, inside the truck. 
-Act 4: Snowfield and Communications Tower, find it near the wreckage of the 
Hind D helicopter 
Notes: Also known as the Stinger missile launcher


| - | A | - | S | - | - | - | - |

Type: Lethal
Drebin's Shop?: Yes - 120 DP
Obtained: Found nearly everywhere; carried by PMCs

|-[Petro Bomb]-|
| - | B | - | B | - | - | - | - |

Type: Lethal
Drebin's Shop?: Yes - 100 DP
Obtained: Found in many locations; carried by Rebels
Notes: Also known as the Molotov Cocktail 

|-[White Phosphorus Grenade]-|
| - | A | - | S | - | - | - | - |

Type: Lethal
Drebin's Shop?: Yes - 110 DP
Obtained: Found in many locations; carried by PMCs

|-[Stun Grenade]-|
| - | - | A | S | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 120 DP
Obtained: Found in many locations

|-[Chaff Grenade]-|
| - | - | - | B | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: No
Obtained: Various locations as follows:
-Act II: Confinement Facility, inside the actual facility, the storage room
-Act II: Market, last stall on the left before passing the final Gekko
-Act III: Midtown Central Sector, tucked in a corner, near a big sewage canal
-Act IV: Heliport, the center of the helicopter landing
Notes: Temporarily disables Gekko and Scarabs and their sensors

|-[Smoke Grenade]-|
| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 100 DP
Obtained: Found in many locations

|-[Smoke Grenade (Yellow)]-|
| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 150 DP
Obtained: Bought in Drebin's Shop only after completing the game once
Special: The gas emitted from this grenade makes targets burst out in laughter

|-[Smoke Grenade (Red)]-|
| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 150 DP
Obtained: Bought in Drebin's Shop only after completing the game once
Special: The gas emitted from this grenade fills targets with rage

|-[Smoke Grenade (Blue)]-|
| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 150 DP
Obtained: Bought in Drebin's Shop only after completing the game once
Special: The gas emitted from this grenade makes targets cry uncontrollably

|-[Smoke Grenade (Green)]-|
| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 150 DP
Obtained: Bought in Drebin's Shop only after completing the game once
Special: The gas emitted from this grenade makes targets scream in fright

| - | A | - | S | - | - | - | - |

Type: Lethal
Drebin's Shop?: Yes - 300 DP
Obtained: Found as traps in various places; can be picked up by crawling over

|-[Sleep Gas Mine]-|
| S | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 300 DP
Obtained: Act 2 - Mountain Trail, take the path that leads to the house where
a recording of Naomi's voice is being played (a nearby FROG tries to ambush
Snake). Outside of this house you can find these on the side

| - | S | - | S | - | - | - | - |

Type: Lethal
Drebin's Shop?: Yes - 400 DP
Obtained: Found in many locations

|-[Sleep Gas Satchel]-|
| S | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 400 DP
Obtained: Drebin's Shop only


|-[Stun Knife]-|
| - | - | - | - | - | - | - | - |

Type: Lethal and Non-Lethal
Drebin's Shop?: No
Obtained: Snake starts the game with this
Notes: Can be used to slit throats in CQC and can also be used to stun foes

| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: No
Obtained: One is added to your inventory every time you reload a gun
Notes: Good for distracting enemies

| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: Yes - 200 DP
Obtained: Found in many locations
Notes: Permanently distracts enemies

|-[Emotion Mag]-|
| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop: Yes - 2000 DP
Obtained: Drebin's Shop only after completing the game once
Notes: Enemies who read the magazine become filled with emotion

|-[Mantis Doll]-|
| - | - | - | - | - | - | - | - |

Type: Lethal*
Drebin's Shop?: No
Obtained: Recovered automatically in the process of defeating Screaming Mantis
Notes: Controls the bodies of living beings

|-[Sorrow Doll]-|
| - | - | - | - | - | - | - | - |

Type: Non-Lethal
Drebin's Shop?: No
Obtained: Optional pick-up during the Screaming Mantis fight; knock it loose to
grab it
Notes: Controls the bodies of the dead

  Easter Eggs  (ovresy)
There's a lot of stuff I'm adding here, so it will take a little while to
compile. Easter Eggs are just fun little findings in the game that are hidden
or just make some sort of abstract reference to something else, especially one
of the previous MGS games. They can come in many forms though, even just little
weird things you never saw before in the game. Some of these Eggs openly reveal
a few minor spoilers in the game's cutscenes. 

1. The Nomad's "equipment"
-Any time you can control the Mk. II/Mk. III on the Nomad during mission
briefings, go upstairs and into the kitchen/living room area. On the table
across from the TV, you'll see a PlayStation3 console. 

2. Sunny the Gamer
-During Mission Briefing 1 (access from the main menu), if you follow Sunny
with the Mk. II (go ahead you pedophiles), you will see she has a PSP and
commences to play it. 

3. Hey, You Got Apple In My PS3!
-There are a few Apple products that exist in the world of MGS4, as strange as
it may seem. Otacon uses a macbook, and if you look closely at the computers
that Sunny uses at her desk, they also have the Apple symbol on the back of the
monitors. Oh and let's not forget Snake's trusty iPod! Meryl also has a macbook
apparently. What an endorsement!

4. Sorry About That Old Chap
-In Act 1 - Red Zone, just when you enter this area, there's the pedestal with
the two statues that Snake can use to hide. You do this by hitting triangle to
blend in with the other two statues, and Snake covers the middle statue's
"junk". Release Triangle to leave this, but press it two more times and Snake
will eventually break off the statue's "piece". Whoops... 

5. Damnit! I Knew I Should Have Brought My Bottle of Clear Eyes!
-In Act 1, just after you pass from Crescent Meridian into Millennium Park, you
have a cutscene with the B&B Corps. A prompt shows up near the end, asking you
to press L1. Do so and Snake will see Screaming Mantis, but also a very strange
yet familiar figure if you look a bit to the left. Was that... no, it couldn't
have been...

6. Not Good... Gonna Vom...
-In Act 1 (maybe Act 2 as well), in any area with a lot of PMCs, preferably 
where they respawn, just go on a killing spree and rack up a huge kill count 
without leaving the area. Eventually Snake will hear the voice of Liquid in his
head and it will force him to expel his lunch. Damnit, I didn't want to see that
bagel again.

7. M Night Shyamalan, Is That You?
-While in Act 2 - Mountain Trail, you will encounter many different paths, some
of which lead to the same place. Just before you reach the river, if you take
the left path, you'll encounter what seems like a crop circle, and an ominous
message from MGS2 will be heard. o_O They're coming.......

8. Hollyweird...
-In Act 2 - Mountain Trail, when you reach the area where the PMC is planting
a Claymore, take the leftmost path. You'll find a dead end with a few items,
Guinea Pigs, but also a strange thing in the ground. Take a closer look and
it's a cement block with handprints and signatures in it. You can lay on top
of this and register it as a Camo design. 

9. Whoops, Dropped My Cigarette, Heh
-Snake's perverseness knows no bounds. During one of the cutscenes with Naomi
in the Research Lab area, Snake will drop his cigarette. You can get a first
person view here with an unprompted L1 press. Snake bends over to grab his cig
and... oh... what do we have here?

10. *Stares* .....I'm Sorry, What?
-During one of the scenes with Naomi, she tells Snake how long he has left,
which drops his psyche gauge a bit. Press L1 at this time (unprompted) to see
what Snake is seeing (ooh la la) and it will restore his psyche. 

11. Oh Otacon, You Jokester.... Wait, What?!
-During the Laughing Octopus fight, we all know that she will disguise herself
as the Mk. II halfway through. There's two fun things you can do at this point.
The first is to call Otacon on the Codec, and he will not know what Snake is
talking about when he asks. Also, you can use the real Mk. II and make it face
the disguised Octopus. This causes her to get freaked and change back. You can
also choose to sneak behind it with the Mk. II and force her into her own
claymores (thanks to Luigisyoshibuddy for this third tip). 

12. I've Got A Bad Feeling About This...
-In Act 3, when you tail the Resistance member, you will inevitably follow him
into the park. When he decides to relieve himself, if you hide in a particular
area and then look back to the statue where he stood, you might be able to see
someone or "something" follow you, relevant to an upcoming cutscene. This isn't
the only spot however. You can turn around and different intervals during the
stalking sequence and you might see him. Creepy sh*t... is really creepy ._. 

13. Run! It's a Trap!
-Wear one of the Beauty FaceCamos during Act 3's stalking sequence and let the
resistance member see you. Instead of being startled and running away, he will
actually hit on Snake! Boy, he must not be very perceptive huh?

14. I Love What You've Done With The Place!
-After you finish following the resistance member in Act 3, you get a cutscene
where you can use L1 to get Snake's perspective in the resistance hideout. Look
around carefully and you can see some paintings depicting montages of the MGS

15. "Just Like Old Times"
-In Act 4, when you reach the Heliport, among many flashbacks you can get in
this area, there is one particular relic from the past worth finding. Crawl
under the truck and you'll find the Mk. 23 SOCOM pistol. Schwing! Fire it a few
times and then reload and Snake will remember the feeling.

16. Oooh, Retro!
-While in Shadow Moses during Act 4, angle the camera so it's just above Snake,
and keep it there for a little while. Eventually Snake will say how it's just
like the old days, and you'll get a little DP flashback reward. 

17. Eek! Mice!
-In Act 4, to enter the Tank Hangar, you can choose to take one of the vents
like in MGS1. If you do, you'll inevitably run into the field mice just like in
MGS1. They must be the great great grandchildren of those mice though. They
still get the "!" above their heads when Snake gets near. 

18. "See You In Hell, Liquid..."
-In Act 4 - Snowfield, following the fight with Crying Wolf, you have the
liberty to explore the vast area. The door you have to go through to proceed
is at one end. To the immediate right of this door is a path (you can see it on
your map pretty easily). Go down here to find the crashed Hind D from MGS1 that
Liquid used against Snake. 

-This one is obvious, but before entering the Blast Furnace area, you are 
greeted with a Codec call from Otacon, asking you to change discs. Funny.

20. Snake 1, Tank 0
-When you reach the Blast Furnace, call Otacon on the Codec. He'll ask Snake
about how he defeated Vulcan Raven in his M1 Tank back in the Canyon during
MGS1. Otacon conjectures as to the impossible odds of a man taking on a tank
by himself. The conversation ends with a funny and unexpected line from Otacon.

21. Aha! Wait.... I CAN'T MOVE!
-During the Screaming Mantis fight, you are at first, unable to aim your gun
at her properly and all your shots on Meryl and the reanimated FROGs miss. Vet
MGS players may opt to hit the PS button and change their controller port. If
you do this, Otacon will call and scold Snake for that, saying it won't work

22. Shouldn't Have Smoked That Stuff, I'm Hallucinating...
-After Screaming Mantis is defeated, and the visage of Psycho Mantis appears,
he goes through his routine where you get a few flashbacks. More importantly
however, exactly when Mantis "explodes" press X for a hidden flashback of 
Kojima. There is also a short flashback (X appears for this one) where you can 
hear MGS3's The Sorrow talking. Hold L1 (hidden) here and you can see him. Where
are the Ghostbusters when you need them? ._.

-We all know you can hold up enemies and pat them down for goodies, it ends
with Snake delivering a stunning blow to their "jewels". Do this to FROGs
however, and they will just scoff at Snake's perverted nature. This also means
they are not stunned so act quickly to avoid an alert!

24. Otacon, You Geek!
-Near Otacon's computer, he has a model of Metal Gear REX. Also, his computer's
wallpaper is from Zone of the Enders.

25. Snake Used, Kojima Approved
-Read the description for the M82A2 Sniper Rifle. It will say "recommended by
Hideo Kojima."

26. Nothing Here But Smoke! Oh ok...
-Sometimes, you can light up a cigarette and distract a nearby guard with the
smoke. If you're already hiding he might be distracted long enough for you to
get a jump on him, or he might turn around and walk the other way if he's
getting close to your position.

27. Snake... I Am Your Father. Shut Up, Otacon.
-In Act 4 - Underground Base, when you see the cutscene of Snake about to get
on the platform to get up to where REX is, there is an area in the background
(to Snake's left) where there is a large black object on the ground. It is only
seen for a brief moment, and even though I just got a new TV, I still couldn't
be absolutely sure, but it seems to be the helmet of the Dark Lord of the Sith,
Darth Vader! My, my. 

28. I LOVE This Channel! 
-On the table in front of the big TV screen on the Nomad, there is a remote
control. During Mission Briefings, you can use the Mk. II to tap the remote and
change the channel, depicting one with some nice Japanese ladies. (thanks to 
AndrewM for this)

29. Camel Joe Wishes He Could Be This Cool
-Snake has an unhealthy habit of smoking, and hey although it's not my choice,
I'd be hard pressed to say if he doesn't look cool lighting one up. Take a much
closer look at his smokes, and you'll see the brand is called "The Boss". Aha.

30. O_O Bouncy...........
-God knows Rosemary is basically a waste of a Codec contact, unless you enjoy
staring wide eyed at the TV for prolonged periods of time. There is one nifty 
thing you can do while listening to her clamor on. Tilt and shake the Six-axis
controller and you'll see Rosemary's "assets" starting to bounce a little. 

31. Watch Me Move
-Whenever a character in the game is introduced via cutscene, it always says
their name, and underneath that, their voice actor. Press R2 when this appears
however, and you'll see the name of the motion capture actor, who literally 
gave these characters life. Hit R2 again to switch back. 

32. Mob Connections
-Drebin, as he explains in the game, is just one of many gun laundering Drebins.
His number 893, isn't just some randomly picked number however it seems. The
number 893 is as Laetus explains, "a losing combination in an old japanese card
game: ya (8), ku (9), za (3)" and is further connected to the infamous Japanese
criminal organization by the same name. Very interesting (again thanks to Laetus
for this!)

33. It's Not A Game, Snake...
-This one is rather obvious, but I didn't have it down so what the hell. When
using the Mk. II/III, take a close look at the control unit that Snake uses to
pilot the little guy. Would you look at that... it's a Playstation 3 controller!

34. Classic Tip
-Call Rosemary while in the Snowfield area of Act 4. The Colonel will chime in
and talk about Rations, a trademark of the MGS series (thanks to 

35. God, You're Worse Than My Mother!
-Pop a cig and then get on the horn with Rosemary and she'll give you a nice
health lecture (thanks to Luigisyoshibuddy). 

36. Snake's "Friends"
-While crawling through one of the two ventilation tunnels at the Heliport in
Act 4, you will inevitably stumble across the mice. Call up Otacon and Snake
will mention the mice, his "friends" are there to help him through. Otacon, with
his superior intellect can't figure out what the hell Snake is referring to. 

37. It's Not Dracula, It's Just A Damn School Bus!
-The Solar Gun, besides being a hilariously effective weapon for stunning your
enemies and knocking their equipment clear off, it also has one special hidden
use. Fire a fully charged shot against Vamp and it will deplete all of his
stamina/psyche. Vampires, go figure. SUNLIGHT!

38. Rape! This Is LA, We Don't Rape Suspects In Custody, We Just Beat Them
-Pardon my continued abstract references used in the titles (if you actually
get some of them, brownie pts for you). Anyways, in Act 3, when following the
resistance member, put on one of the Beauty FaceCamo masks and let him see you.
He will of course, start flirting with you (see Easter Egg 13). Call Otacon at
this point and he'll scold Snake, telling him to stop harrassing the poor guy.
Uhhh, Snake's the one doing the harrassment? Yeah, ok... (thanks to
Luigisyoshibuddy for this). 

39. It's Not Over Yet!
-During the fight with Ocelot, if you get yourself killed (definitely possible
on Hard or Extreme), you'll get the normal Mission Failed screen. Instead of
saying "Exit" however, it will say Exist. Hit X on Exist and you'll hear Ocelot
say "Snake! It's not over yet!". The game will then automatically set the marker
on Continue, but you can still put it back to Exit to quit.

40. The Mark of the Brotherhood...
-Don the Altair outfit and look at Snake on the viewer (menu) and he'll make
the sign of the Assassins, by folding his ring finger back. Nifty! (thanks to
Baconator96 for this).  

  Fun Things To Do  (hvfn)
This is basically a section for other little things you can do in the game.
They range from a variety of things that almost border on Easter Eggs. I
figured it would be best to make a separate section for it all however. 

B&B Photo Shoot
You may have accidentally experienced this when fighting the B&B Corps. When
you're fighting their Beauty forms, if you let enough time pass by, the screen
goes white and you and the Beauty are brought into a white realm. In here, the
Beauty will continue to come after Snake. Whip out (no, not that!) the camera
however and the Beauties will pose for Snake. Schwing! Take pictures of them
and you can add them to your gallery and then later export them from your PS3
as jpeg files. 

Now, after a thorough investigation, spurred on by a few e-mails, I can confirm
the following information. In the white "Photo Shoot" zone, there is a timer. 
Many people on the forum claimed that when it fell to 0, it meant the Beauty
would die and it would count as a kill, therefore ruining a bid for No Kills.
This however, is NOT true. I repeat, THIS IS NOT TRUE. You will not get a kill
for allowing the timer to run out, so therefore, the folks that said this on
the forum, are wrong. I have confirmed this personally, my friend has also
confirmed it twice, and I have received three e-mails saying as much as well.
Letting the timer run out will not count as a kill. 

If you want to test this out yourself, save your game before the Beauty fight, 
let 3 or more minutes go by until the "White Zone" appears and then let the 
timer run down to 0. After that, save your game again (separate file if you 
want). Go to the menu and select Mission Briefing and load the briefing for your
current Act. It will display your stats on the orange bar. The number of kills 
will not have increased. If you had 0 before, it will still say 0. If you had 6
kills before, it will still say 6. This has been confirmed. 

Emotive Ammo
You unlock this after completing the game at least once. At that point, you can
use new tranquilizer rounds for your Mk. 2 or Mosin Nagant. You can also buy
new smoke grenades. The emotive ammo carries a special serum or gas or what
have you that will change the behavior of your enemies. These changes are quite
obvious going by the names. Shoot an enemy with Laughing Ammo and he'll burst
out into uncontrollable laughter. Shoot him with Rage Ammo and he'll go
ballistic. I personally don't use them much because sometimes the effects are
a little hard to predict. They are still tranquilizer rounds so eventually your
enemies will go into a nice sleep. It's a fun alternative, and as DexMorgan
reminds me, the Emotive ammo can help you out a few times, perhaps by making
enemy soldiers turn on each other and creating a good diversion for Snake. 

Ghost Hunting
Who you gonna call? Why, Solid Snake of course! The ghosts are back and they
can all be found in Act 4 only. They hide in various spots around Shadow Moses
and this makes a minor but fun sidequest for you to complete if you are so

Finding the ghosts isn't easy, unless of course you know exactly where to look,
which is where this comes in handy! They can only be seen once you snap a
picture which means if you're not in the exact location, this can take a while.
Luckily, you don't have to be very exact as far as positioning and all that. 
There is also an easier way to save time. You can use the Sorrow Doll to see 
the ghosts before you snap their photos. Have it equipped in your weapon slot 
and they will appear when you look through the camera lens. It is recommended
you get it before starting, but is not required.

Other than the Sorrow Doll, you will definitely need the Camera obviously. A
few more optional but recommended things to have are the Bandanna and some
Chaff Grenades. If you have a whole lot, the Bandanna won't be necessary, but
if you only have a few or just want to save ammo, the Bandanna will help too.
There are a few ghosts in areas where the Scarabs lurk in large packs so the
Chaff will help while you take your photos. 

Finally, when you have all the photos, you can view them in your Photo Album
from the main menu. If you got them correctly, an option appears for these
particular shots. It's called "Exorcise" and it will extract the ghost from 
each picture. Strangely enough, there doesn't seem to be any reward for this,
even if you get all of them, as the exorcism can be done on any copies you
have of the same ghost.

Ghost 1 - Muraoka 
Area: Heliport
-Location: Find the cargo elevator. MGS1 vets will know where it is; it's
behind the helipad. You can trigger an audio flashback here and there's also
a Ration sitting right in front of it. Face the elevator and then look to the
left of it. Point your lens in this direction and snap a photo.

Ghost 2 - Nishimura
-Area: Heliport
-Location: This one is on the Helipad. You can just photograph the Helipad
from a distance, or just look beyond where the Chaff Grenades are, toward the
main base.

Ghost 3 - Genome Soldier
-Area: Heliport
-Location: Enter the only room that you can actually walk into on the left side
of the Heliport. It's the one with the camera that falls off. Inside are two 
big containers. Right behind the one on the left in the corner here, you'll 
find another ghost. Snap a picture. 

Chost 4 - Tanaka
-Area: Heliport
-Location: From here, go to the top-left corner. This is exactly where the 
ventilation shaft is that you can enter. Right in the corner here is another

Ghost 5 - Shigeno
-Area: Heliport
-Location: Now head to the right, past the truck and to the stairs. Stand back
from them and point your camera up at the surveilance camera. It might be hard
to see (or impossible if you don't have the Sorrow Doll), but there is a ghost
floating a little to the right and down from the camera. If you don't see it
when you use the Sorrow Doll or when you take the picture, get closer to the

Ghost 6 - Master Miller
-Area: Tank Hangar
-Location: The location is a tiny bit tricky because technically you're not in
the Tank Hangar just yet. Start out by taking the lower vent on the left side.
Crawl through and turn left. Then turn around again and face the part that you
just crawled out of. Point your camera down this part of the vent and the ghost
is there.

Ghost 7 - Light Infantry Soldier
-Area: Tank Hangar
-Location: Crawl all the way through and enter the Tank Hangar. For these next
few ghosts, the Scarabs may be a problem so toss a Chaff Grenade to put them
out for a few moments. Find this ghost on the left side of the tank. Point your
camera on this side and snap your picture.

Ghost 8 - Decoy Octopus
-Area: Tank Hangar
-Location: Find the elevator, which is on the north side of the room, next to
the stairs. This ghost is exactly outside of the northwest corner of the
elevator's doors. Get close and find it, then say cheese!

Ghost 9 - DARPA Chief
-Area: Tank Hangar
-Location: Hopefully you've got plenty of Chaff or the Bandanna. Enter the
cargo door that leads to the Canyon. When you slip under, turn around and back
away a little bit. In the top left corner, you'll see the ghostly face of the
DARPA Chief. Take the picture.

Ghost 10 - Kobayashi
-Area: Canyon
-Location: The second rock on your left as you enter. Easier to see if you go
around. If you have the Sorrow Doll, you can see a very ghostly face floating
above the rock. Take the picture to confirm it.

Ghost 11 - Korekado
-Area: Canyon
-Location: The Gekkos may be a problem so get rid of them if you have to. This
next ghost is in the top right corner. Get close to the pipes and stuff here
and look above the pipes to see the ghost up there.

Ghost 12 - Vulcan Raven
-Area: Canyon
-Location: This one can be tough. He's hiding on the rock wall to the left in
the upper part, more or less across from the last ghost. The snowy rock wall
provides good cover so even if you have the Sorrow Doll, he can be tough to
spot. His exact location is easy to find if you have a good eye though. On this
wall, near the ammo, there is a slab of dark rock just randomly sitting there
amongst the rest of the wall. Find this dark patch and point your lens at it.
Vulcan Raven said he'd be watching!

Ghost 13 - Makimura
-Area: Nuclear Warhead Storage BLDG 1F
-Location: Immediately upon entering this area, take the walkway to the left,
that leads to the Ration. There's a window here overlooking the next room and
it's where the ghost is. Get close, but not too close and take the photo.

Ghost 14 - NBC Warfare Troop
-Area: Nuclear Warhead Storage BLDG 1F
-Location: Crawl under the door that leads to the next room. From here, go to
the left and you'll see two missles. This ghost is hanging out in front of the
warhead closest to the stairs. 

Ghost 15 - Matsuhana
-Area: Nuclear Warhead Storage BLDG B2
-Location: Go down the "Gray Fox" hallway, the one that leads to Otcaon's
office. This ghost is sitting on the inner part of the corner where the
hallway turns to the left. When you turn to the left, just look and you should
see him right there.

Ghost 16 - President Baker
-Area: Nuclear Warhead Storage BLDG B2
-Location: After you're done with the password, while still inside Otacon's
office, go to the left side where all the big computers are. There is a row of
them along the wall, then a gap with some papers on the wall, and then another
computer. The ghost of President Baker resides in this small gap. 

Ghost 17 - Hideo Kojima
-Area: Nuclear Warhead Storage BLDG B2
-Location: After you're done with the password, find the Policenauts poster on
the north wall, above all the terminals. The ghostly face of Hideo Kojima
hovers to the left of the poster. 

Ghost 18 - Takabe
-Area: Nuclear Warhead Storage BLDG B2
-Location: Find the area somewhat in the middle of the office, where there is
a wall set up on two sides. Enter this little fenced off area and in one corner
is a box on the desk, and an overturned chair. Face this area from a little
further away to see a big face floating there. Snap the picture.

Ghost 19 - Shimizu
-Area: Nuclear Warhead Storage BLDG B2
-Location: Leave Otacon's office and make your way back. A Gekko will crash the
party. Wait for it to turn down the hallway and then go to where it came in.
Look up at the hole it crashed through with your camera and take a picture.

Ghost 20 - Sniper Wolf
-Area: Snowfield
-Location: Approach the exit door. Stand far enough way that you can see this
ghost who is floating right in front of the doors. 

Ghost 21 - Sato
-Area: Snowfield
-Location: From #19, go right and find the passage that leads to the crash site
of the Hind D. Sitting just above it's wreckage is a ghost that might be a
little tough to spot. Get closer if you have to, then say cheese!

Ghost 22 - Shinkawa
-Area: Snowfield
-Location: This one is kind of tough. The southern most (nearest where you
begin this area) is where it's hiding. Go on the west side (the one facing the
forest) and look up at the ceiling below the upper walkway. The ghost is there.

Ghost 23 - Nakamura
-Area: Snowfield
-Location: Find the trench area to the left of your starting position (left of
the truck). Enter the trench and face the rock wall to the south. You may have
to get closer, but here above the trench is a ghost waiting for its picture to
be taken.

Ghost 24 - Hirano
-Area: Casting Facility South
-Location: Just north of the red pillars, where one Gekko makes its patrol,
there are these two wedge shaped structures jutting up from the ground. Stand
behind and between them and look up. The ghost should be up there.

Ghost 25 - Sasaki
-Area: Casting Facility North
-Location: In the northern part, clear the area of Gekkos and Scarabs if you
want, to make things easier. Get on the conveyer belt and find the big machine
on it, the one you can crawl under. Stand in front of this big contraption and
point your camera lens to the top right part of it to find this specter. 

Ghost 26 - Kaneda
-Area: Underground Base
-Location: As you enter this area, you'll go down a small set of stairs. Turn
around and face them. Look above and in the middle of this hallway will be the
next ghost.

Ghost 27 - Negishi
-Area: Underground Base
-Location: The room after the crawlspace. Again, Chaff Grenades will help with
the Gekko here. Stand on the walkway and look to the pit to your left. There
is a waterfall over here. Point your lens that way and snap another ghostly

Ghost 28 - Kimura
-Area: Underground Supply Tunnel
-Location: Now you can only do these last three during the Vamp fight so make
sure you deal with him. It's easiest to knock him out before taking the photos.
This one can be found by going behind Metal Gear REX's body, then looking up to
the left side of its head. Snap the photo and then beware Vamp.

Ghost 29 - Gray Fox
-Area: Underground Supply Tunnel
-Location: This one is found underneath REX's right foot which is on your left
facing it. Look in the gap underneath its foot to find this one.

Ghost 30 - Liquid Snake
-Area: Find the last ghostly apparition in the cockpit of Metal Gear REX. Look
up there with your camera and take a photo of the cockpit and you'll have 
nabbed them all!

The Scarab DP Trick
On the internet, it's pretty much impossible to name an individual who discovers
something new, but Albedo Piazzola is one of many to make a well laid out guide
for this so he gets the credit. 

This trick is basically a way to earn a mass of Drebin Points in Act 5, right
before the end of the game in the area known as Missile Hangar. It is comprised
of several hallways swarming with the Scarab enemies. Killing them awards you
with Unmanned Kill bonuses of DP. They happen to respawn infinitely, and on top
of that, they drop guns for trade ins of even more DP. If you spend enough time
(and ammo), you can earn a wealth of Drebin Points here.

The key is to pick the first and second hallways with these things. You don't
want to stretch too far into the next hall at any time because the previous door
locks on you, which thereby limits you to one less hall for which to do this
trick. Standing near a doorway is a good way to sweep one hall, then turn around
and attend to another, if any Scarabs are gathering in one group. The weapon of
choice is usually some type of machinegun, preferably something with very large
magazine capacity. It allows you to take these things out at a good rate and
reduces the amount of time you need to spend reloading. When you've taken out
a large group, you can pick up their drops for more DP.

There's a few tips to keep in mind. Pay attention to specifically where the
Scarabs spawn from. Typically they come from the front, middle, and ends of each
hallway. When you stand in the doorway, you can usually make yourself safe from
being back attacked, but this isn't always going to work. You should also try
and manage your reloads when possible. When you clear out a large group and the
hall is for a moment, clear, reload back to a full clip. This way, hopefully you
won't be reloading in the middle of a fight with a large gang of Scarabs. 

The trick can be expanded once you hit 2.5 million DP. In Act 5, 2.5 million
will allow you to purchase the Bandanna if you don't have it. With this, you
now won't have to expend the DP to buy more ammo. It will in turn, make your job

Besides machineguns, there are a few guns I like, and that other players like to
use here. I like the MGL-140 because it is great at destroying crowds of Scarabs
and these things love to mob together. The drawback is that the MGL-140 has only
six rounds and it's not a fast reload. There is also the Rail Gun which can also
take out groups in one blast. 

Finally, you may not want to stay in one spot. Especially since the gun drops
are about 1050 DP a pop and collecting them will greatly aid you in getting more
DP. So, you may end up running back and forth down each hallway. The problem
here is that the Scarabs that may spawn before you get to one end, and since
you don't want to get trapped in the middle, you have to clear the way, while at
the same time, the other Scarabs from behind will be closing in. Find a way to
clear the way fast and you can put up your front on the other end. Kill more
Scarabs, they'll drop more guns, so when it's clear, make another run and pick
it all up. Repeat this process and you'll expedite your DP collection. I often
do this running back and forth with the MGL-140 equipped, because when I
encounter large groups I can clear the way very fast and sometimes even find
time to reload while running back and forth. 

Eventually, if you keep this up, you can earn a wealth of Drebin Points. Just be
careful of losing more ground if you accidentally get a door locked on you. 

Otacon's Computer - Shadow Moses
Instead of inputting the correct password of 48273 in Otacon's office to begin
the power restoration, you can put in some other digits for different effects.

13462: Typing this will reward you with the iPod song, "POLICENAUTS End Title".
When played, it puts enemies to sleep when Snake holds them in CQC.

78925: This password nets you the iPod song, "Opening - Old L.A. 2040". It can
increase Snake's accuracy when played.

14893: Putting this password in will reward you with 100,000 Drebin Points!

Other Things To Try For Fun

-Try out all the different types of Emotive ammunition. The various effects on
enemy soldiers are worth a few laughs.

-A personal favorite. Get a large group of soldiers to converge, usually by
triggering a caution in which one will call in for back up. Use the Tanegashima
and if you're lucky, a tornado will appear. Just sit back and watch the carnage
ensue. When the dust clears, a shower of item drops will fall to the ground.

-This one is just fun to me because it's a way to mix things up while playing
and get more enjoyment out of it. It might seem ambiguous to others but I just
thought I'd mention it. Have Snake don the Suit costume and his Young Snake W/
Bandanna FaceCamo. Equip the Patriot. Meet Snake, The Hitman with his own theme
music! Yeah, I know, I'm weird. 

  Cheats  (chts)
To input cheats, you need to have beaten the game at least once. You can find
it under Extras at the main menu. These cheats will reward you with various
items and weapons that you can get once you meet up with the Mk. II. Some of
them are weapons you can easily earn without cheating, especially since you
can't use this feature without beating it at least once. However, the iPod songs
available are only obtained through this method. 

Password: george
Unlocks: iPod song, "Gekko"

Password: thomas
Unlocks: iPod song, "Desperate Chase"

Password: theodore
Unlocks: iPod song, "Midnight Shadow"

Password: abraham
Unlocks: iPod song, "Mobs Alive"

Password: mgo2play
Unlocks: iPod song, "Subsistence Action"

Password: skynytktjp
Unlocks: Scanning Plug S

Password: mnsoymsyhn
Unlocks: Mosin Nagant

Password: deskyhstyl
Unlocks: Desert Eagle - Long Barrel

Password: mekakorkkk
Unlocks: Mk. 23 SOCOM pistol

Password: jmsotsynrn
Unlocks: Type 17 Pistol

Password: 1aytmmymhk
Unlocks: 1911 Pistol

Password: pkhhnwhsjt
Unlocks: Patriot

Password: tshsniammr
Unlocks: Thor .45-70

Password: aottrykmyn
Unlocks: Altair costume

Password: dntkkhktmm
Unlocks: Drebin Face Camo

  /                                                                 \
-]| Unlockables (unlk)                                              |[-

  Weapons/Items  (wpns)

Weapon/Item: Name of the weapon or item
How to Unlock: How it's unlocked
Notes: Any special notes about how it's used or its capabilities

Weapon: Race Gun
How to Unlock: Beat the game once on any difficulty
Notes: Bullets will ricochet off walls and other surfaces

Weapon: Solar Gun
How to Unlock: Collect all five boss statues
Notes: Extremely powerful tranquilizer gun, uses sunlight. Recharge by holding

Weapon: Desert Eagle - Long Barrel
How to Unlock: Earn the Fox Emblem

Weapon: Thor 45-70
How to Unlock: Earn the FoxHound Emblem
Notes: High powered pistol, needs to be reloaded after each shot

Weapon: Type 17
How to Unlock: Earn the Hound Emblem
Notes: Automatic pistol, same type as Big Mama's Mauser

Weapon: Mk. 23 SOCOM Pistol
How to Unlock: Find it under the truck at the Heliport, Act IV
Notes: Snake's old gun, awards Drebin Points when found and used. Light can be
turned on or off from the menu

Weapon: Tanegashima
How to Unlock: Purchase for 1 million DP
Notes: 33% chance will fire tornadoes in outdoor areas

Weapon: Patriot
How to Unlock: Earn the Big Boss Emblem
Notes: Has unlimited ammunition, no need to reload. Also plays the Snake Eater
fanfare when aimed

Item: Bandanna
How to Unlock: Beat the game having no kills
Notes: Bestows infinite ammo

Item: Stealth
How to Unlock: Beat the game having no alerts
Notes: Renders Snake invisible to the naked eye. Insufficient against Gekkos or
anything else with infrared scanners

Item: Scanning Plug S
How to Unlock: Play Metal Gear Online for more than 10 hours

Item: Camera
How to Unlock: Find on the Nomad during briefings, search with the Mk. II/III
Notes: If found during Act IV, awards secret photos

Item: Combat Vests
How to Unlock: Beat the game once on any difficulty
Notes: Allows you to customize Snake's appearance more

  FaceCamo  (fccm)
The FaceCamos allow you to change Snake's facial appearance. A couple are pretty
nice, but a lot of them are just merely for fun and serve no real purpose at
all. I'd say the main motivation in obtaining them is just for the sake of
getting them. Note that you can only start unlocking FaceCamo on the Nomad by
completing the Laughing Octopus fight in Act 2. 

Camo: FaceCamo standard (needed to collect other FaceCamo)
How to Unlock: Defeat Laughing Octopus

Camo: Young Snake
How to Unlock: Start Act 3

Camo: Young Snake w/ Bandanna
How to Unlock: Start Act 3

Camo: MGS1 Snake
How to Unlock: Start Act 4

Camo: L. Beauty
How to Unlock: Defeat Laughing Beauty non-lethally

Camo: R. Beauty
How to Unlock: Defeat Raging Beauty non-lethally

Camo: C. Beauty
How to Unlock: Defeat Crying Beauty non-lethally

Camo: S. Beauty
How to Unlock: Defeat Screaming Beauty non-lethally

Camo: Otacon 
How to Unlock: Bump into Otacon with the Mk. II during the Act 3 Mission 
Briefing or other briefing.

Camo: Raiden w/ Vizor 
How to Unlock: Bump into Naomi with the Mk. II during the Act 4 Mission 

Camo: Raiden Vizor Down 
How to Unlock: Bump into Sunny with the Mk. II during the Act 4 or any other
Mission Briefing

Camo: Roy Campbell
How to Unlock: Bump into Campbell with the Mk. II during the Act 1 Mission
Briefing. To play this briefing, access Mission Briefings from the start menu

Camo: Drebin
How to Unlock: Obtain at least 60 weapons

Camo: Corpse
How to Unlock: Have 51 or more continues in a playthrough
-Notes: Able to convince soldiers you're dead by playing dead

Camo: Big Boss
How to Unlock: Earn the Big Boss Emblem
-Notes: Same as Corpse FaceCamo, also scares enemy soldiers

  Costumes  (cstu)
The costumes in the game are fun additions as well. You can make Snake look
more like a hitman with the suit, or dress to impress his friends. The rebel
disguises and Civilian disguise are only useable in the appropriate acts so
take note of that. 

Costume: Middle East Militia Disguise
How to Unlock: Middle East - Militia Safe House. Go right at the third fork to
find it in a locker. 
Notes: Only useable in Act 1

Costume: South American Rebel Disguise
How to Unlock: South America - Cove Valley Village. In one of the small houses,
go inside to find it, use infrared to make it easier.
Notes: Only useable in Act 2

Costume: Civilian Disguise
How to Unlock: Start Act 3
Notes: Only useable in Act 3

Costume: Suit
How to Unlock: Beat the game on any difficulty

Costume: Altair
How to Unlock: Earn the Assassin's Emblem
Notes: Makes Snake look like Altair from Assassin's Creed

  Emblems  (embd)
The Emblems are a way of ranking your accomplishments upon beating the game.
They are very much similar to the rankings used in MGS3. By meeting certain
criteria during a playthrough of the game, you can earn several different
Emblems when you finish. Typically, one Emblem appears first and is considered
by players to be their "main" for that run through. Others will also appear for
your various play styles and accomplishments. There are 40 in total, and
collecting all of them not only gives you plenty to do with MGS4, but also
rewards you with another iPod Song. Oh yay... Anyways, much of this information
comes from the Cheats section of gamefaqs.com, so credit goes to those who
submitted it. I will also be trying to confirm as many of these as I can in the
coming days. 

Emblem: Ant
How to Unlock: Hold up and frisk enemies for items 50 times

Emblem: Assassin
How to Unlock: Have 50 or more knife kills, 50 or more CQC holds, and less than
25 alerts when completing the game.

Emblem: Bear
How to Unlock: Grab at least 100 enemies in CQC

Emblem: Bee
How to Unlock: Use the Syringe on at least 50 enemies
Notes: Scanning Plug S can be used too apparently

Emblem: Big Boss
How to Unlock: Beat the game on The Boss Extreme with no kills, no deaths, no
alerts, no healing items used, and without using Bandanna or Stealth in under
5 hours
Notes: Completing the requirements for this may award you with several other
Emblems if you didn't collect them, including Fox, Fox Hound, Hound, Mantis and

Emblem: Blue Bird
How to Unlock: Hand over 50 items to rebels

Emblem: Centipede
How to Unlock: Have less than 75 alerts, less than 250 kills, and more than 25

Emblem: Chicken
How to Unlock: Have over 150 alerts, over 500 kills, over 50 continues, use
more than 50 healing items, and beat the game in over 35 hours

Emblem: Cow
How to Unlock: Have over 100 alerts

Emblem: Crocodile
How to Unlock: Have over 400 kills

Emblem: Eagle
How to Unlock: Have 150 or more headshots

Emblem: Fox
How to Unlock: Beat the game on Solid Normal, with no kills, no deaths, 5 or
less alerts, no healing items used, no Bandanna or Stealth used in under 6

Emblem: Fox Hound
How to Unlock: Beat the game on Big Boss Hard or higher with no kills, no
deaths, 3 or less alerts, no healing items used, no Bandanna or Stealth used in
under 5 and 1/2 hours.

Emblem: Frog Emblem
How to Unlock: Roll forward at least 100 times

Emblem: Gecko
How to Unlock: Lay against walls for a total time of at least 1 hour

Emblem: Giant Panda
How to Unlock: Beat the game in over 30 hours

Emblem: Gibbon
How to Unlock: Hold up 50 enemies

Emblem: Hawk
How to Unlock: Be praised 25 times by rebels
Notes: Eliminate enemies so the rebels can clearly see, and say "Nice shot!"
among other things

Emblem: Hog
How to Unlock: Experience 10 Combat Highs
Notes: To get a Combat High, go into alert and fire any automatic gun with a
lot of ammo. 

Emblem: Hound
How to Unlock: Beat the game on Big Boss Hard or higher with no kills, 3 or
less alerts, no deaths, no healing items used, not using Bandanna or Stealth in
under 6 and 1/2 hours

Emblem: Hyena
How to Unlock: Pick up 400 or more dropped weapons

Emblem: Inchworm
How to Unlock: Crawl on the ground for a total time of at least 1 hour

Emblem: Jaguar
How to Unlock: Have less than 250 kills, over 75 alerts, and less than 25 

Emblem: Leopard
How to Unlock: Have less than 250 kills, over 75 alerts and more than 25 

Emblem: Little Gray
How to Unlock: Obtain all weapons

Emblem: Lobster
How to Unlock: Crouch for a total time of at least 2 and 1/2 hours

Emblem: Mantis
How to Unlock: Have no alerts, no deaths, and no healing items used and beat
the game in under 5 hours

Emblem: Octopus
How to Unlock: Beat the game with no alerts

Emblem: Panther
How to Unlock: Have over 75 alerts, over 250 kills, and less than 25 continues

Emblem: Pig
How to Unlock: Consume more than 50 healing items

Emblem: Pigeon
How to Unlock: Beat the game with no kills
Notes: Unmanned enemies do not count

Emblem: Puma
How to Unlock: Have over 75 alerts, over 250 kills, and more than 25 continues

Emblem: Rabbit
How to Unlock: Flip through 100 Playboy pages

Emblem: Raven
How to Unlock: Beat the game in under 5 hours

Emblem: Scarab
How to Unlock: Roll on the ground over 100 times
Notes: This is not the combat roll you do while crouched. Lay on the ground
and hold L1 and then X and move left or right to roll along the ground. You
MUST stop and let go of X and then repeat for it to register new rolls. 

Emblem: Scorpion
How to Unlock: Have less than 250 kills, less than 75 alerts, and under 25

Emblem: Spider
How to Unlock: Have over 250 kills, less than 75 alerts, and over 25 continues

Emblem: Tarantula
How to Unlock: Have over 250 kills, less than 75 alerts, and under 25 continues

Emblem: Tortoise
How to Unlock: Spend a total time of at least 1 hour in a Drum Can or Cardboard

Emblem: Wolf
How to Unlock: Beat the game with no continues and no healing items used

Here are some little tips for getting some of these Emblems easier. A lot of
them are easy or downright self-explanatory. A little help for some of the
others can go a long way though, so here you are. 

x-Assassin's Emblem-x

The requirements are to have 50 CQC grabs and 50 knife kills. In addition to
this, you must have 25 or less alerts. Now, the alerts part you'll be on your
own for that. Just try not to get too greedy for knife kills that you end up
getting spotted a lot. Having more than 15 alerts before finishing Act 2 is
not too good, but it can be done. 

More importantly however, take note of the fact that you will automatically
accumulate a CQC grab for every knife kill. You have to slit the throats of
50 enemies and that can't be done without grabbing them in CQC first. 

x-Ant and Gibbon Emblems-x

To get Ant, you need to frisk 50 enemies for items. This can be a standing or
prone frisk. For the Gibbon Emblem, you need to hold up 50 enemies which is the
antecedent to frisking them. So by fulfilling Ant you will have automatically
fulfilled Gibbon. Keep in mind however that you want to get a majority of these
on Acts 1 and 2. There are a lot fewer PMCs in Act 3 (you can also hold up and
Frisk the Resistance member) and after that, there are very few easy

x-Blue Bird and Pig Emblems-x

For Blue Bird, you have to give 50 recovery items to Rebels. For Pig, you have 
to consume 50 of them for yourself. Yum. In any case, although the two are
very different, the same basic strategy will apply. You want to first of all,
play on a lower difficulty. Naked Normal should do fine, but lower than that
is more helpful. This way, you get to carry more items. 

Always know where to find Rations, Noodles, Regain in the Acts. I have a lot of
them pointed out in the main walkthrough. If you're going for Blue Bird, keep
handing over items to the same Rebel if you want; it won't matter. You can
often get "freebies" on some because when the Rebels like you enough, they'll
hand over items in return, and the items will sometimes include Instant Noodles
which is really good. 

You can also make use of the Tanegashima. It makes both of these emblems super
easy. If you can afford it, use it in Acts 1 and 2. It only has a 33% chance of
activating, but when the tornado comes to life, a shower of items will rain
down on the battlefield. You'll often find plenty of Rations to use. 

x-Killing Many Birds With One Stone-x

The Chicken Emblem has a really big list of requirements. You need to have over
150 alerts, over 500 kills, over 50 continues, use more than 50 healing items, 
and complete the game with more than 35 hours on the clock. What you may not
immediately realize however is that by fulfilling Chicken's requirements, you
will automatically get a few other Emblems. Furthermore, the required numbers
are very close to other Emblem requirements, so much that you may as well get
them too while you're at it and save yourself the time. 

By getting the Chicken Emblem, you will automatically get the Cow, Crocodile,
Big Panda, Pig, and Puma Emblems. So it's a good idea if you're eyeing any of
these Emblems, that you just make it easier and go for Chicken. However, in
addition, you can easily get a few more Emblems too with just a little extra

Since 500 kills is a requirement, making many of those headshot kills should
not be difficult at all. You need 150 to get the Eagle Emblem. Also, since you
will be doing a lot of killing and getting a lot of alerts (most of which you
should try to gather on Acts 1 and 2), you have a great chance of getting
Combat Highs. Fire a gun that has automatic fire and just keep shooting while
under the Alert Phase and let the stress climb to get a Combat High. 10 of
these gets you the Hog Emblem. 

Finally, since 35 hours of played time is a requirement, why not spend a few
of those hours getting the Centipede and Tortoise Emblems? Centipede is one a
lot of players get easily for 1 hour of crawling time. IF you need it though,
just leave the game on for an hour where Snake is safe and laying in a prone
position. Do the same for Tortoise by making Snake wear a Cardboard Box or
Drum Can and leave the game on. You'll not only get the time needed for these
Emblems, but it will add to your total for Big Panda and Chicken. 

x-Gecko and Lobster Emblems-x

You can also knock out two really easily with this simple strategy. For Gecko,
you have to press against walls for a total time of one hour. Lobster requires
you to have two and a half hours of crouch time which surprisingly, is hard to
accumulate in even your very first run of the game. 

To make things easier, you can just leave the game on for a while. Just don't
forget that the console is on and do not leave it unattended! In any case, if
you press against a wall with Triangle while crouched, you'll earn time toward
both Emblems' requirements. Yes, that's correct. So if you do a crouching wall
press for two and a half hours, you automatically get both Gecko and Lobster.

  iPod Songs  (hlycrp)
What a very nice feature for the game. I surely envy Snake. He gets to fill
people full of holes and choke the life out of them while listening to soothing
tunes on his iPod. Collecting these songs is not just for listening, but a lot
of them have very special effects when used. If there is an effect, it will be
listed. Also, all the songs are listed (that we know of), but I haven't found
all of them just yet so I'll be adding more details soon.

Song: Inori no Uta
Location: Act 1 Mission Briefing
Details: Play this briefing from the main menu and use the Mk. II to find it
upstairs in the kitchen/living room area, near the table

Song: Theme of Tara
Location: Act 1 - Militia Safehouse
Details: In an alcove to the left immediately after the room with the injured

Song: Zanzibarland Breeze
Location: Act 1 - Urban Ruins
Details: Right when you reach the very end of the ruins, facing the drop point,
turn left. Crouch to enter this area with the dead soldier, then stand up again.
There will be a ledge you can see here. Climb up and you can find the song.

Song: Level 3 Warning
Location: Act 1 - Advent Palace
Details: In the kitchen area on the 3F, guarded by a Claymore

Song: Theme of Solid Snake
Location: Act 1 - Millennium Park
Details: Down the road from where the two PMCs are and near a third is an
alley with a dumpster. Slip into the building here and the song is immediately
to the right

Song: Destiny's Call
Location: Act 1 or 2
Details: Random gift from rebel soldiers when they are given items. Keep giving
them items until they relinquish this

Song: Show Time
Location: Act 1 or 2
Details: Random gift from rebel soldiers when they are given items 
Effect: Grabbing enemies with CQC makes them scream

Song: MGS 4 Love Theme/Action
Location: Act 1 or 2
Details: Random gift from rebel soldiers when they are given items
Effect: Grabbing enemies in CQC causes them to cry

Song: Boktai 2 Theme
Location: Act 2 Mission Briefing, Nomad
Details: Go upstairs with the Mk. II. It's in the bathroom. 

Song: The Fury
Location: Act 2 - Cove Valley Village
Details: Inside the house with the porch
Effect: Grabbing enemies with CQC makes them feel rage

Song: Metal Gear 20 Years History (Part 3)
Location: Act 2 - Confinement Facility
Details: In the large facility itself, in the barracks (room with all the beds)
you will find this song

Song: Rock Me Baby
Location: Act 2 - Confinement Facility
Details: In the "countryside" part of the Confinement Facility, it's on the
centermost island of the bog area. The island is large and has a lot of rocks on
it, the song is on the middle plateau, right in front of two rocks. Rocks, Rock
Me, get it? Eh? Ahhh...
Effect: Increases Snake's recovery rate

Song: Sailor
Location: Act 2 - Vista Mansion
Details: In the top right when just entering the gateway to the mansion. Find it
in the area with the tents in the top right between the wall and a large red
Effect: Increases Snake's recovery rate

Song: Bon Dance
Location: Act 2 - Marketplace
Details: It's more or less in front of you when you begin this area. Might be
obstructed by some market stalls and also beware of the Gekko

Song: Shin Bokura no Taiyou Theme
Location: Act 3 Mission Briefing, Nomad
Details: Go upstairs with the Mk. II. It's near the stove, where Snake is
standing at the start of this briefing

Song: Test Subject's Duality
Location: Act 3 - Midtown S Sector
Details: Immediately when you get control following the cutscenes, go down the
street to see the resistance member appear. Turn around and go back to the
previous street, turning left. You can find it near the building here

Song: Biohazard
Location: Act 3 - Any Midtown area
Details: Hold up and search the resistance member

Song: One Night in Neo Kobe City 
Location: Act 3 - Midtown S Sector
Details: When facing the park in the first area, go down the street to the right
and you should find a lone PMC. Hold him up for this song
Effect: Holding enemies in CQC makes them laugh

Song: On Alert
Location: Act 3 - Midtown N Sector
Details: Follow the last PMC to be walking with the disguised resistance member
and he will enter an alley with this song inside

Song: The Essence of Vince
Location: Act 3 - Echo's Beacon
Details: Before the boss fight with Raging Raven ends, find it on the top floor
in one of the corners

Song: Lunar Knights Main Theme
Location: Act 4 Mission Briefing, Nomad
Details: Go upstairs with the Mk. II. It's right next to where Sunny is

Song: Warhead Storage
Location: Act 4 - Tank Hangar
Details: At the end of the 2nd floor vents; take the upstairs vents from the
Heliport and crawl all the way through

Song: Flowing Destiny
Location: Act 4 - Canyon
Details: Near the exit, to the far left is a small crawlspace in the rocks. The
song is inside here
Effect: Grabbing enemies with CQC causes them to cry

Song: Metal Gear 20 Years History (Part 2)
Location: Act 4 - Warhead Storage BLDG B2
Details: After getting off the elevator, turn right immediately. Go through the
office area to the far end. The song is tucked away in the corner

Song: Opening - Old L.A. 2040 
Location: Act 4 - Warhead Storage BLDG B2
Details: When asked for the password in Otcaon's office, input 78925
Effect: Snake's accuracy is increased

Location: Act 4 - Warhead Storage BLDG B2
Details: When asked for the password in Otacon's office, input 13462
Effect: Enemies held by Snake in CQC are automatically put to sleep

Song: The Best Is Yet To Come
Location: Act 4 - Snowfield
Details: After the Crying Wolf battle, in the small area that Otacon unlocks,
the song is immediately to the right after entering. It's the same area that
the "Disc Change" Codec call occurs in

Song: Beyond the Bounds 
Location: Act 4 - Tank Hangar
Details: After power is restored, return to this area and the bottom-right door
on the 2nd floor will be unlocked. It's in there
Effect: Increases the effectiveness of non-lethal weapons

Song: Yell (Dead Cell)
Location: Act 4 = Casting Facility North

Song: Metal Gear Solid Main Theme (The Document Remix)
Location: Act 5 - Ship Bow
Details: Under a hatch right near Snake when you start this area. Get close to
it and open it with Triangle. Slip into this area and crawl through the duct to
find the song

Song: Subsistence
Location: N/A
Details: Play at least one match of Metal Gear Online
Effect: Snake's accuracy is increased

Song: Big Boss
Location: N/A
Details: Obtain the Big Boss Emblem
Effect: Increases Snake's damage and accuracy

Song: Snake Eater
Location: N/A
Details: Collect all 40 Emblems
Effect: Increases the rate of recovery by items and other methods


  /                                                                 \
-]| Miscellaneous (mscl)                                            |[-

  Frequently Asked Questions (afak)

1) How do I beat (insert boss)?
A) Refer to the appropriate boss strategy in each act of the walkthrough. You
can also find strategies for stamina killing each boss (in which it applies)
in the second walkthrough. 

2) Do Gekkos, the FROGs, Raven's minions, and Scarabs count as kills?
A) Of those four, FROGs are the ONLY human combatants. Shooting them with
lethal weapons will result in a kill. Gekkos, Scarabs, and Raven's flying
minions are UNMANNED. Fire at will.

3) I've heard that even tranquilizing a FROG when it's on a high ledge will
result in a kill when it falls. Is this true?
A) The answer is no. No. No. Don't e-mail me about this. You will be ignored
because if you say the answer is yes, then you are wrong. 

4) Do the alerts caused by Raven's minions count?
A) No. An Alert is only an Alert if the Alert phase box appears with the timer.
The Alert "!" sound effect means nothing if there's no Alert phase.

5) I found a new weapon but it says "ID Locked?" What gives?
A) Just keep playing, eventually you can pay to remove the locks.

6) Stun Grenades keep blinding me? What's the point?
A) I concur that Stun Grenades can sometimes do more harm than good, but it
really comes down to knowing how to use them properly. The farther you are from
the impact, the less blinding you'll succumb to. Obviously this makes them not
so good for certain situations.

7) Where are all the Chaff Grenades? Why are these things like lost treasure?
A) Chaff Grenades seem to be rare since they can make things very easy for you
in the latter parts of the game. The known locations are:

-Act II: Confinement Facility, inside the actual facility, the storage room
-Act II: Market, last stall on the left before passing the final Gekko
-Act III: Midtown Central Sector, tucked in a corner, near a big sewage canal
-Act IV: Heliport, the center of the helicopter landing

8) Do the Alerts in the "Dream Sequence" count toward my total?
A) This is another question I hate seeing because it's asked way too much. The
answer is an emphatic no. 

9) How do I beat Screaming Mantis without killing her? The Sorrow Doll isn't
A) The Sorrow Doll will never ever work, it's made to work on the dead, and
wouldn't that just defeat the purpose? As it turns out, the Mantis doll counts
as a non-lethal kill, so it won't go against your kill count. 

10) I just started my second playthrough and I don't have any of my weapons or
items from before! What gives?!
A) You won't receive any of your old stuff until you meet the Mk. II in the
Red Zone area. 

11) Well, I met up with the Mk. II and I STILL don't have my things from
before. YOU LIAR!
A) *Sigh* That means you made the very silly mistake of selecting NEW GAME
instead of LOADING your completed save file. Selecting New Game starts
everything over from scratch so don't do it!

  Regarding Submissions
This guide is now closed. Do not e-mail me tips ever. I will not reply to
them. If you dare to incur my wrath, your tip had better be the most amazing
thing ever in the galaxy. If not, you will be thoroughly ignored. I repeat,
this guide is closed and I am no longer accepting tips. 

If you do somehow manage on that 1% chance to get a tip approved by me at this
point, make sure you leave an alias, not your real name or e-mail address. It
can be a random screen name or anything. Failure to do this will result in you
being ignored. Even still, there's a slim to none chance of anything new being

  Credits/Special Thanks
Well I guess first and foremost I would like to thank Hideo Kojima. I got
hooked in the series by MGS2, and have since then played every other game in
the Solid Snake story. Thanks for your hard work. 

The gameFAQs community as usual for accepting this guide, and also for the good
folks on the message board who are willing to help out when needed.

Albedo Piazzola for being one of the first people to find and outline a good
strategy for the Act 5 Scarab DP trick. 

DexMorgan for reminding me I didn't really write anything about Emotive Ammo.

bkatzfamily for info on Ghost #21

ChrisR for info on Ghost #20

crimsonriver for info about the install times for BBE and how to beat them

rootsecure.net as always, for the ASCII art help. 

 Contact Info
E-mail is always the primary method of reaching me. I just ask, and this is
more applicable to when this guide is "open" so to speak, to note that I have
a somewhat flooded e-mail inbox from my other guides and so it might take a
little while to get back to you. I don't expect it to take longer than 2 days
to respond to an e-mail but sometimes it happens. When things settle down, I
hope that my inbox will get some relief. 

E-mail: veritas7ax@gmail.com

Well, I had my PSN listed previously. Now however, I have more friends than I
could have ever wanted so I'm trying to cut down on the number of requests I
get. If you really want to add me, please e-mail me. That said, I have a few
games that I play (at least when I have the time) online. I have Grand Theft 
Auto IV, Call of Duty 4, MLB 08: The Show, Rock Band, and of course MGS4. I
made a new account in COD4, and then I got bored so I kinda don't play nearly
as much as I used to (and I played it quite a bit). I'm definitely into playing
Metal Gear Online some more in the coming days, so.....

  Legal Gibberish
This guide is solely my creation and has been copyrighted as such. Please do
not use this guide without asking to host it first. Not all requests may be
approved. If you do host the guide, please leave all the information intact,
and unchanged. Do not steal my work and attempt to pass it off as your own
etc, etc, etc. As it stands now, the following sites have permission to use my


You're always welcome to print the guide out because lord knows I can't show up
at your house and say "No!" I wouldn't anyway, I don't really care. 

That's all. Good night folks! Schwing!

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