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_____________________
/Guns of the Patriots \
\_____________________/
_ _ _ _ _ _ _ _
Introduction /
First off, let me thank you for choosing this guide. Metal Gear
Solid 4, being the final chapter in Kojima's awe-inspiring series, is in
my opinion the best yet.
You are moments away from engaging in the most breathtaking visual and
story-based game the PS3 has to offer. It manages to perfectly blend the
mechanics of game play and storytelling into one, seamless experience
that is sure to keep you pulled in 'till the very end.
It's quite a shame to see the series end here. The games we all
grew up on must eventually come to an end, and with that& we embark on
Snake's last mission to decide not only his fate, but that of the world.
At times, this game can really through you off if you don't pay
attention to the details so after each cut scene, ill be adding a
section Entitled "Cut scene breakdown" in which I will sum up the events
of the scene so players can understand where the story is heading.
Well, what are we waiting for!!?? Let's get started!!!
_ _ _ _ _ _ _ _ _
Version History /
Ver- 1.0------- 6/18/08- Guide began, Intro and table of contents added.
Ver- 1.1------- 6/19/08- Table of contents updated.
Ver- 1.2------- 6/20/08- Guide updated halfway through Act I.
Ver- 1.3------- 6/21/08- Act I finished, Act II started.
Ver- 1.4------- 6/24/08- Act II finished.
_ _ _ _ _ _ _ _ _ _
Table of Contents /
-Introduction
(0001) -Controls...
(0002) -Game play options...
- Stealth
- Shoot 'em up
(0003) - Things to consider before your first play through
- OctoCamo
- The Threat Ring
- The Solid Eye
- Metal Gear Mark II
(0004) - Walkthrough
(04-p) - Prologue: Ground Zero
(04-1) - Act 1: The Middle East
(04-2) - Act 2: South America
(04-3) - Act 3: Europe
(04-4) - Act 4: Shadow Moses Island
(04-5) - Act 5: The final showdown- Outer Haven
(0005) - Items
(0006) - Weapons
(0007) - MGS Saga Scripture
- Familiar Characters
(0009) - Emblems
(0010) - Drebin's Shop
- Buying Weapons
- Gun Laundering
- Customizing
(0011) - Online play
- Creating your character
- Basic tips
- Using the SOP Link
- Getting started
(0012) - Credits/Disclaimer
_ _ _ _ _ _
Controls / (0001)
L2--------Item Menu
(Hold Down) Open the item menu
(Tap) Quick Change Item
L1--------Weapon Aim
(Hold down) Aim Weapon
R2--------Weapon Menu
(Hold Down) Open the weapon menu
(Tap) Quick change Weapon
R1--------Attack
(When aiming weapon) Attack with weapon
(When not aiming weapon) (Hold) CQC
(Tap) Melee Attack
Up/Down---Change zoom level
(With Solid Eye, Camera, or Weapon enabled scope)
Change the zoom magnification level
Select----Control Descriptions
(Displays a description of controller functions)
Start-----Menu
Open the pause menu
Left
Stick-----Move Snake
(Tilt slightly) Walk quietly
(Tilt fully) Run
Right
Stick-----Move camera
Control the camera angle
(When aiming a weapon) Move the crosshairs
Triangle--Action
Perform different actions depending on the situation
(When aiming a weapon) Switch first person view between on/off
Square----Engagement style
(When aiming a weapon) Switch between auto aim and manual aim
Circle----Reload
Reload the current weapon
X---------Crawl
Change stance
(While running) Roll
_ _ _ _ _ _ _ _ _ _ _
Game play options / (0002)
_ _ _ _ _ _
Stealth /
The world of Metal gear solid has always done well to give the
player a drastic choice between game play. Throughout snake's
adventures, you have the option to continue through the game by hiding
through the shadows and straying from enemy sight, or camping in a
nearby corner and taking out enemies one by one. No matter what style
suits you best, you will have all the proper tools at your disposal to
fully enjoy this great experience.
This section will demonstrate the different ways to utilize the
way of stealth.
Advancing your way through the game by sneaking is no simple task.
It requires the player to be fully aware of their surroundings and may
end up with you playing dead for ten minutes straight. You may be
Thinking "why would I want to do that?? I just want to play the game
Already!!" Well, I actually find it quite a thrill, and see it as a way
to milk the game for all it's got& I'm sure I'm not alone. In his
Mission snake will be equipped with an OctoCamo suit. This
Suit will enable you to blend in with your surroundings and avoid enemy
Detection. (See Section "OctoCamo" for more info) learning to use the
Suit effectively will be vital in your sneaking experience.
In order to sneak successfully, you are going to need to observe
Your enemy. Things like where they patrol, what they do, and how many
Are in the group will need to be looked upon. Most of the time, you can
Be right in front of the enemy while blending in and they wont notice
Your there& remain still and wait for them to pass, but be careful. If
They wander into your threat ring, (the glowing ring around snake), then
You will be spotted.
A huge aspect of sneaking lies with the metal gear mark II. The
Mark II is a small scout-style robot and the means by witch Otacon will
Observe snakes status. You will be able to equip it and scout ahead as
Well as knock out the enemy soldiers& and don't worry, it comes with
Stealth equipped. =]
Along the way, you will develop your own style of stealth play but
Be sure to stick to the basics.
*An important note I would like to add is that if you press the
Triangle button, snake will shift from a face down position to a
Face up position. The face down is better for sniping, while lying
Face up is more tactical for close range and assault classes. Holding
Down the triangle button in either of these positions will cause snake
To play dead. This does not effect health or any other attribute, it
Just fools the enemy, and IIRC even works against the Gekko's. *
_ _ _ _ _ _ _
Shoot 'Em Up /
This is a more brutal approach to the game as you will likely not
Be using stealth too often. The basics to this mode are quite simple.
Instead of sneaking past the enemy soldiers& you force your way through.
Now don't get confused, rushing through will more than likely spell
Death for you. You're still going to need to hide behind cover and
Gather Intel on enemy locations& but it is still quite faster
Than the stealth approach.
You can practically hide behind any wall or form of cover by
Pressing the action button while pressed against it. Doing so will
Provide you cover long enough for the enemy to have to reload, in which
You can strike. There are reinforcements but IIRC there is a certain
Time limit before arrive at the scene so if you are quick with your
Actions, you can wipe them all out and proceed before they come.
Snipers. There are a few in the game, but I haven't tested to see
If they appear more frequently with higher difficulty. Best bet against
Them is to switch your Solid Eye to night vision& you will be able to
Spot them at far distances with this technique.
Like previously stated, you will develop your own style of enemy
Elimination but always remembers the basics. Not running for cover can
Make all the difference in a heated battle.
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Things to consider before your play through / (0003)
_ _ _ _ _ _
OctoCamo /
OctoCamo is a suit of stealth technology "developed" by
Otacon. Unlike the traditional stealth suits, this one has nanomachines
That physically blend the suit to match whatever it touches. This will
Be your primary means for sneaking through snakes last mission, and most
Likely your favorite. You will be able to toggle the suit to either auto
Blend, or blend manually& in which you will have to register every Camo
You blend to for use later. This can give more of a sense of challenge
And accomplishment to the player, but it all works out either way. Along
The way you will pick up Camo for snakes face to further hide yourself&
But for now you just have the suit.
_ _ _ _ _ _ _ _ _ _
The threat ring /
The threat ring was implemented to compensate for the loss of
Vibration in the sixaxis controller. Instead of the rumble of snakes
Heartbeat, when you crouch or lay down the threat ring will appear
Around snake. The ring will fluctuate with "mountain-like" disturbances
When the enemies are nearby. The circle tells you where they are, and
How close they are. The bigger the disturbance, the closer the enemy.
Learn to utilize the threat ring and use it to your advantage. It's
There for a reason. =]
_ _ _ _ _ _ _ _ _
The Solid Eye /
The Solid eye was also developed by Otacon. It's a highly
Intricate piece of technology that fits over the user's eye. With it on,
The wearer can pinpoint enemy locations; zoom into a closer view to get
A better look, and activate the night vision feature. Despite its size,
It will become a vital role in your mission, as well as a fun little
Gadget to make use of. It can be unequipped for those who don't want to
Use it, or have a better item in mind, but the solid eye is IMO a great
Addition to this game& and a lot better than the out-dated soliton
Radar. =]
_ _ _ _ _ _ _ _ _ _ _ _ _
The Metal Gear Mark II /
Otacon was quite busy since the last game. I now introduce the
Last of his inventions, the Metal Gear Mark II. This little guy acts as
A scout for snake and the means in which Otacon observes snakes
Condition. Once you equip it from the items menu, you can send the
Mark II, decked out in traditional stealth Camo, into the heat in snakes
Place. By holding L1, you can ready your "shocking attack" and knock out
The enemies in snake's way. BUT be careful& while in the attack stance,
Mark II is fully prone and easily spotted so use it from out of sight.
You will have to be mindful of the Mark II's battery life and range as
Well. When the screen goes fuzzy, Otacon will warn snake that it's going
Out of range. You will simply need to just turn around from that point.
You will be able to check the battery life in the lower left corner,
Below the item description. The battery will recharge itself when not in
Use, but when it gets low you will need to bring it back to snake.
And now, without further ado& ladies, and gentlemen.
The WALKTHROUGH!!!!
_ _ _ _ _ _ _ _ _ _ _ _ _
The Main Walkthrough / (0004)
Yes the game does start off with a live sequence featuring David Hayter,
The voice of snake. Just bear with it until the game itself starts up.
_ _ _ _ _ _ _ _ _ _ _ _ _
Prologue: Ground Zero / (04-p)
This is my second play through the game and that intro music reminds me
Of just how dramatic this game really is. When you gain control of snake,
Crawl under the truck to your left to trigger a cut scene.
After the scene, pick up the soldiers AK 102 to the right and equip it
Into your bag through the start menu. Walk through the streets letting
The two factions take each other out, and when you reach the next group of
Soldiers, you trigger the next scene. Walk through the streets avoiding
Enemy fire, as well as the newly introduced Gekko's. (Which apparently
Appear to be a cross between REX and RAY.)
One thing that I should note to you is that if you walk up to the
Militia soldiers, (the ones fighting the geckos), you will be able to give
Them items. By doing this, you will often times get songs from them.
This is possible all the way until act three, and will also net you a
Few emblems for the trouble.
If you press start, you will notice your map in the right corner.
Your destination will be shown as a red dot, and a red trail leading to
Your position. The blue arrow marks snake and it points to the direction
Of which he is facing. If you ever get confused or lost, this will help you
Get back on track.
Head over to the marked position to trigger yet another scene.
This is the first scene in the game that allows you to look through
Snakes eyes. The game will prompt you with a orange rectangle with the
Letters "L1" in them. As this pops up in the upper-left corner, simply
Press L1 to enter the view. There is one more button you must push in
Certain Cut scenes, but ill cover that when it comes up.
After snake's close call, you are introduced to OctoCamo,
Snakes primary sneaking suit for this installment.
Save the game and watch the next scene. This is the scene that
Prompts you to trigger a "flashback" for the first time. In the upper
Right hand corner, you will notice an orange circle with the letter "X"
In it. I hope I don't have to explain what to do next, but for the sake
Of the walkthrough& repeatedly press the x button and snake will cycle
Through a series of flashbacks. These WILL be counted towards each chapter
Summary and end game results. I know the cut scenes are quite long, but keep
Your controller in your hand regardless as you may miss out on most of them.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Thus far, we have learned that snake is experiencing
Some sort of disease that is making him age at an
Accelerated rate. At this point, the doctors can't find
A cause for the process but before we can inquire more,
Campbell gives Snake the location of Liquid.
\ The Middle East. /
\_______________________________________________________/
_ _ _ _ _ _ _ _ _ _
Act I: Liquid Sun / (04-1)
- Northwest sector -
The Codec conversation with Otacon should lead you towards your next
Destination. Before we get into that, I want to explain a little about
OctoCamo.
If you haven't already read in my previous section, OctoCamo will be
Your saving grace in this game. To use it, you will need to press Snake's body
Against the desired surface, causing the nanomachines to react and mimic the
Appearance. If you would rather blend like you did in Snake Eater, than enter
The start menu and toggle the Suit from "Auto" to "manual". In this case, you
Can register all patterns you encounter and manually switch to them when you
So choose.
Now would also be a good time to introduce the stress meter. Do you see
That little red percentage directly under your health? That is the stress
Meter. This can be affected by anything ranging from being in an alert phase,
Hot and cold places, and the weight of equipment you are carrying. A high
Stress level will affect the rate in which snake recovers his psyche, and his
Psyche affects the speed of health recovery. You can relieve stress a number
Of ways. You could smoke some cigarettes, which also restores some psyche as
Well as damage your health.
The psyche gauge is an important aspect to keep watch over, as if you
Have a low gauge, your aim becomes unstable, and snake will take more
Damage, etc. keeping an eye on these two meters is key to snake's survival
In this mission.
Before you head out into the open, I recommend blending into a few
Objects to get a feel for what it's like.
After you have gotten acquainted with the suit, blend into the ground
And make your way to the destination mark. You could always take the shoot
'Em up plan but at this point, I don't recommend it as the next area
Is littered with soldiers and you don't really have a reliable source
Of weaponry at the moment. Still, to each his own. I will be primarily
Using the sneak method in my strategies but I will do my best to cover
The other style as well.
Once you get to a certain point in the street, a Striker tank appears
And unloads even more soldiers. Continue to sneak your way down the street,
Grabbing the items in the rooms around you. I'm looking at YOU cardboard
Box.
Now there are two ways you can proceed down this road. You could go to
The right, which is the faster, more dangerous route; or you can take
The left side. The right is the smarter choice as it has lots of
Secret/hidden alleyways you can utilize. No matter what side you find
Yourself on, keep in mind that the enemies are oblivious to your Camo.
If you find yourself right in front of the enemy&
Play dead. The second you move they will catch a glimpse of you and it
Goes down hill from there. Just stay still until they walk away, and
Then proceed to the marker.
I chose the right path. If you crawl on the ground until you get to the
Striker, you will remain unnoticed. There is a door to the direct right of
The striker, and once you get inside, the guard will be taken out by enemy
Fire. Continue forward, crawling under the pile of rubble to the next room.
Its possible that a guard will be in here though so be sure to check every
Corner before you surface out. Continue down the path and crawl across the
Ground to the arch-way at the right of the large open area.
- The Red Zone -
As soon as you enter the red zone, head all the way over to the room
Directly right of the statues. Head up the stairs around the corner, and
Take out the guard up Top. From this point, search the entire upper
Level, including lockers to pick up some valuable items. As much as I
Would like to, I honestly could not navigate you through this upper level
As it actually has multiple different Access points and variations. But
When you finish exploring the construct, take out any guards in your way,
And head on over to the marker& it's just around the corner.
After the scene, you get the operator, MK.22, Solid Eye, and the
Mark II. For info on how to utilize them, refer to their respective sections
Above.
Now with the solid eye equipped, you are able to target any items in the
Area so be sure to search every corner thoroughly. I'll point out the major
Items but the small ones like ammo and what not are up to you. Continue
Through the blasted wall and out into the open. Remember what Otacon said
About the two factions here. Neither are your enemies, though you can
Befriend the militia by giving them items. Also, if you fight against
The PMC's at the militia's side, you will gain their trust and access
To their safe house. This is not mandatory, but does make things
Much easier on you. To defeat the PMC's, you must eliminate all of
Them and wait for the militia to celebrate
The victory. Follow the right side of the road to reach the next marker.
- Militia's safe house -
When you reach the safe house, Otacon suggests you switch
Over to night vision. Not a bad idea at all. Hold L2 to open the item menu,
Then while hovering over the Solid Eye, press square. You are now able to
See everything clearly. If you want to switch back, just press circle instead
Of square, and for the scope, press triangle.
This part is pretty linear. Continue along the passageway, taking out
The enemies,(unless you aided the militia outside),and grabbing the items.
The best way to do this is to find a safe place to hide, then equip
The Mark II. Press the X button to activate its stealth and scout ahead.
To stun the enemy guards, get right behind them, hold L1 to aim, then R1
BAM! The guards fall unconscious and the Mark II returns back to stealth
To continue the search. The Mark II will help you get through many tough
Spots, especially if you're attempting a no kill game.
Again, if you aided the militia against the PMC's, DO NOT attack them in
The safe house. You have free roam of the place as well as their trust.
When you start heading up a rack of stairs, you trigger the next
Cut scene.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Snake meets Drebin, a mysterious gun launderer who
Explains the task of laundering. Drebin is a
Neutral weapons wholesaler who makes profit by
Supplying laundered military weapons to factions and
Terrorists. Due to snakes inability to
React to new-age nanomachines, He is unable
To fire the laundered weapons that Drebin
Provides. Therefore, he injects him with the new ones
And tells snake about the green collar
Community. Apparently, the PMC's keep
Getting bigger to the point where the line between
Soldier and civilian will blur and everyone will be
Attempting to make profit off of each side of the
\ Warring factions. /
\_______________________________________________________/
Drebin's shop does not accept traditional currency for purchasing
Due to snakes special case. Instead, each time you pick up a duplicate
Weapon on the field, you receive Drebin points. These can be used to
Purchase weapons, ammo, custom parts and items from Drebin's shop.
Enter the start menu to visit his shop.
- Urban Ruins -
This area can be a bit tricky, but don't worry& its still pretty linear.
Equip the Solid Eye so you can detect nearby items and make your way up
The demolished building. In order to advance through the destroyed
Building, you're going to need to push the action (triangle) button while
Running against ledges. When you reach the point where two militia
Members are taking out PMC's, you once again have the chance to help their
Cause. You could either Camp out in the opening, or continue straight
Ahead. I recommend helping them when you can though.
When you think you've killed enough PMC's, continue along the ruins to the
Room past the area where the roof caves in. to get across the skinny
Ledge, you'll need to press snake up against the wall and move him across
Slowly. Jump down to the area below and advance down the hall for the next
Scene.
- Downtown -
Haha Johnny left us a nice new treat in our new sneaking barrel.
This area can be quite tricky if you're not careful. First, head left and wrap
All the way around as if you were making a "C". Follow this path right to
Meet up with a group of Militia. They are getting ready to run right into a
Sniper's Trap, so follow them, but stick to the rear. When they start
Getting picked off, run to the left and take a right into an alleyway. From
This point, turn left and onto the main road, then follow that all the way
Down to the marker. Be careful though, as you get closer to the
Rendezvous point, the amount of PMC's has rapidly grown and are in a heavy
Bloodbath with the militia. You can stick around and help if you'd like but
That would require more experience. You may be better off sneaking across the
Battlefield to the marker.
NOTE: if you are on your second play through, you should have a scope which
Would enable you to take out the snipers. But of course, If your on your
Second play through& you probably are not reading this guide.
- Advent Palace -
This place presents quite an issue when it comes to traps. There are claymores
Galore and sleeping bombs to boot. If you're confident you can spot them with
The naked eye, than you can shoot them down as you go. Otherwise, the Solid
Eye will pick them up with the night vision. Run through the area either
Shooting or collecting the traps and grab the numerous items littered
Throughout the place. Be particularly careful on the stairs though,
As those contain the simplest traps to fall into.
After clearing out the first level, head up the stairs by the entrance to the
Second level. Grab the item on the walkway in front of you, but mind the
Claymore which sits right in front. Follow the only path you
Can take right now to reach the point Where Otacon warns snake about the
Infrared sensors. Head through the door directly behind it but BE CAREFUL!!!
There is a hidden claymore in the corner. Climb up the heap to grab the item
And head back to the set of stairs. Shoot out the smoke bomb on the upper
Ledge and proceed to floor 3. This time, wrap up the stairs one last time to
Receive an item, then head back down to floor three.
Thoroughly search each room for the items they contain all the way to the
Opposite end of the floor where the final set of stairs await. Walk along
The path on the roof and into the bar& but be careful as you enter, there is
A smoke bomb on the right. Grab the extra items in the back and head on into
The hallway to meet your contacts.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Wow. So our contacts are the new Foxhound unit&
Led by the one and only Meryl. This really does bring
Back the memories. So after snake and Meryl are
Re-acquainted with each other, they discuss each others
Reason for being there. We also learn a bit about the
Nanomachines as well. They apparently monitor each
Soldiers weight, body heat, movement speed, emotions, etc.
Basically every detail of the hosts vitals are monitored
By their nanomachines, and sent as data to the system
Core.
This allows the command center to make more precise
And accurate commands as well as crisis management for
Each individual soldier. The U.S has gotten their hands
on The system as well and use it on all their soldiers
to heighten Senses and maximize teamwork. A team of four
members can Easily act as one through the nano's, creating
a heightened Demand for them. These nano's also double as
a weapon Lock system. When an ambush is suspected, the
nano's Relay the info to the users, allowing them to
lock up all Their weapons and nullify the offensive.
Thus bringing about why Foxhound is there.
They were sent in to keep an eye on
The PMC's and make sure they don't go out of control and
Went undercover into Liquid's PMC's. In a way, they were
there to Act as a backup for the system. Upon finding
Liquid, Foxhound was asked to provide Intel to the
organization. And Solid snake is there on the behalf of
this organization.
As it turns out, Campbell arranged for the both of them
to Work together on this mission from the
Start. And we also get another little piece of fine info.
Campbell is in fact Meryl's father.
Of course, Meryl doesn't take too kindly to
Her "fathers" actions, as she seems to bear a grudge
against Him for re-marrying a younger woman and leaving
his Daughter behind.
Before anything else can be said, the FROGS that
trailed Akiba Are closing in fast. Time for Meryl
\ to show Snake what she can do. /
\_________________________________________________________/
When you regain control of snake, stick close to Meryl and her team,
Continuing to take out the FROGS that appear on the roof. Be sure to
Keep an eye on the upper roofs as they will attempt to take everyone
Out from there as well. After you defeat the First group, grab the
extra ammo and follow Rat Patrol down to the third floor.
Being my second play through, I have noticed a little difference
Between solid normal and big boss hard.
On solid normal and below, you wont really have to worry about the
Rat patrol group as they can take care of themselves. But on big boss and up,
You want to protect all of them as much as possible. Don't stray to far ahead
Because if they get one on one with the FROG soldiers, they will more than
Likely die. Stay with the group and take out as many of them as you can.
Considering the difficulty of the FROGS, I strongly recommend aiming
For the head. Attempting any other point on the body would be an unnecessary
Waste of ammo and time. Things get a little tricky on the third floor though.
Now they start clinging and jumping to and from the walls. Again, aim for the
Head For a quick kill. Use the ledges for cover, and only surface when you
know Where the enemy is. This battle is quite long and difficult, but if you
stress Defense over attacking, you shouldn't find yourself in to much trouble.
Follow the team across the hall and help take out the first group of FROGS.
Once they reach the kitchen, the enemies will start coming in from the right.
Help out the big guy in taking them out, and when Meryl's group advances
Further, follow closely behind. Now that you have cleared the third floor,
Its time to work the second.
Now the second floor is actually easier depending on how you work it.
They attack from the third floor AND the second this time which can
Makes things somewhat difficult. However, they tend to stick around like
Sitting ducks. Get some cover from behind the ledge again, and when you
Surface, get a good general Idea of where the enemy is. From this
Point, you can duck, aim your weapon/reload, and immediately shoot when
You stand back up. This tactic works quite well for this floor so I
Would advise at least attempting it. If you cant get it down, then take
Them out the same way you did in the previous floors.
Follow the group into the bathroom stalls and take out the soldiers to
The immediate right. When the music cuts to a null, follow the team
To the set of infrared sensors we came across earlier. Well, now that
We cleared out floor two, its time to head on down to the last of them.
Floor one.
Jump down the hole in the floor and follow the group out into the main
Area& when suddenly a tank breaks through the wall and we are faced with
The largest unit of FROGS yet. Don't freak out though, its quite simple.
Stay behind the bar and take out as many as you can before you have to reload.
Like on floor three, they will be literally bouncing off the walls again, and
Hiding on the ledge the next floor up. Just keep your cool and take cover when
Needed and you should be on the move in no time and into your next cut scene.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Nothing really special about this one& but it does
Give a nice demonstration on how the new nano's enable
a Team of soldiers to work together as one.
Meryl gives Snake the location of liquid's PMC camp,
And the two go their own ways.
However, Akiba really doesn't seem like a ten year vet
\ Now does he& I don't know how he even got this far. /
\_______________________________________________________/
- Crescent Meridian -
Grab the ammo next to the truck, and make your way up the dirt ramp. At the
End of the hall, climb over the crates to the right and make you way out into
The open.
Follow the militia until a tank enters the scene. Crawl across the ground
and through the opening to the right. There are many different ways to go about
this area, but lets help out the militia. Find a good vantage point, (there
Is a perfect one on the roof to the right of the opening) and take out as
Many PMC's as possible. If you are having trouble on the roof, then you may
Be better off sticking to the ground and taking cover where possible.
Once the Militia declare victory, walk with them to the end of the road and
Make a left. Continue down this road until the next scene occurs.
NOTE: if you don't help the militia or are going for a no-kill game,
The building on the left, right behind the massive arch-way has a ladder on
It. Get behind the PMC's taking cover behind the sand bags and take the ladder
To the top. Wrap around the side of the building and jump to the street below.
This will trigger the next scene.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
The Militia break through the piles of debris with a
Bulldozer with the troops following closely behind.
Seconds later, the dozer stops in its tracks, still
Driving the gears, and when the Militia move up to
Investigate, they are greeted by a nasty surprise.
Crying wolf of the Beauty and the Beast unit has
Single handedly stopped the tractor in its tracks.
As the Militia start to lose their freaking minds, the
Other three members of the unit appear; laughing octopus,
Raging raven, and screaming mantis. The beauty and the
Beast unit is a Special Forces group made up of these four
And hired by Liquid. Their name is derived from the
simple fact That on the inside, they are all surprisingly
beautiful, But on the outside, they are psychotic beats.
No doubt, you will have your fare share of run ins
with these Beasts yet to come, and they will not let
you down either. But for now, they retreat after
\ slaughtering the remaining Militia. /
\_______________________________________________________/
- Millennium Park -
Crawl along the ground and take out the two PMC's ahead. If you trigger a
Caution mode, just stay relaxed and if you have a sniper, things will be a lot
Easier. Pick off the PMC's that come for the caution, then two more standing
By the gate on the right. The house straight ahead has some goodies in it
So be sure to grab them all. Continue through the park either sticking to the
Shadows or taking out the PMC's with a SILENCED weapon and when you reach the
Main camp, its time to let the Mark II do the work. Crawl under the wall in
Back to reach the camp from the rear.
Lay on the ground and send out the Mark
II. Stun all the enemies in the area while advancing to the left of the camp.
There is a guard in the watch tower as well so unless you can take him without
Being caught, sneak forward where he can't see you. Once you get past the tower
You'll want to send out the Mark II again to clear the next good bit of
Soldiers.
When you reach the large wall, a soldier bursts out of the door to join the
Other team. Head through that door and you'll trigger the final scene in act I.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Snake finds himself in the heart of Liquid's PMC
Camp, and as he sneaks in further, discovers Liquid
On a second story ledge as well as Rat Patrol the
Next building over. Following a brief Codec convo with
Meryl, Liquid utters the words "Activate it" and the
Entire body of soldiers, including snake and rat patrol
run haywire. Yet Akiba is the only exception, as he is
once again, out of place.
Liquid begins to tell snake that "They are not the copies
Of their father after all". Whatever he means by this is
Unknown, but he believes that he and Snake are now free.
Before Snake is loses consciousness, Naomi appears in front
Of him and gives him a remedy injection for what seem to be
"raging nanomachines".
Liquid shoots Snake one final glare before he and Naomi
Make off in their helicopter.
Akiba proves useful yet again as he rescues snake and
\ the others. /
\_______________________________________________________/
- End of Act I -
___________________________________________________________________________
/ Mission Briefing ~ Act I ~ \
/ \
First things first. Press square to take control of the Mark II and search
the nomad for loose items. Among these include a battery for the Mark II,
a camera, and an IPod song up the stairs. Once you collect the items, switch
to full screen and pay attention to the briefing.
Snake can barely recall the recent events, but at least knows that "someone"
saved his life and that Liquid got away.
Apparently, Snake was one of the lucky ones that got away... as most of the
soldiers hearts just stopped.
After the events that had taken place, Otacon receives an e-mail from Naomi
herself.
Naomi states that she has been captured, and forced to carry out research
in Liquids name. So we learn that liquid attempts to hijack the system "SOP"
(Sons Of the Patriots) and to do this, he must analyze the structure of the
new nano's. These third generation nano's were composed based off of the
first generation nano's, also know as FOXDIE. Precisely the reason Liquid
enlisted her aid. For those of you new to the series, she created FOXDIE.
(I will also include a section at the end of this FAQ pertaining to the
dozens of characters that re-appear from previous titles, what their roles
are/were, and how they got to where they are now.)
Under normal circumstances, this sort of situation would pose no threat,
but Liquid has found a loop-hole into the system, leaving little in his way
to stop him... but Snake. Transmission breaks and Snake and Otacon discuss
what they just saw. In order to authenticate the message from her, she
encrypted an image from the soliton radar she extracted back at Shadow
Moses. (the setting for MGS1). Mei Ling, also from MGS1, will be returning
to give Snake one last boost of support as well.
It seems as though the location Naomi gave us in south America is Liquids
main base. Meryl having already left for SA, Naomi is Snakes only lead at
the moment which means we have our next destination.
\ South America. /
\__________________________________________________________________________/
_ _ _ _ _ _ _ _ _ _ _
Act II: Solid Sun / (04-2)
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
As the start of Act II, Snake begins to ask the colonel
a few questions that intrigued even me. At the end of
MGS2, Otacon tells snake that he found a list of the
patriots, but that they had all been dead for over
a hundred years. But, like snake says, that's quite
impossible. There is clear evidence that to this day,
the patriots are alive, right?
This question will be answered later, however we do learn
a little bit more here. The "Outer Haven" that Big Boss
had always dreamt of was intended for mercenaries who
were forced to fight for whatever reason. He wanted to
Create a world Ideal for any soldier. We already knew
this, but that world he dreamed of has already come to
pass.
In order for Snake to truly free himself and nullify
the threat Liquid poses, he will need to completely
wipe out the information mainframe for SOP and GW, but
in doing so, would destroy modern civilization as
they know it.
Right now the mission is to rescue Naomi and obtain more
out of her. Otacon sends Snake the info on her location
but before you can make your move, Laughing Octopus
and Vamp (MGS2) bring a friendly surprise to the village.
As wickedly Cruel as Laughing Octopus is, Vamp seems to
hold the reigns here. Octopus burns the image of Snakes
face into their eyes and lets them go, with one
and only one target on their mind. Vamp comments on
Snakes immanent arrival, and you are given Naomi's
\ next marker. /
\_______________________________________________________/
- Cove valley village -
By now you should have purchased a sniper. If not, I Strongly recommend doing
so. If by the off chance you cant afford a sniper, get at least a scope for the
M4, and if your points allow it, a few silencers.
Crouch down at the edge of the cliff and take out the PMC's. Start with the
closest ones and work your way out. Its best to use a silenced weapon for the
first two or three, then switch over to the sniper. This is optional, but for
the sake of the guide,our goal is to rescue the Militia POW's. if you are
having trouble finding them, switch over to night vision. Take out the PMC's
guardingthem and they will retrieve their procured weapons. Then, help them to
take out the influx of PMC's coming to the rescue.
Try to keep checking on the ones you tranq'd if any. When they wake up, take
them out.
When you clear out the lower field, make your way down the path and loot the
nearby house, barn, and Stable. Don't take to long cause the Militia still need
help ahead, after you've gotten all the items, continue north to the next area.
Make your way up the series of ledges to the left, taking out PMC's as they
come. When you finally defeat the last of the PMC's, the Militia celebrate
their escape and continue into the fray.
Continue along the path to Naomi until you receive a transmission from Campbell.
He introduces you to Rosemary, Raiden's girlfriend from MGS2. Of course, now she
has moved on and married the Colonel. She is the one Meryl had mentioned to
snake earlier, the one "young enough to be his daughter".
Anyhow, she will be providing snake with some stress relieving convo's on his
mission.If you find yourself in a bind and your psyche is low, give her a call
and she can help you restore it to normal.
After the transmission, head into the canyon.
You'll catch the band of Militia you rescued advancing into the enemy's camp as
well. close in behind them and take out the nearby PMC's.
Take out the surrounding PMC's and follow the Militia along the small path to
the enemies main camp.
Just before you reach the next area, you receive a mysterious, yet familiar
transmission. The man never admits it, but snake can tell he is talking to a
far more mature Raiden (MGS2).
- Power Station -
There are two snipers on the ledge to the far right corner, and a few more
straight off in the distance. To get a good mark on them, use your night vision.
When you reach the point where its a long range battle between the PMC's and
the Militia, you have just walked into hell. Remember the FROG battle? Nothing
compared to this. Of course, you can always sneak right past it, but I
recommend helping them out when you can. Switch to your sniper. Don't even
worry about a silenced weapon at this point, just don't wander to close to the
edge or they WILL spot you firing. Even still, the Militia will not be able to
win by force alone this time. when you have had your share of fun, follow the
past east until you reach the stack of logs. The Militia will wrap around as
well and continue their assault. Take out any PMC that you come across, and
enter the brick house in the center from the rear gates. There are more PMC's
around so clear them out, and head inside. The Militia will destroy the power
generator. Follow them out the house and around to where the PMC's were
positioned at the start and eliminate any survivors. The Militia celebrate
their victory, and they trust you more. Grab the ammo and head to the marker.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Yet again Drebin makes an appearance and offers
some decent info to Snake. He has been keeping track
of snake and digging up rumors in his absence, due
to the nano's he injected him with.
Before they get into much, the B&B unit appears, and
Drebin offers up some good stuff on them.
Hired by PMC's to clean up any messes, these girls are
freelancers with a history. They appear on the battle
field and show up even the elites.
Ever since Snake arrived in the middle east, the Beasts
have had direct orders to kill.
But they weren't always soldiers. Each member has a secret
past, been traumatized by war and driven to insanity.
Children of war.
"War changes us.... but deep beneath that shell, a piece
of human survives. a scarred but fragile heart. Without
that shell to protect it, it's like the yoke of an egg."
The beauties fragile hearts were so beyond repair, that
they actually used the cause of their pain, as the cause
of their joy. Each members horrid past, etched into their
memory for eternity.
The patriots. They are the law of this world, and
essentially the worlds greatest military power, America.
someone started the patriots at one time, but the law has
evolved into a form of its own. The system is what runs
the war economy, and creates the laws.
The system is monitored by three peripheral A.I's and
one Core A.I that ties them all together. One of those
three being the SOP system. This part of the A.I is backed
up to the point where no living soul could hack the system.
But "if" someone was able to hack it (ocelot), then they
could use it as a haven. a place where social conventions
could not reach. Drebin's gun laundering method borrows
from this main idea.
But of course, not a shot in hell anyone's getting
\ into it... from the outside. /
\______________________________________________________/
Start off by following the Militia men into the left path. Here you will be able
to collect on some fine items including the Javelin, and the XM8. Use the solid
eye to locate all of the nearby items and continue to make way to the marker.
NOTE: The aforementioned path is now under Militia control. If for whatever
reason you did not help them or you assaulted them at some point, you are no
more than PMC trash to them. It would be wise to sneak around this area and
still collect the items, but don't get careless and confuse them for friendlies.
If you did help them in earlier conflicts, you have no worries. They love you.
- Confinement Facility -
____________________________________________________________________________
/ C O D E C T R A N S M I S S I O N \
When Snake arrives in the next area, he receives another transmission...
from Raiden. We learn what Raiden's main mission is in south America, and
also what happened between him and rose. After the Big Shell incident
(MGS2), Raiden was lost in himself. All his memories of who he once was as
a child and what he had done began to swallow him up inside. He would go
out and get shit faced drunk, then come home to rose on the brink of death.
Caught in her grief, she began to seek support from Campbell, Raiden's
commanding officer. The two became close and things ran their course. She
decided she couldn't live the same way anymore and went on to marry the
Colonel. Meanwhile, a distraught Raiden goes on a mission to fulfill a
promise he had once made to Olga; To save her daughter, Sunny. In
exchange for sunny's location, the resistance led by "Big Momma" demanded
he retrieve the body of Big Boss. Having completed both tasks, he now
follows in snakes shadow, helping him out and providing useful info when
it comes around.
\____________________________________________________________________________/
It doesn't matter how you got into this area, though I do recommend the left-
most higher approach. This whole area is still under PMC control, so don't go
running through like some wild bull. If you took the left path, you have an
unparalleled snipers view from the multi-leveled platforms all around you.
Just be careful because they hide the enemy well. If you trigger an alert
phase, head back to where you entered, as your back is faced to the allied
Militia base. Wait it out and use a silencer on any PMC that wanders to close.
When you reach the camp up ahead, you again have the chance to free two
Militia soldiers being held captive. Take out all the guards surrounding the
building with a silenced weapon. Eliminate the snipers in the towers and
retrieve their weapons. This is also a good vantage point for elimination.
When you finally eliminate all of the PMC's, follow the Militia into the next
stage. Only real thing you have to do here is sneak along the path, taking out
PMC's when you get the opportunity. Collect their fallen ammo and when you
reach the top of the hill, the Militia bring in yet another bulldozer. This
time, it gets put to good use as it rips down the gate into Vista mansion.
- Vista Mansion -
Take out the guards on the ledge in front of you and wrap around to the right.
Send out the Mark II to stun the PMC's, unless you have a silenced weapon,
and when you reach the highest level of ground, enter the mansion.
Sneak upstairs and take out the two guards at the top, then follow the hall to
the master bedroom. Take the door to the right out to the roof, wrap all the
way around and drop down the open window to the path below. Follow this all the
way to Naomi's lab and your next cut scene.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
NOTE: When snake drops his cigarette, the game wont
prompt you to do so, but press L1. you will catch
snake looking up Naomi's skirt as he goes to pick it
up.
Snake and Naomi play catch up for a few seconds before
getting down to business.
What we saw in the middle east was in fact the soldiers
raw emotions taking over. The SOP system had three main
functions that we know of.
- To maintain order in battle
- To act as an ID lock for weapons of war
- And to control peoples emotions
The nano's react with the outside situation and release
chemicals from the brain accordingly. They could create
artificial combat high, affect their fear and stress
level... etc. Using this program, a rookie soldier
could operate as efficiently as a ten year vet. The high
demand in the war economy gave birth to this philosophy,
allowing PMC's to maximize combat parameters to all
units.
What we saw in the Middle East was in fact the conclusion
to Ocelot and Naomi's experiment. By disconnecting the
the Nano's influence on the host, all of the emotions
that had gathered up from killing innocent lives to
losing friends in combat began to build up at once.
Their nano's disappeared but their memories did not,
leaving them to suffer the compiled anguish of all their
acts of war.
Naomi then goes on to run tests on the FOXDIE nano's in
snakes body, while engaging in some small talk.
Nano's are recharged by the hosts body heat, so unless
the host dies, they will forever remain active.
Though, the nano's have no effect on snakes aging.
Due to the fact that both Liquid and Solid snake were
mere clones, they were dosed with terminator genes
during the cloning process. This eliminates the
hosts ability to reproduce, and in effect, accelerates
their aging greatly. Liquid and Solid were created
images of the legendary mercenary Big Boss himself.
For his genes to fall into enemy hands would be
a pain in the ass for the patriots, so they fixed this
problem. Snake is not aging due to a virus, or the
FOXDIE nano's; he is aging because he is a product
of the Patriots that was created with a safety device
to ensure the seed of Big Boss wouldn't end up in the
hands of others.
Snake has roughly half a year to live.
But this is not due to his natural lifespan.
The remnants of the FOXDIE virus implanted in snake
have indeed begun to circulate as a virus. The receptors
from FOXDIE are designed to target a specific genetic code.
This ensures that people with a different code wont be
Targeted by the harmful effects of FOXDIE. But now
the receptors are breaking down and mutating. These
Mutated forms of the receptors can attack anyone,
even if the genetic code does not match.
At this point, due to lack of matching genetic code,
there have not been any recent outbreaks. Yet if the
receptors continue to break down, they will disperse
from the air and target every living being. Naomi estimates
about three months tops before complete receptor breakdown.
"Ironic isn't it? You spend your whole life saving the world
from Metal Gear and nuclear annihilation, and yet now
you've become a walking doomsday device yourself."
The only way to stop FOXDIE from spreading, is to in turn
kill the host. However, there is yet another strain of FOXDIE
located in snakes body. A newer one that resembles the
mutated virus. Any ideas? That's right, Drebin.
Naomi supplies snake with a kit of Pressure shots for when
his nano's begin to react violently. These calm them down
as well as restore a bit of psyche, and given the right
circumstance, induce a combat high.
Concerning Liquid, his plan is to hijack the Sons of the
patriots system and use it to control the ID locks on
\ weapons. Code named: Guns of the Patriots. /
\______________________________________________________________/
Just as snake and Naomi wrap up their encounter, Laughing Octopus shows up with
a coupe of her own PMC's. When you regain control of snake, run directly behind
Naomi's cat scan device, crouch, and observe the door you just came from. When
the female soldiers walk across that opening, pop them one in the head with
your silenced gun. It actually may take two or three, but if they get past you
and you don't get them, pop a few rounds at the wall. They will get curious and
run past the opening to the other side. If you miss them yet again, rinse and
repeat. Be sure you don't trigger analert mode with them due to the fact that
when they bombard you in tight spaces, your life becomes a living hell.
When you defeat all eight, the caution mode clears and your left to explore the
entirety of the house. All you have to do is run around until Octopus calls
your name. Once you hear the call, you stop dead in your tracks and you are
thrust into your first boss fight. FINALLY!!!
- B O S S: L A U G I N G O C T O P U S -
Immediately switch to your M4 and bury a few rounds into her while backing up.
When you reach the hall, break to the right in an attempt to flank her. When
you encounter her again, she rolls up in a ball and disperses a black cloud of
smoke,as well as a few homing bombs. Stay out of the smoke and shoot down the
homing devices to detonate them.
This is where the fight really begins. Octopus will disappear and use her
OctoCamo to blend in somewhere in the house. If you have the solid eye on,
when she laughs, her location will flash on the radar. When this happens make
your way over to her. She wont attack you while you are looking and IIRC, you
have an infinite amount of time, so take this opportunity to lay down and heal.
When you finally find her, bury as many rounds in her as possible. Shell revert
out of hiding and retaliate by shooting you as well but dont falter. Blow
her away until she hides again. Shoot out the bombs, heal, and hunt her down.
Repeat this strategy for most of the battle and when she gets to about half her
health, she changes things up a bit.
If you are having trouble finding her locations, try looking closely at the
walls and ceiling, but in particular, wall paintings and boxes.
She blends in quite nice with the woman in the painting out in the main hall,
and her tentacles will hang out like wiring from open boxes.
Once she reaches half life, she will roll up into a ball and roll extremely
fast towards snake. Jump on a nearby crate, or just get off the floor and
keep shooting at her. Eventually she will blow smoke again and attempt to trick
snake. She will appear as the Mark II and lure snake across a claymore.
Dont listen to her, instead give her a couple rounds in the chest.
She will yet again come out and show her true form, then blow smoke and send
out more homing bombs. Now she is back to hiding, and she's up'd her game a
bit. check around for a dead soldier towards the center of the house. I
dont know if it sthe same every time or if her spots are random, but if you
see a corpse, blast it.
She comes out in her base form yet again, so blast her away to trigger her next
tactic. She will Camo into Naomi and try to lure snake in. B L A S T her
as always and when she reverts, lay into her.
Again, she will roll into a ball, etc. Rinse and repeat the same tactics until
the end of the fight.
Once you knock her down for good, you enter a scene in which you are introduced
to Laughing Beauty.
NOTE: If you defeated Octopus using non-lethal means, you will find her doll on
the bed during the Laughing Beauty fight.
- B O S S: L A U G I N G B E A U T Y -
These are all just filler fights, and they are the same for each beauty.
It just allows you to see their true face, as well as "cleanse their soul".
Just keep walking backwards and popping rounds into their chest. They will
dodge every two out of three but keep firing. If you defeat her through
non-lethal means, you get her face camo.
NOTE: Walk backwards for around three minutes WITHOUT shooting the beauty,
and so long as you have the camera, the screen will flash white and enter a
"photo shoot" mode. Here, when you aim the camera at her, she will strike a
pose, and will remain in that pose until you unequip the camera. Each time you
aim the camera, she will strike a different pose. Laughing Beauty has two poses.
After Beauty fades away, you get a transmission from Drebin.
____________________________________________________________________________
/ C O D E C T R A N S M I S S I O N \
Laughing octopus once lived in a remote fishing town, one
that ate octopus customarily, when one night her town was attacked by
local PMC's. One by one, they slaughtered the the villagers
until it was just her and her family left. They ordered her
to kill them all, and to laugh while doing it. Had she said no, they would
have killed her to, so she let fear take over and did exactly what they
told her. Once the blood began to pool up, it turned from a bright red, to
a dark black; resembling the ink of an octopus. From that day on, she never
stopped laughing. The incident scarred her deep, but it was not
real laughter. Only laughter used to run away from her past, and
also so she could never forget it.
\____________________________________________________________________________/
When snake reaches the outside, he gets another transmission from Raiden.
He goes into GREAT detail about tracking lifeforms, but all we need to focus
on is using the Solid Eye's Night vision to track and follow the footprints.
NOTE: I am doing this run through on Big Boss hard. If you are on any other
difficulty, the trails MAY be different. Good strategies include following the
trail with the most footprints, and following the significantly deeper prints.
If five people are escorting Naomi, one breaks off and four continue, that one
person probably wasnt Naomi now was it. Of course, they could be identical in
each difficulty, so be sure to read on to determine this for yourself.
Equip the night vision and follow the footsteps, and across the flattened grass
until they fork in two directions. One person heads to the right, and the rest
go left. Follow the left path to another fork in the road. Continue to follow
the path with the most footprints. Across the bridge, things get a little tricky
as they split up into balanced groups and split three ways.
The left path leads to a claymore, and the center path leads to a guard. Both
of them contain items, so feel free to collect, but the correct way is right.
Take out the guard and follow the footsteps to the next opening. Take out the
sniper and proceed north.
There is another guard on the right so take him out and continue north.
Youll notice a crop circle to the right, at which point snake reminisces
about the call from the colonel to Raiden in MGS2.
Run across the river to find that Naomi's footprints are no longer present.
Well thats because they picked her up to throw us off. Follow the darker
footprints to the left until they fork again. Take the left path, then continue
straight ahead.The one thing you NEED to look out for that increases in game
difficulty is the noise the solid eye makes. Enemies all around you will pick
up on the "humming" your Night vision makes, so leave the eye on, but change
it off the NV when near PMC's.
Watch out for the Guard to the left of the path. When the way is clear, follow
the footsteps and break right. Notice the guard here as well. A fun little
way to eliminate him is to use the Mark II, sneak up in front of him and ram
the claymore. He will die and the Mark II will be fine.
From this point, take the trail to the right and eliminate the next guard. Once
again, the footprints break, so take the left path. Break to an immediate
right, as if to make an upside down "J" and enter the mineshaft.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
So Vamp has met up with Naomi at the airport and
is escorting her to Liquid. Before they get away, snake
pops another one into Vamp's head. Yet due to reasons you
will find out later, Vamp is seemingly immortal and
shakes off the wound before falling unconscious.
Recieving the go ahead from Vamp, Liquid activates SOP
yet again and the soldiers minds run wild.
Just in the nick of time, Drebin shows up and aids in
Naomi's escape, then grabs snake and high tails it out
\ of there. /
\_______________________________________________________/
- Escape from South America -
For the remainder of this section, you will be onboard Drebins Striker.
Walk up to the mounted gun and hold the action button (triangle) to use it. Plow
through the enemy PMC's and Gekko's until you reach the marketplace.
Occasionally, a PMC will find his way onto the striker with snake. CQC him and
clear away any soldiers from the rear then remount to the Caliber gun.
This section is incredibly linear so theres not much you can mess up. Just aim
at the Gekko's heads and blast anyone who encroaches to much. You should be
in the district in no time.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Drebin and the group are completely surrounded by
Gekko's with little hope of escaping. Then, a familiar
character finally appears and shows snake what he's
learned since their last encounter. Nine Gekko's is all
I shall say at this moment.
Raiden kicks ass.
\ Just watch the damn scene already!! /
\_______________________________________________________/
- Marketplace -
After the scene, you are tasked with getting through the market square alive.
Continue north, keeping as far to the right as possible. No doubt you will cross
a Gekko or two, but if you quickly run past and avoid contact with them, you
should be fine. At the Northeast corner, turn left and DONT stop for anything!!
Turn in the next right and weave through the stands as quickly as you can and
remember to NOT STOP!! stopping will place you right in the Gekko's path.
The last Gekko you must cross will seem to be blocking the whole exit.
Just run to its side and perform a dodge roll into the next cut scene.
_______________________________________________________
/ Cut Scene Breakdown ~ \
/ \
Snake finally makes it to the helicopter with Naomi
and looks back for Raiden, only to find him face to face
with the Legendary Vamp. Raiden and Vamp have quite a
score to settle from MGS2, and neither intend to let the
other slip away this time.
Enjoy the final cutscene in Act II. Its ONE of the best,
and well, you have certainly earned it.
After the fight, Raiden makes it onboard with Snake and
Naomi, suffering heavily from major wounds and spitting
up.... ?white?.... blood.
However it will take more than that to beat Vamp. Due to
Naomi's little design, his nsno's heal wounds at an
accelerated rate, leaving him virtually unharmed by
all conventional means. Vamp is in NO way immortal.
Naomi does her best to heal Raiden but the only true
treatment for what the patriots created is an infusion
of artificial blood, and to undergo dyallisis.
With that said, we are given our next mission.
\ "Europe.... Go seek Big Mamma." /
\_______________________________________________________/
- END OF ACT II -