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    FAQ/Walkthrough by Subject_17

    Version: 1.10 | Updated: 07/12/08 | Search Guide | Bookmark Guide

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                 | | |_ | | | | '_ \/ __|  / _ \|  _| | __| '_ \ / _ \
                 | |__| | |_| | | | \__ \ | (_) | |   | |_| | | |  __/
                  \_____|\__,_|_| |_|___/  \___/|_|    \__|_| |_|\___|
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    /                   \
    | Table of contents |
    ...1) Version history
    ...2) About this guide and legal
    ...3) Controls
          3.1- Basic controls
          3.2- CQC
          3.3- Hold-ups
          3.4- Octocamo
    ...4) Enemies
    ...5) Walkthrough
          5.1- ACT 1
          5.2- ACT 2
          5.3- ACT 3
          5.4- ACT 4
          5.5- ACT 5
    ...6) Special Thanks/Credits
    ...7) Closing notes and contact
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                                 Version History
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    .3 -- First submitted version, no line breaks and only partly done with act 2
    .4 -- finished with act 2, partly done with 3, still no formatting
    .8 -- finished with walkthrough, still no formatting
    .9 -- Added line breaks, table of contents, version history, about this guide,
          and closing comments  First version on gamefaqs.  Also first completed
          MGS 4 guide on gamefaqs.
    1.00 -- Added octocamo, enemy alertness/status, cqc, and hold ups.
    1.05 -- Current revision.  Added weapon list, alternate strategies, fixed some
    /                           \
    | Future releases (planned) |
    1.10 -- Add unlockables, search system, embelums
    1.20 -- Add drebins shoper's guide, item list
    1.30 -- Add online
    1.xx -- Add names of every area you visit instead of what I have now.
    2.00 -- Add cutscene info and storyline, turning this into a spoiler guide
     -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 
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                                 About this Guide
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    This guide is a comprehensive walkthrough of this game.  For the first two
    acts, it will list the locations of basically every item you will encounter
    in this game.  After this, it drastically cuts back on item hunting and shifts
    to the stategic aspects.  This is mostly due to the drastic cutback on free
    roam gameplay.  I'd explain why exactly here, but that would be giving away
    the general plot to those who haven't completed the game yet.
    This guide contains ABSOLUTLEY NO SPOILERS.  None of the cutscenes or codec
    conversations are explained in this guide.  I will (often) mention when a
    cutscene will appear, and reference some events that have already happened
    for clarity's sake, but I never give away plot points or anything of the like.
    times the ammo I will be describing will be different for you if you don't
    have the gun I have, even if it is your second playthrough (provided you
    didn't buy the same guns I did).  Also, I'm fairly certain the ammo types
    that spawn are random anyway.  However, the locations will always be the
    same for every playthough, so it's still worth checking the locations out.
    -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 
    This guide is Copyright 2008, by the author Subject 17. You can feel free to
    check out my blog at http://dboyzetown.com/b/
    (soon to be renammed subject17.com)
    You can always find the latest version of ths guide at gamefaqs, and minor
    updates will be immediatley shown on my blog.
    List of sites approved to host this guide:
    gamefaqs.com (and by extension gamespot)
    Direct link to most recent version:
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    Start..................Pause game/Access menus
    Select.................Show map and description of current control scheme
    Left Analog stick......Movement
    Right Analog stick.....Move Camera
    D-pad..................Cange level of zoom in scope
         ..................Change channel in briefing room
         ..................Lean Left/Right in first person view
    X    ..................Crouch
         ..................Prone (hold)
         ..................Dive (while running)
         ..................Side dive (while strafing in AIM mode)
         ..................Stand (while crouching/prone)
    Square.................Turn auto aim on/off (while aiming)
          .................Turn flashlight on off (in weapon window w/ app. gun)
    Triangle...............Toggle First person view (in aim mode)
            ...............Flip over (while prone)
            ...............Play dead (while prone) (hold)
            ...............Hug wall/hang/search/wake/drag/action (when prompted)
    L1.....................Aim mode
    L2.....................Switch item (hold)
      .....................Equip/unequip item (tap)
    R1.....................CQC (with compatible weapon and not in aim mode)
      .....................Shoot (while in aim mode)
    R2.....................Switch weapon (hold)
      .....................Equip/unequip weapon (tap)
      .....................Alternate fire (in aim mode with compatible weapon)
    R3.....................Recenter Camera
    Sixaxis................Clear camo pattern (shake)
    -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 
    -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 
    CQC was introduced to the Metal Gear series back in Metal Gear Solid 3.  It
    has proven to be both a fun and effective way to eliminate enemies.  To CQC
    someone, simply equip a one handed weapon (or don't equip any) and press R1
    next to an enemy while not in aim mode (not holding L1).  There are many
    different ways to CQC someone.  This section is going to go in depth with all
    the different ways you can use CQC.
    /        \
    |  Toss  |
    First off, there is the basic CQC toss.  Hold the R1 button while near an
    enemey, and give the left analog stick some input.  This will cause Snake to
    grab the enemy and toss them to the ground, knocking them out for a very long
    time.  Actually, this causes the longest stun time of any manuver in the game.
    This is the easiest and most effective move to use; it allows you to quickly
    eliminate a guard in the shortest possible time.
    /        \
    | Disarm |
    Next off, we have the CQC disarm.  If you tap R1 in front of an enemey instead
    of holding R1, you will do a punch, followed by another punch, followed by a
    knee to your opponent.  I believe the first two strikes disarm your foe, and
    the third will knock them out.  It's generally used in an act of desperation
    and slightly faster than a CQC toss.  This can only be preformed on an enemy
    looking you in the eyes, i.e. facing you.  If you do it from behind, snake
    will instead do a punch punch kick combo, which will knock the opponent down.
    /        \
    |  Grab  |
    Finally, we have the CQC grab.  The CQC grab is a very versatile action.  To
    preform one, simply walk up to your opponent and hold R1 without giving the
    analog stick any input.  This works from front or behind (usually), and from
    here you can do several things to your foe.
    If you press R1 (and then continue to hold it) a second time as soon as you
    grab your opponent, you will knock the gun out out of their grasp.
    If you hold triangle, you will slit his throat.  This will take about a second
    to complete the animation, and will (obviously) kill your opponent.  This
    means that 1) the one you killed will never again be a threat to you, and that
    2)if any other guards stumble across his body, they will go into caution mode.
    You can also equip the Scanning Plug S or the Syringe and press triangle to
    wield different results.  The Syringe will knock them out (and make them foam
    at the mouth).  The Scanning Plug will (I believe) allow you to see the SOP
    system, similar to the online mode.
    If you release R1, and then quickly simutaneously move the left analog stick
    and press R1, you will knock your opponent to the ground.  THIS WILL NOT 
    STUN THEM.  They will simply be an active guard, laying on the ground.  They
    will get up unless you follow this with a hold up, which is covered in the
    next section.
    If you press L1, you will can use them as a human shield and aim semi-normally
    with the right analog stick.  Enemies will be hesitant to shoot at you while
    you do this, but if you linger too long they will shoot, or attempt to flank
    If you Hold R1 with more pressure than you normally would, you will choke them
    until they pass out.  I have heard that you can repeatedly tap R1 to snap
    their neck, like you could in Metal Gear Solid 3.  However, I have not yet
    confirmed this.
    If you press X, you will put them into a crouch.  From here, if you release
    R1 and then quickly simutaneously press Forward + R1, you will roll them over
    and squat on top of them, and from here you can choke them by holding R1.
    Alternativley, you can Release R1 and preform a hold up.
    /                \
    |  2-Handed CQC  |
    You can also do 2 handed CQC with certain rifles, submachine guns, and shot
    guns with the CQC tag displayed in the upper right part of the corner.  The
    moves for this are different than the ones above.  For one, you will not be
    able to grab people any more.  You only have three moves for CQC with a two
    handed weapon.
    If you tap R1, you will basically rifle but the enemy.  This will do a small
    amount of stun damage, and this is really just a failed attempt to do another
    CQC move in most cases.  Would not use this move often.
    If you Hold R1, and give the directional stick no input, you will knock
    whatever gun they are weilding out of their hands.
    If you hold R1 and give the LA stick some lovin, you'll do a CQC knockout toss
    which is much slower than the 1/0 handed version, but just as effective.
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                                    Hold ups
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    Holding someone up is pretty easy.  With no weapon drawn (but with one
    equiped), sneak up behind someone, get close (but not too close), and press L1
    to hold them up.  You can search their body from here by pressing triangle,
    and once the routine starts, press triangle at every prompt.  You'll be able
    to find a lot more items faster this way than you would by dropping their body
    repeatedly.  If they see you are no longer holding them up, they will call for
    backup and try to kill you.  However, if you hold them up while they're on the
    ground, they won't be able to see you leave.  A passing enemy will investiage
    held up enemies, and will release them from the hold up state.
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                                   Octo camo
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    Metal Gear Solid 4 has done away with the old camoflauge system in favor of a
    new, streamlined one.  Instead of repeatedly pausing the game and switching
    different outfits to blend into the environment, this camo system simplifies
    this by copying any texture you are pressed against while still.
    To copy a texture while laying down, simply stop moving.  After a second, you
    will hear the suit copy the texture of the ground.  Your camo rating will
    drastically improve when you do this, allowing you to basically just simply
    crawl past any enemies in sight.  However, guards will spot you if they get
    close enough, no matter your camo rating, and dwarf geckos will spot you if
    you are heard or they pass their laser over you, no matte your camo rating.
    Geckos are a cross between guards and dwarf geckos, in that they both have
    a laser that will spot you no matter your camo rating, and they have the
    proximity threat as well.
    You can also copy texture by hugging a wall.  To hug a wall, simply press
    triangle next to it.  Stay still for a second, and your suit will copy the
    texture.  Crouching while hugging the wall will further increase your camo
    To clear your camo, simply shake the sixaxis controller.  Your camo will go
    back to its' default sneaking suit state.
    To manually set a camo, pause the game and go to the camoflouge menu.  From
    here, select "cloth" and select "manually set camo".  Your suit will use
    whatever texture you have selected, and will not copy another, even if you
    stay still while prone/hugging a wall.  To register a texture to be used for
    camoflouge, copy the desired texture with your octocamo, navigate here, and
    select "register camo" to save the active texture.  You can then use this
    just like the rest of the manual camoflouges.  If you want to go back to
    using the automatic camo, pause the game, go to "camoflouge", and select
    "auto" for cloth instead of "manual".
    When you aquire the face camo, you can either not wear it to see old snake's
    face, you can equip the "facecamo" to copy any textures you press against,
    just like the regular "cloth" octocamo, or you can use a custom facecamo,
    which are face camos that make you look like other people in the game or past
    faces of snake.
    Finally, in the camoflouge main menu, you can select a disguise.  The first
    two disguised you get (one for each of the first two acts) will disguise you
    as whatever rebel group is in that act, allowing you to be seen by them
    without them attacking you.  However, if you help the rebels defeat the PMCs,
    you can get the same effect.  There are also other disguises that are purely
    for show, such as the suit or Altair's rags.  Finally, there is a corpse camo
    that will disguise you as a corpse, and will even fool the geckos.
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                             Opponent Habits and Traits
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    /                               \
    |  Opponent Awarenes/Alertness  |
    There are four levels of awareness in Metal Gear Solid 4.  These varying
    levels decide how alert the guards you encounter are.
    Normal-  The default level of alertness.  Guards will not be activley looking
             for snake.  They will patrol their default patrol path and will be
             much less observant overall.
    Caution- Guards are slightly more vigilant in their searches.  They still
             patrol their default paths, but there may be more of them than there
             would be in the normal phase.  They are more observant than usual,
             meaning you are more likely to be caught in the similar scenerios
             than you would be in the normal phase.  This occurs after the evasion
             phase, or if a guard who was stunned wakes up, or if a guard finds
             a dead comrade.
    Evasion- This mode only comes after the alert phase.  Guards calm down and
             regroup, collect themselves, and activley search for snake.  They
             are very vigilant and observant, with no patrol pattern.  They will
             simply run about, looking in places they think snake might be hiding.
             These places often include the last known position of snake.
    Alert-   The highest level of awareness.  Guards know where snake is, and will
             essentially sprint to his location.  You have to break the line of
             sight for this timer to begin counting down.  Guards will radio in
             for backup if possible.
    /                   \
    |  Opponent Status  |
    There are five opponent stati (is that the plural of status...?) in MGS 4.
    If a normal guard sees a held up, stunned, or asleep guard, they will come
    over and investigate, bringing the other guard back to normal status.  You
    can pick up and drag stunned, asleep, or dead guards.  When you drop their
    body, an item will occasionally fall out.  You can also wake asleep and
    stunned guards by crouching and pressing triangle near them to eliminate
    one star/z from their head.  Finally, you can do a body search on a guard
    that is held up.  This is fully explained in the "Hold up" section above.
    Normal-  The opponent has no inhibitions to their preformance.  They will act
             normally, and are affected by the awareness/alertness levels.
    Stunned- The opponent is unconcious.  Another guard can wake a stunned one.
             When the stunned opponent awakes, they will remember what happened to
             them and go into caution mode.  Stunned opponents will awake normally
             when all of the stars above their head are gone.
    Asleep-  The Opponent is unconcious.  Another guard can wake a sleeping one.
             When the sleepign opponent awakes, they will NOT remember what
             happened and they will NOT go into caution mode.  Sleeping opponents
             will awake normally when all of the Z's above their head dissappear.
    Held Up- The opponent is concious, but is not a threat to you so long as they
             don't know you no longer have your gun drawn on them.  They will stay
             in this state indefinitely, or until another guard gets them out of
             it.  They will go into caution mode when another guard frees them
    Dead-    The opponent is of no threat to you.  If another guard sees their
             dead body, they will go into caution mode, and possibly replace the
             dead guard.
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    -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 
    -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  - 
    There are a whole butload of weapons and attachments in this game, as seen
    below.  In case you don't know what the following all means, I'll explain it
    to you.
    Power- How much damage the weapon causes.  Enemies have 1000 health.  The
    number listed corresponds to how much of that health will be taken away per
    shot.  A headshot is always an instant kill.  With non-lethal weapons, it
    shows how much psyche will be taken away (also from 1000 max).  In single
    player, any tranq shot will be a one hit tranquilization, however the speed
    in which this takes place will be dependent on where you hit.  Head/groin
    shots are instant (possibly heart, if kojima productions actually made a hit
    box for that, but in my testing I don't think this is the case), chest shots
    are rather speedy, and extremity shots like arms and legs take a few seconds
    for the anesthetics to kick in.  For shock related non-lethal weapons, the
    power will only chip away at the psyche gauge.  Online tranq weapons are the
    same in this regard.
    Range- How far the projectile or whatever can travel before it will cease to
    damage opponents.  Also, the graph displayed when viewing the weapon showing
    power and range shows how power and range relate to each other.  For most
    lethal, bullet firing weapons, the full power of the weapon will decrease in
    power very fast, and will do amost nothing at the end of it's range.  Make
    sure to read this graph to get a complete understanding of how your weapon
    will act when you use it.  For non bullet based weapons, this usually is a
    straight line segment, meaning it will inflict the same SHK/SLP/STN over
    any distance in that range.  (I'm not going to describe something that you can
    only fully appreciate for yourself for each weapon, and I can't use an image
    in this faq.  Sorry, but you'll have to research that on your own.)
    DMG- Damage
    Power, put into different classes by the game developers so it's easier for
    you to see relative differences.  The scale goes S=best, then A-E for best-
    worst.  Putting it into perspective, S= kill anything in one shot, A=
    kill anything but gecko's in 1 shot (think APC's, but only for explosives),
    B=kill any person in 1 shot or MAYBE 2 (as with the DSR), C= kill in 2-3
    shots, D=kill in 3-4 shots, and E=kill in 4, maybe even 5 shots.
    How fast the weapon will put you to sleep, or for online, how much
    psyche the weapon will take away in a successful hit.  Uses same
    Scale as DMG and the rest.
    How much psyche the weapon will take away.  Uses same scale system as DMG.
    How much it will affect you other than taking away a value from your bars.
    Examples:  How much your aim will shift, if it will knock you down, how long
    it will take you to recover after the hit, etc.  S=best, then A-E gets
    successivly worse in shock.
    How much velocity, and therefore POWER, will remain after passing through
    the various walls and such in the game.  Some walls are thicker than others
    and won't allow as much velocity to be maintained after passage, while
    others are basically like paper and won't affect the bullet at all.  Yet
    other walls will stop your projectile entierly.  S=best, then A-E gets
    successivly worse in Penetration.
    How accurate your gun is, or rather how steady you can hold it in your hand.
    You will notice that the sniper rifles are pretty low in this category.  This
    actually makes sense when you think about it, since really every gun is
    prefectly accurate in the sense that the bullet will always travel in a
    straight line after it leaves the barrel (at least in Metal Gear), but
    not every gun is as easy to hold in a straight line, and the sniper rifles
    are very heavy to hold.  However, they are obviously still the best weapons
    to use at long ranges, since they are the only guns with the power and range
    to actually effect anyone at great ranges, and are also the only weapons
    equipped with scopes long enough to see things close up from afar.  S=best,
    then A-E become sucessivly worse with regards to stability.
    How fast you can reload the weapon in between magazines.  Does not affect
    how fast you can recock the bolt on the, but how fast it takes to
    physically replace the ammunition, as in the Thor and Tanegeshemia.  I
    clarify this because the Mark 2 also forces you to cycle the bolt after
    every shot, but this is not affected by reload time.  S=best, then blah
    de blah de blah.... you get it by now.
    LKD-Lock On Distance.
    How far away you can be and still lock on to an enemy.  Since you are reading
    this in english, I can safely assume that this means nothing to you and never
    will, since in general you will be using the OTS or FPV constantly and never
    even touch the lock on funtionality.  Seriously, the lock on  is a joke.
    Your opponents have to be insanley close for you to actually get a lock on,
    and if you do get a lock on them, this function will make your shots spray so
    inacuratley it will take half the magazine just to kill them.  If you have any
    skills in First or Third person shooters, I'd forget that this is even
    implemented and just turn it off through options, so you never accidentially
    turn it on.  Anyway, uses that same letter system that all of these use.
    How much ammunition the weapon contains before requiring a reload.
    The missile launchers, the Thor, and the Tangeshemia need to be reloaded after
    every shot, while the Patriot never runs out of ammunition in it's magazine.
    Equipment you throw or plant aren't marked, but generally they have a normal
    reload time.
    Type of ammunition used by the gun.  I decided to include this to make it
    easier to see which weapons have compatible ammunition, along with simply
    making a good reference list for them.
    /         \
    | Pistols |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    Operator-      420     71.0  D   C   E   B   S   B   7     .45acp
    GSR-           430     63.5  D   C   E   B   S   B   8     .45acp
    Five seveN-    300     80.0  D   D   B   B   S   B   20    5.7x28mm
    PMM-           325     70.0  D   D   E   A   S   B   12    9x18mm
    PSS-           350     50.0  D   D   C   A   S   B   6     7.62x42mm
    G18C-          300     60.0  D   D   C   C   S   B   33    9x19mm
    Mark 23-       440     90.0  D   C   E   B   S   A   12    .45ACP
    Race Gun-      200     60.0  E   D   E   A   S   B   19    .38 (9x23mm)
    DE .50-        700     90.0  C   A   E   D   S   B   7     .50AE
    DE .50 L.B.-   710    125.0  C   A   E   D   S   B   7     .50AE
    Thor .45-70-   1500   150.0  A   S   A   D   A   B   1     .45-70
    Type 17-       430     80.0  D   C   E   B   A   A   10    .45acp
    /                 \
    | Submachine Guns |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    P90-           300    135.0  D   D   B   B   B   B  50    5.7x28mm
    M10-           420     73.0  D   C   E   B   B   B  30    .45acp
    MP7-           250    140.0  E   E   B   A   B   A  20    4.6x30mm
    Skorpian/Vz.83-325     75.0  D   D   E   B   B   S  20    9x18mm
    Bizon-         325    100.0  D   D   E   B   B   A  64    9x18mm
    MP5SD2-        290    160.0  E   D   E   B   C   B  30    9x19mm
    Patriot-       425    160.0  D   B   E   C   -   B  inf   5.56x45mm
    /                \
    | Assault Rifles |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    AK102-         415    200.0  D   E   C   C   B   D  30    5.56x45mm
    M4 Custom-     400    220.0  D   E   C   C   B   D  30    5.56x45mm
    Mk 17/SCAR H-  530    200.0  C   C   C   C   B   D  20    7.62x51mm
    G3A3-          540    250.0  C   C   C   C   C   E  20    7.62x51mm
    FAL Carbine-   550    230.0  C   C   C   C   B   D  20    7.62x51mm
    AN94-          375    220.0  D   E   C   B   B   D  30    5.45x39mm
    XM8-           400    220.0  D   E   C   C   B   D  30    5.56x45mm
    Tanegashima-   725    100.0  C   B   E   B   E   D  1     Lead Ball
    /              \
    | Machine Guns |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    HK21E-         530    250.0  C   C   C   C   D   E  100   7.62x51mm
    M60E4-         550    260.0  C   C   C   C   C   E  200   7.62x51mm
    PKM-           730    265.0  C   B   C   D   E   E  100   7.62x54R
    Mk. 46 MOD 1-  400    250.0  D   B   C   C   E   D  100   5.56x45mm
    /          \
    | Shotguns |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    Twin Barrel-   1250    40.0  B   S   B   E   A   C   2    12 Gauge (00 buck)
    M870 Custom-   1300    50.0  B   S   B   D   E   C  4+1   12 Gauge (00 buck)
    SAIGA 12-      1250    50.0  B   S   B   D   B   C   8    12 Gauge (00 buck)
    /               \
    | Sniper Rifles |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    M14EBR-        530    230.0  C   C   B   D   B   -  20    7.62x51mm
    DSR-1-         900    300.0  B   A   A   D   C   -   5    7.62x67mm
    SVD/Dragonov-  740    280.0  C   B   A   E   B   -  10    7.62x54R
    VSS-           475    150.0  D   D   A   D   B   -  10    9x39mm
    M82A2-         2500   300.0  S   S   S   E   B   -  10    .50BMR
    Rail Gun-      5000   300.0  S   S   S   C   D   -  40    Rail Gun Ammo
    /                   \
    | Grenade Launchers |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    XM25-          2000   300.0  A   S   -   E   B   -   6   25mm Air Bust Grenade
    MGL-140-       2000   300.0  A   D   -   E   E   -   6    40mm Grenade
    /                   \
    | Missile Launchers |
                   POWER  RANGE DMG SHK PNT STB RLD LKD Mag   Caliber
    RPG-7-         3500   250.0  S   S   -   E   B   -   1    RPG-7 ammo (80mm?)
    M72A3-         2450   200.0  A   D   -   D   A   -   1    M72A3 ammo (74mm?)
    Javelin-       5000   400.0  S   S   -   E   B   -   1    Javelin Ammo
    FIM-92A-       3000   500.0  S   S   -   E   B   -   1    Stinger Ammo
    /            \
    | Explosives |
                   POWER  RANGE DMG SHK
    Grenades-      2000    30.0  A   S
    Petro Bomb-    1000    30.0  B   B
    Willy Pete-    1500    30.0  A   S
    Claymore-      2000    20.0  A   S
    C4-            3000     3.0  S   S
    /             \
    | Anesthetics |
                   POWER  RANGE SLP SHK PNT STB RLD LKD Mag   Caliber
    Mk. 2 Pistol-   350    78.0  D   -   E   S   A   B   10   Anest. .22
    Mosin Naget-    750   300.0  B   A   E   D   B   -   5    Anest. 7.62mm
    Sleep Gas Mine-5000     3.0  S   -   -   -   -   -   -    -
    S.G. Satchel-  5000     3.0  S   -   -   -   -   -   -    -
    /                               \
    | Stun/Other thrown projectiles |
    Solar Gun-     5000   150.0  S   -   E   S   E   B
    Stun Grenade-  2000    30.0  A   S
    Chaff Grenade-   0     30.0  -   B
    Smoke Grenade-   0     30.0  -   -
    Magazine-        0     30.0  -   -
    /               \
    | Other Weapons |
    Mantis Doll- Lets you control people with active nanos
    Sorrow Doll- Lets you control the dead
    Playboy-     Guards will pause to look at it
    Stun Knife-  Instant kill with R1, instant Stun with R2
    I will now provide some commentary on the weapons.  I took these to the
    virtual range and tested their effetiveness for you, so you'll never have to
    get stuck with a POS and only find this out once the bullets come flying.
    /         \
    | Pistols |
    Until ACT IV, this is probably one of the better pistols.  It is a .45, so it
    has some decent stopping power behind it. Ammo is common. It is one of 2
    pistols that come with a laser sight equipped by default.  In a firefight
    against more than 1 enemy however, I wouldn't suggest using this.  Since your
    primary goal in this game is to sneak however, I'd say equip it until you
    find the Mark 23, since the suppressor and laser sight will help you go for
    the headshot much faster, easier, and more often than you can with the GSR
    or similar pistols, and you can also stay hidden after the deed is done.
    ID locked gun common to PMC's.  Similar to the Operator, but with slightly
    more ammunition per magazine, no option to equip a suppressor, and more damage
    per shot, however it does lack in effective range.  Get it by ID unlock early
    in the game, unless you don't like to use pistols and you're saving up for
    something else instead.  In a firefight, I'd reccomend this over the Operator,
    but only because that one extra shot can save your ass if you aren't accurate
    with every shot.  3 shots to kill someone with either of these guns at close
    range means that, with the operator, you are only allowed to miss 1 shot 
    across 2 hostiles, while this one gives you one extra round that makes a huge
    difference.  You still have to be accurate, just not perfect.
    Five seveN-
    Seems fairly week in this game for some reason.  It's ammo is shared with the
    P90, meaning that after your first FROG encounter you'll basically never have
    to worry about running out of it.  The large magazine balances out the lack of
    power this weapon suffers from, but overall is no better than the GSR or the
    Operator.  However, the extra ammo is very useful in a firefight, allowing you
    to take out 3-5 guards at once.
    Your standard 9mm weapon  The power is in between that of the FN57 and the
    .45's, and the magazine is also similarly balanced.  Overall it is a well
    rounded weapon that offers a good capacity and power, having no great
    strengths or weaknesses.  However, in a firefight you will notice the reduced
    power.  The extra 4 shots of this gun allow you to take out the same amount
    of guards as you can with the GSR.  Actually, if you are fighting against
    guards with full health, it will take just as many shots to kill them as it
    will with the Five seveN, so I'd say just stick with that.  You'll only be able
    to take out 2 guards with this gun before a reload.
    Seeminlgy rare, if you explore around often you will be loaded with ammo for
    this gun.  It is self silencing, meaning you don't have to continuously buy
    suppressors to use it, but the ammo is expensive enough to out weigh this
    advantage, and then tack on the miniscule magazine size and the low power, and
    I'll be hard pressed to reccomend this as your main pistol.  It's best to wait
    to use this gun until you get the bandanna so you don't have to worry about
    the expensive pricing of ammo to use it often.  Don't get me wrong, it's a
    good pistol, it's just that the rarity of ammo and expense of it are great
    limiting factos in making this your PRIMARY pistol of choice.  The Operator
    would be a much better option, although in a firefight you can only take out
    two guards with either.
    The full auto option with this pistol may seem attractive, however if you do
    choose to use full auto on this weapon, your magazine will be depleted in mere
    seconds in addition to your accuracy being non existant.  You can always just
    set it to single shot, but if you were to do that, you'd soon see that it isnt
    all that accurate in the first place, along with being very weak to boot.
    However, if you use it in bursts, and are relativly accuate, you can quickly
    take out around 5 or so guards with this gun, as long as you don't overkill.
    Your best strategy is to just get a bunch of guards together and sweep across
    them with this gun, but for single enemies it is much wiser just to stick to
    the .45's.
    Mark 23-
    You don't get this gun until ACT IV, and once you do, I wouldn't ever even
    consider using another pistol.  By far the best pistol in the game, it
    combines good power with a (comparitivably) large magazine and great accuracy,
    which in conjuction with a built in Laser/Flashlight combo and compatibility
    for a suppressor, there is no gun more modular and balanced as this one. Plus,
    it seems to be snake's favorite weapon, or at least most used in the past
    anyway, so this seems to be the logical choice to use.  Once you get this, the
    only other pistol I could reccomend is the Desert Eagle, and I only do so
    beause of the amazing power that gun posseses.  You will be quickly able to
    take out up to four guards with this gun, and that laser will help make sure
    you don't miss a shot.  A very good replacement for the Operator once you get
    this gun in act IV, in the first "FAMILIAR" area (so to not spoil anything for
    those of you living under a rock), underneath the truck.  Try aiming it for a
    DP bonus.  You can't buy this from drebin, and I don't think it is ID locked.
    It's my favorite pistol, and it should be yours too.
    Race Gun-
    Very, Very weak.  From 5 meters and closer, it will take you about 5 shots to
    kill them, and at that rage you might as well just CQC.  Anything beyone 5
    meters will take 10 shots (or more), in which case you should probably just
    throw the dammed thing at him.  Combine this with relativley expensive ammo,
    and this is the worst pistol in the game.  Would never personally carry it,
    unless you're just messing around with it's ability to ricochet around things.
    This gun will make you pine for the single action army from MGS3, which in
    retrospect was pretty bad too.  Oh yeah, and that helpful tracer trail the SAA
    gave you in MGS3 to see where your bullets were going are completley absent in
    this game, so it's even harder to richochet when you want to, and the weak
    damage that will result from this makes that feature more of a novelty than
    DE .50-
    Truly a beast, this thing will drop people like flies.  While it is not quite
    a one hit kill weapon, the massive shock from this gun will at least put your
    foes out of commision long enough to reload and finish the job off.  In a
    right spot, this is your pistol of choice, as it can be fired rapidly with a
    short reload time, and it quickly deals out a lot of hurt.  However, the ammo
    is more pricey than the .45's, so I wouldn't use this as a main pistol until
    your second playthrough.  Also, the lack of a suppressor and huge caliber
    mean that every enemy in the vicinity will hear you, so if stealth is a
    priority, and this being a sneaking game at hear it probably is for you, i'd
    refrain from using this unless you are going for one of the "bad" emblems.
    So in other words, feel free to use this gun as your main pistol, but don't
    use it to often, if that makes any sense.
    DE .50 L.B.-
    Desert eagle with a decent scope on it.  It's hard to imagine how much hurt
    this gun can deal out, but suffice it to say hostiles will not be giving you
    any trouble with this gun in your arsenal.  The scope is very effective,
    allowing you to score headshots with relative ease even from a decent range.
    The scope is much more effective than a pistol laser is at this task.  The
    gun shares ammo with the regular DE, and overall this is just a great weapon.
    Thor .45-70-
    This is your boomstick.  There are many others like it, but this one is yours.
    This is essentially a pinpoint accurate shotgun that takes very little time to
    reload and can still be effective at medium to long range.  One hit kill and a
    fast reload time (which is good because it happens after every shot) are very
    positive aspects of this gun, however the lack of a suppressor and ultra loud
    report this gun has means that you can't use this gun on a stealth run, like
    the DE's.  Personally I would reccomend the Long Barrel over this, but on the
    other hand there isn't a pistol that can get you out of a harry-er situation
    as effectivley as this.  However, the ammunition is EXTREMLEY expensive,
    meaning that you won't be able to use this often at all unless you have the
    bandanna, or a few hundred thousand spare drebin points.
    Type 17-
    Basically a more powerful Glock 18C but with less ammo.  I'd actually suggest
    using the glock instead of this, since the ammunition runs out rather fast,
    and there are much better ways to spend your .45 ammo on, like the operator
    or the Mark 23, and the Mac 10 as well.
    Mark 2-
    Your main pistol, and by far the best weapon in the game.  You'll never run
    out of ammo for this thing unless you're playing "The Boss Extreme" dificulty,
    and even then it's not too hard to come across.  It will stun an enemy in one
    hit no matter where you shoot them (save for bosses), and they'll be out for a
    while, effectivley incapacitating them.  Also, the silencer is built in, so
    it'll never wear out.  You are given this weapon early on, and ammo, while not
    being dirt cheap, isn't expensive either.  You will never want to have this
    gun out of your equip list for any length of time ever.  Very useful, and to
    be honest I feel that this gun took away much of the challenge in this game.
    Maybe if the suppressor wasn't built in it would be better, but this gun
    combined with octocamo makes it seem like you're using the EZ gun from MGS3,
    which for anyone who has every used that gun knows makes the game wicked easy.
    Solar Gun-
    I'd really strive to get this before you go for The Boss emblem, since the
    ammo is free and it's an instant, powerful stun to anyone hit by the blast.
    Basically, this gun harnesses the power of sunlight to create a concentrated
    beam which will knock out an enemy if you charge it for like 2 seconds with
    L1.  If you don't charge it, it's really just a wasted shot, since it won't
    even knock an enemy down.  You have to be outdoors when you recharge it,
    and it takes a while to do so, so it's not as easy to use as the mark 2 is.
    However, free ammo and the sheer coolness of this gun makes it a very
    powerful, fun weapon to use indeed.
    /                 \
    | Submachine Guns |
    Submachine guns are good for taking on a lot of enemies in close quarters
    combat.  They are more effective than a pistol in this respect, and require
    less frequent reloading.  You can also preform CQC with these weapons, so
    if you are ever spotted, these are the guns of choice.
    First picked up by fallen FROG troopers in the first act.  By far the best
    submachine gun to use.  The power is fair, but the ammo is plenty since
    all of the frogs will use this gun, and since you'll also use a submachine
    gun against the Frogs more often than any other enemy, this is the perfect
    weapon for the job.  Combine great accuracy with decent power and a huge 50
    round clip and a built in "dot" sight, and you really can't get a better
    submachine gun than this.  You can also equip a Laser to this gun, along
    with a suppressor, and a flashlight, making this the most modular submahine
    gun as well.  ID-Unlock it ASAP once you pick it up from a fallen FROG.
    It's best to fire this weapon in burts to maximize on the power potential it
    has.  The P90 is better against more enemies, but this gun can take them out
    faster sicne it has a larger caliber (.45).  Ammo is also very common for this
    weapon, and you can attach a suppressor if you wish.
    Would not use this as your primary submachine gun.  The power of this weapon
    is simply too weak for it to be effective, and combined with one of the
    smallest magazines, you'll quickly run out of ammo with this weapon.  However,
    the accuracy is stellar, especially combined with the dot sight you can
    purchase for this weapon.  However, the price of this weapon combined with
    it's less than favorable preformance, rare ammo (only gun that uses it), and
    since the dot sight can only be used with this gun, all deter me from
    reccomending anyone to buy it on their first playthrough, and only to do so
    ever for collection purposes.
    Slightly more powerful than the MP7, but also includes a laser sight built in.
    However, there is no dot sight with this weapon, and it's not as good as the
    P90, M10, or Bizon, so I wouldn't reccomend ever using it.  Eva gives it to
    you, and as soon as she does i'd put it away in favor of the P90 instead.
    Also reffered to as the Scorpian... or is it Skorpian...
    Like the P90 except more powerful and it has more ammo.  However, it's not as
    accurate and the ammo is a bit rarer, and it lacks modularity.  I'd stick with
    the P90, since the laser sight compatibility is pretty helpful, in addition to
    ammo literally littering the battle field once the FROGs come a callin.
    Only Submachine gun with a built in suppressor.  This means the suppressor
    will never wear out, and since the ammo for this is pretty common and cheap
    compared to the PSS, it's actually a viable gun for frequent use.  However,
    it does lack in the power department, but with the steallar accuracy I'm
    not complaining as it isn't very noticable.  The magizine isn't massive like
    the P90 or Bizon, and it isn't extremley small like the Skorp or MP7 either.
    Very well rounded gun.
    An M16 with part of the barrel cut off and most of the stock along with it.
    The greek Beta shaped dual drum magazine looks similar to the infinity
    symbol, which apparently means you'll never have to reload the weapon or run
    out of ammo either.  By far the most powerful and effective submachine gun,
    the only way you can get it is to earn the big boss emblem.  Uses the same
    caliber as the M4 and Ak102, but since you don't need ammo for it that's more
    of a power comparison than an ammo aquisition one.  Sadly, this weapon totally
    lacks any kind of modularity, meaning you can't equip a laser, sight, or a
    suppressor on this thing.  In any case it is an amazing submachine gun, and
    for some random things about it:  The boss could use this one handed, and each
    time you aim it part of the snake eater theme will play.
    /                \
    | Assault Rifles |
    Assault rifles are the most versatile weapons in the game.  They are good for
    close quarters action, along with a good range allowing for some sniping as
    well.  They have good power, along with a decent sized magazine, allowing you
    to quickly take down any human opponent.
    This is the first gun you get, picked up ID free off of a dead soilder only
    seconds into gameplay.  The power of this weapon is decent, but not as
    powerful as some of the other assault rifles.  Either way, it is more than
    powerful enough to take down any foe in this game.  It can be coupled with
    a grenade launcher if you so wish.  Overall a very average weapon, without
    much modularity.
    M4 Custom-
    By far the best assault rifle in the game.  This is due to the vast amount of
    attachments this gun can accept.  You can attach a flashlight, a laser, a
    suppressor, a dot/optical sight, and a forgrip/shotgun/grenadelauncher, all at
    the same time.  It is pretty accurate, even without a foregrip, and you will
    never run out of ammo for this gun.  It, along with the Mark 2, should never
    leave your equipped weapons list at any time.
    Mk 17/SCAR H-
    More powerful than the M4, and also able to accept a sight, a foregrip, a
    laser, and a flashlight.  Sadly, the lack of an attachable suppressor makes
    this gun useless outside of alert stages, as any unsuppressed weapon normally
    is.  Ammo is plentiful, and you get this gun very early in the game.  Good
    weapon overall, however the magazine isn't as large as the 5.56mm rifles.
    Same caliber as the SCAR H, but slightly more accurate and lacking any
    attachments.  This really cripples the usability of this weapon, since aiming
    isn't as easy without a laser sight or scope (which would capitalize on this
    weapons long range if you could use one).  By no means a bad weapon, there
    just isn't any reason to use it since another weapon of the same ammunition
    type is more modular, and you get that one ealier as well.  Also suffers from
    a smaller 20 round magazine than the M4.
    FAL Carbine-
    Very similar to the G3A3, except this weapon is slightly more powerful but
    with less range as well.  Not customizable either, and has a slightly faster
    reload time.  Would not use too often.
    Uses Special ammo specific to this weapon, and the ammo isn't common in the
    field.  Very similar to the AK102, but the ammo makes this gun slightly less
    powerful as well.  Will also take a grenade launcher attachment.  On the plus
    side, this weapon is very accurate.  Other than that I'd use the AK102 over
    this anyday.
    Gun is only found once in the entire game, during Act 2.  Has a built in
    dot sight, and can accept the same grenade launcher as the M4.  Outside of
    this, it lacks customization.  Seems to be more accurate than the M4, but the
    stats don't list it as such.  Basically the M4 without any modularity.
    I put this in the assault rifle category because it didn't seem to fit
    anywhere else, and I wasn't going to make a section only for one gun.
    This gun is VERY expensive, and if you have any brains you will wait for the
    half off discount to buy it.  It's a flint lock gun that takes ages to reload,
    even though snake moves at lightning speed while doing so.  The gun is pretty
    powerful, but unless you get a headshot your opponent will get on his feet
    again by the time you have finished reloading.  The only good part of this gun
    is the whirlwind effect it randomly causes, where when shot a whirlwind will
    come through and kill every enemy in the area along with causing them to drop
    all of their equipment.  Much faster item collection than systematically
    holding up every enemy in the area.
    /              \
    | Machine Guns |
    Machine guns are good for laying down a lot of fire very fast.  Beyond boss
    fights, there are very few occasions where this is needed.  However, if you do
    choose to bring one of these out, whatever is in your sights will drop pretty
    Very weird in the sense that it seems to do more damage further than 5 meters
    than it does at less than 5 meters.  Very accurate, powerful, but lacks
    By far the best machine gun in the game.  It can hold twice as many rounds
    than the rest of the machine guns can, is rather powerful, and is completely
    modular.  It can accept a sight, a laser, and a flashlight.  You pick this
    up around the same time as the HK21E, and will be a worthy investment for you
    to ID-unlock.  Use it for boss fights and you'll never die in them.  Oh yeah,
    forgot to mention this weapon can also accept a foregrip too.
    You can't customize it, but it is the most powerful machine gun in the game.
    Shares ammo with the DSR1.  Other than that, it's pretty much a standard
    machine gun.
    Mk. 46 MOD 1-
    Weakest machine gun in the game, I'd only use this when you run out of ammo
    for the M60, and the HK21E by extent.  You have to buy it from drebin, and it
    eats away at your 5.56mm ammo, which is used by your precious M4 Custom.  This
    gun is also customizable, allowing for all the stuff the M60 can use as well.
    The main  of this machine gun is the power- it is noticably weaker than the
    /          \
    | Shotguns |
    Shotguns are great close quarters weapons, since you don't have to be accurate
    at all and the spray will either knock down or kill anyone in the vicinity.
    They all share the same ammo, which is common, V-ring is plentiful, and slugs
    are basically non existant outside of drebin's shop.  Slugs offer an extended
    range, but lack any spray.  V-ring will knock a man down, but only put them
    out for good with a headshot.
    Twin Barrel-
    Never use it.  Basically a derringer, since you waste your two shots very fast
    and then it takes a while to reload it.  Still, it's the only shotgun you can
    find during the game itself, at the beginning of act 2.
    M870 Custom-
    My favorite shotgun personally.  Can accept a sight, and comes with a built in
    flashlight.  Powerful, takes 5 shots before a reload.  First shell reloaded
    takes an extra second.
    SAIGA 12-
    Best shotgun in the game.  Uses a magazine to load the shells, so reloading is
    a breeze.  Also, this shotgun is fully automatic, and holds 8 shots instead of
    5 or 2 shots. However, it is the most expensive shotty as well.
    Underbarrel shotgun for the M4.  Uses same ammo as the others, and is just as
    powerful.  Very useful, since it saves the trouble of having a shotgun in your
    inventory taking up a full slot, since you can just combine your assault rifle
    and shotty in one with this nifty tool.  Holds 4 shots.
    /               \
    | Sniper Rifles |
    Sniper rifles really let you reach out and touch someone.  They have scopes 
    that allow you to see enemies from afar, allowing you to quickly aim for their
    heads and eliminate them.  Also, they are very powerful, meaning that if a
    headshot is not possible, you can basically take them down in one hit or so
    in the body.  Very useful for scouting out and clearing the root ahead without
    getting involved in any actual firefight.  Basically, the more expensive the
    rifle is, the more powerful, and better it is.
    One of two rifles that can be silenced, and can also accept a laser and flash
    light, although why you would ever need to use one of those on a sniper is
    beyond me.  It has a nice scope, has a lot of ammo per magazine, the ammo
    itself is very common, and overall is a great sniper.
    This rifle is a BEAST online, with one hit kills galore.  However, in single
    player you have to shoot them twice, which sucks considering how expensive
    ammo is for it, along with the small magazine size.  Still, it's a great
    sniper, worth the price in my opinion.  Until you save up for he M82, this is
    the best rifle in my mind, unless stealth is your priority, in which case you
    might be better sticking with the M14 EBR.
    More powerful than the M14, but ammo is also more expensive and rarer.  Also
    can not be suppressed.  Good against crying wolf, but not much use elsewhere
    if you have the DSR.
    By far the worst sniper rifle.  Even though it is self silenced, the gun lacks
    power and range to the point where it would actually be smarter to snipe with
    the M4 in some cases.  Ammo is expensive, and for some reason this gun is
    fully automatic.  You can only find this thing in act 2.
    The best sniper rifle by far.  One hit kills, garunteed.  The scope is also
    perfect for the job.  You can mow down an entire squad in seconds with this
    beast.  However, ammo is mad expensive for this gun, the gun itself isn't
    exactly cheap either, and you'll never find ammo in the wild.  Still, once
    you've gotten all the attachments, and are happy with your current weapon
    lineup, i'd buy it.
    Rail Gun-
    Even though it's technically the most powerful sniper, it is only this
    strong after being charged for a while.  This means that you can't snipe
    out an entire crowd like you can with the M82.  Also, ammo is even more
    expensive for it.  Stick to using this for the Gecko's instead of wasting
    it on human opponents.
    Mosin Naget-
    The only non-lethal sniper rifle.  The Crosshairs are a bit difficult to deal
    with, but you should be able to use it no problem.  Invaluable in boss fights
    if you're going for the dolls.
    /                   \
    | Grenade Launchers |
    Grenade launchers are great for taking out a whole lot of people in one swoop.
    However, the ammo for each launcher is different, and all are very expensive.
    Use these sparingly.
    This gun uses a magazine, allowing for faster reloads than the rest of
    the weapons.  Also, you can lock in the distance this weapon will shoot, which
    allows you to aim at some wall, then lock in the distance, then aim above it
    and fire to take out the people behind it.  Kind of useful in the game, much
    more so in real life.  Can only use explosive grenades however, and ammo is
    most expensive for this one.  You can also use CQC with it.
    You get this for free from drebin.  While reloads are slower than the XM25,
    but you can use all three grenade types with this one.  Also, it offers more
    ammo per reload than the rifle mounted ones.  However, when you do reload, it
    takes longer to do so, so meh.  It is more effective to reload all at once
    tough, since you won't have to do so in the middle of a fire fight like you
    would with the others.. that is if the first grenade doesn't take everyone out
    Underbarrel grenade launcher used with the XM8 and the M4.  Shoots all three
    ammo types.
    Same as XM230, except it uses different ammo and only goes on the AK102 and
    the AN94.
    /                   \
    | Missile Launchers |
    Save these for gecko.  You'll never have to actually fight a metal gear with
    these, so feel free to waste them whenever.
    You get this one early on.  You can take out an APC in one hit with it.
    Ammo is comparitivley common.
    Takes two or three shots from this to kill a gecko, so i'd forget about it for
    the most part.
    One hit kills on gecko, very rare.  Most powerful gun in game along with fully
    charged Railgun.
    You can lock onto enemies with this gun, even humans.  Very powerful, but
    since there aren't any metal gears to fight in this game it's kind of useless.
    /                      \
    | Explosives and traps |
    Helpful for taking out enemies behind cover, behind a corner, etc in one fell
    swoop.  However, you are essentially defenseless against people at range while
    these are equipped, so throw them and quickly switch back to your primary.
    Hold L1 firmly for an overhand, farther toss.  Hold it gently for a light
    underhand toss.
    As for the plantable weapons, they are more useful for setting up traps for
    unsuspecting guards.  Either plant them to cover your tracks in an alert phase
    or plant them along a guard's patrol route for these to be useful.
    Very powerful with good splash damage.
    Petro Bomb-
    Less powerful than a WP grenade, but much less expensive too.  The splash
    damage is suprisingly the same as a grenade.
    Willy Pete-
    More powerful, rarer, pricier Petro Bomb.  Is also a type of launched grenade.
    Stun Grenade-
    Will instantly knock out all enemies caught in the blast area.
    Chaff Grenade-
    Disables electronic devices such as dwarf gecko, APCs, and the top parts of
    real gecko.  Very, very rare.
    Set them, and watch anyone who walks into their cone of acivation be peppered
    with thousands of tiny balls.  Instakill FTW.
    Like Claymores except more powerful and you have to detonate them yourself.
    Also, if you feel like being an evil bastard, you can put them on the backs
    on unsuspecting guards before detonating them.  Press O to detonate them one
    at a time.  There is no way to detonate them all at once that I know of.
    Put them down and guards will pause for a while to look at them.
    Emotion Magazine-
    Put them down and guards will freak out with a plethora of different emotions.
    They'll be stunned after a while, and then will go into caution once they wake
    Sleep Gas Mine-
    Like a claymore in the sense that it is a plant and forget weapon, but differs
    in several ways.  For one, it is non lethal.  Secondly, the activation area is
    radial instead of conical.
    Sleep Gas Satchel-
    A cross between C4 and the sleep gas mine, it will release a cloud of sleep
    gas whenever you press circle.  Also no way to detonate all at once.
    /               \
    | Other Weapons |
    Mantis Doll-
    Lets you control people with active nanos (PMC's and FROGS).
    Sorrow Doll-
    Lets you control the dead.  Can see visions when in first person view.
    Smoke Grenade-
    Provides you cover to sneak about.  Also comes in different colors.
    Stun Knife-
    Instant kill with R1, instant Stun with R2.  If you tap R1 instead of holding
    it, you will do a slash combo, in which if every slash contacts will also
    kill your opponent.  It's hard not to stab in single player, and it's hard not
    to slash in multiplayer.
    Throw it to distract guards, gecko, etc.  They will move to investigate the
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This first, kind of prolougeish area has brief spouts of gameplay with short
    cutscenes breaking it up.  Simply crawl under neath the truck, watch the next
    cutscene, run over the guy's gun, and then run to the end of the street.
    Another cutscene will play.  After this, walk out into the street, and
    immediately run into the building on your left.  Go up the stairs, and then
    dive through the "window".  Keep running straight down the street; when you
    get to the end a metal gear will appear.  Just stick to the right side of the
    street and get out of there as fast as you can; he won't hurt you if you don't
    stick around.  Sit back, learn the set up of this game, and get ready for the
    first act.
    /       \
    | ACT 1 |
    This first area introduces you to the octocamo system, along with the stealth
    gameplay.  Basically, if you lay down or press triangle near a wall, your suit
    will copy the texture of whatever your body is pressed against.  It will stay
    this way until you stop moving in prone/against the wall, in which case it'll
    once again copy the texture you are pressed against (if it's different).  To
    get rid of the camo, just shake the sixaxis/dualshock 3.  This will return it
    to the "sneaking" camo.  If you press start, and go to the camouflage menu,
    you can register the texture you copied for later use, manually set the suit
    to preset/downloaded/registered camos, change your face camo if you have it,
    or change your costume settings (if you have one).  Octocamo is essential to
    this game, you will use it constantly.  Okay, back to the game:  There are
    initially two guards in this area, but more come very soon.  If you want the
    cardboard box, dash across the street at the start, and then crawl into the
    doorway of the building.  Follow the hallway past the corner and the cardboard
    box will be inside the room, laying on the floor.  There are noodles in the
    locker. Noodles are great for restoring both health and psych, way better than
    rations. Stay in crouch whilst in the building, lest the PMCs outside see you.
    Go back the way you came, DO NOT CONTINUE ALONG THE HALLWAY.  The PMCs will be
    coming this way, and it's narrow enough that they're basically sure to spot
    you.  Crawl back across the street, and travel through the buildings.  Keep an
    eye out for the guards, pass when they're not looking, or just simply crawl
    along with the octocamo.  Once you get to some wreckage, crawl underneath it,
    and mind the militaman getting shot.  You can either wait for it to be over or
    try to pop the PMC in the head before it's over.  Personally, I shot the guy
    in the head once, and did not even warrant a caution, so if you don't mind the
    kill added to your stats feel free to do so, as it will make coming out of
    the crawlspace easier.  Once you get to the end of these buildings, there is a
    regain in the locker.  Might as well pick it up.  The guards won't be looking
    in your direction when you can come out of this building (usually), so you can
    crouch run if you wish.  Make a right out of the building, and go to the end
    of the road to collect some more ammo.  Go through the doorway here to enter
    the next area.
    There is a compress underneath the stairs.  You may recognize this area from
    the first gameplay demo of this game.  You can hop up next to the statues and
    grab it's... member for camouflage.  There are several ways to advance, but I
    personally recommend running up the stairs and diving over the hole, and then
    sneaking up behind the PMC here and either CQC him or do a hold up.  Work your
    way up/along this street.  There is only one guard patrolling it until you get
    near the end (you'll be close to a dumpster), in which case 2 PMCs will come
    out.  Either hide in the dumpster or octocamo it to stay hidden until they
    pass, and then go into the ruined building on the right side of this street to
    start a cutscene.  There are a few items scattered around this area,
    specifically a compress on the other street (don't get it, it's not worth the
    trouble) along with a regain in the lockers below that PMC you may have
    knocked out and a ration you will see as you work your way up the street.
    Watch the cutscene, and behold your new favorite toys: The Mark II and the
    Solid Eye.  The mark II is pretty fun to pilot. Just equip it, and then run
    around the battlefield, scanning the way ahead.  You can activate stealth with
    X, extend the arm with L1, and when the arm is extended, shock an enemy with
    R1.  Press triangle near a wall to knock. Any action requiring you to extend
    the robot's arm will put you out of stealth mode.  The solid eye has three
    modes -normal, binocs, and EEV.  Normal will simply highlight any items laying
    around and any NPCs nearby, showing various points of data about them
    (distance, what kind of object, friendly?, health, etc).  Binocs mode is
    similar to the scope of past metal gear games, with all of the perks of the
    normal mode but no where near the walking speed.  You will not be able to use
    weapons while in scope mode.  The last mode is EEV, which basically puts a
    green tone over everything, has the same features as normal mode, and also
    highlights all NPCs and objects.  The solid eye and Mark II share battery
    power, so use them sparingly.  Oh yeah, and that tranq gun you got? Prepare
    to meet your new best friend.  Besides boss fights, it should never leave your
    active weapons list.  So, now that we have that all out of the way, simply make
    your way past this firefight, or just take out all the PMCs, and move on to
    the next area.  There is some AK/M4 ammo back where the PMCs were running from
    if you want it.
    Choke the first guard you see.  once you get into the tunnel, hide in the
    enclave to the left until some guards run past you.  whenever you see some
    guards staying in place, you can always crawl around them for this area.  Keep
    a sharp ear out for the guards' conversation, as they will say if they need to
    go help upstairs or not.  IF they mention anything about backup, just hide
    until they pass.  Before you come to the area with a bunch of wounded
    soldiers, there is an MP3 in an enclave to the left, and after you pass the
    room where they are talking strategy, head to your left after the guards pass
    to get a bunch of ammo, and then once you are back into the hallway, you can
    search the room at the end on the right for a lot of sweet stuff, such as a
    militia disguise and an RPG.  You can now basically just slap on that disguise
    and run through the rest of this section if you feel like it.  One last thing:
    If the militia love you, you can just run past them plain as day in any outfit
    and they'll let you pass. This applies for all areas of the game.  So, once
    you reach the end of this level, talk to drebin, and fall in love.  Weapons,
    anywhere and any time!?  SWEET!  I'll explain a bit about his store:  Any
    attachment you buy will work with any of the guns it says it can work with,
    and in addition to that, once you buy an item, you can attach it to all the
    weapons that can accept it, AT THE SAME TIME.  You don't have to repurchase
    anything in order to put the attachment on all the weapons.  So, that being
    said, i'd go for the laser and dot sights, first thing. Hold off on purchasing
    guns, as you will be able to find them in the field and then unlock them for a
    much lower price than if you were to buy them.  This does not apply to every
    weapon however, as certain ones such as the flint lock and the M82 won't
    appear in game. However, the XM25, MGL, Stinger, M72, SVD, and masterkey all
    do appear in game.  You will get to keep all your weapons, ammo, and
    attachments through multiple playthroughs of the game, however you won't get
    them all back until you meet up with the MK II.
    Run over the body, continue down corridor to get a ration and some noodles,
    then come and head up the stairs. once you reach the second floor, you can go
    and jump down behind where the boxes block off the hall on the level below you
    to collect an RPG and a sleep gas mine.  If you wish, head up to the top floor
    again to dive roll into where you have to go next, landing on a cement block
    with another RPG on it.  Make your way through the building.  When you see two
    militamen who have apparently been spotted, stick around until they die to
    collect their weapons, then leap onto that ledge immediately left of them to
    get some anesthesia rounds for your tranq pistol.  backtrack a slight bit to
    see a similar looking ledge to hop up onto.  Continue your way through the
    building, and after you see a ledge collapse, the next little area will have
    some ammo underneath the white cement ramp.  When you get to the top of this
    ramp, you either have to hug the wall or hang-and-shimmy your way across.
    When your past this and into the next room, hang right, walking under the low
    hang, and jump down to collect a ration.  make your way out of this room and a
    laughable cutscene will soon follow.  You acquire a drumcan, which you can
    just to either hide in like a cardboard box, or press x to send it spinning.
    You can knock out enemies very easily by doing this, however you'll vomit
    after you put it away, leaving you vulnerable for a second or so.  Run down
    the street, and turn right at the first car you see.  There is some .223 ammo
    behind the boxes here.  Take the ladder up, make your way along the rooftops
    until you get to a mortar, and get ready to have some fun!  Use it to blast
    the PMCs to your hearts content, and then ditch it, continuing with your
    mission.  Crawl under the car, and either take the left over the boxes or go
    play with the militia to continue.  If you take the main street, use the
    mortar to blast the building at the end clear of snipers.  The multistory
    building near you has some snipers in it along with grenades, and the broken
    one has a ration in it. I'd just stick to the main street, however.  Past the
    turn in the street, there are some boxes on the left with a crawlspace near it
    -either take that or just continue down the street, either way eventually
    going past this battle to reach your destination.
    In this building, walk around the ground floor to collect some weapons, in
    addition to a claymore and a playboy.  CRAWL OVER CLAYMORES, for all you MGS
    noobs.  Go up the stairs, taking note of the BOMB, which you should also crawl
    over.  Feel free to explore any of the other floors, or shoot the claymores
    instead of collecting them, but if I were you i'd just collect them and make
    your way to the top floor.  If you go exploring and see those lasers, know
    this:  You can't get past them.  Make your way over to the second set of
    stairs, get to the top of them, and once on the roof, go run past the back
    rooms to start a cut scene.  Once you pick up your first P90, buy it, and then
    use that for the rest of the frog battle.  These opponents aren't that tough
    at all, but they come in massive numbers and can hop onto walls and such, like
    those annoying little critters from resistance.  Eventually you will have
    worked your way downstairs, and a bulldozer will come crashing in.  You only
    have to kill like six more frogs, and then you take a hop down an elevator
    shaft.  Time for some more cutscenes.
    You'll see a bunch of militia fighting a few PMCs.  After that friendly tank
    comes in, head for the gap in the wall in the right.  Either take the ladder
    or the crawlspace, they lead the same way, but the crawl space has a ration in
    it.  Help fight the PMCs off, and once your done, head to the really tall
    ladder and climb to the top to find a javelin on the roof of this building.
    After you get it, head back down the stairs collecting the ration and some
    .223 ammo as you go.  Head up the small ladder farther down the street, and
    follow it until you find a place you can jump off of to start a cutscene.
    After it's over, go collect yourself some drebin points by running over the
    numerous dead bodies.  Pop the next two guards in the head with a tanq, or
    just sneak by them.  Do the same with the next one, and head into the
    alley/building to your left.  There's some music right behind the first box
    you see in the building, and a guard upstairs.  Theres some anesthesia behind
    the first boxes you see upstairs,and some noodles can be found if you travel
    through all the doors.  There is a playboy on the bed.  This place makes a
    nice sniping perch if you should so choose to use it.  In the lockers you will
    find some goodies, and the one by itself has an M4 suppressor.  There is a
    ration underneath the table, and some smoke grenades in the hallway
    downstairs.  Make sure to grab the PSS behind the dumpster past the courtyard.
    Make your way past these last few guards, and be done with the first act.
    /       \
    | ACT 2 |
    During the briefing, you can manipulate the screen with the following
    controls:  Triangle switches camera view, L2 fullscreens the current main
    camera, and the square button allows you to control the mark II.  If you bump
    into people with the mark II, you can get special face camos.  There is also a
    battery and a digital camera you can collect here.
    When you gain control, the very first thing you want to do is drop down and
    explore that building on your right.  There is a rebel disguise, a special
    herb, and two special ammo boxes for a shotgun in the hut.  Also, check out
    the upstairs of the barn for some pentazemin, and then hop over the gap to
    collect the SVD, way earlier than you would otherwise.  Hop downstairs to get
    some anesthesia in one of the horse stalls, then go look under the house
    across from your view of the soldiers to get both stun grenades and 3 m4
    suppressors, and inside this house for the fury music.  I strongly suggest
    freeing the rebels, and then eliminating all the guards so you can fully
    explore, and so the rebels are on your side from then on.  Once you're done
    with this area, follow the path the rebels are taking to get to the top of
    those cliffs.  Campbell will call, then continue along your merry way.  The
    next part pits you against a bunch of PMCs, but you have the rebels on your
    side. Use the octo camo and mark 2 pistol to work your way through these guys.
    Pick off the two snipers on the ledge to your right.  Work your way up to the
    front lines here, being careful to not get caught.  While you could continue
    all the way up on the left, If I were you I would cross the road and take a
    trail on the right side of this battlefield.  Doing so will lead you to a
    mortar which you can use against the PMCs.  Continue following this trail, and
    then sneak into the walled in base.  The first, bug building you see from this
    approach is the power station.  Clear it out, and the militia will come in and
    disable it for you.  There is some C4 and a ration under the desk in the non
    generator room, along with a generic ammo box, think it's .223 ammo.  There
    are also sleep gas mines (not active) in the generator room, and a regain,
    playboy, and compress under the building.  Once the rebels have run, make sure
    to collect the M60's from the sandbag, a stinger missile launcher in a boxed
    in area, in addition to a pss, 12 gauge slugs, pentazemin, and some ammo on
    top of the tower.  You have to climb up the tower next to the power generator
    room, hang from the edge, and use the wires to cross over.  NOTE:  DON'T TRY
    DOING THIS BEFORE THE REBELS SHUT THE POWER OFF.  Walk around behind this base
    to a waiting APC to meet someone familiar.
    Take the path farthest to the left, following the rebels if you helped them
    win.  There are a whole lot of goodies in the first few feet once you get out
    of the grass, such as an XM8, a javelin, some sleep gas mines, 12 gauge Vring,
    anesthesia, noodles, etc.  Keep following this path to find a regain on the
    left side of some rocks, and if you crawl under these rocks you can get a PSS
    and compress as well.  If you decide to take the road instead, you will find
    nothing.  Take the farthest left, sort of up hill passage to proceed to the
    next area.
    This path is the most covered from the road, and by extension the truck that
    follows it.  Continue down this path to collect som .45 acp ammo, and mind the
    guard just past this pickup.  There are multiple guards around this rebel
    prison camp, along with one in the watchtower, and one on the road.  I
    recommend silently taking them out to free the rebels, but it's your call.
    The biggest building here has some .223 ammo below it, and some 7.62mm inside
    of it.  In another area inside this building, you will find some stun
    grenades, 9x39mm ammo, and the VSS sniper rifle.  Outside you will find a
    regain on a table.  Finally, there is some anesthesia and .45 ammo outside
    near a pile of...wood or steel I think.  When you're done exploring, just head
    out to the entrance of a mine shaft.
    This is another rebel vs PMC area.  Keep an eye out for dead soldiers, they
    drop some good weapons.  A sample from my experience:  Masterkey (both runs),
    G18C, M60E4, PMM.  Make your way to the road; a bulldozer will appear to help
    you bust into this mansion.  Exploring on the right will net you a ration,
    along with healing music from MGS3 between a dumpster and the outer wall.
    This area will be crawling with dropped weapons.  Inside the building,
    approaching from the right, will be a pss in the fireplace, along with a
    regain under the table.  There are some grenades on the couch in the next
    room, along with some pentazemin on the on the other side of this room. You
    can find a playboy in the front entrance to this house on a couch.  Outside
    the front entrance, there is a ration ontop of some boxes, in addition to some
    willy pete grenades where you would first come in and if you were to have
    taken a left isntead.  Upstairs, you will find some .45acp ammo, a ration, and
    a play boy in the first room you encounter.  There is a master key, some 40mm
    grenades, and some mosin naget sleep ammo on the balcony, in addition to
    5.56mm ammo on the other side of an open skylight.  Jump down the skylight.
    Once down the stairs here, there will by some claymores on the shelf to you
    left, and a room full of various items, with anesthesia and 12 gauge v-ring
    being among the most interesting.  Head up the ladder when you're ready.  From
    here on out, you will never be have the option to sneak by a firefight between
    rebels and PMCs again.
    After a lengthy conversation with naomi, Laughing Octopus will appear, along
    with a bunch of FROGs. Just switch over to the P90 for the fight against the
    frogs, since that's what they'll be using.  There a are whole lot of goodies
    laying around, including V-rings under one of the first desks in front of you.
    Use your solid eye to find them all, but save the battery, since you'll be
    needing it soon.  Once you've defeated all of them, get ready for your first
    boss battle!  I hope you picked up one of those millions of M60's laying
    around, or a PKM from outside the vista.  If you did, equip it now.  If you
    didn't, you're stuck with the M4 or MK17, which are still very capable
    weapons for this fight.  Also, get out your mark 2 pistol while you're at
    it.  Just use your solid eye and threat ring to find her, and blast away.
    After a bit of damage, she'll fall to the ground, and either get up for
    another attack or roll into a ball and release a cloud of black ink, which
    will blind you for a second if you don't get out of the affect area fast.
    She also will release some sort of explosives, so avoid the red blinking,
    beeping objects that magically float around in the air.  She will hide in some
    hard to see places occasionally, such as on the ceiling in the outer ring of
    hallways, in a stack of boxes, one of those skeletons naomi has, a giant
    MK II, a dead soilder, and even naomi.  She likes to randomly crash in through
    the windows, and near the end she will turn into a ball and roll at you, which
    can prove quite devastating (I actually died from this once when I wasn't
    watching my health).  Just hop onto the nearest high object to avoid getting
    hit.  Once you have finished her and she turns to her human form, PULL OUT
    YOUR MARK II PISTOL.  Shoot her with this until she passes out/dies.  If you
    do, you get a special face camo (her face).  If you widdle her health down
    instead, you get nothing.  Don't let her grab you, in which case she will make
    you constantly loose health until you shake her off.  She'll randomly dodge
    some of your shots, there really isn't anything you can do about it, just keep
    shooting at her.  When you have beaten her human form, expect a call from
    drebin explaining her melodramatic past.  Get used to this, it'll happen 3
    more times, each time being more outrageous then the last.
    The next part is kind of annoying.  You have to follow naomi's trail.  Raiden
    will give you a bunch of bs about how to naturally follow her trail, using a
    keen eye to look out for disturbances in nature, looking for bent grass and
    perturbed animals, before telling you that instead of meticulously observing
    every little detail in the terrain, you can simply use the solid eye's nvg
    function instead.  Not far from the start, there will be a ration to your
    right.  There will be a few branches of the trail.  At the first one, take the
    left path (the one with the most footprints). Across the bridge, there will be
    a guard.  Sneak past him or just take him out.  After you do, take the right
    path.  The left one leads to a house with some goodies if I remember, but
    there's also a guard there and it requires some backtracking, so it's best to
    just leave it be.  Soon after you follow his branch, otacon will ask you if
    "you think that could be naomi" laying with a sniper rifle, facing the path.
    Well, obviously it isn't naomi, but it would still be a good idea to take note
    of him, and either prone your way across his field of view, or simply take him
    out with a shot from your mark 2.  If you want to see a cool easter egg,
    before you move past this area follow the single set of footprints to the
    right to see something laying on the rocks.  Haha, looks like she was having
    herself a good time... but that brings up some interesting questions, doesn't
    it?  You can hear a laughing women if you follow along this path (not the
    footprints), it might be worth investigating.  Anyway, back to the path.  Take
    out the guard in the gap in the rocks, and head down and across the river.
    Otacon says something about naomi's footprints vanishing.  Press on straight,
    and mind the member of the frog to your right when you see some footprints
    reconvene with the trail you're following.  The footprints get confusing here,
    but take the left path where there are a lot of footprints.  Put away the
    solid eye, as it can give away your position.  There will be one or two frogs
    past the grass path here on your left, silence them.  Head to the right, and
    behind the closest tree stump, hidden by some flowers, is another guard.  Take
    him out.  Be careful if you run over him, as there is a claymore next to him.
    Follow the path to the left.  When it branches, take the right path, or the
    left if you feel like it (they wind up in the same place).  There is a frog
    sniper here, take her out.  Notice the shoes left in the middle of the road,
    and the claymore on top of them.  There are some stun grenades behind where
    the sniper was as well, if you want them.  Follow the two reconvening trails,
    and soon you will get to another clearing with a dozy guard to the right.
    Take the left footprints again, and mind the guard farther up, on the right,
    away from the path of the trail.  Take him out from behind and grab the pss,
    then head back to the trail, which gets a whole lot bigger now.  Head left
    into the mineshaft to proceed to the next area.
    Get ready for a cool cutscene.
    Once you regain control, start by shooting into the black smoke, and
    specifially at the powered suits when you can get a clear sight of them.  The
    guards around you won't shoot at you, but sometimes they can climb on top of
    the APC and grab you.  Just CQC them when they do this/try to do this, or if
    you just don't care about killing guards, shoot them to prevent them from
    every reaching you in the first place.  When you see gecko, ignore their weak
    points (legs) and just go for the head.  It's faster, easier, and nets you
    drebin points.   Ignore the other vehicle in the next section, and just go for
    the gates.  Strafe up and down either side of the gate.  some geckos will jump
    in front of you, just shoot them while you can, you probably won't get many
    before drebin moves on.  ignore the other vehicle again, as drebin will ram it
    off the road.  More geckos ahead, drebin will ram the one running in front of
    you.  Keep aiming for the heads.  The next area will trigger a memorable E3
    cutscene. Sit back and enjoy.  When they're over, run straight, and follow the
    people.  Run straight past this first gecko.  Turn right, and run to the end
    of the alley.  The last gecko is hard to get past, the only way i've been able
    to do it is get on the edge of the range where his leg sweep is activated, go
    out of the damage range, and then dive through before he can redo this move.
    The second you get past him, you escape and get to sit back and watch the
    vamp fight from e3.
    /       \
    | ACT 3 |
    In the next mission briefing, there isn't really any cool hidden items except
    for some ammo waaay in the back behind the helicopter.  After a long time,
    naomi will finally stand up so you can hit her and get another face camo of
    raiden, this time with the visor open. For the first part of the next act, you
    will have to trail a resistance member through an Eastern European city.
    Since you won't really need to do anything to the enemies other than knock out
    a few who are blocking his path or trying to arrest him, I won't do all in
    depth about the weapon locations.  If you really want to find them, you can
    just use the solid eye.  The guy will wait for you whenever you aren't near
    him, and all that signal interceptor is good for is to find the general area
    of where this one guy is.  If you loose him, you can't just find a new member
    of the resistance, you have to go back and find this one.
    Start off by running straight to the van.  A directed sequence will occur, and
    you will be shown the resistance member you have to follow throughout the
    city.  If you hold him up and do a body search, you can get some music track
    from snatcher.  Just follow him throughout the city, you'll never follow
    anyone else.  Take out any guards that are in your way with the mark 2, and
    don't forget that you can put away the disguise whenever you want and trade it
    for full octocamo, which is basically essential once the guy you're stalking
    changes into a PMC outfit.  If this guy spots you (not a "hey, did i see
    someone there" spot, but a "hey, i'm shooting you in the face because I don't
    know who you are and that's what I do" kind of spot), there is a possibility
    he will go along this very convoluted route that at first seems faster but
    winds up taking about twice as long as his normal route does.  Either way,
    he'll eventually pass a spotlight with a bunch of guards around it.  Don't go
    on the sidewalk until the spotlight has just passed it.  If the spotlight goes
    over you, you WILL BE FOUND, no matter what your camo rating.  This also
    applies to the spotlights on his convoluted route.  Once he/you get(s) to
    midtown n sector, he will change into a PMC outfit.  If you loose him in a
    bunch of guards, it will be obvious which one he is (the one who whistles,
    doesn't have a gun, and walks completley different), so obviously don't kill
    any guards here, lest you risk killing him, in which case you're screwed.
    Not that you should be killing guards in the first place, that is.  The area
    he first comes out of will have two rations and a compress in it.  I know, I
    said I wouldn't give away the locations of items, but they're right there so
    you might as well pick them up anyway.  Now that I think of it, there is also
    some 5.56 ammo on the right side of the street in the last part of the section
    before Midtown N.  Anyway, just use your octo and face camo for this part, and
    try to crawl along the sidewalks from here on out, since there are some road
    patrols who will spot you if you crawl in the street.  Soon after he changes,
    three guards will ask him to follow them.  Just crawl behind them, and don't
    get too close.  Eventually all three will split off.  After at least three
    trucks pass, he ditch the costume and go back to his Eastern European outfit.
    Just wait for him to walk a bit, move towards him, and a cutscene will start.
    Snake anihilates everyone with his CQC, this scene being by far the best
    demonstration of CQC yet.  Big mamma will go on to explain a whole lot about
    snake's beginnings, the Patriots, and a bit about Big Boss as well.
    You start off on a motorbike.  You will have infininite ammo for all of the
    weapons you can equip.  This includes pistols, submachine guns, grenades, the
    twin barrel shotgun, and the XM25 grenade launcher.  However, I doubt you will
    have aquired this weapon yet if it's your first playthrough, which means
    you're doing o have to stick with the submachine guns.  I'd ditch the Skorpian
    ASAP, it has a small magazine that requires constant reloading, and we are
    going to be missing a lot of shots here. The P90 would probably be your best
    bet.  Make sure to equip a laser sight with it, as this will greatly aid in
    your aiming.  I wouldn't go into First Person View for this fight, as you will
    have some dead spots where you can't shoot your gun around eva's head.  If
    there are a lot of enemies around, eva will tell you where to concentrate your
    fire, but in any case aiming for the enemies in front of the bike is a good
    bet.  Lastly, try not to hit the other people on motorbikes, they're friendly.
    In the next area, there will be a humvee that starts attacking you.  It won't
    shoot the van, and I couldn't kill the turret gunner, so just leave it alone
    and it will crash into a wall in a few seconds.  When the frog jumps on top of
    the van, shoot her off.  When you get near the river, and she powerslides for
    the second time and stops for a bit next to two humvees, take out the
    explosive barrel on the left, then go for the turret gunners.  She'll drive to
    the other side now, and execute a slowmo jump.  You probably won't be able
    move fast enough to take out more than one or two guys during this jump.  You
    can shoot the boxes you just jumped over when you have landed to cause an
    explosion, and from there i'd work my way over to the turret gunners and then
    the foot soilders.  For the rest of this section, you won't have to deal with
    any more geckos, but a few frogs will jump ontop of the van.  There are
    usually explosive barrels around the frogs on foot, so just spray away.
    In the next area, many raven soilders will try to bomb you.  They only take a
    few shots to take down, so for the most part you can just strafe them with the
    P90 to defeat them.  A few soilders will appear in humvees or walking on the
    ground, and near the end of this section they can start to be a pain.  Just
    remember that the only people in a humvee you can kill are the turret gunners.
    For the most part, i'd stick to shooting at the ravens since they net you
    drebin points, but since the soilders seem to do more damage it would be wise
    to get a few of them out of the way.  Once eva gets shot, there will be a few
    more frogs standing conveniently next to explosives, making for easy pickings.
    However, the ravens will start to drop a whole lot of bombs once you're back
    on the street, so make sure to equip your rations if you're low on health.
    Eventually eva will crash into a wall along with the van, and after a touching
    cutscene, you'll have to take on raging raven.
    For this boss battle, I would reccomend staying on the floor where you start
    off.  There is a ration on the one base of the staircase, and some 5.56mm ammo
    a bit farther up the staircase.  Personally, I like to stay at the bast of the
    staircase opposite the ration, and just wait for raging raven to come inside
    before unloading on her with an M60. On the next floor, there is some 7.62mm
    ammo, in addition to some .22 anesthesia inide and some 7.62 anesthesia
    outside the room.  There is some 12 gauge v-ring on the top floor, along with
    a music track from HIDECHAN.  Anyway, just stay on this bottom floor, and use
    that cover to avoid all of the missiles shot at you.  It seems that in order
    to make her appear, you have to be spotted by one of the other ravens.  If
    you're accurate with your M60, you can literally kill her after only three
    apperances.  Just make sure to continuously shoot her when she's inside, so
    she won't be able to aim her 40mm grenade launcher at you.  When you're done
    with the firght, pull out your mark 2, and repeat the same process as the last
    boss fight:  Shoot the crap out of her chest with it until she passes out.
    Drebin will now explain to you why she is the way she is, and you'll get a new
    face camo, along with the 40mm grenade launcher.
    Time for some kick ass cutscenes.
    /       \
    | ACT 4 |
    Mission briefing.  There aren't any new camos here, but if you want to, you
    can play with the remote by using R1 with the Mark II to change the channels.
    There is a regain and some ammo on the left side of the back part of the
    nomad.  You will fall asleep on your way to shadow moses, and a dream scene
    will take place, Metal Gear Solid 1 style.  The controls here are also MGS1
    style, and you can't press select to see them.  So, a quick run down of the
    controls:  Square is attack, Triangle is First person view, Circle is punch
    punch kick/knock on a wall, start is pause, and the rest of the controls are
    either the same or don't do anything.  There is no CQC here, however you can
    flip a guard by pressing square while moving the analog stick, although this
    will not knock them out like it does elsewhere.  You can also choke them to
    death by repeatedly tapping square and not moving the analong sticks, but only
    if you sneak up behind them.  So, anyway, back to the walkthrough.  Running
    along the right hand side of this map, in the snow, will net you a ration.
    The only chaff grenades I know of in the game are in this dream sequence, so
    it would be wise to pick some up.  They're on the helipad.  Once the pattern
    of lights allows you to pass betweeen them, run as fast as you can.  You will
    pick up the chaff grenades and make it to the other side just in time.  There
    is a room across from where you get off this helipad with some stun grenades
    and a security camera in it.  To avoid security cameras, simply stay out of
    their field of view, and use their blind spot (directly under them) to sneak
    past them.  From here you can crawl through to another room with some other
    goodies in it.  When you're ready to move to the next area, you can either
    take the path on the bottom, below the security camera on the left, or
    alternativley take the path through the rafters by heading along the right,
    and bypassing the security camera and a guard on top of the rafters.  If the
    guard on the rafters is coming towards you, move to the far end of the rafter
    and hide behind the part of the building sticking out until he passes.
    First off, put on your face camo.  There will be some ammo along the walls
    immediatley where you start.  Continue along the right side.  At the top of
    the hill, there is some more ammo.  From here you can hear/see the a gecko.
    Soon after jumping down the hall, there will be a whole in the wall along the
    right with your standard assortment of goodies.  Sneak past the gecko, and
    continue along the right to see a clearing.  There is a ration where it was
    in the dream sequence.  There is another ration where you came into the area
    last time, and in the room with stun grenades there is a various assortment of
    ammo.  Crawl into the next room to gain a dp boost, and in the next room there
    will be a bunch of explosives ammo.  Under the truck where you could find the
    SOCOM in the original mgs will be the MARK 23 (same gun).  If you look in the
    doors, you can see the next area, which has about 30 or 40 unmanned sentries.
    Run up the stairs you may have taken last time, and take the same crawl space.
    Alternativley, use the entrance on the bottom floor.  However, this route puts
    you on the other side of the room from the exitYou will get a drebin point
    bonus for crawling through here.  When you get out of the vent, be careful not
    to be spotted by the sentries.  If the laser passes over you, it will be an
    instant alert phase.  However, they generally are pretty stupid, and  won't
    spot you if you have decent camo.  They also appear to be death.  There isn't
    anything special in that first room to on this floor, so it would be wise to
    just avoid this area.  On the other room on this floor, there are stun
    grenades and nothing else.  If you travel down the stairs from the second
    floor, you will get a 1000 pt drebin point bonus.  Downstairs, next to the
    exit, there is a mark 23 suppressor and some .45acp ammo.
    Wen you exit the tank building, there is a ration on the left, along with RPG
    ammo and some other ammo on the right.  There are two gecko here, who will
    walk back and forth across the level in a rectangular pattern.  There are some
    40mm grenades next to the second gecko, and various rations and ammo around
    the rest of this area.  When the geckos wake up, wait for them to face away
    from you and just crawl across the route. In the next area, there is ammo
    scattered around the room, along with a stinger missile launcher in the truck.
    Otacon will inform you that the door is locked, so you have to go inside of the
    elevator and travel to the old office to unlock it.  Once you travel down the
    elevator, there will be a M72 missile launcher, along with some claymores.
    Farther down this area of the office, there is a music track along with
    rations and ammo.  Follow the hallway to initiate a flashback and a drebin
    point bonus.  Once otacon asks you to put in the code, you can either put
    in the code, or enter one of the following numbers to get a bonus:  78925 for
    better accuracy, and 13462 will net you a track that allows you to put
    soilders to sleep on touch.  When the cutscene is done, run around the room to
    pick up some 40mm grenades, along with rations and ammo.s  Once you get into
    the old chamber lock, a gecko will fall through the wall.  The hallway here
    makes a T-shape, once the geck leaves to patrol the other side of the T, make
    a dash along this part of the T to the other side, then crawl underneath the
    desk.  Make your way to the other side of the room, and leave it.  The gecko
    will never patrol on this side of the hallway, instead he will just walk up
    and down the hallway with the previously eletified floor.  However, once in
    alert mode, he will come crashing through this door, so it's best to hide in
    that mini office to your right here once he starts his charge if you decide to
    fight him.  However, as long as you aren't in any of the three elevated levels
    of alert, you will simply be able to hop in the elevator and get out of there
    unseen.  Alternativley, you can kill the gecko by using the Mark III to
    activate the electric floor.  Position the Mark III in front of the damaged
    power control and hold triangle to do this.  Big thanks goes to Jon D for this
    alternate strategy, which will also net you a 5000 dp bonus.
    Once you get out of your elevator, head to the door which the Mark III will
    begin to unlock.  However, this is not an instant process, and a gecko will
    soon hitch a ride on the elevator, even if you destroyed it in the previous
    area.  You'll have to keep it distracted, which is much easier than it sounds,
    provided you haven't exlusively reloaded by using the circle button until this
    point.  Simply throw magazines in an off area of the map, and once the gecko
    is done investigating, throw another one.  Keep this up for the two and a half
    minute timer.  If you run out of magazines, you'll have to deal with shooting
    a few shots at it, and then running around the objects in the center, keeping
    sure to stay on the opposite side that the gecko is.  However, 20 magazines is
    more than enough to keep the gecko lured away, provided you aren't wasteful.
    Soon after the Mark III is finished, the gecko will leap to the second floor,
    allowing you to make a clean getaway.Right away, run to the end of this short
    road to grab both 5.56mm and 7.62mm ammo, jump down into the snow, and look
    within the storage shed to find an SVD along with some ammo for that gun, some
    claymores, and some mosin naget ammo.  These will all be much needed for the
    boss battle you are about to partake in.  Jump down the rocks to activate a
    cutscene and start the boss battle.
    For this boss battle, it would be wise to NOT STAY IN OPEN GROUND FOR ANY
    EXTENDED PERIOD OF TIME.  I say this because, if Crying Wolf jumps on top of
    you, it will be an instant kill, sort of like the gecko footsweep.  Also,
    there really isn't anything worth collecting on the battlefields, save for
    some C4 and other handheld grenades in the middle, power transformer area.
    So, your best bet is to dive over that tree from the start, and make a beeline
    for the first tower you see.  For the majority of this boss battle, you will
    simply run between these two towers.  Put on your solid eye and turn it to
    Night Vision mode to find Crying Wolf, and just snipe her with the SVD from
    either of these two towers.  If you're a good shot, you can get multiple hits
    on her before she runs.  Your psych meter will probably be empty for most of
    this fight, so sniping may be hard for you if you haven't recently used a
    compress or played dead.  You can always cheat and use pentazemin to get off a
    quick shot if you have it, however.  To get from one tower to the next, try to
    dive off the railing nearest to the staircase on the other one, and run up it
    as fast as you can.  The farther tower has an XM25 grenade launcher on it's
    top floor, so be sure to pick that up.  If you're running low on ammo, some of
    the tower guards carry the DSR, so if you have that gun you should be fine.
    Okay, now that we're all set up, here are wolf's attacks:  Her main attack is
    the railgun.  The railgun fires a bullet at a very high speed, creating a
    shockwave where ever it hits.  Sometimes you can dodge this simply by laying
    down and letting the railing take the brunt of the force, however there are
    some gaps and angles where this won't do anything to stop it.  Also, after you
    shoot her, she will sometimes attack you with explosives she tosses up onto
    the catwalks you are sniping from, so simply run when you hear the clinking
    of a grenade (i don't know if they are grenades, but they have the same
    soundbyte when they land on the ground.  Also, keep an ear out for the
    throwing sound of a grenade).  Just dodge between these two towers until you
    have defeated her, she doesn't come up with any new tricks.  Remember to use
    the solid eye to find her unique shape (it's either much smaller or much
    bigger than the Frogs, depending on how she's positioned and how she's aiming)
    and to know which part of her to hit (the actual beast part of her isn't
    highlighted at all).  Once she's done, with, switch back over to the Mark 2
    once again, and go collect another face camo. After you have defeated her
    human form, you will collect her Railgun and Drebin will explain this beast's
                               ! Alternate Strategy  !
       Just thought I'd share a tip for the Crying Wolf battle.  Immediately 
       after the cutscene where she almost nails you with the tree, you'll be 
       staring at a truck in front of you.  Crawl under from the rear and face
       forward towards the woods.  Your stress won't go down since you're 
       sheltered, and the FROGs are easy pickings.  Every few minutes or so, 
       Wolf will pass by in the woods.  Use your night vision to spot her and 
       snipe her up.  The battle takes longer this way, but you'll literally 
       take no damage. If it gets boring and she isnt coming out, just get out
       from under the tank until she yells and run back under.
       Thanks to Jeff C. and Nick for this tip.
    Hey, isn't this the place where you had to swap discs in MGS1?  Run inside and
    you'll trigger a rather hilarious codec conversation with Otacon.  Alright,
    time to find metal gear Rex.  The next area is crawling with those annoying
    three handed sentries, so stick to the normal rules of evading them:  Worry
    about the laser and their patrol routine, and camo/sound for very close
    proximity.  Head to the door, and otacon will tell you it's not working.
    Go to the opposite end of this side of the room now to get into the elevator.
    You can basically just run up both sets of steps and dive over the side, if
    you don't mind the minor loss of health.  There is an itunes track here
    somewhere, but I picked that up first playthough so i'm not exactly sure where
    it is.  Sorry! :(  ...anyway, the elevator will trigger a flashback, and
    you'll get a drebin point boost because of it.  Once out of the elevator, you
    will see a Gecko patrolling the area.  Remember, these guys are a cross
    between guards and sentries, in the sense that if they pass their laser over
    you, you'll be spotted no matter your camo rating, and if you are in their
    line of sight or near proximity, they'll also spot you.  Either way, it's
    very easy to pass this first guy.  Simply run like crazy in a straight line
    once he turns away from you.  Near the small steps, there are a few boxes of
    ammo, including anesthetics.  The next room is by far more difficult.  It has
    two geckos, in addition to those annoying three handed sentries.  First, run
    to that reddish, metal thing in next to the raised path in the center of the
    room when the gecko isn't looking that way.  Once you are there and it walks
    back to where it looks away from the center of the room, hop onto the platform
    and crawl under neath whatever machinery that is on the rollers, collecting a
    javelin as you do so.  When it's safe, continue in this direction out the
    other side.  Once you have deemed it safe, crouch run to another one of those
    reddish steel things on the right side of this platform, and AS SOON AS YOU
    KNOW NO GECKOS ARE LOOKING, run, RUN your little hind end off into the doorway
    and dive over that railing.  I would check the map to see what area I mean if
    I were you to make sure you know where you're going.  If possible, don't even
    pause to make sure the two geckos on this side of the aforemention machinery
    are looking, check this while you are running to that reddish piece of steel
    panel.  I say this because, if you happen to be spotted, one of those gecko
    will block this exit to the next area, meaning you're basically screwed and
    should just start over, or go rambo with that javelin you picked up if you're
    having one of those days.  In this next room, there will only be like two
    sentries, and it's very short, so you may be tempted to just say "screw it"
    and run past all the sentries.  However, if you go into alert phase, the next
    area will be blocked, so just stay stealthy a bit longer.  At the top of the
    staircase, you will find a lot of useful items, so i'd make a pass up there
    before you run into the next area.
    Once the lift has reached the top, you will have to fight vamp in a boss
    fight.  Use whatever you want to bring him down (although I personally feel
    that using anesthesia works the fastest, but whatever), but make sure his body
    is within running distance of you.  Whenever you knock him down, he'll get
    right back up.  A quick call to otacon will tell you what it took me 30 some
    "kills" of vamp to figure out.  Once he stands up, CQC grab him, and make sure
    you have the syringe equiped.  Once you have him in a lock, press triangle to
    stab him in the neck with the syringe, which will put a quick end to him.
    There are various ammo items laying around the room, including some 5.56mm
    which you may actually be in need of after that crying wolf fight.  Whenever
    vamp gets within striking distance, roll out of the way so he doesn't stab
    you.  On occasion, he'll squat down before lunging at you, in which case you
    should just run in a different direction than he's facing and roll when he
    lunges.  Also, sometimes he will jump high into the air and stop you, so once
    again, dive to dodge this.  Whatever you do, don't lay down, as he will start
    one of those dances ontop of you like he did raiden earlier.  Also, if you
    dodge early, he'll still hit you.  Don't run into him when he stands up, else
    you will be knocked to the ground and you'll probably have to fight him
    again.  If you do mess up giving him the syringe the first time, subequent
    defeats will be much easier.  I often get lucky with the Mark 2 and all of
    his psych will drop in one random hit after the first time you defeat him.
    After you stab him, raiden will appear, along with some suicide gecko.
    Suicide gecko will walk around the perimiter, and then hop on the inside after
    a while.  Once they are inside your perimiter, they will start a countdown to
    self destruction.  If this timer reaches 0, you loose.  Immediatley a gecko
    will hop in front of you, acting as a sort of tutorial on how to handle this.
    With the railgun, L1 Charges, R1 fires. It is a huge waste to fire a
    non-charged bullet with the railgun.  There is an audio cue to when the gun is
    fully charged, and it's pretty distinguishable.  You can switch between first
    and third person without loosing the charge, but if you lower your weapon, the
    charge will be lost.  For this reason, I would not reccomend ever taking your
    finger off the L1 button for any reason, as there is one part where several
    gecko storm you and you won't really be able to get through it if you don't
    act flawlessly.  Make sure to equip your rations from the start, so you won't
    have to waste your precious charge to switch to them later.  Zoom in with R1,
    and from here you will be able to see when the gun is charged (all the bars
    will be a solid color).  Use this to aim all the time, lest you waste your
    shot. The only time I could ever see why you wouldn't aim in this fashion
    would be during that part where multiple geckos rush you.  Aim for any
    metallic part of their body for a sure kill.  The geckos only attacks are some
    machine guns they'll rarley fire at you, and of course the self detonation
    thing.  I have never had one land on me, so I don't think you have to worry
    about that.  Eventually Raiden will kill Vamp, some cutscenes will pass, and
    you'll get control of Rex.  Sweet!  This is probably the most fun you will
    have in this game, so i'd save here if you want to come back to it (although
    if you didn't play this chapter last, you'll have to reinstall the chapter
    Before you do anything, press select to get aquainted with the controls.
    This escape sequence is insanley easy.  Basically, rex is a total beast, so
    you won't have to worry about those suicide gecko too much.  In this area i
    wouldn't even bother with the other weapons, as only a few seconds of fire
    from rex's machine guns will destroy them.  Use L1 to use the cockpit view,
    which is basically the only view you should use to shoot with.  If you come to
    an area with a lot of gecko, feel free to stop for a second and shoot a little
    bit, as the time limit is very generous.  If you see geckos on the railings, a
    burst from your machine gun will not only take them out, but the entire
    railing with it.  Try not to crash into the walls.  After a while raiden will
    jump off, because apparently he was jelous that you were upstaging him with
    rex in the "who can take out geckos the fastest" contest, or at least that's
    the only plausible explanation I have come up with for this.  Just keep
    trudging on as you were, and eventually you will see the orangish glow of the
    outdoors, in which case this chase sequence is done with.  The next part is a
    boss fight between you and metal gear ray.  From here on, don't use the
    machine guns anymore.  It's time for you to be aquainted with the rest of
    Rex's arsenal.  First off, we have a whole load of balistic missiles which can
    lock onto multiple parts of your opponent at once, and there must be at least
    10 or so of these things launched at any gived time.  Lock on with L1, and
    fire with R1.  Once you have spent your cache of missiles, switch over to the
    laser if Ray is close.  Charge it with L1, and once charged you'll have about
    two seconds of sustained fire with R1.  If you continue to hold it down, it
    will increase the charge level, meaning it will be more powerful when you do
    use it.  I somehow got this charge level up to 4 once, but the next time I
    tried two was the max.  Overall the laser is very similar to the rail gun.
    This is probably the most devestating attack Rex has, and what you will be
    using the most.  However, it seems that the power of this weapon decreases
    with range, so if you're out of missiles and Ray is far away, it might
    actually be best to use the machine guns.  As far as ray's attacks go, the
    most devestating one is where he will jump ontop of rex, causing a
    considerable amount of damage.  Try to dodge this and similar attacks by
    dashing with the X button.  Basically, just move in any direction and tap the
    X button to dash.  This also works for avoiding Ray's missiles.  The last
    thing you should know about this boss battle is that, after a failed charge by
    Ray, you have the ability to get close to him and press triangle, which will
    allow you to do the jump attack on him.  So anyway, defeat ray, and get ready
    for some more cutscenes.  You have to love Raiden.
    /       \
    | ACT 5 |
    You can't play around with mark II during this next briefing, so just sit back
    and enjoy the story.  You're going to board outer haven via catapult here.
    Once you do, get out your mark 2.  There isn't anything worth exploring to
    find here, and this is by far the shortest chapter gameplay wise.  Shoot the
    first two guards with your mark 2, and continue up the left side here.  Two
    more FROGS will jump down, take them out as well.  Another will jump down
    ahead of you right as you get to the place where the last FROGS jumped from.
    Another two FROGS lay up this path, take them out as well.  Just stick to the
    left side of the ship all the way to the other side.  Press against the walls
    to get past the cargo when you have to, and mind the geckos.  There will be
    two final FROGS here, near the end of this side.  Once you get to the other
    side, a gecko will jump down, and will soon be blasted by the artillery.
    Another gecko will run over to investigate, but will soon resume it's patrol.
    Once the coast is clear, head to the door and press triangle.  Mash triangle
    as fast as you can, and the door will open shortly.  Head inside, and make
    sure you have a P90, rations, and a syringe on standby.  You'll need them soon
    enough.  Head into the elevator to start the next major battle.
    First off, you'll have to take out a bunch of FROGs.  Just use the computers
    and different levels as cover, prioritizing the enemies on the same level as
    you first, then go by proximity.  After you've cleared out the inital batch or
    two, more will attack solely from the balcony above you.  Take them out.  A
    few more batches of FROGS will fight you on the ground floor, just use the
    P90 to take them down.  There is ammo and rations littered all over the
    room, specifically near the blocked doorwars on the uppermost floor. When
    you're done with the FROGS, get ready for the last battle against a beauty
    and the beast member- Screaming Mantis.    Meryl will start to shoot at you
    not too long into the fight, and a bit later on she will try to shoot herself.
    Just CQC her when she does the latter, and dodge for the former.  If you've
    played the original Metal Gear Solid, immedietly switch your controller to
    something other than one, but don't pause the game before doing so.  When
    otacon ridicules you, and after campbell asks you to try the same thing you
    just did, run around wildly shooting every weapon in your inventory to
    fruitlessly attempt to damage mantis before giving up, walking away, and
    crying yourself to sleep.  Delete your game save data, and return Metal Gear
    Solid 4, because "you can't figure out how to beat it."  However, if you've
    never played metal gear solid, you should instead use the syringe on yourself
    to break the strings controlling you, and then avoid getting hit by those
    ghostly projectiles mantis shoots at you.  If you get hit, no big deal, just
    use the syringe again.  Anyway, you will notice that, while your aim will no
    longer shift, you still won't be doing any damage to Mantis.  Aim for the red
    doll instead of mantis.  It may not seem to be doing anything, but if you look
    closley you will see that the strings are slowly snapping on it.  Eventually
    it will fall off, in which case you should run to pick it up.  Once you do,
    equip it in your inventory, and aim for Mantis.  Since she still has that blue
    doll, she can still attack you with the dead enemies, but meryl will no longer
    be under her control.  None of this matters anyway, since the second you hit
    her with the mantis projectile, all you have to do is continue to hold L1 and
    shake your controller up and down in your hands to quickly kill her.  She'll
    transform into her beauty form, you'll shoot her in the face with the mark 2,
    and then psycho mantis will make a cameo before drebin explains how she got to
    be here.
    For a while, you'll just keep on running straight as different parts of your
    past flash by in audio form.  The last three chambers will drop this
    treatment, however, and you'll have to dive roll by these dwarf gecko, as
    otacon calls them... I think.  Don't bother shooting them.  Just run up to
    their front lines and dive across them.  Run a bit more after you're clear of
    them, and then dive again after every successive group.  After this, you once
    again realize that Raiden kicks major ass, and you enter the microwave room.
    For a while, you can get by with just walking, but eventually you will have to
    crawl along.  Just hold the left analog stick forward, until the end where you
    may have to place your controller on the floor to hit triangle fast enough.
    You should not be able to see triangle in the part where you are crawling on
    your hands and knees, and when you start crawling you shouldn't see it too
    often at all.  Don't mind the fact that your health is basically at zero, this
    is normal and you should be able to reach the end of the door in time.  While
    your health will run out rather fast, you can still move as long as your
    stamina bar has some life in it.  Anyway, after you get to the end, more
    cutscenes occur, and you have basically saved the day.  Well, I guess it was
    Otacon who really saved the day.  I don't know why you even had to go through
    that microwave room in the first place to be honest, the Mark III made it all
    the way by itself.  In the end though, it is a good thing you went. Also, did
    anyone else wonder why Meryl, and later Johnny, didn't walk with you through
    those catwalks with the mini gecko?  I mean, they could have just held out
    outside the door there... And why did Raiden have to defend that area if
    Otacon locked the door from the inside?  Just seems pointless to me.  Then
    again, it wouldn't have been nearly as dramatic, and johnny may have never
    asked Meryl to marry him without that, so whatever.  Also, you probably would
    have been killed if Raiden hadn't come to save the day, which seems to be a
    reoccuring theme in this game.
    So, after this whole touchy feely "we won" cutscene, you get to have one last
    boss fight against liquid/liquid ocelot/young ocelot/ocelot.  The controls for
    this fight are different than the normal scheme, so be sure to check them out
    with a quick press of Select, which is also the only way you can pause the
    game.  Basically, mash R1.  If you're low on health, or if you are just that
    kind of fighter, you can block with L1.  If you hold L1, R1 will always be a
    hard punch.  Pressing X will dash in whatever direction you are pressing on
    the left analog stick, and will execute a duck if you aren't pushing the stick
    in any direction.  If you press R1 while dashing towards Liquid Ocelot, you'll
    do a body bash.  Tapping R1 a few times can net that sweet punch punch kick
    combo we know and love from past metal gears, and holding R1 will allow you to
    do a hard punch, or a CQC toss if you apply some left analog stick action.
    There are a lot of quick action button press thingamabobbers here, which
    basically means you should be ready to follow any on screen cues to press
    triangle or R1.  This is especially true durin the CQC grabs on either side.
    If you toss liquid/ocelot to the ground, you can either choke him, punch him
    in the face, or if you're slow, punch him in the gut.  Near the end of this,
    there will be a finishing button press, where if you press it in time, you'll
    slam his face into the ship, and if you miss it, he'll turn you over and punch
    you a few times.  If you get him near one of those three posts, you can also
    do a cool environmentally sensitive context press where you slam him into the
    post and choke him.  This is not a one sided fight, however.  Liquid/Ocelot
    has a few tricks up his own sleeve, with different ones for each part of the
    fight.  In the first part, he will do a body bash, which will knock you to the
    ground.  He'll make a grunting sound along with crouching before he does this,
    allowing you to dodge before he strikes.  Just try to CQC throw him for this
    part of the fight.  After a bit, you will punch him in the face, and knock
    some of the liquid out of him.  He'll now be liquid ocelot from MGS2, and will
    bring more powerful blows with him.  Your health, along with his, will be
    restored to a point as well.  He'll dodge more in this part of the fight, and
    it's a good idea to block here.  He has a very powerful punch that will
    quickly end you if you don't dodge it.  Thankfully, there is enough time
    before he uses it that you can dodge it often, so long as you don't dodge
    INTO it.  If you can end him near a post, you will be able to simply
    repeatedly cqc him into one of these until eventually the game takes over and
    you guys exchange flips to start the MGS3 battle, but I wouldn't count on that
    as being your tactic.  Once again, count on your CQC skills to eliminate him.
    If you have gotten this far, it's rare to fail, but it's still possible.
    Ocelot now gets some CQC moves of his own now, although you can break out of
    them if you time your button presses right.  After a bit of this, you'll both
    turn your age and all of your abilities besides basic hard punches.  Just
    nudge a bit towards him, and let him come the rest of the way to you.  Once
    your fists are nearly touching, with like 6-8 inches between them, press R1.
    As soon as you see the camera cut back to the "you can control your
    character" view, immedietly, without pause, press R1 again.  Do this for the
    rest of the fight, and he won't have a chance to counter, which basically
    means you win.  Just don't be slow with it, else he'll counter you.  Even if
    he does, it's actually kind of hard to loose at this point in the fight.
    If you're actually trying to beat ocelot, you should win no problem.  Time to
    sit back, watch the end of this chapter, and a whole load of cutscenes.  Bit
    of advice:  Just because you see credits, it doesn't mean that the game
    is over.
                               ! Alternate Strategy  !
      In the Boss Fight with Liquid/Ocelot ( Both Rounds ) you can significantly
      reduce your chances of getting hit by losing your balance on any of the
      ship’s edges. To do this, run to the edge of your choice and attempt to
      walk off of it. Doing so will make Snake frantically flail his arms to
      regain his balance. While Snake is struggling to regain his balance Ocelot
      can throw punches at Snake but will not be able to deal any damage until
      Snake regains his balance. Feel free to use this little trick to your
      little heart’s content.
     Thanks to J.M. for this tip.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                                 Special Thanks/Credits
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    First off, a sincere thank you is directed towards Hideo Kojima and the rest
    of Kojima Productions for making this amazing game.  I've been a Metal Gear
    fan since the original Metal Gear Solid, and this game was the perfect end to
    it all.
    A special Thank You goes to the following people who have contributed to this
      Jon D-  Provided alternate way to beat gecko in act iv, lvl b1, nuke storage
      Etcee-  Corrected some mistakes I made after the Crying Wolf Boss battle,
              also contibuted the name and location of "The Best Is Yest To Come"
              iPod music track in Act IV
      Jeff - Provided alternate strategy for Crying Wolf boss battle.
      Nick - Provided alternate strategy for Crying Wolf boss battle.
      J.M. –  Provided alternate strategy for Liquid Ocelot boss battle.
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                                  Closing Notes/Contact
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    This guide is far from done, but it is still more than sufficient to get you
    through the game.  There may be some factual errors in this guide, seeing how
    this was my second playthrough. If you spot any, please let me know at
    gamefaqs@dboyzetown.com and include something relating to this guide in the
    subject so I know it isn't some random spam.

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