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    FAQ/Walkthrough by winnie the poop 2

    Version: 1.0 | Updated: 06/19/08 | Search Guide | Bookmark Guide

         Metal Gear Solid 4: Guns of the Patroits FAQ/Walkthrough version 1.0
         Copyright Martin Dale-Hench 2008, hockeyfox (at) ameritech (dot) net
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         -Author’s Note
         -Act 1 – Liquid Sun
         -Act 2 – Solid Sun
         -Act 3 – Third Sun
         -Act 4 – Twin Suns
         -Act 5 – Old Sun
    3. EXTRAS (upcoming)
         -iPod Songs
         -Rare Weapons
    This FAQ is meant to be bare-boned and simple, easy for both average gamer and
     MGS expert to read and find whatever they want. No need for me to explain how
     the game or controls work, there’s the manual for that. I only put what I 
    think any gamer wants to know: the walkthrough and the stuff that gives MGS 
    its richness and replay value. 
    *This walkthrough was written during a playing of the SOLID NORMAL difficulty.
    However, the same rules apply for all difficulties. Do not get caught. The
    enemy’s AI, vision range, hearing range, damage ratio, stamina, and number of
    enemies all increase proportionally as the difficulty goes higher. There are 
    less items lying around in Extreme than in Liquid Easy. Been the same way 
    since MGS1, so nothing drastic here. Move on.
    Get yourself accustomed to the handling of your items and weapons. Check out
    the BRIEFING menu to learn some moves that Snake might have. And yes, you 
    only have the pithy stun knife and a Ration right now. Just go left and crawl 
    under the truck and pick your first weapon, AK102. Go to the menu and equip 
    Go north until you see another cutscene.
    After seeing the Gekko decimate the no-names, you will need to take some 
    caution. The best path is to the left of your starting point, where there’s 
    some debris blocking the road. Crawl under the debris to get a RATION and 
    wait until the Gekko front of you goes away, and quickly get up and go to 
    the end of the road while hugging the left wall. Go right and enter the left 
    doorway. Beware of Gekkos jumping all over, left and right.
    *FOR THOSE GUNNING FOR A NO-ALERT RUN: Getting seen by a Gekko here WILL NOT 
    trigger an Alert mode, so no worries about this one. The only thing you 
    should be worried about is getting injured. Technically, the game haven’t 
    started yet.
    War has changed. You have Octocamo now. Pressing against a wall (Triangle) or 
    floor (hold X) will make your chameleon-like suit resemble the background.
    Now, you only have a machine gun and a knife, so battling here is out of the 
    question. Be stealthy like a ninja.
    Turn the corner to find an open door on the right. Enter it and continue until
    a cutscene is triggered. Now, CRAWL past the next doorspace and into the vent 
    tunnel, and get COMPRESS. Look to the left for two soldiers battling it out. 
    Wait until they retreats and continue crawling towards the next building and 
    turn the corner again for another doorway. In this area, there’s a room with 
    another COMPRESS and a dead soldier with some ammo. Pick them up, and crawl 
    under the debris on the right.
    After going through the hole in the debris, stay behind the crates and look 
    for a soldier scavenging the nearby grounds. Wait until he’s in the hallway 
    and go into the rooms to the right. Let him backtrack south again and look 
    through the north door. There should be two soldiers scanning the street, 
    going westward. When they’ve gone west of you, walk slowly to your northeast 
    to find the passage to the next area.
    You’re right next to a staircase. Go up. Do a roll to get across the gap 
    upstairs (X while running). You see the soldier strolling just yonder. You 
    have two choices – walk up to him softly and do a CQC (R1) and do whatever 
    you want with him; OR hide behind the crates/corner and CQC/knife him when he 
    doubles back (well, you could just go haywire with your beloved AK102).
    After neutralizing the guard, crawl/crouch slowly to the north end of this 
    floor, to where there’s a blasted hole in the wall. Go against it and press 
    triangle to jump over it. Drop down and crawl on the right (to avoid getting 
    seen by the guards, duh), all way to the end – there’s a RATION near the end 
    wall for your pains. Look down at the street to see if it’s clear for you to 
    drop down. Do so when it’s alright (a COMPRESS is in a corner right under the 
    Ration). Again, be vigilant for the soldier pacing the adjacent street. When 
    he has his back to you, go right (north) and enter the building on the right.
    After meeting your newest buddy, MK. II, I’d suggest you to equip either your 
    Operator or MK. 2 Pistol, which you just acquired from Otacon’s sidekick. I 
    prefer the tranquilizer gun (MK 2 Pistol).
    Go to the balustrade ahead, and you’ll see three soldiers on the street. 
    Eliminate all of them as silently as you can. Get on the street. Down the 
    street, if there’s some soldiers with their backs to you, shoot them down. 
    Ignore whatever’s flying above you, they won’t give you too much trouble if 
    you keep on the right side. While crouching, run to the hallway on the right 
    side, opposite of the T-intersection. There should be some windows between 
    you and the warzone (and a dead soldier or two flying toward you, heh). Get 
    to the other end of the hallway. Eliminate whatever man is in your sight. 
    While you’re at it, look at the other side of the street. There will be some 
    men coming out of a stairway. Wait until three men have come out of it and 
    head for that stairs.
    Yes, it’s pretty dark in here. Whip out your Solid Eye and set it to Night 
    Vision (L2+Square). Walk slowly to the next doorway and CQC/headshot the 
    guard there. Continue on your path (a RATION is next to some crates at the 
    bend). When you see an alcove on your left, GO into it (and get some AMMO) 
    and STAY there. Keep an eye on the hallway. When three men has gone past, you 
    may come out and search more. ANEST. 22 AMMO is at the dead end. Go into the 
    chicken coop and pick up REGAINER and NOODLES. Get out of the coop.
    Don’t be too excited and turn the next corner too quickly. Peer out just 
    enough to see two soldiers having a council. Take ‘em both down with whatever 
    your preferred gun is. In the room to your left is some .45 AMMO. There is a 
    third man inside the next room. If you haven’t set off an alarm, he is 
    talking to an injured soldier on the near wall to your immediate right. Get a 
    clear shot as silently as you can. This room is a good time to pick up dead 
    soldiers and shake them for some Rations or Ammo.
    The following hallway has a man patrolling it, so crouch-sneak a bit and look 
    down the hallway and snipe him down. Get the ANEST. and .45 AMMO from the 
    left and right cul-de-sacs. The next room will have two soldiers talking. 
    Easy for you, take them out with direct headshots. Ignore the wing and 
    QUICKLY go up the short stairs and crawl under the bed to the left. Let the 
    two soldiers go past you, and get up and go down the hall. Again, the next 
    room also has two loquacious mates. After creating peace in this room, all 
    that remains are two men in the next hall. You’ll only see one, but take him 
    out anyway with your MK 2. Stay where you are and wait until the second man 
    comes over to examine the sleeping body. Do him a favor and admit him with 
    his buddy into the Neverland. Pick up the RPG-7 AMMO at the end of the hall. 
    The next room is the last one, collect all of the AMMO and the RATION there 
    and go up the stairs to the URBAN RUINS.
    After meeting Drebin, you now can purchase guns or ammo from his Shop (in the 
    Start menu). Drebin Points can be accumulated from acquiring leftover guns or 
    succeeding achievements.
    Pick up some AMMO, PLAYBOY and NOODLES from the hallway to your right. Go up 
    the stairs for an AK102, its AMMO, and PETRO BOMBS. Look down, towards the 
    direction of the stairs. You will see a small path right next of the stairs. 
    Jump down to it and pick up the DOT SIGHT, a nifty addition to your arsenal – 
    it can be attached to a gun to give it the laser sight. Also on the same path 
    are a RPG-7 AMMO and S.G. MINES. Don’t forget them, and drop down and go back 
    up the stairs to the top again. This time, drop into the room to the left. If 
    done correctly, you’ll land on a platform with an actual RPG-7 GRENADE 
    Finally we can move onwards.
    Just navigate through the linear path of the ruins, picking up some AMMO and 
    a RATION on the way. Don’t have to kill the two guards looking outward – 
    ignore them and go up the debris to the left. To sidle a wall, press triangle 
    and move in whatever direction you want to go. At the end, try to drop down 
    to the right room for a PLAYBOY and a RATION. The left room yields nothing. 
    Either way, continue until the ensuing cutscene with the DRUM CAN.
    If you’re here to find how you get through this fairly lengthy part of the 
    battle without getting seen once, you’ve come to the right part – because I 
    have the way.
    Eliminate two soldiers on the street right away. Stay on the right. At the 
    intersection, there’s a soldier in white – shoot him over the automobile and 
    go right. Go up the ladder behind the next building (before doing this, you 
    might want to shoot down any remaining soldiers, if any, behind the sacks on 
    the opposing side of the street).
    On the building, get down on the portico and crouch-walk. There’s a Javelin 
    missile launcher you could use there, but you don’t really need it. Keep 
    crouched and side step to the opening in the wall with your gun out. Take out 
    the guy behind some sand sacks in the middle of the street. As for the other 
    soldiers, don’t worry about them. Drop down and crawl through the hole under 
    the car to the right.
    At the distance, there’s some rebel soldiers trying to advance the line. 
    Don’t bother. Go to the first hallway to the left and jump over the crate. 
    Go to the end of the hall and go right (second right), then the first left. 
    You will be in the open street, but go along the right wall, past some 
    columns. There will be an open window in the building to the left. Jump 
    through it. 
    TIP: there are some goodies in this building if you search up, such as a 
    REGAINER and RATION. But you’ll have to tackle two soldiers in the 3rd floor –
    and then a sniper outside the window of the same room. But you’ll get a nifty 
    new weapon out of him: M14EBR, an automatic sniper rifle. Drop down via the 
    platforms to the rear. But you don’t have to go up – you could just go 
    through the first floor rear window. :)
    After exiting the building, either through the rear window in 1st floor or 
    from upstairs, keep on the right street. Snipe the two soldiers down the 
    street quickly, before they head in your direction. There’s two more soldiers 
    in that vicinity, but the only way to lure them out is to advance to the next 
    T-intersection. Do just so and stay at the intersection, take out the guy 
    that comes out of the alcove. The other guy will come to examine him. Take 
    him out as well. Go to the same alcove and stay there until two soldiers pass 
    you from the corner. Kill/tranq them if you like.
    Go to the corner. Peer out. There should be a man at the next corner, firing. 
    Stay at the corner and headshot him. There might be a soldier popping out of 
    a blind spot, be prepared for it. Get on the other side of the small street 
    and CRAWL past the car and the van.
    Looking from the van, you will be witnessing a full-fledged battle, with 
    bombs from helicopters and all. Stay by the van and snipe down the man on the 
    second story of the sunlit building. CRAWL to the trench in front of you. 
    Make sure you don’t come across the dead body there or you’ll automatically 
    crouch up.
    After crawling across the trench to the other side, where there’s an opening 
    for you to go through, stay still and shoot down any soldiers that might come 
    up in front of the building. There should be 5 to 7 men in all you have to 
    neutralize. Then crawl along the building to the door.
    There’s nobody here at the moment, so go ballistic and explore every nook and 
    cranny for RATIONS, NOODLES, AMMO, REGAINERS, and whatever else. Having Night 
    Vision on is recommended, because it will reveal the bombs lying around. To 
    defuse them, crawl over them.
    The way up to where you’re supposed to go: up the NE stairs (a bomb is 
    blocking the way) to 3rd floor (again another mine), then take the other 
    staircase to 4th floor. The door to the next cutscene is in the hallway past 
    the counter – but you should take the time to go over the counter for a 
    *IF YOU WANT THE FROGS TROPHY – do not kill a single FROGS soldier here – 
    either utilize the MK. 2 Tranquilizer or do not shoot at all and let the RAT 
    PT. 01 squad take over. You also are not to shoot any of FROGS clinging on a 
    wall, because they will then fall down and pummel to death. If you’ve gone 
    through the entire building with Meryl’s squad without a kill, you will find 
    a FROGS STATUE waiting for you in the basement. It’s just left of you when 
    you regain control after the final cutscene of the building.
    *STRATEGY: This is important: STAY WITH MERYL AND RAT PT. 01. You won’t do 
    any good by venturing out on your own or falling behind, battling the FROGS 
    armed to the teeth alone. Just act as an auxiliary aid, shooting down the 
    FROGS by your group. In Liquid Easy, you could not fire a single shot and the 
    group would still be moving along nicely. In Extreme, you’d be very involved 
    and the party would be very stagnant. How much you should help depends on the 
    As you progress down the floors – keep yourself well-protected with obstacles 
    and pay attention for any FROGS trying to flank you. In the eastern room of 
    third floor, a FROGS will throw a grenade in the room, so let the group go in 
    the room without you for a moment and wait for the grenade to explode, then 
    go out and be a hero.
    Second floor near the bathrooms, Akiba will be knocked unconscious by a blast. 
    Crouch next to him (this is not mandatory) and tap triangle thrice to wake 
    him up. If done quickly enough, he will thank you with two gifts: a RATION 
    and AMMO.
    Keep shooting. After a while, Akiba will finally be useful and turn the 
    lasers in the hall off. Follow Meryl down the hole.
    1st floor: FROGS will come out after a bulldozer breaks down the left wall. 
    After taking care of them from behind the counter (be sure to be quick and 
    take cover as usual), follow Meryl to the elevator at the rear.
    Before going down the elevator, search the room for a REGAINER, AMMO and 
    SMOKE GRENADES. Another cutscene follows when you go down.
    Pick up three P90 guns here, and the FROGS STATUE if you’ve managed to sweep 
    through the building without killing anybody. Go up the hole.
    Another long street war. This time, you’ll be much more involved. The first 
    soldiers you see are the PMCs – render all five harmless as fast as you can. 
    Soon enough, a cutscene will show a rebel army escorting a tank in. They are 
    your friends – you don’t have to shoot them, although you can, without 
    penalty ;).
    If all five soldiers front of you are all gone, go right and go through the 
    opening in the wall. On the street, there are four enemies shooting at the 
    tank. Stay in the passage and snipe them down (one is on the second floor of 
    the opposing building). Climb up the stairs in the same passage.
    Sidle the edge to the other side. Watch a rebel get gunned down, and pick up 
    ANEST. 22 AMMO from a shaded corner to the right. Near the dead body, there 
    is a great vantage point where you can shoot down soldiers without getting 
    seen. Make sure you get the man in the building across the street. Wait until 
    the tank moves on. Then drop down, get on the opposite side, to the van.
    Peer around the corner by the van – you should be able to see two men hiding 
    by a corner. Wait until they’re not looking and kill/tranq them.
    Go on this way, the detour off the main road. There will be two pairs of 
    enemies occupying the next corner by the main road and behind a pile of sand 
    sacks. Take out the duo by the corner and crawl to the spot behind the sand 
    sacks, under the corridor/portico. If there’s a lot of rebels still alive, 
    the tank will be coming very soon and the enemies will retreat soon enough. 
    If the rebels are wiped out, the tank will be slowing slowly, so you will 
    have to shoot them out and quickly go around the corner and climb the ladder 
    right there, but there’s a risk of getting caught by someone replacing the 
    Regardless of what you do, go up the ladder (it should be short, only one 
    story – if it’s longer than that, then you have the wrong ladder) on the left 
    side of the street, near the end of the street. Follow the portico and drop 
    down for one badass scene.
    After that awesome massacre, I hope you have the presence of mind to collect 
    the weapons and ammo from the victims lying on the street. Pick the bodies 
    and shake them for some extra items if you like.
    Go down the street to catch two men with their backs to you (were they 
    rebels? oh, I don’t care, I want their ammo). There’s another man walking on 
    the turn. After dispatching all three, go around the corner just enough to 
    see a man standing watch near the gate to the left. Headshot him and get the 
    man on the turret gun as well (can be tough from a distance – use first 
    person view – triangle button).
    Now you can go into the park, but don’t do so yet. Stand on the spot where 
    the watchman guard was and wait until a soldier in the park passes you. You 
    know what to do. There’s one more on the far right side. After making the 
    area Snake-safe, search the wood pile on the right for a RATION. To the left, 
    there’s a path to a locker room for a RATION. Inside one of the lockers is a 
    box of ANEST. AMMO.
    As for the next area of the park, take the man on the tower before entering. 
    To get a good look of the area without going in, get on a crate and look over 
    the wall. How you navigate the park is up to you. You can hide behind crates, 
    wood piles, or even under the trucks, where there are often items to pick up.
    Where you want to go is behind the left tent. Go through the red door to end 
    your first Act.
    You start off at the top of a little knoll, where there is an excellent 
    vantage point for the area before you. On the open space a little to the 
    right, there are several soldiers holding up rebel forces. Turn your Solid 
    Eye on – to distinguish the rebels from the enemies, they have a green 
    (sometimes blue) mark next to their names. Red marks = enemies. Right now, 
    the rebels are lying down in a file with their hands behind their heads. 
    Tranq every enemy you see, and the others in the area will converge, allowing 
    you to clear the area.
    directly behind the rebels – the one closest to you when you start. The rebels 
    should have unlocked it, enter it to find SOUTH AMERICAN REBEL DISGUISE/CAMO, 
    NOODLES, MUNA (a rare plant), TWIN BARREL SHOTGUN (!), and AMMO. Awesome 
    There are various items scattered around the village and inside the houses, 
    like C4, PENTAMEZIN, SVD (upstairs of NW house, the third of three houses in 
    a row – roll across the gap to get to it), PETRO BOMBS, and of course, AMMO.
    After sucking the life out of the first area, follow the east path and take 
    the right and lower one. You’ll be in the river area with a graduated hill to 
    the left. There are some soldiers guarding the hill, you can snipe them 
    incognito from the river (any rebels you freed will also help you, but they 
    tend to get into a gunfight, so beware). Make sure you use your Solid Eye 
    (NV is better) to distinguish the rebels from the soldiers.
    To scale the hill, you can use your NV to see footprints of former soldiers 
    and follow it up. You’ll have to drop down once to take a detour around an 
    obstacle. A packet of STUN GRENADES is next to little shack.
    After the CODEC conversation with Roy and his new wife, follow the rebels 
    and the path north.
    There are three enemies patrolling the little rocky hill ahead – you can 
    either let the rebels take over, or just shoot them down (quicker) with your 
    Tranq gun and NV. Then there’s one more soldier to eliminate by the house 
    around the right corner. Pick up the item there. One more is standing on the 
    right fork. Continue on to get to the next area.
    OK, here will be where the rebel forces clash with whomever they so ardently 
    abhor. Get out to the open field, and look up on the right cliff. There’re 
    two snipers waiting to pick on you. Take them out. Then you have to take down 
    a mass of soldiers protecting the power station. My preferred location of 
    shooting is on the right, behind a log and between two boulders. Close enough, 
    but not too close.
    There will be a LOT of enemies coming – they seem to respawn infinitely 
    unless you go into the house somehow. My method is crawling to the right, 
    hugging the cliff and taking down every soldier I see near the station. I 
    keep going until I’m past the house in the rear, and I head for the back door 
    (do not go behind the brick wall), tranqing the soldier there. Then the 
    rebels will advance and infiltrate the station. Inside that house are a 
    *FOR A PSS (silenced pistol) AND FIM-92A (portable missile launcher): Go to 
    through the house to find a staircase to the power tower. Climb it up and 
    flip over the edge (either one with a wire attached, connecting it to another 
    tower) and shimmy the wire to the next tower. Collect the items: RIFLE SCOPE, 
    PSS, NOODLES, PENTMEZIN (roll from a crate to get it), and FIM-92A on the 
    central platform. Hop over the crates to get back.
    Head for the tank behind the walls encumbering the station to meet Drebin 
    once again.
    After the scene with Drebin, follow the rebels through the left path to find 
    a haven with a lot of items to pick, chief among them a XMG MACHINE GUN, a 
    JAVELIN, and a PSS PISTOL. At the other end of the path, there’s a fork with 
    both ways leading to the Confinement Facility.
    OK, you have two choices: left or right. Both lead to a different confinement 
    facility. Both eventually leads to the same destination, but each has a 
    different weapon cached somewhere. The left facility has a VSS SNIPER RIFLE 
    in a shack, and the right facility has a M870 CUSTOM in a small house at the 
    NW corner (use the map). There are also plenty of AMMO scattered here and 
    there. Either way, hug the canyon walls and anticipate for any guards pacing 
    the trenches. The facilities also hold a lot of soldiers, so it’s a risk 
    going in there. You can just bypass them and crawl/crouch around them to the 
    Also notable here is the quality of the guns that the soldiers drop. Don’t 
    neglect to pick them up to expand your arsenal and accrue Drebin points.
    Follow the red line in the map to get to the Vista Mansion.
    Rebels are starting to raid the mansion. You only need to get through the 
    place unscathed.
    Peer around the corner, headshot any men on the upper platform that might 
    interfere with your eventual run to the right. A soldier will come through 
    the lower path from the right. Wait for him to appear and kill/tranq him, and 
    go through that path crouched until a cutscene. Thus far, you shouldn’t be 
    seen at all, and I intend to keep that way for you the rest of the way. 
    After the cutscene with the bulldozer, just wait a moment until the bulldozer 
    charges through the gate, and every enemy in the vicinity will be dead. Pick 
    up any guns lying around, and head for the broken-in gate.
    There are some items around you could pick up, but nothing worth it.
    At the gate, the way to go is to the immediate right. Sneak around the tents 
    and head for the NE corner (there’s a SAILOR IPOD MUSIC behind a boxcar – you 
    have to sidle through the tiny opening to get it, near the NE corner).
    Once you’re at the NE corner, hug the northern wall and go toward the mansion. 
    At the stairs, look around if there’s any soldiers nearby, and wait they’re 
    gone or take them out yourself. Once the path is clear, head to the mansion 
    door (NE corner, facing north). 
    MANSION: Go through the rooms (get a PENTAMEZIN from a couch) until you find 
    a staircase going up. Don’t go up just yet, enter the adjoining room (with a 
    PLAYBOY on a couch) and wait on by wall right of the door. Eventually, a 
    soldier will come down from upstairs and barge through that door. Let him 
    pass unawares and go upstairs. Pick up RATION, PLAYBOY, and .45 AMMO from the 
    first room. Go to the next door, and viola! You’re outside, upstairs. The 
    enemies should be already dead from the bullets of your lovable rebels. Pick 
    up two boxes of AMMO and drop down through the hole in the rear. 
    You’re now in a mine shaft... Get the items (RATION and AMMO) from the only 
    room and go up the ladder.
    After a long chat with Naomi, you will have to fight some FROGS in the 
    mansion. The best way to do it is just hide under a bed and wait until they 
    pass and shoot their legs out. Alternatively, use the Solid Eye to know their 
    comparative locations and sneak up to them with a M4 or the best machine gun 
    you have. On Solid Normal, a total of eight FROGS will come after you, two by 
    Finally, a boss battle. I’m sure you’ve been waiting a while for this. The 
    weapon of choice is any machine gun (or anti-mat rifle, if you’re on a re-run, 
    but why are you here if you’ve already beaten the game once?). M4 isn’t the 
    best out there, but if it’s all you’ve got, it’ll do for this fight.
    The fight is basically a hide & seek game, in the crowded confines of the 
    house. Stay behind walls or crates when Octopus is firing her gun at you, and 
    pop back out to counter with your assault rifle. Use your Solid Eye (again, 
    NV is very effective here) to track her.
    Octopus will be hiding all over the place, sometimes going in and out of the 
    windows, so keep your eye peeled on the screen and the Solid Eye map. 
    Sometimes she will latch on the ceiling, ready to pounce on you. Night Vision 
    will reveal her to you very easily, so always have that equipped.
    Occasionally, she will conceal herself with camouflage and make herself 
    resemble an object in the house. The best way to dig her out is with NV.
    The possible locations of Octopus’ dissimulations:
       -A box in the northeastern room
       -Feigning to be a dead FROGS (its name will be “L. OCTOPUS”)
       -An electric switchbox in the middle room
       -The Christ-like figure in the picture in the hallway
       -Against a cranny in the wall
    When you find her with your NV, take your time and find her head and shoot 
    her face in for maximum damage. Hide behind an obstacle if she tries to fire 
    back and fire back when you can.
    When her HP is about 1/3, she will become more aggressive and head for you 
    instead of hiding as a box somewhere. Be prepared and dodge her attacks 
    Her attacks:
    1. Machine Gun: Most common attack. If she sees you and remains standing up, 
    it’s most likely she’s going to fire some bullets at you. Be prepared to 
    shift into and out of her sight – stay behind an obstacle wait until she 
    stops firing at you, and pop back and fire back.
    2. Tentacle Whip: No it’s not some deviant hentai game. She will at times 
    lash one of her tentacles at you. All the most reason to just stay behind an 
    obstacle when she sees you, and only stay in her sight when you’re firing at 
    her. Good damage.
    3. Rolling ball: She will curl into a ball and roll at a high speed at you. 
    When you see her curl up, quickly go to an elevated platform (a bed) and wait 
    there. She will bump into the bed and stop. Pull out your gun and fire at her 
    when she gets back up.
    4. Red bombs: She will throw three red flying bombs (reminds me of bees of 
    The Pain in MGS3) that will orbit you and explode. You can either shoot them 
    before they reach you or roll to avoid their explosions.
    5. Tentacle Hold: If you happen to wander below her while she’s on the 
    ceiling, she will grab you with a tentacle and choke you. Shake L3 to break 
    free. But it’ll do massive damage.
    6. Fake MK. 2: Once, you will see a large version of MK. II “trying to help 
    you.” It’s a decoy. Just shoot it fro afar and it will explode, and Octopus 
    will reveal herself from a window.
    6. Inkscreen: Not really an attack – like an octopus, when attacked, she will 
    emit a shroud of ink to obscure your view. Don’t worry, most of the time, it 
    means she’s running away from you, not attacking you. Just retreat to 
    somewhere clearer and keep looking for her.
    After you’ve weaned her health/stamina down to zero, you will face her next 
    form: The Laughing Beauty.
    LAUGHING BEAUTY: All you got to do is shoot her (she will shift a lot, but 
    keep shooting) with your MK. II and stay away from her, and you’ll get her 
    Face Camo (must tranq her to death for this). You could also use Stun 
    Grenades – she can’t evade their blast radius.
    Fun fact: All of the Beauties will break windows with their noise as they 
    walk by them. Also, if you let the Beauty walk around for three minutes, the 
    background will change into white and they will pose for your camera!
    ***FOR THE OCTOPUS STATUE: If you’re gunning for the Solar Gun and want the 
    statue, you have to kill the BEAST (first form) non-lethally – either with 
    MK. II, Mosin Nagant, V-Ring Shotgun Rounds, or Stun Grenades. Then you can 
    find the Statue during the second form, on a bed in the middle.
    Now you have to find Naomi by tracking the footsteps in the trail using Night 
    Vision. Her footprints are pointer than others, so look for that. Eventually, 
    her footprints will disappear – instead, look for heavier footprints, i.e., 
    darker prints.
    For now, get the RATION from the right dead end. At the first open area, 
    there are three paths – go up the middle to catch a soldier pissing, headshot 
    him from behind, and get the FORE GRIP B and AMMO. Backtrack and take the 
    west path, the one with multiple footprints.
    Across the bridge, there will be a soldier patrolling the intersection. Take 
    him out. The left path is a dead end with a NOODLES (but beware of the a 
    Claymore there, crawl to defuse and collect it). The middle is another dead 
    end with a soldier inside a shack (STUN GRENADE, PSS, and PLAYBOY). So take 
    the right path. 
    The right path leads to another open area, forked with three more paths. But 
    don’t get too excited and go to the open – there’s a sniper lying up on a 
    hill. Turn your NV on to see him, make him taste his own medicine. The pointy 
    feet go up the middle, but you can go left for a RATION and then right for a 
    shack guarded by two soldiers (one sleeping inside) with ANEST. 22 AMMO and 
    RPG-7 behind the shack. If you’re going up that path and continue on, there 
    will be another guy waiting for you behind some crates, but you can just see 
    his face just enough for a headshot but not for him to see you.
    After going through the middle path (or right, they converge), you will 
    stumble upon a riverbank. Just walk across it.
    Now, the pointy footprints disappear – look for the brighter, heavier 
    footprints instead, as if the man was carrying someone else. That’s right – 
    go left and follow the darker footprints. The right path will only give you 
    some trouble – two soldiers waiting to surprise attack you (with a SMOKE 
    GRENADE your only prize). You could go to the left path and go around to the 
    right to find their backs to you.
    Regardless... now you have another three paths to scavenge. The pointy feet 
    are back, this time going up the middle path, so go up there if you’re in a 
    hurry. Left path: a soldier and a RATION, might be worth it because the same 
    soldier might hear you going through the middle and attack you. Right path 
    leads to a trap, a recording of Naomi calling for help in a hovel. Be mindful 
    of the soldier on the ledge nearby. If you shoot the cassette player, you’ll 
    stop the bawling! There’s a pack of SMOKE GRENADES, REGAINER, and S.G. MINES 
    in the same area. Go back and up the middle path if you haven’t yet. Chop, 
    As you’re going up the middle path, make sure you turn your Solid Eye off 
    and crouch-walk slowly, because there’ll be two soldiers in the other side of 
    the rock wall expecting you to come through the left path. Sneak past them.
    Another expanse – see the soldier doing a bad job hiding behind a tree? Yeah, 
    vanquish him. There’s a claymore right next to him, so crawl through it if 
    you like. The left path has a trap door (NV to see it clearly) and RATION and 
    NOODLES. The middle and right paths lead to the same places, so it doesn’t 
    matter. I recommend the right path, as it will lead to an easier 
    configuration of soldiers and a path to RPG-7 and AMMO (right path of 
    three-way fork).
    Keep going west until you reach an encircled road with a path down to the 
    mines. That’s your destination. There’s a PSS outside behind the last 
    boulder, but you have to deal with a soldier there.
    Descend into the mines.
    Atop Drebin’s vehicle, you have the option to use the machine gun turret 
    (triangle) and shoot down the Power Suits, Gekkos and enemies. Just go nuts 
    with it and CQC anybody that climbs onto the vehicle. Shooting at barrels 
    will help as well.
    At the end, you will have to blast open the two green gatedoors with Drebin’s 
    turret. It’s not required to shoot at it yourself, because the gates will 
    explode by themselves if left long enough, but it will be easier on your 
    health and time if you do it manually.
    *IMPORTANT NOTE ABOUT NO KILLS RUN: Killing the Power Suits does count as 
    kills, so don’t shoot at them (unless you have V-Ring ammo), so don’t shoot 
    at them or the foot soldiers at all if you want your kills count to stay at 
    zero. Gekkos are fine because they’re not human. 
    Here’s how I do it: go left, under the overhangs (there’s a 5.7 AMMO at the 
    end) and go to the alley right next to it at the end. Follow the alley 
    around, ignoring the screaming mass of people, and HUG the corners when you 
    turn them, because a Gekko will come at the second corner, but won’t notice/
    hurt you at all if you hug the corner.
    When you get back to the street, take an immediate left and go into a small 
    alcove with an M72A3 ROCKET LAUNCHER snug up there. Then quickly get out on 
    the street and run left, to the end of the road. There will be a Gekko 
    blocking the way, but just roll past him and a cutscene will be triggered.
    *NOTE: There is a RARE box of CHAFF GRENADES on the last stall to the left, 
    pick it up – it will prove to be invaluable in Act 4, especially in No Alert 
    The mission right now is to track a Resistance member to their base. This 
    portion of the Act will be quite lengthy and perhaps tedious for some, but if 
    done flawlessly, you will get out of here in minus 15 minutes without any 
    Go across the street to find your man to track. Don’t lose him – stay behind 
    him, but not too close that he’ll hear your footsteps. If you actually lose 
    him, don’t panic – stay where you are and hide in some doorway and he should 
    eventually come back. Your job is to protect the Resistance member from the 
    guards by putting to sleep the soldiers who happen to be in the way.
    *NOTE: If you lose a resistance member and find another one somewhere else, 
    the paths will be somewhat different, but their paths will be the same from 
    where they enter the park. You can find a new resistance member by utilizing 
    the Signal Int. item and looking at the map for the lighted area for his 
    In this sector, there will be two soldiers you’ll have to take care of – 
    they can be shot at from the first stairs to the left when you start trailing 
    the rebel. Or, you can just shoot at them when you see them on the street. 
    The first one can be shot from the second corner you turn and the second 
    soldier, near the park entrance, can be shot from behind the truck. Follow 
    the resistance into the park.
    Once you’re in the park, follow him up to the fountain and stop right there. 
    Go a bit northeast, still away from the member’s earshot and sight, and find 
    two soldiers near the NE exit. Make them sing zzz. The resistance will take 
    his time to piss on some trash bin. Let him approach the sleeping soldiers 
    and discover their disability. Follow him out of the park. (If he either sees 
    you or gets busted by the soldiers as you shoot them down, he’ll run away, 
    but stay near the hedges, he’ll come back shortly).
    After trailing him for a while, you’ll enter a new area.
    The man you’re looking for is to the left, behind the van. When you follow 
    him to a new street, there will be some soldiers on the other side, but you 
    don’t have to bother with them – they’ll be oblivious of you and the 
    resistance member. The helicopter won’t see you either. Just duplicate the 
    rebel’s path (hug the wall) and pick up the RATION by the lamppost while 
    you’re at it.
    Shortly afterwards, there’ll be two soldiers below a bridge. The resistance 
    member will try to sidle behind them, but I just shot them down. I think it’s 
    possible for him to pass and you to crawl across the bridge without them 
    ever knowing you two were there the whole time. Makes for nice suspense. 
    Another new area is next.
    The resistance member will go into a little courtyard – don’t follow him 
    there. Instead, just go across the little alley and stand under an arch. 
    It’ll trigger the member to emerge from the yard, clad in a soldier’s garb. 
    Yes, you’ll have to follow him while he mingle among “fellow” comrades. 
    Inside the courtyard he was just in are two RATIONS and a COMPRESS. Follow 
    the pseudo-soldier back to the streets.
    Take out two soldiers to the northeast. Doesn’t matter if they won’t notice 
    the rebel, they’ll still notice you.
    Then the rebel will join three soldiers as they advance through an alley. To 
    distinguish the rebel from regular soldiers, turn your Solid Eye. The rebel
    will have a blue mark next to its health bar; the soldiers red. Almost there 
    If you’ve still got your Signal Int. equipped, as you’re following the rebel 
    around a building’s rear street (RATION and GRENADE), you’ll hear that the 
    policemen has begun searching with vehicles. So that means there’ll be a car 
    passing in a place near you.
    Be careful – when the rebel goes around the very next corner after heading 
    north, there will be a patrol car coming, so stay at the same corner and 
    peer until you see the car and dart back to the alley you just came from. 
    When the vehicle has passed, go back to the rebel and hide in a doorway 
    when he reaches a wall. (NOTE: if you see another car coming, just put 
    yourself flat on a wall.)
    After doffing his fake clothes, the rebel will head to his base.
    You get infinite ammo here, so use any single-handed weapon you have 
    (Twin-Barreled Shotgun is good, if you have it), or the machine gun you have 
    at the start of the chase. MK II is good for the No-Kill run, although I’d 
    HIGHLY recommend you to get the Solar Gun before going for a Big Boss Emblem 
    run – this is near impossible to survive on the Extreme difficulty without 
    On Solid Normal (any difficulty, really, if you use Rations), this shouldn’t 
    be too tough. If things get hairy, you can use Stun Grenades to temporarily 
    disable Hummers with turrets on them, and shoot ‘em up.
    The ravens can be killed easily with a machine gun, just fire wildly. They 
    won’t count towards your kill count, as they’re unmanned. Look for men 
    jumping on the van as well.
    *NOTE for Big Boss hunters: use Stun/Smoke grenades and MK. II/V-Ring with 
    Twin Barrel Shotguns for the first two parts, and then Solar Gun for the 
    final one, because you can’t recharge it here, it’s too dark. Twin-Barreled 
    Shotgun works pretty good for the two Hummers that block your path. 
    After crashing at the end... you face a new boss...
    Very straightforward. Head up to the top floor (might want to collect some 
    RATIONS and AMMO on the floors on the way up – one is right next to the base 
    of the staircase). The corner between the stairs and the top door will be 
    your safe haven. You will return here when Raging Raven disappears and drops 
    bombs on the tower – you will be safe here.
    The key is to use the Solid Eye Radar and look for a big blip – that’s Raging 
    Raven. Take out the weapon of your choice (a powerful machine gun like PKM, 
    HK21E, M60E4, a sniper rifle if you have one, or even a regular machine gun 
    like MK 17 will do).
    When you locate her on the radar, go outside and find her. She might be 
    flying low... try to track her down and shoot her. When you’ve gotten her 
    attention, she’ll remain stationary in the air and shoot you with her assault 
    rifle. Hide/crouch behind a barrier. Sometimes she will yell out “Rage!” 
    and throw a missile at you. When she says the word, just sidestep left or 
    right to dodge the attack. Just empty the magazines at her, when she has the 
    wings open (when they’re closed, don’t bother). If you’re using a sniper 
    rifle, you should always hit her head for max damage.
    If her blip on the radar disappears, it’s your cue to go into the tower and 
    stay there while it sustains heavy bombings from Ravens squad. Then repeat
    what you’ve been doing.
    TIP: On your second run, just use a fully-charged Rail Gun shot, it works 
    Again, after you’ve defeated her, there’ll be a Beauty form. The RAVEN 
    STATUE, which appears only if you defeated her non-lethally (V-Ring or Mosin 
    Nagant), will be on the top floor.
    I won’t tell you to do anything. Just have fun – what you do here will not 
    impact your stats or results in any way. Just fool around.
    The visibility can get very low in this blizzard. When you can’t see for 
    shit, use Night Vision. There are three pairs of AMMO in this area. Head 
    north through the only path.
    Take the right/upper path. With your Night Vision, you should be able to see 
    a Gekko patrolling the area. Fortunately, that’s the only thing giving you 
    trouble. For now. Crawl up to the tree on the hill and wait for the Gekko to 
    go south of you and jump down and run to the north exit.
    Total nostalgia here. The most important thing here to pick up is the CHAFF 
    GRENADES right smack-dab on the helipad itself. There are nothing sniffing 
    around, so don’t worry too much about getting caught, just keep away from the 
    hangar door. There’s a RATION on the east side, on the snow, and another one 
    on the south side, near the elevator. The doors on the west side lead to 
    three rooms with RPG-7 AMMO, RATION, COMPRESS, and some GRENADES. There’s 
    another ration on a crate, in the NW corner, but you’ll have to get to the 
    second floor (stairs: NE corner) and drop down to it. A MK. 23 PISTOL is 
    under the north tank. ANEST. 22 AMMO is on the second floor catwalk, west 
    The hangar is infested with Scarabs, little black buggers. The best way to 
    get around it is to go upstairs and crawl through the vent there all of the 
    way to the end. 
    I believe that is a bad case of misspelling by Konami. Anyway – after going 
    through the second floor vent, drop down and go to the end of the catwalk, 
    just to the left. Throw a Chaff grenade and quickly drop down and run through 
    the open hangar door to the northeast.
    It’s entirely possible that you just crawl/crouch through the front hangar 
    door from the Heliport and navigate the place by reading the Scarab’s 
    patterns. Risky, but possible, by going to the right side. Might want to try 
    this if you don’t want to waste a Chaff Grenade. 
    There are tons of items here and two Gekkos here. At Normal difficulty, the 
    Gekkos are sleeping, so you can just crawl through the entire canyon and get 
    absolutely no trouble. On Extreme, they’re awake, but you can hug the left 
    side and crawl by them.
    There’s a track of IPOD MUSIC – FLOWING DESTINY (from Zone of Enders) inside 
    a cove on the left side, near the steel bars.
    Crawl under the next hangar door.
    A RATION is on the pathway on the left. Crawl under yet another half-closed 
    hangar door to find yourself in the actual storage building. Otacon will tell 
    you to go to the north door. First, climb into the truck and check behind the 
    crate to find a FIM-92A PORTABLE SURFACE-TO-AIR MISSILE. Go to the door and 
    Otacon finds out why he’s not Snake – the door’s locked, you have to go down 
    to B2F. That’s just Kojima’s excuse to get you back there just for nostalgia.
    Sweep the area for some AMMO and go upstairs to the elevator. Press the 
    button for B2F.
    Go right to find a hallway with M72A3, CLAYMORE, RATION, and AMMO. Now go 
    back to the central hallway and follow the linear path to the place where 
    you once fought Frank Jaeger (hell, the blood’s still on the halls!).
    On the following scene, you will have a chance to input in the password that 
    Otacon just told you. You don’t have to get it right, actually. If you get it 
    right, Snake’ll just say he’s not senile yet. However, there are secret 
    passwords that yield various rewards. Here are the known ones:
    14893 (Drebin’s CODEC): 100000 Drebin Points
    12893 : 20% off everything in Drebin’s store
    78925 : IPOD MUSIC – OLD L.A. 2040 (from POLICENAUTS)
    After the scenes, pick up AMMO and a RATION from around the room.
    Go back through the halls, but when you reach the offices, a Gekko will drop 
    down from B1F. Quickly hide behind a wall and wait until the Gekko turns down 
    the central hall, and target his legs with a Tranq gun or a powerful machine 
    gun, and shoot his head off when he falls down. PAY ATTENTION HERE: you HAVE 
    to shoot at the back of his head or he won’t take any damage.
    On your repeat runs, you can just blow him into smithereens with your Rail 
    Go back up to 1F.
    Go to the hangar door and MK. III will open it door. But wait.. of course 
    they won’t let you go this easy. A Gekko will come out of the elevator.
    Go under the Gekko and the catwalk and wait until he jumps down. Then Tranq 
    its legs and do your business. Alternatively, throw an empty magazine front 
    of it and it will attract the Gekko’s attention. Keep throwing the magazine 
    every 10-15 seconds until the MK. III completes its sacred duty. Or Rail Gun.
    Collect the AMMO at the end of the walkway and get the GRENADES near the ramp. 
    Go through the door on the left side to get a RATION, AMMO and the SVD SNIPER 
    RIFLE. This sniper rifle will be very, very important shortly. You’ll find 
    out soon. Drop down to the snowfield.
    Remember Sniper Wolf? In my opinion, this one is much longer, if not harder. 
    Like its predecessor here on the snowfield in MGS1, you will be sniping it 
    out with her. Only that she won’t be vulernable to bullets the entire time – 
    you have to wait until she emerges from her little lupine machine before you 
    can hit her.
    While you’re looking for her (or waiting for her), there will be a ton of 
    FROGS middling here. You’ll have to shoot them down as well, either with Tranq 
    rounds or regular bullets. As usual, use the Night Vision to see in the 
    blowing blizzard. 
    There are two exceptional spots you can wait/shoot from:
    1) under the truck at the beginning. Perfect cover, Wolf can hardly hurt 
    you – BUT it will take Wolf forever to find you (you can lure her attention 
    by shooting at the machine when you finally see it with your Night Vision – 
    her mark is blue). Wolf will then storm around the truck, possibly damaging 
    you some, and then retreat to the woods front of you to snipe you. Now’s the 
    chance for you to hit her some with your SVD/Mosin Nagant. Don’t blow it. 
    It’ll be a while before it happens again. Meanwhile, keep the FROGS at bay. 
    Converse your Night Vision battery. She also might pop up on the southwestern 
    corner; you can see her from under the truck. As usual, she’ll be the big 
    blip on your radar.
    2) There’s two communication towers in the middle of the field. You can 
    shoot your way up the northern tower, where it’s higher, but it’s difficult 
    to get up there undetected. You will have more opportunities to find Wolf 
    there. Just be prepared to get in firefights with the FROGS. While you’re up 
    there, lay down and look around to avoid getting seen. Track the Wolf with 
    your radar.
    Another Beauty fight follows your victory. The WOLF STATUE (defeat her non-
    lethally – Mosin Nagant) is behind you, near the northern exit, when you 
    regain control for the Beauty fight.
    After the Beauty fight, go into the building front of you and pick up a 
    REGAINER from the NE corner and go down the stairs (Otacon will play a joke 
    on you, familiar to MGS1 players).
    Scarab galore. Get the STUN GRENADE and the RATION from the adjoining 
    walkways. Now, your target is the elevator on the NW corner. It’s very 
    possible to get there without notice by the Scarabs. However, you’ll miss 
    out on all of those items lying around – but they’re nothing big – RATIONS, 
    NOODLES, AMMO, the usual lot.
    To get through here, sidle along the edge along the western wall. Then 
    quietly walk to the top of the stairs. Look around you. If there are no 
    Scarabs below you, quickly drop down over the railing and do it one more 
    time to the NW corner, where the elevator is. Press the button and go down 
    to B5F. 
    Alternatively, if you get into a tussle with the Scarabs, just throw a Chaff 
    Don’t even think about shooting at them – doing so will send forth hordes 
    and swarms of them all around the room for you to deal with.
    In the first part, wait until the Gekko goes away to the right and sprint to 
    the second part.
    The second part will be tough, but it can be navigated with a Chaff Grenade. 
    If you’re willing to use one up, just throw one in the middle and run to the 
    NE exit.
    Without a Chaff Grenade, just stay to the left and make sure the Gekko in 
    the middle isn’t looking and hide behind a box to block a Scarab scanning 
    from the side of a case of three missiles. When the Scarab is looking the 
    other way, sprint to the left side of the case. You should be able to see a 
    group of three Scarabs surveying its surroundings. Study its pattern and 
    sneak past them, get upwards and behind the case/barrels in the NW corner 
    (if you’re in the right place, there should be a RATION there).
    Behind the case/box/whatever in the NW, look toward the middle of the room 
    for a Gekko. Wait until it’s going away from you and get on the middle 
    platform and go for the NE exit. Ta-da!
    After picking up some AMMO, crawl through the hole. Two scarabs patrol this 
    area. One is mobile, and this is the one you should worry about. Keep your 
    distance from it, but follow it. When it’ve crossed the bridge and gone to 
    the left, quickly go over the bridge and right and up the stairs and get 
    RPG-7 AMMO, FIM-92A, and NOODLES. The moving Scarab will come near the 
    stairs but not up it. Let it scan and wait until I’ve gone back across the 
    bridge and time your escape with the other Scarab above the exit.
    Pick up the .508MA and go through the door....
    Not difficult. Shoot him with your most powerful machine gun or tranquilizer, 
    grenades, whatever.
    He will jump around and attack you with a lunging strike (Take this!), 
    throwing knives, some punching combos. The key here is just keep moving and 
    shoot when he’s pouncing around on debris. When he’s on the floor, trying to 
    land a punch on you, just move around, roll away from him.
    When his health or stamina reaches zero, it’s all over. Nah, he’s Vamp – 
    you saw him with Raiden. He can’t go down that easy. But now that you’ve 
    ‘killed’ him once, you can inject the secret poison into him: the Syringe. 
    Equip the Syringe, CQC hold him and press triangle to finish him off.
    Shoot the Rail Gun (make sure it’s fully loaded before you shoot it) to the 
    Gekko’s heads to kill them in one shot. If one of them gets close to REX, 
    it’ll start blinking a red light – kill it before it self-destructs, taking 
    you with it. If you run out of Rails, buy some from Drebin. Try not to look 
    at the Vamp-Raiden fight too much (it’s actually nothing special, compared to 
    what you’ve seen in Act 2). Try to pick up the FIM-92A to the left too.
    Surreal being on a Rex, isn’t it? Wait until you get out of this tunnel. You 
    have three weapons: Gatling Gun (it overheats if you use it too long, so tap 
    it to prevent it from overheating), Laser (it is what it sounds like), and 
    Missiles (powerful but limited). Just keep moving and shoot down the Gekkos as 
    they come. It’s very possible to get killed here, even on Normal, so make sure 
    your shots count. Most of the damage come from crashing into live Gekkos and 
    debris falling on you, so walk sober and kill Gekkos early and fast.
    The battle of colossi. Use the missiles first, they’ll lock on Ray and lock 
    him down. While he’s down, send more flying. It will knock a good chunk of 
    its HP. I don’t like the Laser myself, it’s impractical to wait for it to 
    charge up, but if you like it better... Use the gatling gun, and if Ray gets 
    close to you, press triangle to physically attack him. 
    Keep moving to avoid his water cutter attack. While he’s doing the water 
    cutter, use your Gatling Gun to attack his mouth for moderate damage.
    Missiles, Lasers, then Gatling Gun+Triangle Attacks, in that order.
    ACT 5 – OLD SUN
    First things first. 50% off at Drebin’s. Whatever weapons you have will be 
    carried over to your next playthrough, so take advantage of the sale now.
    There are multiple ways to get to the other side. One is by being a commando 
    and fly through the deck screaming. I much prefer being stealthy. Here’s my 
    way (there are more ways, you’re free to experiment).
    Equip your Face Octocamo and a silenced weapon.
    Go left and disable the two FROGS that come flying down. Go up to where they 
    were and wait for two more to come down. Send them flying up to God. Again, 
    sneak to the next crates near a ladder, about where the previous FROGS landed 
    on. Stay behind the two crates. A FROG will jump down at the intersection 
    just ahead. Let him/her/hir walk to the right. At the same time, a FROG will 
    appear at the far end of the same passage. He will signal his buddy to come 
    forth, shoot both of them down from the crates. The lone FROG that you 
    ignored is still right of you, take him out if he’s still there. If not, 
    don’t worry about it.
    After 6~7 FROGS, you’re in a good shape. Keep going north and left and wall 
    press against a wall to fit through a small space. After that, be careful of 
    Gekkos in the middle of the boat. They can detect you running between 
    obstacles if you’re not careful enough. After the wall press, wait there. Two 
    FROGS will descend. They’re the last two. Headshot them. Be mindful of the 
    Gekkos as you go to the NW corner of the ship.
    Keep yourself hidden behind the room in the NW, from the Gekkos. One will 
    fall down, wait until he’s either destroyed from missiles (from Missouri) or 
    out of the way. When the way to the door in the middle is clear, head for it 
    and tap triangle to turn the wheel. After you’ve opened it, enter and take 
    the items and go down the elevator.
    Right out of the elevator, there are three boxes of AMMO on the sides of the 
    foyer. Go through the door.
    First, you have to face a dozen of FROGS. Go to the sides of the room and 
    pick the FROGS out one by one with your assault or sniper rifles. There are 
    FROGS on the catwalks above, too. By now, Act 5, you should be able to take 
    care of them.
    Right off the bat, you see strings attached to you from above. To free 
    yourself from them (no, the controller switch trick you did for Psycho Mantis 
    won’t work), use the nanomachines’ killer: the Syringe. Yep, stick it in your 
    neck. Then you will be able to attack the zombies and the Mantis herself. Use 
    the Syringe on Meryl to get rid of Mantis’ control over her.
    You can either focus on the soldiers to minimize possible conflicts, but you 
    can just focus on the Mantis from now on. The target is not Mantis herself, 
    but the dolls by her sides. Use your rifles or shotgun (shotgun works best, if 
    you can get medium-range or close to her) to hit the dolls several times. 
    Mantis will regain control over Meryl, but keep hitting the dolls if you’re 
    on a roll. You may Syringize Meryl again if needed. 
    The Mantis will rely on his zombie soldiers to dish her most damage, so try 
    to tranq/kill them if they become too much for you.
    Mantis’ attacks:
    -Red shurikens – she will throw four of them at a time, just move forward to 
    make them miss.
    -Slash – she will teleport towards you and try to rip you to pieces. Probably 
    her most powerful attack.
    After a few hits on Mantis’ dolls, she will use the soldiers and Meryl to 
    shield the dolls. You can manage a shot past them, or just tranq them to 
    render them ineffective.
    Hitting a doll five times each will cause it to drop onto the floor. Pick it 
    up ASAP, before Mantis gets it back. Continue your onslaught on the other 
    doll to get it as well.
    When you have both dolls, equip the Mantis Doll. Press L1 to target the doll, 
    R1 to fire at Mantis. Once you’ve scored control over Mantis (keep your 
    finger pressed on L1!), shake your Sixaxis controller to put her out of her 
    You’ve just defeated the Beast form of Screaming Mantis. It’s also the only 
    way to defeat her, lethally or non-lethally. It is considered non-lethal, so 
    regardless of what you do, there will be a MANTIS STATUE near the entrance 
    from where you came in.
    Just go up. Just roll through the Scarabs. If you’re doing a No-Alert run, 
    those Scarabs will not give you an Alert, so no worries right there.
    At the microwave, spam Triangle as fast as you can. My method is rubbing my 
    knuckles over the button, so that every time I sweep my hand over it, it 
    presses the button three or four times. Did it the same way since MGS1. Hell, 
    why are you reading this. It’s not rocket science, guys. Just play the game.
    There are three phases. All of them play the same. To advance to each phase 
    of the fight, a special move has to be done, such as punch done by both men 
    at the same time, or by choking him.
    But all you really need to do is use X to dodge or shift away, and R1 to 
    punch or use CQC moves. If you do it near a post, Snake will smash his 
    rival’s head in and do some nifty moves. You’ll have to press buttons to 
    execute a combo or to counter any attacks from the nemesis.
    So, press X and up/down/back to shift around him to evade his punches and to 
    get a clear attack on him. Spam R1 to do a combo and some CQC holds. Dash 
    punching is effective, too (Forward+X+R1), but it doesn’t seem to work on a 
    “smarter” Ocelot in the third phase.
    As for the fourth phase, just spam R1 and you’ve won the game. Congrats, 
    old-timer. Enjoy the ending like everybody else did. Just don’t take it 
    3. EXTRAS
    coming up in a day or two, feel free to email me any tips on any aspect of 
    the game.
    Version 1.0: Walkthrough completed. Extras need to be done. (6/19/08)
    Copyright by Martin Dale-Hench, 2008.

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