Walkthrough by Tarrun
Metal Gear Solid 4: Guns of the Patriots on SuperCheats.com
Metal Gear Solid 4: Guns of the Patriots 
FAQ/Walkthrough 

Table of Contents

I - Introduction

001.0 - Contact Info 
002.0 - Legal Info
003.0 - Version History

II - Items, Gameplay, and Everything Else

001.0 - Controls
002.0 - Weapons 
003.0 - Items
004.0 - Emblems 
005.0 - Unlockables 
006.0 - iPod Songs  
007.0 - The Ghosts of Shadow Moses 

III - Walkthrough

000.0 - Prologue: Ground Zero 
001.0 - Act One: Liquid Sun
002.0 - Act Two: Solid Sun
003.0 - Act Three: Third Sun 
004.0 - Act Four: Twin Suns
005.0 - Act Five: Old Sun



Welcome to my Metal Gear Solid 4: Guns of the Patriots FAQ. 

Any questions, comments, corrections, or contributions are welcome, my email 
is tarrun75(at)gmail(dot)com. Please make sure to add something related to 
MGS4 in the subject line so I don't have to figure out what game you're 
talking about. Questions regarding something that's already covered in the 
guide will not be answered. Credit will be given to anything sent to me that 
I add or major corrections. For corrections, please email me only if it's 
something really important, something that will clearly confuse anyone 
reading.

Legal information:
This document is copyrighted Tarrun 2008. 
This guide may not be reproduced under any circumstance except for personal 
or private use. It may not be placed on any web site, magazine or otherwise 
distributed publicly without advanced written permission. This guide may not 
be used for profit, and may only be used on the following websites: 

- http://www.gamefaqs.com
- http://www.gamershell.com
- http://www.gamesradar.com
- http://www.myps3.com.au
- http://www.supercheats.com

Use of this work on any other web site besides the ones noted above or as a 
part of any public display is a violation of copyright and is strictly 
prohibited.


Version History: 

First Submission: Acts 1 and 2 are complete.  

Second Submission: Version 1.0 

Third Submission: Version 2.0 - Refined many of the strategies in the 
walkthrough and added several new sections in Part II. 


II - Items, Gameplay, and Everything Else

001.0 - Controls

For those who don't have the instruction manual or are too lazy to read it, 
this section outlines the basic controls of MGS4. 


- Start - Pauses the game and enters the menu. 

- Select - Display a description of controller functions.

- Left Analog Stick - This button moves Snake and highlights options in the 
various menus. If the stick is only tilted slightly, Snake will walk or crawl 
slowly, which has the benefit of being much quieter. When fully tilted, Snake 
will run. 

- Right Analog Stick - The right stick controls the upgraded camera system. 
By tilting the stick, the player can swing the camera around in any 
direction. If you actually press the R3 button, the camera will automatically 
position itself behind Snake. While aiming a weapon, moving the right analog 
stick will move the crosshairs. 

- L2 - Controls the item menu. To access the item menu, hold down L2 and 
cycle through your items using the right analog stick. Tapping the button 
will automatically equip or unequip whatever item you currently or last had 
equipped. 

- R2 - Controls the weapon menu. To access the weapon menu, hold down R2 and 
cycle through your weapons using the right analog stick. Tapping the button 
will automatically equip or unequip whatever weapon you currently or last had 
equipped.

- L1 - Holding down the L1 button puts Snake in targeting mode, and is the 
only way to fire a weapon. While aiming a weapon, use the right analog stick 
to move your crosshairs. 

- R1 - Instead of the square-button that was used in previous games, Guns of 
the Patriots uses R1 as its attack button. While holding the L1 button down 
and aiming, the button will fire whatever weapon you have equipped. When not, 
R1 will cause Snake to perform a CQC attack, or simply a quick jab if tapped. 

- Triangle - As always, triangle is the action button. Whenever there's an 
option to perform any sort of action, a small picture will appear at the 
bottom of the screen displaying what action Snake can do, which ranges from 
picking up bodies, waking up sleeping soldiers, climbing ladders, and many 
others. While aiming a weapon, pressing triangle also switches to the first 
person point of view. 

- Square - While aiming, pressing square will switch between auto and manual 
aiming. 

- Circle - Pressing the circle button will reload whatever weapon Snake is 
currently holding. If you've expended a part of a clip and have a break in 
the action, be sure to reload so you aren't left vulnerable in a gunfight. 

- X - The X button controls Snake's stance, allowing him to stand, crouch, or 
lie prone when held down. While running, tapping X will cause Snake to 
perform a roll, which can be used to barrel through enemies or dive over 
short gaps. 

- Up/Down Directional - While aiming a weapon, using the Solid Eye binos, or 
with the camera equipped, pressing up or down on the directional pad will 
zoom in or out.  


002.0 - Weapons 

There are a total of seventy weapons in Metal Gear Solid 4 that can be 
obtained using several different methods - looting guns from dead soldiers, 
purchasing weapons from Drebin's shop, or unlocking them in a variety of 
ways. Currently, only sixty-nine of these weapons can be obtained, and only 
the sixty-nine currently available are required to earn the Little Gray 
emblem. 

Each weapon has individual stats that are ranked from "S" to "E". To simplify 
things, these stats will be converted to a one to six scale, with six being 
the best and one being the worst. The breakdown of each weapon's stats is as 
follows: 

- Damage - Straightforward, the amount of life the enemy will lose when hit. 

- Shock - The higher the shock stat, the more an enemy will stagger backwards 
when hit. 

- Penetration - If an enemy is wearing body armor, higher penetration reduces 
the effectiveness of this armor. 

- Stability - Otherwise known as recoil, the lower this stat is, the more the 
crosshairs will move while firing. 

- Reload - Also straightforward, the higher this stat, the faster Snake can 
reload the weapon. 

- Lock - This refers to a weapon's range while using auto aim. 

- Sleep - When a weapon knocks an enemy out, its sleep stat determines 
how long they'll remain asleep. 

- Stun - When a weapon stuns an enemy, this stat determines how many 
stars will appear over their head. 



002.1 - Handguns 

- Mk2 - 

Damage: 0/6
Shock: 0/6 
Penetration: 1/6 
Stability: 6/6
Reload: 5/6
Lock: 4/6
Sleep: 2/6
Stun: 0/6

Where It's Found: Otacon gives you this weapon in Act One when Snake meets up 
with the MK.II. 

Notes: The Mk2 has a built-in suppressor that never needs to be replaced. 


- Operator - 

Damage: 2/6
Shock: 3/6 
Penetration: 1/6 
Stability: 4/6
Reload: 6/6
Lock: 5/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Otacon gives you this weapon in Act One when Snake meets up 
with the MK.II. 


- GSR - 

Damage: 2/6
Shock: 3/6 
Penetration: 1/6 
Stability: 4/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The GSR can be purchased from Drebin for 3000 DP or found 
in the Middle East Militia's safe house in Act One. 


- Five-Seven - 

Damage: 2/6
Shock: 2/6 
Penetration: 4/6 
Stability: 4/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The Five-Seven is the alternate weapon for Haven Troopers, 
so if you force them to drop their weapon - either by holding them up or 
knocking them out - they'll resort to using their Five-Seven afterwards. You 
can also buy it from Drebin for 6000 Drebin Points. 


- PMM - 

Damage: 2/6
Shock: 2/6 
Penetration: 1/6 
Stability: 5/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Resistance members in Act Three carry them, but you'll have 
to alert them to your presence before they equip the PMM and attack you. The 
PMM can also buy purchased from Drebin for 3500 DP. 


- PSS - 

Damage: 2/6
Shock: 2/6 
Penetration: 3/6 
Stability: 5/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The PSS is a fairly common weapon, but the easiest way to 
find one is by destroying Scarabs. Many of them carry the PSS, so pick off a 
few in the tank hanger in Act Four, for example, and you'll score one easily. 
If that's not an option, the PSS is available at Drebin's shop for 5000 DP. 


- G18C - 

Damage: 2/6
Shock: 2/6 
Penetration: 3/6 
Stability: 3/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Some of the rebels in Act Two carry this weapon, so your 
best bet is to stick around in an area where rebels and PMCs continuously 
respawn and loot the corpses for a G18C. If grave robbing isn't you thing, 
Drebin will sell you one for 8000 Drebin Points. 


- Mk.23 - 

Damage: 2/6
Shock: 3/6 
Penetration: 1/6 
Stability: 4/6
Reload: 6/6
Lock: 5/6
Sleep: 0/6
Stun: 0/6

Where It's Found: At the Shadow Moses helipad in Act Four, find the truck 
directly in front of the main entrance to the tank hanger. The Mk.23 is under 
the truck. 

Notes: When equipped and aimed for the first time, Snake will say, "Just like 
old times..." and you'll earn one thousand Drebin Points. 


- Race Gun - 

Damage: 1/6
Shock: 2/6 
Penetration: 1/6 
Stability: 5/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

How It's Obtained: Complete the game once on any difficulty.  

Notes: The Race Gun is similar to the Single Action Army in Snake Eater in 
that it can be used to ricochet shots off of walls. 


- Type 17 - 

Damage: 2/6
Shock: 3/6 
Penetration: 1/6 
Stability: 4/6
Reload: 5/6
Lock: 5/6
Sleep: 0/6
Stun: 0/6

How It's Obtained: Earn the Hound Emblem (see the Emblem section for 
details). 

Notes: The Type 17 has a fully automatic rate of fire. 


- Desert Eagle - 

Damage: 3/6
Shock: 5/6 
Penetration: 1/6 
Stability: 2/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Purchase this weapon from Drebin for 20000 Drebin Points. 
Supposedly Scarabs can also drop it, but I've never personally found one. 


- Desert Eagle (Long Barrel) - 

Damage: 3/6
Shock: 5/6 
Penetration: 1/6 
Stability: 2/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

How It's Obtained: Earn the Fox emblem (see the Emblems section for details). 

Notes: The long barreled Desert Eagle is identical to the regular Desert 
Eagle, but this one has a built-in scope to make attacking distant enemies. 


- 1911 Custom - 

Damage: 2/6
Shock: 3/6 
Penetration: 1/6 
Stability: 5/6
Reload: 6/6
Lock: 6/6
Sleep: 0/6
Stun: 0/6

How It's Obtained: The 1911 can only be obtained by entering a password in 
the Extras section. At this time, Konami hasn't released the password and no 
one has cracked it and made it public. 

Notes: The 1911 Custom is not required to earn the Little Gray emblem. 


- Thor .45-70 - 

Damage: 5/6
Shock: 6/6 
Penetration: 5/6 
Stability: 2/6
Reload: 5/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

How It's Obtained: Earn the Fox Hound emblem (see the Emblems section for 
details). 

Notes: The Thor has a built-in dot sight. 


- Solar Gun - 

Damage: 0/6
Shock: 0/6 
Penetration: 1/6 
Stability: 6/6
Reload: 1/6
Lock: 4/6
Sleep: 0/6
Stun: 6/6

How It's Obtained: Defeat the Beast forms of the Beauty and Beast Corp and 
complete the Advent Palace sequence with the Rat Patrol using non-lethal 
tactics. Afterwards, collect the dolls left in each area to earn the Solar 
Gun. Remember that even if you shoot a Haven Trooper with a tranquilizer gun 
while they're hanging from a ceiling, they'll fall to their death and count 
as a kill. For more information, check out the Dolls section in this guide. 

Notes: The Solar Gun uses concentrated solar energy to blast away enemies. 
When fully charged, the Solar Gun will instantly knock an enemy out and cause 
them to drop any items they're carrying. A fully charged shot will also 
defeat Vamp with one hit. The Solar Gun's energy meter can be recharged by 
standing in sunlight and pressing Circle.  



002.2 - Submachine Guns 

- P90 - 

Damage: 2/6
Shock: 2/6 
Penetration: 4/6 
Stability: 4/6
Reload: 4/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The P90 is the weapon of choice by Haven Troopers, so you 
can first pick one up in the Advent Palace while escaping with the Rat 
Patrol. 


- M10 - 

Damage: 2/6
Shock: 3/6 
Penetration: 1/6 
Stability: 4/6
Reload: 4/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The rebels in Act Two carry this weapon, particularly the 
ones being held in the Cove Valley Village. Alternatively, you can purchase 
this from Drebin for 3000 Points. 


- MP7 - 

Damage: 1/6
Shock: 1/6 
Penetration: 4/6 
Stability: 5/6
Reload: 4/6
Lock: 5/6
Sleep: 0/6
Stun: 0/6

Where It's Found: PMCs in Act One's Downtown carry this weapon. You can also 
find them in Drebin's shop for 3000 DP. 


- VZ.83 - 

Damage: 2/6
Shock: 2/6 
Penetration: 1/6 
Stability: 4/6
Reload: 4/6
Lock: 6/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Big Mama gives you the VZ before the motorcycle chase 
sequence in Act Three 


- Bizon - 

Damage: 2/6
Shock: 2/6 
Penetration: 1/6 
Stability: 4/6
Reload: 4/6
Lock: 6/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Obtain this weapon from Drebin for 7000 Drebin Points.


- MP5SD2 - 

Damage: 1/6
Shock: 2/6 
Penetration: 1/6 
Stability: 4/6
Reload: 3/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The MP5 can be purchased from Drebin for 15000 Drebin 
Points. 


- Patriot - 

Damage: 2/6
Shock: 4/6 
Penetration: 1/6 
Stability: 3/6
Reload: 6/6
Lock: 4/6
Sleep: 0/6
Stun: 0/6

How It's Obtained: Earn the Big Boss emblem (see the Emblems section for 
details). 

Notes: The Patriot not only has unlimited ammo, but an unlimited magazine as 
well. This means that Snake will never have to stop and reload while using 
the Patriot - a great weapon to have for the motorcycle chase in Act Three. 



002.3 - Rifles

- AK102 - 

Damage: 2/6
Shock: 1/6 
Penetration: 3/6 
Stability: 3/6
Reload: 4/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: This is the standard weapon for PMCs in Act One, and you 
find one during the prologue sequence.  


- M4 Custom - 

Damage: 2/6
Shock: 1/6 
Penetration: 3/6 
Stability: 3/6
Reload: 4/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Drebin gives you this weapon for free in Act One.


- Mk.17 - 

Damage: 3/6
Shock: 3/6 
Penetration: 3/6 
Stability: 3/6
Reload: 4/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: A fairly common weapon in Act Three, the Mk.17 can also be 
found in the Militia Headquarters in Act One or purchased from Drebin's store 
for 3500 DP.  


- G3A3 - 

Damage: 3/6
Shock: 3/6 
Penetration: 3/6 
Stability: 3/6
Reload: 3/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Some of the rebels in Act Two carry this weapon, and it can 
also be found in Drebin's shop with a 4000 DP price tag.


- FAL Carbine - 

Damage: 3/6
Shock: 3/6 
Penetration: 3/6 
Stability: 3/6
Reload: 4/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Score this weapon from Drebin for 4500 Points. 

 
- AN94 - 

Damage: 2/6
Shock: 1/6 
Penetration: 3/6 
Stability: 4/6
Reload: 4/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: In Act Two's Cove Valley Village, check some of the 
buildings to find the AN94. You can also buy it from Drebin for 5000 DP.


- XM8 - 

Damage: 2/6
Shock: 2/6 
Penetration: 3/6 
Stability: 3/6
Reload: 4/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: In the Power Plant area of Act Two, explore the west side 
of the plant to find the XM8. 

Notes: The XM8 has a built-in dot sight. 


- Tanegashima - 

Damage: 3/6
Shock: 4/6 
Penetration: 1/6 
Stability: 4/6
Reload: 1/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: This weapon is only available in Drebin's shop for a 
staggering one million Drebin Points. I suggest buying it in Act Five when 
Drebin cuts his prices by 50%. 

Notes: Though it's a horrible weapon in itself, the Tanegashima has a 30% 
chance of creating a massive tornado that sweeps away any enemies in the 
area, causing them to drop any items they're carrying. This only works when 
fired outside, however.



002.4 - Machine Guns

- HK21E - 

Damage: 3/6
Shock: 3/6 
Penetration: 3/6 
Stability: 3/6
Reload: 2/6
Lock: 1/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Purchase this weapon from Drebin's store for 6000 DP.


- M60E4 - 

Damage: 3/6
Shock: 3/6 
Penetration: 3/6 
Stability: 3/6
Reload: 1/6
Lock: 1/6
Sleep: 0/6
Stun: 0/6

Where It's Found: PMCs in Act Two carry this weapon, or it can be bought from 
Drebin for 10000 Drebin Points. 


- PKM - 

Damage: 3/6
Shock: 2/6 
Penetration: 3/6 
Stability: 2/6
Reload: 1/6
Lock: 1/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Rebel soldiers carry the PKM in the Vista Mansion area. 


- MK.46 Mod 1 - 

Damage: 2/6
Shock: 4/6 
Penetration: 3/6 
Stability: 3/6
Reload: 1/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The weapon can be found in Drebin's store for 9000 DP. 



002.5 - Shotguns 

- Twin Barrel  - 

Damage: 4/6
Shock: 6/6 
Penetration: 4/6 
Stability: 1/6
Reload: 4/6
Lock: 3/6
Sleep: 0/6
Stun: 0/6

Where It's Found: The Twin Barrel is located in the locked building in the 
southern part of Cove Valley Village, in Act Two. If Snake gets into a 
firefight with the PMCs holding the rebels hostage, the PMC inside will come 
out, and later on the surviving rebels will head inside and explore the 
building. This is the same building that contains the South American rebel 
costume. 


- M870 Custom - 

Damage: 4/6
Shock: 6/6 
Penetration: 4/6 
Stability: 2/6
Reload: 1/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: In the Northwest corner of the Confinement Facility in Act 
Two is a small shed that contains the M870. It's also found in Drebin's shop 
sporting a 30000 DP price tag. 


- Saiga-12 - 

Damage: 4/6
Shock: 6/6 
Penetration: 4/6 
Stability: 2/6
Reload: 5/6
Lock: 2/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Snake can buy this weapon from Drebin for 40000 DP. 



002.6 - Sniper Rifles 

- M14EBR - 

Damage: 3/6
Shock: 3/6 
Penetration: 4/6 
Stability: 2/6
Reload: 4/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Many PMC snipers use the M14, so you can find them around 
Downtown in Act One. You can also buy it from Drebin for 9000 DP. 


- DSR-1 - 

Damage: 4/6
Shock: 5/6 
Penetration: 5/6 
Stability: 2/6
Reload: 3/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: At least one of the snipers in Act One that Otacon warns 
you about carries a DSR-1. Enter the building through one of the windows on 
the first floor and follow the stairs up to find him. 


- SVD - 

Damage: 2/6
Shock: 4/6 
Penetration: 5/6 
Stability: 1/6
Reload: 4/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Besides being a weapon carried by some PMC snipers, you can 
find the SVD in Cove Valley Village in Act Two. You can also buy the SVD from 
Drebin for 18000 Drebin Points. 


- VSS - 

Damage: 2/6
Shock: 2/6 
Penetration: 5/6 
Stability: 2/6
Reload: 4/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: In Act Two, take the west path from the Power Plant to 
reach a part of the Confinement Facility that isn't in the midst of a 
skirmish between the rebels and PMCs - but does have several rebel POWs. 
You'll find the VSS in a large building with a partially destroyed floor. 

Notes: The VSS comes equipped with a silencer that never needs to be 
replaced. 


- Mosin Nagant - 

Damage: 0/6
Shock: 4/6 
Penetration: 5/6 
Stability: 1/6
Reload: 2/6
Lock: 4/6
Sleep: 4/6
Stun: 0/6

Where It's Found: Purchase this weapon from Drebin for 60000 DP. 



002.7 - The BFG's 

- M82A2 - 

Damage: 6/6
Shock: 6/6 
Penetration: 6/6 
Stability: 1/6
Reload: 5/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: You can buy this weapon from Drebin for 200000 Points. 


- Rail Gun - 

Damage: 1-6/6 
Shock: 6/6 
Penetration: 6/6 
Stability: 3/6
Reload: 2/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Snake automatically gains this weapon after defeating 
Crying Wolf. 

Notes: The Rail Gun's level of charge determines the amount of damage it 
inflicts, so it's damage can range from one to six.


- XM25 - 

Damage: 5/6
Shock: 6/6 
Penetration: 0/6 
Stability: 1/6
Reload: 4/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Purchase this weapon from Drebin for 80000 Drebin Points. 
It's also occasionally dropped by Haven Troopers.


- MGL-140 - 

Damage: 5/6
Shock: 6/6 
Penetration: 0/6 
Stability: 1/6
Reload: 1/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Snake automatically gains this weapon after defeating 
Raging Raven in Act Three. 


- RPG-7 - 

Damage: 6/6
Shock: 6/6 
Penetration: 0/6 
Stability: 1/6
Reload: 4/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: In Act One's Red Zone, you'll find two RPG's - one in a 
building northwest of where Snake meets the MK.II, and another in a small 
inlet right next to the entrance to the rebel's safe house. You can also find 
numerous other RPG's in the safe house itself. 


- M72A3 - 

Damage: 5/6
Shock: 6/6 
Penetration: 0/6 
Stability: 2/6
Reload: 5/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: In the Marketplace in Act Two, find a small inlet on the 
left side of the main street behind the first few stalls. You can also 
purchase this weapon from Drebin for 40000 Points. 


- Javelin - 

Damage: 6/6
Shock: 6/6 
Penetration: 0/6 
Stability: 1/6
Reload: 4/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: After meeting Drebin behind the Power Station in Act Two, 
take the southern of the two paths in the northwest corner. Near a small 
overhang in the corner is a Javelin along with some other weapons and items. 
If you don't mind the steep price, Drebin will sell you one for 150000 DP. 


- FIM-92A - 

Damage: 6/6
Shock: 6/6 
Penetration: 0/6 
Stability: 1/6
Reload: 4/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: In Act Four, jump into the back of the truck in the Nuclear 
Disposal Facility in Shadow Moses to find a FIM. There's also another one 
located in the northwest corner of the inner compound of the Power Plant in 
Act Two - you'll need to turn off the current and use the power lines to 
cross over the wall, though. Otherwise, Drebin's got them in stock for 100000 
Drebin Points each.


002.8 - Explosives 

- Grenade - 

Damage: 5/6
Shock: 6/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Many soldiers carry standard grenades - just hold up and 
search a few and you're bound to find one eventually. 


- Petro Bomb - 

Damage: 4/6
Shock: 4/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: The rebels in Act One use these the most, and you can find 
some directly across the street from where you begin Act One, in a narrow 
alley to the north. Drebin also has them in stock for 100 Drebin Points. 


- White Phosphorus Grenade - 

Damage: 5/6
Shock: 6/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: While escaping from the Advent Palace with the Rat Patrol 
in Act One, a box of WP grenades can be found on the staircase behind the bar 
leading down to the first floor. WP grenades are pretty common, however, so 
you can find them in a myriad of other locations throughout the game. Drebin 
also sells them for 110 Drebin Points per box. 


- Stun Grenade - 

Damage: 0/6
Shock: 6/6 
Sleep: 0/6
Stun: 5/6

Where It's Found: As with the other grenades, stun grenades are scattered 
throughout the five acts, but specifically can be found in the second floor 
of the Advent Palace in Act One, just behind a claymore mine in a dead end. 


- Chaff Grenade - 

Damage: 0/6
Shock: 0/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: On the Shadow Moses helipad in Act Four. 

Notes: Chaff grenades don't have any effect on humans. Instead, they 
temporarily scramble any electronic devices - Scarabs, Gekkos, surveillance 
cameras - in the area, allowing Snake to walk by without being noticed.


- Smoke Grenade - 

Damage: 0/6
Shock: 0/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Smoke grenades are extremely common, so you can find them 
just about anywhere. Specifically, check out the second floor stairs in the 
Advent Palace in Act One to find some. Drebin will also sell them for 100 DP. 

Notes: Even though its stats suggest that it doesn't effect enemies, smoke 
grenades will cause any enemies caught in the blast to be temporarily blinded 
and go into a coughing fit. 


- Smoke Grenade (Yellow) - 

Damage: 0/6
Shock: 0/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Purchase them from Drebin for 100 Drebin Points after 
completing the game once. 

Notes: Any enemy in the grenades blast radius will begin laughing 
uncontrollably. 


- Smoke Grenade (Red) - 

Damage: 0/6
Shock: 0/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Purchase them from Drebin for 100 Drebin Points after 
completing the game once. 

Notes: Any enemy in the grenades blast radius will go into a fit of rage. 


- Smoke Grenade (Blue) - 

Damage: 0/6
Shock: 0/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Purchase them from Drebin for 100 Drebin Points after 
completing the game once. 

Notes: Any enemy in the grenades blast radius will begin crying 
uncontrollably.


- Smoke Grenade (Green) - 

Damage: 0/6
Shock: 0/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Purchase them from Drebin for 100 Drebin Points after 
completing the game once. 

Notes: Any enemy in the grenades blast radius will begin screaming 
uncontrollably. 


- Claymore Mine - 

Damage: 5/6
Shock: 6/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Several claymores are planted around the Advent Palace in 
Act One, but you'll have to crawl over them or use the MK.II to disarm them 
before collecting one.  


- Sleeping Gas Mine - 

Damage: 0/6
Shock: 0/6 
Sleep: 6/6
Stun: 0/6

Where It's Found: Several are planted as traps around the Advent Palace in 
Act One, but you'll have to crawl over them or use the MK.II to disarm them 
before collecting one. 


- C4 - 

Damage: 6/6
Shock: 6/6 
Sleep: 0/6
Stun: 0/6

Where It's Found: Enter the Power Plant's inner compound in Act Two. Look 
under some computers in the first room to find a box of C4 lying on the 
floor. Drebin will also sell C4 for 400 DP. 


- Sleeping Gas Satchel - 

Damage: 0/6
Shock: 0/6 
Sleep: 6/6
Stun: 0/6

Where It's Found: Drebin sells Satchels in his shop for 400 DP. 



002.9 - Miscellaneous 


- Stun Knife - 

Damage: 6/6
Shock: 6/6 
Penetration: 6/6 
Stability: 6/6
Reload: 0/6
Lock: 1/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Snake begins the game with this weapon. 

Notes: To use the knife's stun capabilities, press R2 instead of R1. 


- Magazine - 

Damage: 0/6
Shock: 0/6 
Penetration: 0/6 
Stability: 0/6
Reload: 0/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Any time Snake picks up a weapon with extra ammo in it. 

Notes: Though it doesn't cause any damage, Snake can throw an empty magazine 
to temporarily distract an enemy. 


- Playboy - 

Damage: 0/6
Shock: 0/6 
Penetration: 0/6 
Stability: 0/6
Reload: 0/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Playboys are quite popular among the PMCs, but you can find 
one lying on a couch on the first floor of the Advent Palace in Act One. 

Notes: If Snake drops a Playboy magazine and an enemy spots it, he'll 
immediately drop to his knees and intensely look through it, allowing Snake 
to slip by unnoticed. 


- Emotion Magazine - 

Damage: 0/6
Shock: 0/6 
Penetration: 0/6 
Stability: 0/6
Reload: 0/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Drebin sells this item for 2000 Points. 

Notes: The Emotion Magazine serves the same purpose as a Playboy. 


- Psycho Mantis Doll - 

Damage: 0/6
Shock: 0/6 
Penetration: 0/6 
Stability: 0/6
Reload: 0/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Shoot the Psycho Mantis doll hanging from a string on 
Screaming Mantis' right side until it drops to the ground. You have to do 
this anyway to defeat the boss. 

Notes: The Psycho Mantis doll allows Snake to posses any living person that 
has nanomachines inside them - which ends up being everyone in Guns of the 
Patriots. Once possessed, Snake can shake an enemy and cause them to drop any 
items they're carrying. Note that this will eventually kill the possessed 
enemy, and the Mantis doll will not work on bosses. 


- The Sorrow Doll - 

Damage: 0/6
Shock: 0/6 
Penetration: 0/6 
Stability: 0/6
Reload: 0/6
Lock: 0/6
Sleep: 0/6
Stun: 0/6

Where It's Found: Shoot the Sorrow doll hanging from the string on Screaming 
Mantis' left side until it drops to the ground. Unlike the Psycho Mantis 
doll, this is an optional item that you do not need to use against the boss. 
I recommend obtaining this doll early before attacking the Mantis doll, since 
Screaming Mantis will attack you more aggressively as her Psycho Mantis doll 
takes damage.

Notes: The Sorrow doll allows Snake to possess the dead, but basically works 
the same way as the Psycho Mantis doll. 



003.0 - Items

003.1 - Health Items 

- Cigarettes - Slightly increases the rate of psyche recovery while equipped, 
but also inflicts damage. Don't smoke, kids. 

- Compress - Increases your rate of psyche recovery for a short period of 
time.

- Instant Noodles - Recovers 100% of your life, 25% of your psyche in cold 
weather, and 50% of your psyche in warm weather.

- Military Ration - Recovers 75% of your life and 5% of your psyche. 

- Muna - Increases your rate of psyche recovery while equipped. 

- Pentazemin - Temporarily stops your hands from shaking while looking 
through a scope. 

- Regain - Recovers 100% of your life, 25% of your psyche in cold weather, 
and 50% of your psyche in warm weather.

- Syringe - Initially restores 100% of your psyche, but its effects are 
reduces as it's used more. After ten uses Snake will throw up and lose psyche 
after effects wear off, and after twenty Snake will lose life as well. 


003.2 - Misc Items 

- Bandana - Gives you infinite ammo while equipped. You can either earn the 
bandana by playing through the game without killing a single enemy, or you 
can purchase it from Drebin for five million Drebin Points. 

- Camera - The camera takes photographs that can be saved and viewed in the 
photo gallery from the main menu. You can find it by Sunny's desk during Act 
Two's mission briefing. 

- Cardboard Box - When the OctoCamo just isn't enough, hide under the box to 
avoid detection by enemies. Don't move around or get in their way, though, or 
they may become suspicious.

- iPod - Plays music in the background if you don't like the actual area's 
soundtrack, and some of the songs even have beneficial side effects. On a 
side note, I'd love to see Snake in one of those iPod commercials. 

- Metal Gear MK.II/MK.III - The little robot that Otacon uses to follow you 
around can be used to scout ahead and lend Snake support by disarming bombs, 
activating switches, and stunning enemies. 

- Oil Drum - Similar to the cardboard box, except Snake can tip the drum over 
and roll around by holding the X-button. If you roll for too long, though, 
Snake will stop and throw up. 

- Scan Plug - The plug is a portable scanner that shows the locations of all 
enemies on a map after they've been scanned, which you can do by putting them 
in a CQC hold and pressing the action button. You can purchase this item from 
Drebin after playing Metal Gear Online for more than ten hours. 

- Signal Interceptor - While equipped, the signal interceptor allows Snake to 
listen to PMC radio conversations in Act Three to locate resistance members. 
Quite frankly, this is a terrible item, and even Otacon gives you other 
options right after giving it to you.

- Solid Eye - Easily the most useful item in the game, the Solid Eye targets 
enemies and items, making them easier to locate, and allows you to use radar. 
The Solid Eye also has night vision and binoculars modes, which you can 
access by highlighting the item in the item menu and pressing either Square 
or Circle. 

- Stealth Camouflage - When equipped, Snake becomes completely invisible to 
enemy soldiers. However, the stealth camo isn't absolute - Gekkos and Scarabs 
can still see Snake, and soldiers will still be able to hear him. Also, if 
you run through an enemy, the camo will automatically switch off, and it also 
won't completely conceal Snake while in an alert phase. You can obtain the 
stealth camo by either playing through the game without going into a single 
alert, or you can buy it from Drebin for five million Drebin Points. 



004.0 - Emblems  

Emblems are the rankings - or code names, as it's been known in previous 
games - that you're awarded after completing the game. You earn different 
rankings by fulfilling certain requirements, which occasionally reap rewards. 
There are forty emblems in the game, and unlike in previous titles you can 
earn multiple emblems in a single play-through. 


004.1 - The Emblems 

- Big Boss - 
How It's Earned - This is the most difficult emblem to earn, as there are 
several difficult requirements to fulfill. Complete the game under the 
following requirements:

- Difficulty: The Boss Extreme 
- Continues: Zero, so no dying and no failing missions. 
- Alerts: Zero, though cautions are fine. 
- Healing Items Used: Zero, including non-ration items like noodles. 
- Kills: Zero, including all bosses. 
- Completion Time: Under five hours. 
- Special Items Used: None. 

What It Unlocks - After all of that work, earning the Big Boss ranking scores 
you the Patriot machine gun, the Big Boss face camo, and the Big Boss iPod 
song. 


- Fox Hound - 
How It's Earned - This is the second most difficult emblem to earn, as it's 
nearly identical to the Big Boss with a few exceptions. Complete the game 
under the following requirements:

- Difficulty: Big Boss Hard or higher.  
- Continues: Zero, so no dying and no failing missions. 
- Alerts: Under three.  
- Healing Items Used: Zero, including non-ration items like noodles. 
- Kills: Zero, including all bosses. 
- Completion Time: Under five hours and thirty minutes. 
- Special Items Used: 

What It Unlocks - For your efforts, you receive the Thor .45-70 pistol, which 
is pretty much a shotgun that's the size of a pistol. It holds only a single 
bullet, but that's about all you're going to need. 


- Fox - 
How It's Earned - I suppose this would be the third most difficult emblem to 
earn then, wouldn't it? Fox is about the same as before, but with a little 
more relaxed requirements. 

- Difficulty: Solid Normal or higher.  
- Continues: Zero, so no dying and no failing missions. 
- Alerts: Five or fewer.  
- Healing Items Used: Zero, including non-ration items like noodles. 
- Kills: Zero, including all bosses. 
- Completion Time: Under six hours. 
- Special Items Used: None. 

What It Unlocks - Getting the Fox ranking earns you the long-barreled Desert 
Eagle, which has a long-range scope to attack from a distance. Not bad.


- Hound - 
How It's Earned - Same as the others, this is nothing more than a watered-
down Big Boss run. Complete the game under the following requirements:

- Difficulty: Naked Normal or higher.  
- Continues: Zero, so no dying and no failing missions. 
- Alerts: Under three.  
- Healing Items Used: Zero, including non-ration items like noodles. 
- Kills: Zero, including all bosses. 
- Completion Time: Under six hours and thirty minutes.  
- Special Items Used: None. 

What It Unlocks - For your efforts you get the Type 17 pistol, which has 
fully automatic and semi-automatic options like a machine gun. 


- Mantis - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Zero 
- Alerts: Zero  
- Healing Items Used: Zero, including non-ration items like noodles. 
- Completion Time: Under five hours.  

What It Unlocks - Nothing 


- Wolf - 
How It's Earned - Complete the game without using any healing items like 
rations, noodles, or Regain. 

What It Unlocks - Nothing 


- Raven - 
How It's Earned - Finish the game in less than five hours. 

What It Unlocks - Nothing


- Octopus - 
How It's Earned - Play through the game without setting off a single alert 
phase.

What It Unlocks - Stealth Camouflage


- Bear - 
How It's Earned - Eliminate one hundred enemies using CQC chokeholds. 

What It Unlocks - Nothing 


- Eagle - 
How It's Earned - Register 150 or more headshots. 

What It Unlocks - Nothing 


- Assassin - 
How It's Earned - This one's interesting: you need to stun or kill more than 
fifty enemies with the knife, have more than fifty CQC chokeholds, and have 
fewer than 25 alerts. 

What It Unlocks - The Altair disguise as seen in the April Fools trailer. I 
don't think Kojima quite understands the concept of April Fools... Or maybe 
he does all too well. 


- Pigeon - 
How It's Earned - Finish the game with zero kills, including bosses. 

What It Unlocks - The Bandana, which gives the wearer infinite ammo.  


- Blue Bird - 
How It's Earned - Give fifty healing items to the rebel soldiers in Acts One 
and Two. To do this, equip a healing item and press Triangle while standing 
in front of a soldier. As a bonus, sometimes they'll give you something in 
exchange. 

What It Unlocks - Nothing 


- Hawk - 
How It's Earned - Be praised by rebel soldiers more than twenty-five times. 
This will only happen if you kill a PMC near a rebel, so stand near some 
rebels and pick off PMCs during one of the many gunfights you'll stumble 
across. 

What It Unlocks - Nothing 


- Little Gray - 
How It's Earned - Obtain all sixty-nine weapons in the game. Unfortunately, 
this includes the Patriot, which you can only get your hands on by earning 
the Big Boss emblem. 

What It Unlocks - Nothing 


- Ant - 
How It's Earned - Hold up fifty soldiers and search them for items. 

What It Unlocks - Nothing 


- Gibbon - 
How It's Earned - Simply hold up fifty soldiers.

What It Unlocks - Nothing 


- Tortoise - 
How It's Earned - Spend an hour or longer sitting in a cardboard box or oil 
drum. Your best bet is to find a safe place to hide, equip the box, and 
switch the TV to something and kill your hour that way. 

What It Unlocks - Nothing


- Rabbit - 
How It's Earned - Flip through one hundred or more pages in a Playboy 
magazine. You pervert.

What It Unlocks - Nothing


- Bee - 
How It's Earned - Inject fifty soldiers with the syringes, or scan them with 
the scanning plug. 

What It Unlocks - Nothing 


- Gecko - 
How It's Earned - Spend at least one hour hugging the walls. Only the wall 
hugs where you must press Triangle first count. 

What It Unlocks - Nothing 


- Scarab - 
How It's Earned - Perform one hundred sideways rolls. 

What It Unlocks - Nothing


- Frog - 
How It's Earned - Dodge or forward roll two hundred times. 

What It Unlocks - Nothing


- Inch Worm - 
How It's Earned - Crawl on the ground for at least one hour. 

What It Unlocks - Nothing 


- Lobster - 
How It's Earned - Remain crouched for at least two hours and thirty minutes 
in the game. 

What It Unlocks - Nothing 


- Hyena - 
How It's Earned - Collect four hundred weapons or items from dead soldiers. 

What It Unlocks - Nothing, but you should be doing this anyway for the ammo 
and Drebin Points.


- Hog - 
How It's Earned - Enter ten or more combat highs. Combat highs occur when you 
fire one hundred or more rounds during an alert. 

What It Unlocks - Nothing 


- Pig - 
How It's Earned - Use forty or more rations or other healing items. 

What It Unlocks - Nothing 


- Cow - 
How It's Earned - Enter more than one hundred alert phases. 

What It Unlocks - Nothing


- Crocodile - 
How It's Earned - Rack up four hundred or more kills. 

What It Unlocks - Nothing


- Giant Panda - 
How It's Earned - Have a completion time of thirty hours or longer. This is 
actually more difficult than it sounds, but you can just leave your PS3 on 
overnight or something. 

What It Unlocks - Nothing 


- Scorpion - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or fewer.  
- Alerts: Seventy-five or fewer.   
- Kills: Two hundred and fifty or fewer.  

What It Unlocks - Nothing


- Tarantula - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or fewer.  
- Alerts: Seventy-five or fewer.   
- Kills: Two hundred and fifty or more.  

What It Unlocks - Nothing


- Centipede - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or more.  
- Alerts: Seventy-five or fewer.   
- Kills: Two hundred and fifty or fewer.  

What It Unlocks - Nothing


- Spider - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or more.  
- Alerts: Seventy-five or fewer.   
- Kills: Two hundred and fifty or more.  

What It Unlocks - Nothing


- Jaguar - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or fewer.  
- Alerts: Seventy-five or more.   
- Kills: Two hundred and fifty or fewer.  

What It Unlocks - Nothing


- Panther - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or fewer.  
- Alerts: Seventy-five or more.   
- Kills: Two hundred and fifty or more.  

What It Unlocks - Nothing


- Leopard - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or more.  
- Alerts: Seventy-five or more.   
- Kills: Two hundred and fifty or fewer.  

What It Unlocks - Nothing


- Puma - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Twenty-five or more.  
- Alerts: Seventy-five or more.   
- Kills: Two hundred and fifty or more.  

What It Unlocks - Nothing


- Chicken - 
How It's Earned - Complete the game under the following requirements: 

- Continues: Fifty or more. 
- Alerts: One hundred and fifty or more.
- Healing Items Used: Fifty or more. 
- Kills: Five hundred or more. 
- Completion Time: Thirty-five hours or longer. 

What It Unlocks - The Corpse Camo, and the satisfaction in knowing that you 
managed to play the absolute worst game of Metal Gear Solid 4 imaginable. 



004.2 - Emblems Runs 

At first, getting all forty emblems might seem like a real pain. After all, 
playing through the game forty times sounds like it would become more like 
work than fun. However, you can earn multiple emblems in Guns of the 
Patriots, so you actually can kill several birds with one stone if you play 
your cards right and plan ahead. This section will outline how to get all the 
emblems in the fewest number of games.   


004.21 - The Big Boss Run 

This is the run where you get all of the difficult emblems, the ones that 
require you to limit your alerts, play time, et cetera. Fortunately, none of 
the emblems have a save requirement, so you can save after every checkpoint 
if you'd like. 

What Emblems You'll Get: 

- Big Boss - This is the emblem you're shooting for. 

- Fox Hound - A watered down Big Boss emblem.  

- Fox - Another watered down Big Boss emblem. 

- Hound - A third watered down version of the Big Boss emblem. 

- Mantis - Contains four of the seven requirements for Big Boss. 

- Wolf - Requires no healing items, a requirement for Big Boss. 

- Raven - A completion time of five hours is also a requirement for Big Boss. 

- Octopus - Zero alert phases is a requirement for the Big Boss emblem.

- Pigeon - Zero kills is a requirement for Big Boss. 

- Scorpion - Has requirements that will all be fulfilled in a Big Boss run.


004.22 - The Chicken Run 

Now it's time for the complete opposite. Earning the Big Boss emblem requires 
you to play the best game of Metal Gear Solid 4 possible, and the Chicken 
emblem requires you to play the worst. The key here is that you must complete 
the game in over thirty-five hours, which gives you plenty of time to fulfill 
the requirements for many of the remaining emblems because, quite frankly, 
there isn't a whole lot else to do for thirty-five hours. 

Also, if you do this emblem after your Big Boss run, you'll be able to use 
items like the Stealth Camo and Bandana to allow you to quickly get to where 
you need to be to earn another emblem. 

What Emblems You'll Get:

- Chicken - Like Big Boss, it's the emblem you're working towards. 

- Puma - Contains requirements that are going to be far surpassed by Chicken. 

- Crocodile - Requires four hundred kills to Chicken's five hundred. 

- Pig - Requires forty healing items used to Chicken's fifty. 

- Giant Panda - Chicken's game time requirement is five hours longer than 
this one. Personally, I'd recommend leaving your game on overnight or 
something. 

- Cow - This emblem requires you to have more than one hundred alerts, which 
you should just manage to pull off with Chicken's one hundred and fifty alert 
requirement.

- Hyena - Since you have to kill five hundred people, it shouldn't be too 
difficult to collect four hundred weapons or items. In fact, if you hang 
around in Acts One and Two where PMCs and rebels continuously respawn, you 
should easily be able to collect four hundred weapons. 

- Hog - Combat highs occur when you fire one hundred or more rounds during an 
alert phase. Since you want to kill as many people as possible, want to enter 
as many alerts as possible, and may have the Patriot and/or Bandana, this 
shouldn't be too difficult.  

- Eagle - Again, you're aiming to kill five hundred people and you shouldn't 
be worried about dying, so take your time and aim for headshots. You can also 
hold soldiers up for the Gibbon emblem and execute them with headshots.  

- Bear - If you have the stealth camouflage from a Big Boss run, you can 
easily sneak up to an enemy and put them in a CQC hold. 

- Gibbon - Holding up fifty soldiers is easy if you have the Stealth Camo. 

- Ant - Searching fifty soldiers is easy and time consuming, the perfect 
combination when trying to get the Chicken emblem. 

- Rabbit - Same as Ant, continuously flipping through the porno magazine 
takes time, which you have plenty of. 

- Blue Bird - Since you're going to be hanging around the rebels and are 
actively trying to die anyway, take the time to give them any healing items 
you may have. When you get low on health the rebels may actually give you 
items like noodles that you can give right back to them. You can use health 
items on yourself in Acts Three through Five when you don't need them to earn 
this emblem. 

- Hawk - Again, since you should be engaged in combat with the PMCs, as long 
as you're near a rebel you're bound to be praised by them. I personally like 
to stay just outside of Vista Mansion in Act Two before the bulldozer 
destroys the gate and use the VSS to pick off PMCs as they show up. You'll 
hear the rebels praise you when they shout out, "Oh yeah!", "That's how you 
do it!", or "Nice shot!", among other phrases. 

- Bee - My advice is to pick a soldier that's alone while tracking Naomi in 
Act Two and just inject them fifty times. Easy emblem to earn. 

- Scarab - To roll, lay on the ground and press X while pointing the right 
analog stick to the left or right. Find a quiet, open area and just roll 
around for a while. 

- Frog - Similar to Scarab, just stand around dodging back and forth. If you 
want, stand in front of a Stryker while it's shooting at you or something. 

- Tortoise - It's boring to hide in a box for an hour, so equip it and go 
find something else to do. 

- Gecko - This emblem is equally as boring, but you can kill two birds with 
one stone by crouching while hugging the wall. Once again, read a magazine or 
take an hour-long walk while this is going on. 

- Inch Worm - Same as the previous two, just lie prone and wait for the hour 
to pass by. 

- Lobster - This emblem seems a bit more annoying since it requires you to 
remain crouched for two and a half hours, but you can earn this emblem while 
getting a few others. Remember, you're crouched while under a cardboard box, 
and you can crouch while hugging a wall as well. 
 

004.23 - The Assassin Run 

The Assassin run won't earn you as many emblems as the previous two, but you 
can still earn multiple emblems in one run. 

What Emblems You'll Get:

- Assassin - This run should be designed to get this emblem. 

- Tarantula - This emblem isn't really a perfect fit with Assassin, but the 
minimal alerts and high number of kills is good enough to link the two. 


004.24 - Miscellaneous 

Big Boss, Assassin, and Chicken combined can earn you thirty-four of the 
forty emblems, but that still leaves another six to complete. Unfortunately, 
five of the seven all have separate requirements, so you will have to play 
through five individual games to get them. 

The final emblem, Little Gray, is a bit of a black sheep, since you need to 
pick up all sixty-nine weapons in the game - not including the 1911 Custom - 
to earn it. You'll probably end up scoring this emblem eventually during one 
of the other runs. If you need help finding a specific weapon, check the 
Weapons section in this guide for a specific location. 



005.0 - Unlockables

As always, there are a few secret items for the player to collect by 
completing the game and meeting certain requirements. A list of these items 
is found here. Note that items you automatically obtain, such as the MGS1 
Snake face camo, are not included. 


005.1 - Special Items

- Bandana - Grants the wearer infinite ammo while worn. Earn the bandana by 
playing through the game without killing anyone, or buy it from Drebin for 
five million Drebin Points. 

- Digital Camera - After finding this item by Sunny desk during Act Two's 
mission briefing you can take MySpace and Facebook pics! Well, you can view 
them in the photo album accessed from the main menu, anyway. 

- Scanning Plug - After playing Metal Gear Online for more than ten hours you 
can purchase this item from Drebin for ten thousand Drebin Points. When 
equipped, if you go up to a PMC and put them in a CQC chokehold, you can scan 
them and see the locations of all SOP-registered soldiers in the area. 

- Stealth Camouflage - While equipped, Snake becomes invisible (100% camo 
index) to enemy soldiers. However, the stealth camo isn't absolute - Gekkos 
and Scarabs can still see Snake, and soldiers will still be able to hear him. 
Also, if you run through an enemy, the camo will automatically switch off, 
and it also won't completely conceal Snake while in an alert phase or boss 
fight. You can obtain the stealth camo by either playing through the game 
without going into a single alert, or you can buy it from Drebin for five 
million Drebin Points.


005.2 - Camouflages  

- Altair - It looks like Kojima went a step further in that April Fools Day 
joke. Earn Altair's outfit by obtaining the Assassin emblem (see the emblems 
section for more details), which actually has a decent camo index. The 
OctoCamo, of course, will always be higher. 

- Corpse Camo - An embarrassing reward for dying too many times - the Razzie 
of Metal Gear Solid 4. Hide this camouflage before you brag to your friends 
about how awesome you are at this game. The Corpse Camo does have its uses, 
however, as it's the only way to fool electronic enemies such as Scarabs or 
Gekkos. If you lie completely flat, enemies will assume that Snake is dead 
and ignore him - automatically getting rid of an alert after finishing their 
investigation. 

- Middle East Rebel Disguise - Explore the northeast section of the rebel's 
headquarters in Act One to find this camo in one of the lockers. 

- South American Rebel Disguise - Explore Cove Valley Village in Act Two to 
find his camo. There's a building against the same wall where you begin 
that's locked, so you'll have to cause a commotion to draw the soldier hiding 
inside to come out. 

- Suit - Complete the game once to earn this... interesting fashion choice 
for a soldier's uniform. 


005.3 - FaceCamo  

- Big Boss - Earn the Big Boss emblem (see the Emblems section for details). 
While wearing this camo, enemies that see you will become terrified or pass 
out. 

- Colonel Campbell - Stun Campbell with the MK.II during Act One's mission 
briefing. 

- Crying Beauty - Defeat Crying Beauty using non-lethal tactics. 

- Drebin - Acquire sixty weapons in one game. 

- Laughing Beauty - Defeat Laughing Beauty using non-lethal tactics. 

- Otacon - Stun Otacon with the MK.II during Act Three's mission briefing. 

- Raging Beauty - Defeat Raging Beauty using non-lethal tactics. 

- Raiden A - Stun Sunny with the MK.II during Act Three's mission briefing. 

- Raiden B - Stun Naomi with the MK.II during Act Three's mission briefing. 

- Screaming Beauty - Defeating Screaming Beauty using non-lethal tactics. 


Note: For any of the FaceCamos that are earned during the various Mission 
Briefing scenes, you have to watch the entire sequence to earn the FaceCamo. 
If you skip any of the cinematics, it won't register and you won't gain 
whatever FaceCamo you're trying to get. 



005.4 - Dolls 

Dolls are sort of trophies the player can collect throughout the game. Some 
of the dolls are collectables used to unlock items, while others can be 
equipped and used as an actual weapon during the game. 

- Haven Trooper - Complete the Advent Palace portion of Act One using non-
lethal methods. Afterwards, the doll will be in the underground parking 
garage where the Rat Patrol parts with Snake. Remember that if you shoot a 
Haven Trooper while they're hanging from the ceiling and fall down, it will 
register as a kill. 

- Laughing Octopus - Defeat Laughing Octopus using non-lethal tactics. 
Afterwards, the doll will be on one of the beds in the lab during the Beauty 
fight. 

- Raging Raven - Defeat Raging Raven using non-lethal tactics. Afterwards, 
the doll will be on the highest floor of the tower during the Beauty fight. 

- Crying Wolf - Defeat Crying Wolf using non-lethal tactics. Afterwards, the 
doll will be against the wall behind where Snake begins during the Beauty 
fight.  

- Screaming Mantis - Defeat Screaming Mantis using non-lethal tactics. After 
hitting the Psycho Mantis doll with non-lethal rounds and picking it up, 
finish off Screaming Mantis and her Beauty form, and then head to the north 
exit to find the doll. 

- Psycho Mantis - Shoot the doll hanging from Screaming Mantis' right hand to 
force her to drop it. This must be completed to defeat the boss. Equipping 
the Psycho Mantis doll allows Snake to control enemies' actions the way 
Screaming Mantis does. 

- The Sorrow - Shoot the other doll hanging from the string in Screaming 
Mantis' left hand and force her to drop it. The Sorrow doll allows Snake to 
control dead soldiers when equipped, and it allows you to see ghosts in Act 
Four while the camera is equipped. 


NOTE: While the Psycho Mantis and Sorrow dolls are actual items, the four 
Beast dolls and the Haven Trooper doll serve another purpose. If all five are 
collected, Snake will earn the Solar Gun, which knocks enemies unconscious 
and causes them to drop items. It's also a pretty effective weapon against 
Vamp. As the name implies, sunlight charges the Solar Gun - talk about a 
great use for solar energy! 


005.5 - Weapons 

Along with items such as the stealth camo and bandana, Snake can earn some 
new weapons to play with. 


- 1911 Custom - 
What It Is: The 1911 is Naked Snake's main pistol from Snake Eater, and from 
its basic stats it appears to be an upgraded Operator, with slightly higher 
stability, reload, and locking capabilities. However, the 1911 can only be 
unlocked by entering a password in the extras section, which so far hasn't 
been revealed by Konami or cracked by anyone and made public.

How It's Earned: Enter a currently unknown password in the extras section. If 
you don't want to wait, start making random guesses...


- Desert Eagle (Long Barrel) - 
What It Is: Throughout the game, Meryl uses this monster of a weapon, which 
has enough power to knock any enemy down when hit in the torso. As a bonus, 
it has a scope, though obviously the weapon loses some of its stopping power 
when attacking from a distance. 

How It's Earned: Earn the Fox emblem (see details in the Emblem section). 


- Patriot - 
What It Is: This is the very same Patriot The Boss gave Big Boss at the end 
of Metal Gear Solid 3, and it's still just as devastating. Though it's 
technically considered a submachine gun, this baby is the most powerful rifle 
you'll find and has infinite ammo. This means that not only will you never 
run out of ammo, you won't even have to reload it. 

How It's Earned: Unfortunately, the Patriot isn't an easy weapon to obtain. 
In order to get your hands on it, you have to earn the Big Boss emblem, which 
is the toughest emblem to earn. 


- Race Gun - 
What It Is: The Race Gun is basically an upgraded version of the Single 
Action Army revolver from Snake Eater. It isn't terribly powerful, but the 
bullets can ricochet around walls to hit enemies you normally wouldn't be 
able to. 

How It's Earned: Finish the game once on any difficulty. 


- Socom (Mk.23) - 
What It Is: Snake's old handgun from his first stint at Shadow Moses. When 
aimed for the first time, Snake will say, "Just like old times..." and you'll 
earn a thousand Drebin Points. 

How It's Earned: Find this weapon under the truck at the helipad in Shadow 
Moses. 


- Solar Gun - 
What It Is: When fully charged by sunlight, the Solar Gun will cause any 
enemy to immediately fall unconscious and drop any items they're carrying. As 
a bonus, it's also an effective weapon to use against Vamp. 

How It's Earned: Pick up all four Beast dolls and the Haven Trooper doll you 
can collect throughout the game (see the Dolls section for details). 


- Tanegashima - 
What It Is: At first glance, the Tanegashima doesn't look like much of a 
bargain. Not only is it a mediocre rifle at best with an ungodly reload time, 
but it costs a whopping one million Drebin Points. However, when fired 
outside, the Tanegashima has a thirty-percent chance of immediately 
eliminating every enemy in the area by summoning a devastating tornado, which 
causes them to drop any weapons and items they're carrying. 

How It's Earned: As mentioned, after completing the game once, the 
Tanegashima will be available at Drebin's shop for one million Drebin Points. 
Of course, you're better off waiting for the war price discount in Act Five 
or the twenty percent discount Drebin gives you on Sundays and Wednesdays. 


- Thor .45-70 - 
What It Is: A wise man once said, "Six bullets - more than enough to kill 
anything that moves" regarding a certain revolver. Clearly, however, this man 
never came across the Thor, which only requires a single shot to wipe out an 
enemy. Don't be fooled, the Thor may look like a pistol, but this is a 
cleverly disguised shotgun that also has a quick reload time to boot. 

How It's Earned: In order to obtain the Thor, you'll have to earn the Fox 
Hound emblem. Not quite as difficult as the Patriot, but still a pain. 


- Type 17 -
What It Is: If the Thor is a shotgun in disguise, the Type 17 is an incognito 
machine gun, with a rapid rate of fire. 

How It's Earned: Snag the Hound emblem to earn this weapon.  



006.0 - iPod Songs 

A new addition to the Metal Gear series is the ability to listen to music on 
Snake's iPod. Though perhaps not on your personal playlist (or maybe they 
are, who knows), you can find dozens of different tracks from the previous 
Metal Gear titles, including tunes from the MSX games. 


- Takin' on the Shagohod - 
Where It's Found: You begin with this track. 


- Backyard Blues - 
Where It's Found: You begin with this track. 


- Sea Breeze - 
Where It's Found: You begin with this track.


- Calling to the Night - 
Where It's Found: You begin with this track.


- Oishii Chuhan Seikatsu - 
Where It's Found: You begin with this track.

What It Does: While fighting the Beauties, playing this song will cause them 
to start dancing. Sunny will also be dancing if you pause the game and look 
at the onboard camera. 


- Metal Gear 20 Years History (Part I) - 
Where It's Found: You begin with this track.


- Metal Gear 20 Years History (Part II) - 
Where It's Found: You begin with this track.


- Who Am I Really? - 
Where It's Found: You begin with this track.


- Test Subject Burns - 
Where It's Found: You begin with this track.


- MGS4 Integral Podcast 01 - 
Where It's Found: You begin with this track. 


- Inori no Uta - 
Where It's Found: Watch the first mission briefing cinematic and take control 
of the MK.II. The song is in the kitchen.  


- Show Time - 
Where It's Found: After earning the respect from the rebels, offer them items 
by equipping it and pressing Triangle near them. Sometimes they'll give you a 
song in exchange.  

What It Does: Grab a soldier and put them in a CQC chokehold - the soldier 
will start screaming. 


- MGS4 Love Theme (Action Version) - 
Where It's Found: After earning the respect from the rebels, offer them items 
by equipping it and pressing Triangle near them. Sometimes they'll give you a 
song in exchange.  

What It Does: While in a CQC chokehold, PMCs will start crying. 


- MPO + Theme - 
Where It's Found: After earning the respect from the rebels, offer them items 
by equipping it and pressing Triangle near them. Sometimes they'll give you a 
song in exchange.  

What It Does: PMCs will start laughing while in a CQC chokehold.


- Destiny's Call - Break the Fortress - 
Where It's Found: After earning the respect from the rebels, offer them items 
by equipping it and pressing Triangle near them. Sometimes they'll give you a 
song in exchange.  

What It Does: While playing, PMCs will go into a fit of rage while in a CQC 
chokehold.


- Theme of Tara - 
Where It's Found: Inside the militia headquarters in Act One. 


- Zanzibar Breeze - 
Where It's Found: Found in the Urban Ruins, Act One. 


- Level 3 Warning - 
Where It's Found: Advent Palace, Act One


- Theme of Solid Snake - 
Where It's Found: Millennium Park, Act One


- Boktai 2 Theme - 
Where It's Found: Watch the Act Two mission briefing cinematic and take 
control of the MK.II. The song is in the kitchen.  


- The Fury - 
Where It's Found: Cove Valley Village, Act Two 

What It Does: While playing, PMCs will go into a fit of rage while in a CQC 
chokehold. 


- Rock Me, Baby - 
Where It's Found: Inside the Confinement Facility storage container in Act 
Two

What It Does: While prone, the rate of life recovery increases. 


- Metal Gear 20 Years History (Part III) - 
Where It's Found: Inside the Confinement Facility storage container in Act 
Two. 


- Sailor - 
Where It's Found: Vista Mansion, behind some crates in the northeast corner, 
Act Two. 

What It Does: While lying down, the rate of life regeneration will increase. 


- Bon Dance - 
Where It's Found: The marketplace against the wall near some shops in Act 
Two. 

What It Does: PMCs will start laughing while in a CQC chokehold. 


- Sin Bokura no Taiyou Theme - 
Where It's Found: Watch the Act Three mission briefing cinematic and take 
control of the MK.II. The song is in the kitchen.  


- Test Subjects Duality - 
Where It's Found: In Midtown South, Act Three


- Bio Hazard - 
Where It's Found: Hold up a resistance member and search him. 

What It Does: Captured soldiers will begin screaming while in a CQC 
chokehold.


- One Night in Neo Kobe City - 
Where It's Found: Hold up a resistance member and search him. 

What It Does: PMCs will start laughing while in a CQC chokehold.


- On Alert - 
Where It's Found: In Midtown North, Act Three


- The Essence of Vince - 
Where It's Found: Echo's Beacon, on the rooftop in the corner while fighting 
Raging Raven. 


- Lunar Knights Main Theme - 
Where It's Found: Watch the Act Four mission briefing cinematic and take 
control of the MK.II. The song is in the kitchen.  


- Warhead Storage - 
Where It's Found: In the Shadow Moses Tank Hanger, on the catwalk above the 
entrance to the canyon in Act Four. 


- Beyond the Bounds - 
Where It's Found: In the Tank Hanger after Otacon uses the MK.III to open the 
door in the Warhead Storage Building in Act Four. 

What It Does: Increases stun damage.


- Flowing Destiny - 
Where It's Found: In the Canyon, Act Four - watch out for the Gekkos. 

What It Does: While in a CQC chokehold, PMCs will start crying.


- Policenauts End Title - 
Where It's Found: In Otacon's office, enter the code "13462" when prompted in 
Act Four. 

What It Does: While in a CQC chokehold, soldiers will fall asleep. 


- Old LA 2040 - 
Where It's Found: In Otacon's office, enter the code "78925" when prompted in 
Act Four.  

What It Does: While using a sniper rifle, Snake's hands won't shake. 


- Metal Gear 20 Years History (Part IV) - 
Where It's Found: Found in the offices of the B2 basement of the Nuclear 
Warhead Storage Facility in Act Four. 


- The Best Is Yet To Come - 
Where It's Found: In the snowfield near the communications tower where you 
fight Crying Wolf, Act Four. 


- Yell Dead Cell - 
Where It's Found: In the Casting Facility North, Act Four. 


- Metal Gear Solid Theme (Remix) - 
Where It's Found: Outer Haven's bow, Act Five 


- Subsistence Action - 
Where It's Found: Play Metal Gear Online. 

What It Does: While in a CQC chokehold, PMCs will go into a fit of rage, and 
your hands won't shake while using a sniper rifle. 


- Big Boss - 
Where It's Found: Earn the Big Boss emblem (see the Emblems section for more 
details). 

What It Does: While playing, PMC soldiers will scream while in a CQC 
chokehold, your stun damage will increase, and your hands won't shake while 
looking through a scope. 


- Snake Eater - 
Where It's Found: Earn all forty emblems (see the Emblems section for more 
details). 

What It Does: While playing, your stun damage will increase, PMCs will fall 
asleep while in a CQC chokehold, your hands won't shake while using a sniper 
rifle, and the rate of life recovery while lying down is increased. It's 
tough to earn, but it's worth it.



007.0 - The Ghosts of Shadow Moses

In the original Metal Gear Solid, the player could use the digital camera to 
find ghostly images of the developers throughout the game. These ghosts 
couldn't be seen by the naked eye, but they would show up in the photo album 
after taking a picture of them. 

A similar Easter Egg is included in Guns of the Patriots, and now you can use 
the camera to find thirty images of both the developers and a few familiar 
characters from the original Metal Gear Solid. These ghosts are exclusively 
located in Act Four, and can be found in nearly every area you pass through. 
There is no reward for photographing all thirty ghosts other than being a 
neat little secret. 

Before attempting to find the ghosts, you must at least have the Digital 
Camera to take photos - you can find it during the mission briefing sequences 
next to Sunny's desk. It's highly recommended that you also have the Sorrow 
Doll and some Chaff Grenades, though. The Sorrow Doll, when equipped along 
with the camera, allows the player to see any ghosts before taking a picture, 
and Chaff Grenades will allow you to search areas infested with Scarabs for 
ghosts without having to worry about being seen. 


007.1 - Heliport 

- Nishimura - 
Description: The profile of a man wearing glasses. 

Where It's Found: Stand on the far side of the actual helipad and look 
towards the facility - the ghost is just above the box of chaff grenades in 
the middle of the helipad. 


- Shigeno - 
Description: The man with hair covering his left eye. 

Where It's Found: East of the main entrance is a surveillance camera and a 
staircase leading up to the catwalk above. Stand on the snow or the staircase 
and focus the lens under the surveillance camera to find the ghost.


- Genome Soldier I - 
Description: The full body of a genome soldier dressed in a heavy white 
outfit to stay warm outside in a blizzard. 

Where It's Found: There are several munitions warehouses on the west side of 
the heliport. Head inside the southern-most warehouse and look between the 
two crates against the south wall - the soldier will be hovering inside 
there.


- Muraoka - 
Description: A nondescript man's face staring straight ahead. 

Where It's Found: From the south side of the helipad, walk towards the 
elevator so that you're as close as possible but can still see over the 
fence. Look towards the top left corner of the elevator near the steel beams 
to find the ghost. Muraoka is one of the toughest ghosts to photograph 
because the ghost's gray complexion blends in with the snowstorm swirling 
around behind it. Use the elevator as a background and wait for the wind to 
die to down to get a clear shot. 


- Tanaka - 
Description: A somewhat chubby man's face staring straight ahead. 

Where It's Found: Stand on the helipad and face the northwest corner, where 
the second surveillance camera and the first floor ventilation shaft are. The 
ghost can be found just under the camera.  



007.2 - Tank Hanger and Canyon

- Master Miller - 
Description: The face of Master Miller. 

Where It's Found: Crawl through the ventilation shaft on the first floor - 
the one where Tanaka's ghost can be found - and look where the two vents 
intersect just inside the facility. 
 

- Genome Soldier II - 
Description: A regular genome soldier, dressed in the plain olive drab and 
talking into a radio. 

Where It's Found: Enter the tank hanger and face the northwest side of the 
tank parked inside. You probably want to toss a chaff grenade here to 
temporarily knock out the Scarabs. 


- Decoy Octopus - 
Description: Decoy Octopus' real face, not disguised as the DARPA Chief. 

Where It's Found: Stand in front of the elevator on the first floor and look 
up in the top left corner to find him. As with the previous ghost, make sure 
the Scarabs are indisposed or take the photo before they spot you. 


- The DARPA Chief - 
Description: The face of the DARPA Chief. 

Where It's Found: Crouch down and walk under the partially open door that 
leads to the canyon, and then face the southeast corner to find the Chief's 
face hovering near the ceiling. The ghost is located near the first door that 
connects the tank hanger to the corridor with the Scarabs on the ceiling, not 
the one that connects the corridor with the canyon itself. 


- Kobayashi - 
Description: A man that's in the middle of screaming. 

Where It's Found: As you enter the canyon, look to the west to find two large 
rocks in the ground. Stand just north of here and aim the camera at the rock 
closest to you - if you use the rock as a backdrop you should be able to spot 
the ghost. 


- Vulcan Raven - 
Description: The grinning face of Vulcan Raven. 

Where It's Found: Stand near the entrance to the Nuclear Warhead Storage 
Building and hug the west wall. Now slowly walk southwest with the camera 
equipped until you see Vulcan Raven's face where the rock wall juts out. 


- Korekado - 
Description: A man with a thin beard and extremely bright eyes staring 
straight ahead. 

Where It's Found: Stand near the entrance to the Nuclear Warhead Storage 
Building and look towards the east. There are some pipes that you can crawl 
under and a large tank, and the ghost is hanging around just above the pipes. 
Face the rock wall to see him better. 



007.3 - Nuclear Warhead Storage Building

007.31 - Nuclear Warhead Storage Building: First Floor

- Makimura - 
Description: A man that looks like he's just been surprised by something, 
with his mouth wide open and eyes like saucers. 

Where It's Found: After crawling under the first door, there's a narrow 
catwalk on the west side of the first room. At the very end is a window that 
looks into the room with all of the warheads - the ghost is sitting in front 
of the window. If you can't see him, back up a little. 


- Genome Soldier III - 
Description: A genome soldier dressed wearing a HAZMAT suit and a gasmask.

Where It's Found: In the southwest corner of the main room are two nuclear 
missiles next to the staircase. Stand at the base of the stairs and look at 
the tip of the nearest warhead to spot the ghost. 


007.32 - Nuclear Warhead Storage Building: Second Floor

- Matsuhana - 
Description: A man that's screaming, with his hands on his face in a "Home 
Alone" way. 

Where It's Found: The hallway just before Otacon's office where Grey Fox 
killed a handful of soldiers is shaped like the letter "L". The ghost is 
located in the inner corner of the "L" and can be seen from both sides. 


- Kenneth Baker, ArmsTech President - 
Description: The face of Kenneth Baker.

Where It's Found: In Otacon's office, look at the super computers against the 
wall near the locker where Otacon was hiding in the original game. Baker's 
face can clearly be seen against the wall.  


- Hideo Kojima - 
Description: The face of the man himself, Hideo Kojima. 

Where It's Found: In Otacon's office, look against the wall where Snake 
inputs the password to find a Policenauts poster. Hideo's face can be found 
near the top left corner of this poster. 


- Takabe - 
Description: A bearded man's face staring straight ahead, though the face is 
tilted slightly to the left. 

Where It's Found: In Otacon's office, stand in between the two cubicles and 
face the one farthest from the Policenauts poster - and therefore nearest the 
exit. Takabe's face is in front of the computer on the desk. 


- Shimizu - 
Description: A girl with hair partially covering her face. 

Where It's Found: Leave Otacon's office and destroy the Gekko that crashes 
through the ceiling. Stand underneath the hole that was created and take a 
photo of the ghost. 



007.4 - Snowfield and Communications Tower 

Note: The ghosts in the snowfield can be found during or after the fight with 
Crying Wolf. It's much easier to find them afterwards since you don't have to 
worry about being attacked, so it's recommended to finish her off first. 


- Sniper Wolf - 
Description: The face of Sniper Wolf. 

Where It's Found: After defeating Crying Beauty, you're supposed to enter the 
munitions warehouse you're standing in front of to continue down to the 
Casting Facility. Instead, look to the munitions warehouse east of the one 
you can enter and look near the top of the doorway. 


- Sato - 
Description: A man covering the lower half of his face with his hands. 

Where It's Found: Head east from the exit that leads to the Casting Facility 
until you find the wreckage of the Hind D. Stand south of the wreck and focus 
on the cockpit to see the ghost. 


- Shinkawa - 
Description: A nondescript man looking slightly to the right. 

Where It's Found: Stand near the collection of storage containers near the 
southwest corner of the southern communications tower. Focus the camera above 
the area that juts out and has a ladder attached to the north side of it. 


- Nakamura - 
Description: A man with a beard standing in between two cartoon characters 
reminiscent of the Three Stooges.  

Where It's Found: From the southern communications tower, jump down into the 
area where Snake and Meryl first encountered Sniper Wolf and follow that to 
the end where the mines were. Stand back and look up by the railings to find 
the ghosts. 



007.5 - Casting Facility

007.51 - Casting Facility South 

- Hirano - 
Description: A bald man sucking on his thumb. 

Where It's Found: Near the north side of this area is an old furnace that's 
partially collapsed. Stand to the south of the furnace and look between the 
two towers. 


007.52 - Casting Facility North 

- Sasaki - 
Description: A bald man with a very thick moustache. 

Where It's Found: Climb onto the conveyor belt and crawl north until you 
reach an area that you can only crawl under. Be about twenty feet south of 
the obstruction and look on the right side to see the ghost. Make sure to lie 
prone to avoid being spotted by the patrolling Gekko or any of the Scarabs. 



007.6 - Underground Base 

- Kaneda - 
Description: The head and upper body of a woman with both arms raised, 
showing her palms. 

Where It's Found: In the first hallway of the base, you have to run down some 
stairs and crawl through a grate to reach the main area from the original 
game. At the bottom of the stairs, turn around and look back up. 


- Negishi - 
Description: A frowning man looking up and to the left. 

Where It's Found: Crawl through the broken grate to reach a familiar area 
from the original Metal Gear Solid that's filled with ravens and Scarabs. 
Destroy the two Scarabs and stand on the catwalk that connects the two sides. 
Now look over the edge towards the sewer and focus the camera on the spot 
where the water falls over the side to find the ghost.  



007.7 - Underground Supply Tunnel 

Note: The final three ghosts can only be photographed during the boss fight 
with Vamp. This can be pretty annoying because while you're trying to zoom in 
on a ghost, Vamp will run and knock you down. Your best bet is to "kill" him 
and use the few seconds of free time to snap the photo. 


- Kimura - 
Description: The upper body of a woman with one arm raised. 

Where It's Found: Stand in the far corner behind Rex to view the back right 
side of its head. Hug the wall and look up to find this ghost. This is one of 
the most difficult ghosts to photograph because it may take some searching to 
pinpoint, so keep an eye on where Vamp is to avoid taking damage.  


- Grey Fox, Frank Jaeger - 
Description: The profile of Grey Fox wearing his cybernetic helmet. 

Where It's Found: Stand in front of Rex and look under its right foot, where 
Fox sacrificed himself to save Snake. 


- Liquid Snake - 
Description: The face of Liquid Snake. 

Where It's Found: Look up from where you begin the Vamp fight and focus on 
the camera lens on Rex's cockpit. 



III - Walkthrough

000.0 - Prologue: Ground Zero

Objectives: 
- Infiltrate the city without being killed by the Gekkos. 

When you jump from the truck, lie prone and crawl under it to find a ration. 
Otacon will be giving you some info about the new camera, so play around with 
it and head over to the southeast where the main city is. There's another 
truck blocking your path, so crawl underneath it to initiate a cinematic. 
Afterwards, find the AK lying on the ground next to the fallen solider, and 
Otacon will tell you how to equip it. Do so, and walk down the street to 
witness some more fighting before the Gekkos crash the party. 

You have two main goals here - reach the next checkpoint and avoid the 
Gekkos. These things aren't nearly as tough as the other models of metal 
gears Snake's encountered in the series, but their machine guns and kicks 
will really hurt, so always keep your distance and don't bother trying to 
fight them. Fortunately, the soldiers will all be so focused on being 
slaughtered by the Gekkos that they won't pay any attention to you. When the 
cinematic ends, Otacon tells you to head north, but there's a Gekko standing 
directly in front of Snake, so ignore his advice for the moment and run 
around the other side of the building to the south. From here, follow the 
western-most street north and use the buildings as cover. If a Gekko spots 
you, immediately run in the opposite direction or duck into the nearest 
building and lay low. Continue this strategy of running to the various 
buildings to reach the checkpoint at the end. 


001.0 - Act One: Liquid Sun

Objectives: 
- Locate the Metal Gear MK.II. 
- Meet your contacts, the Rat Patrol. 
- Find and eliminate Liquid Ocelot. 


001.1 - Northwest Sector 

After Snake's first personal encounter with the new Metal Gear, save your 
game if you'd like and watch the prologue that begins with Snake in a 
graveyard, an allusion to the end of Metal Gear Solid 3. When all of that is 
through and the game returns to the present day, Otacon will give Snake some 
briefing on the OctoCamo and tell him to find the MK.II, directly north of 
Snake's current position. 

The first and most obvious thing to do is to put this fancy OctoCamo to good 
use. Lie prone and allow it to blend in with the stone, and crawl into the 
main street. Things are a bit quieter here, so don't worry about franticly 
running in circles like before. There are only two soldiers to begin with, 
but as you make your way down the street a tank will pull up and another 
battle group will file out. Still, your situation has dramatically improved 
from ten minutes ago. 

Hang back for a moment and wait for the troops to start attacking. When some 
of the rebels begin their strike, crawl down the street and enter the 
building in the southwest corner. Inside you'll find a petro bomb, and in a 
small room just down the hall you'll become reacquainted with your old 
friend, the cardboard box. Leave through the same way you entered and crawl 
across the street to the east side. From here, use the shadows to make your 
way north and avoid the soldiers that patrol back here, and enter the ruins 
near the tank - the doorway is behind a wrecked car that will conceal you 
from the PMCs. A dead guy will fall from the second story, and just behind 
him is a small room with a pair of fallen soldiers and an open window. Make 
sure the two PMCs stationed outside aren't looking through the window, and 
run to the destroyed wall and crawl through the small hole, but don't go all 
the way through. A rebel will appear near the exit, begging for his life, 
before one or two PMCs execute him. As they walk away, crawl up to the dead 
rebel and look around to make sure another PMC isn't running up to join the 
others, which doesn't always happen, before following the PMCs. 

This area is one long path, but the southern side has a small, enclosed area 
on its west side you can hide in. If the PMC has walked most of the way down, 
swing the camera around so that it's looking down the corridor and watch the 
soldier walk down it. When he passes by you, slip behind him and use the 
boxes and crates at the end for cover. If you're quick enough, however, you 
can just sneak up to the soldier and knock him out with a CQC throw or your 
knife. There are a few soldiers patrolling the streets, so wait for them to 
pass by before crossing the street and entering the building to the north. 


001.2 - Red Zone

Walk up the stairs that are near the entrance of this area, and Otacon will 
chime in that pressing the X-button while running will cause Snake to perform 
a rolling dodge, which can be used to pass over small gaps. Conveniently, 
there's a small gap that you need to cross over just ahead, so roll over it 
and hide behind the boxes in the next room. There's a soldier just ahead, but 
fortunately he has his back to you. Equip your knife, sneak up behind him, 
and either stab or shock him. Pick up his weapon, which Otacon will tell you 
has an ID lock that prevents you from using it, and jump over the broken wall 
to drop down to the next floor. There are enemies patrolling the streets 
below that can spot you, so lie prone and crawl north along this floor. At 
the end, pick up the ration and jump down to the streets. Pick up the 
compress in the corner of this area, and head north. There are a few soldiers 
standing around who have the potential to give you trouble, but the 
checkpoint is in the room right next to you. Enter the building via the large 
crack in the wall to trigger the cinematic. 

Good old Otacon comes through here, and he sets you up with several neat 
items, including the Metal Gear MK.II, the Solid Eye, the Operator pistol, 
and the Mk.2 tranquilizer gun. After checking out all of your new gear, climb 
up the ladder in this room and walk along what's left of the second floor. 
While this is happening, an explosive round will hit the building near some 
crates. However, you can use these crates and the rubble to cross the street 
and reach the building on the other side. There are two soldiers here around 
the corner, so head to the left from the debris bridge and sneak up behind 
them. Pick up the ammo lying on the ground, and knock them out with a pair of 
CQC throw-downs. 

Now, the next checkpoint is inside the rebel base, and there are two 
different ways to get there. On one hand, you can simply sneak inside and try 
to avoid getting in between the rebels and PMCs, but you'll probably be seen 
and the base is fairly well guarded. If, however, you fight with the rebels 
and help them win the battle, you'll gain their trust and earn free access to 
the base. As a bonus, the base is filled with tons of goodies to pick up, so 
this guide will outline the latter.

You have a decent vantage point from the roof here, so eliminate as many PMCs 
as you can find. Afterwards, look to your south - the second floor of the 
building here contains an RPG-7, which you'll need to destroy the PMC tanks. 
Return to the room where the MK.II was and exit through the door into the 
streets. The building south of the one we need to enter has a stairway inside 
of it, so use it to reach the second floor and climb onto some crates to 
cross over to the next rooftop. Once you've shimmied across the narrow board, 
drop down to the right and pick up the RPG and packet of instant noodles. 

Properly equipped to handle the tanks, stand in the alley perpendicular to 
the Stryker and launch a rocket at it. When it explodes, head over to the 
northeast corner where the rebels are mounting their front - since you've 
killed some of the PMCs and destroyed the tank, they'll consider you enough 
of an ally not to attack you for now. In a small room near the entrance to 
the next area is another RPG, so pick it up and run over to the second and 
final tank farther down the street. Destroy it, and finish clearing out any 
remaining PMCs. When the rebels cry out, "We did it!" the battle is over and 
you've won their trust. Enter the rebel's safe house in the northeast corner. 


001.3 - Militia Safe House

It's pitch black here, and Otacon suggests switching the Solid Eye to its 
night vision mode. Sounds like a plan, so do that and explore the base. If 
you helped the rebels in the previous area, the troops here will love you, 
and won't give you any trouble, so run around and pick up all of the weapons 
and items you can find. If they still consider you an enemy, however, you'll 
have to take it slow and peak around corners using the Solid Eye, but you can 
always return to the Red Zone and help them if you'd like. Alternatively, if 
you don't feel like killing every single PMC but don't want the hassle of 
sneaking through the base (if you were attempting to score the Big Boss 
emblem, for example), you can simply take out a few PMCs. That way, the 
rebels will consider you an ally, but will still be wary. To get around this, 
when one of the rebels stops you, give them a ration or other health item to 
win them over. 

Near the end you'll find a few rooms with wounded and dead soldiers with 
quite a bit of ammo lying around, as well as a new song for your iPod - the 
Theme of Tara. Continue on, past the room with the scientists examining the 
mechanical wing, to find several rooms with RPG rounds, among others. This 
room also has the Middle East militia costume, which you'll find in one of 
the lockers against the wall. At the end, head upstairs to the city. 


001.4 - Urban Ruins 

The cinematic prior to this area introduces you to one of the most important 
side-characters in the game. Drebin is an arms dealer (or gun launderer, as 
he calls himself) who takes weapons from fallen PMCs, removes the ID locks 
from them, and sells them to rebels for a profit. He extends the same offer 
to Snake, and is even willing to work on a barter system since Snake doesn't 
carry cash on him. Whenever Snake picks up a weapon that he already has, he 
will keep the ammo but the MK.II will deliver the weapon itself to Drebin, 
which will earn Snake Drebin Points - or "DP" for short. After collecting 
enough points, Snake can call on Drebin to unlock weapons for him, purchase 
new ones, and buy additional ammo and modifications. As an interesting note, 
Drebin reduces all of his prices by twenty percent on Sundays and Wednesdays, 
so if you're looking to make some pricey purchases you may want to wait a few 
days or reset the calendar on your PS3. As a final gesture of friendship, 
Drebin also gives you the M4 Custom, an excellent machine gun, entirely for 
free. What a guy. 

When you finally take control of Snake, turn around and pick up the RPG ammo 
at the end of the alley behind you. Now head south and collect the rest of 
the ammo lying around here. Run up the two flights of stairs and drop down to 
the ledge on the west and the rubble between the two buildings to find 
another RPG and a Dot Sight, which you can sell to Drebin for a nice bounty 
or use on one of your weapons. Afterwards, enter through the large crack in 
the wall and crawl underneath the partially destroyed floor. If you're having 
trouble figuring out where to go, turn on the Solid Eye's night vision and 
follow the footsteps left behind. 

At the north end you'll come across two soldiers holed up and shooting out 
the window. Stand around for a minute and watch them get killed, and collect 
all of the ammo lying around before following the path east. When you're 
finally able to stand back up, continue on until the floor above you 
collapses, which allows you to reach the new area beyond that. To reach the 
checkpoint, lean against the wall, shimmy across the narrow ledge, and then 
slide down to the lower level to the west. Follow this area to the end, where 
you'll find a flight of stairs across from you. Turn around and pick up the 
iPod song under the broken floor, and jump down to the stairs. 


001.5 - Downtown 

Oh Johnny, you and your bowel problems... 

The game not-so-subtlety tells you to use the tattered oil drum to pass 
through the next area, and you can use the drum by holding down X to tip it 
over and roll around inside of it. Just be warned that if you roll for too 
long, Snake will get sick and have to stop, leaving himself wide open for 
anyone that decides to attack. However, this isn't a very effective strategy, 
so don't bother with the oil drum. 

Turn around and check out the ruins behind you to find a ration, and then 
follow the street down on the west side until you come across the entrance to 
a back street. The rebels in these side streets won't bother you if you 
helped them out in the Red Zone, so don't worry about being sneaky here. 
About one block down you'll encounter some rebels attempting to fight a 
sniper, and Otacon suggests trying to find another route. Once again, Otacon 
is the master strategist, so hug the south wall and enter the narrow 
alleyway. In the middle is a small gap between buildings that Snake can just 
fit through, so wedge in between and continue on the other side. Snake will 
encounter some soldiers here preparing for another fight with the PMCs, but 
don't follow after them. Instead, go in the opposite direction until you 
reach a split. Both paths lead back out into the main street, but one is in 
front of the tank and the other behind it, so take the latter to avoid being 
slaughtered. 

Sneak behind the Stryker and cross the street to the south side. Enter the 
next alley near the van and crawl beneath the building to find some stun 
grenades. Afterwards, return to the main street - the rebels are in a heavy 
gunfight with the PMCs, who have tanks, snipers, and aircrafts dropping bombs 
overhead. It sounds honorable to stick around to help, but play it safe and 
avoid as much fighting as possible. 

Since the PMCs are more focused on the rebels, lie prone and crawl along the 
left side of the street and head towards the checkpoint. The PMCs won't give 
you any trouble, but watch out for the explosive barrel near the wrecked car, 
which will be shot and explode when you go near it. To avoid being 
incinerated, either destroy the barrel ahead of time or back up when you see 
stray bullets begin to hit it. Afterwards, continue crawling through the 
streets and enter the building at the end. 


001.6 - Advent Palace 

Thankfully, the Palace is completely deserted for the time being, so the only 
things you have to worry about here are traps - claymore mines and sleeping 
gas bombs. To solve this conundrum, use the Solid Eye to spot the claymores 
and sleeping gas bombs planted around the four floors - most notably on the 
stairs - and crawl to pick them up or use the MK.II to disarm them. The 
Palace has a myriad of items, including tons of ammo, health items, and a new 
iPod song. It would be extremely time consuming to list every item location, 
and since you have free reign of the building you should explore every nook 
for extra goodies. Additionally, be sure to collect the sleeping gas mines, 
as they come in handy later on in the game.  

Once you reach the roof, pick up the items in the bar and enter the hallway 
to initiate a cinematic that introduces your informants, the Rat Patrol, 
whose members include Meryl from the original Metal Gear Solid and the 
lovable goofball, Johnny, also known as Akiba. After Meryl and Snake go over 
the mission details with a rant at the expense of Colonel Campbell thrown in, 
Liquid's Haven Troopers drop in to crash the party. Snake, along with Meryl 
and the rest of the Rat Patol, have to shoot their way out of the Palace. 

This battle is the first time you're really in a position where you 
absolutely must fight, and depending on how many alerts you've accidentally 
set off, you may or may not be very handy with a weapon at this point. 
Fortunately, Meryl and her team - with the exception of Akiba - are actually 
somewhat competent, so you can rely on them to handle their share of the 
enemies that attack.

When the fight begins, equip your M4 or MK2 and hide behind the bar as the 
Troopers attack. These ladies are pretty tough, and they have a nasty habit 
of throwing grenades far too often, but you'll most likely be safe if you 
keep your distance. The key here is that Haven Troopers have body armor 
protects their torso, so you can save a lot of time and ammo by going 
exclusively for headshots. Be sure to avoid friendly fire if one of Meryl's 
team walks in front of you, and do your best to take out the troops with 
headshots. Alternatively, you can hide in the hallway and equip the MK.II, 
which can go outside and stun the Haven Troopers fairly quickly as they 
appear. This is a great strategy to use if you're going for a no kill or Big 
Boss emblem run, since it keeps Snake alive, uses non-lethal tactics, and 
doesn't rely on the Rat Patrol, who have nasty habits of getting killed on 
the higher difficulties. 

After the roof is clear, follow the team down to the third floor, where 
another battle groups attacks, jumping around the ceiling and coming at you 
from both sides of the room. Stay near the team and take as many as you can 
out, but don't go crazy trying to kill every last one. As before, you can 
enter the restaurant/bar area and equip the MK.II to run around and zap any 
enemies you can find - you'll have to go behind the bar and through the 
kitchen to reach the combat zone. When Meryl's team pushes on into the next 
room, follow after them regardless of how many enemies are still hanging 
around, Ed will stick around near the doorway and watch for any stragglers. 

In the bar area, you'll be dealing with more of the same, except now the 
enemy attacks are more centralized. Jonathan and Ed will hold off the enemies 
that come from behind, and you and Meryl should deal with the troopers that 
attack from the window and door ahead of you. Johnny, of course, will hide in 
the corner and be of little use to anyone. The MK.II is a bit more difficult 
to use, as the Haven Troopers will notice it more and shoot or kick it, but 
it's still an effective non-lethal alternative. Eventually, the attacks will 
subside and the team will continue along the balcony and down to the second 
floor. Be sure to keep up with them and not get left behind, and find a good 
hiding spot near the balcony. The soldiers here attack from the second and 
third floor now, so watch out for attacks coming from above. The positive is 
that none of the enemies get close to you, so you can stay where you are and 
fight without having to stop and look behind you every few seconds. 

Meryl will head over to the bathrooms and stop near a cracked wall with laser 
tripwires on the other side. Stay near her and fight the Haven Troopers that 
attack. One of them will throw a stun grenade, and Akiba will be knocked out. 
Otacon will ring in to let Snake know about this, and it's your job to wake 
him up, which you can do by crouching near him and pressing the action 
button. When Johnny's awake and all of the enemies are out of action, follow 
the team through the broken wall and watch Johnny display a surprising moment 
of competency as he disarms the laser trap. Follow the team down the hole to 
the first floor, and stand in one of the two doorways behind the bar and wait 
for the next gunfight to begin. A tank will burst through the wall near the 
far side of the bar, and dozens of Haven Troopers will appear. Use the bar 
for cover and pick off the troopers one by one alongside Meryl. With only a 
few enemies remaining, Meryl leaves you to finish the job, so clear the area 
of the stragglers and follow her through to the elevator. A cinematic will 
play as each member jumps down the shaft, and afterwards the only thing left 
to do is follow after them and walk into the final area. 

The final cinematic in the Palace shows the Rat Patrol quickly working 
together to eliminate a Haven Trooper ambush. Afterwards, Meryl will explain 
a bit more about the nanomachines, and she'll give Snake the location of 
Liquid's base before leaving. When the codec conversation between Snake and 
Otacon ends, grab the P90's dropped by the Troopers before climbing up the 
debris and over the crates at the top to reach the city again. 


001.7 - Crescent Meridian

Enter the streets and watch as a tank appears to bring more pain to the 
battle. Crawl across the street and enter the small, enclosed area on the 
right that has a ladder against the wall. Climb up and walk across the narrow 
ledge to find a perfect vantage point being occupied by a soldier. A bomb 
will shortly go off and kill him, so take his place and pick off the PMC 
soldiers you can see, but remain prone to avoid drawing attention to 
yourself. The tank will eventually explode if you aren't quick enough to get 
rid of the PMCs, and with a bit of help from Snake, the rebels will take the 
streets and declare victory. You can explore this area to find health items 
before continuing. 

The celebration is short-lived, however, as a second skirmish begins just 
down the street. Crawl forward with the rest of the rebels, but only focus on 
the two PMCs behind some sandbags under an overhang to the west. Behind them 
is a ladder, and when you've taken them out, climb up and follow it around to 
the next block. Jump down and watch the cinematic that follows, which 
introduces the Beauty and the Beast Corp. 


001.8 - Millennium Park 

After the Beauties wreck havoc and slaughter the soldiers, lie prone on the 
southern sidewalk and crawl down the street to the west. There's a pair of 
PMCs here, but they're only focused on the northern half of the street, so 
you can sneak right past them. As you approach the barricades, cross over to 
the northern side of the street and crawl to the end, where you'll find 
sandbag barricades with unmanned mounted machine guns. Shoot the soldiers 
guarding the entrance to the park, including the one on top of the tank, and 
head inside. Hide in the grass as you scope out the area and wait for the PMC 
to the south to pass by. Afterwards, crawl north and hide behind the stack of 
lumber until the second of the two PMCs patrolling the park walks south into 
the circle. When he's out of the way, run around the east side of the lumber 
and slip in between the wall and the small shed to avoid him. 

Leave this area through the west entrance and hug the east wall as you make 
your way northwest. There are a few soldiers hanging around here, but as long 
as you're patient and use the Solid Eye's radar you can avoid them - and if 
not, take them out with a shot from your Mk2 or another silenced weapon. As 
you approach the entrance to Liquid's headquarters from the east, you'll come 
across a PMC that you'll probably have to take out, and another that walks 
north and south near the checkpoint. Wait for the latter to begin heading 
south, and walk over to the doorway to finish the first Act. As a side note, 
if you're spotted here, you're best bet is to simply run to the checkpoint. 



002.0 - Act Two: Solid Sun

Objectives: 
- Rescue Naomi Hunter.  

002.0 - Mission Briefing 

During the prologue leading up to Act Two, take control of MK.II by pressing 
Square and explore the aircraft. Since you begin on the lower deck, pick up 
the battery near the helicopter and a camera by Sunny's desk. Afterwards, 
climb up the stairs to find a packet of instant noodles and a new song for 
your iPod. 


002.1 - Cove Valley Village
 
There are two ways to go about this area depending on whether or not you're 
interested in rescuing the captured rebels. If you aren't, then this 
section's a breeze, as you can simply crawl down the path and hug the west 
wall to reach the exit without running into any PMCs. If you are looking to 
take part in a rescue mission, then you have to get your hands a little 
dirty. Lie prone at the edge of the cliff you begin on and aim your Mk2 at 
the nearest soldier, who's walking towards you on the east side of the 
building. Knock him out with a tranquilizer dart, and wait for one of his 
buddies to find him. When they come over to investigate, knock him out as 
well. Repeat this strategy two more times, totaling four soldiers, before 
taking out the two actually guarding the POWs. The final PMC is hiding in the 
building just in front of you, but in order to gain the rebels as allies they 
have to see you fighting the PMCs, so jump down and take out the final PMC 
near the fence. When they're all asleep, you can run around and pick up all 
of the items dropped by the soldiers and stored in the buildings, including 
the South American costume inside the previously locked building to the 
south, which the rebels will explore after being rescued. 

As a bonus, the rebels will pick up weapons and head for the battle about to 
occur at the power station, which is where you have to end up anyway. Keep in 
mind that the rebels will have a tough time staying alive without some help, 
so if you want to benefit from their presence be sure to lend them a hand. 
Fortunately, the Cove Valley isn't terribly well guarded, so you shouldn't 
have a problem nailing one or two PMCs with tranquilizer darts and letting 
the rebels take care of the rest. Of course, if you aren't interested in the 
skirmish between the two armies, you can continue crawling along the sides, 
climbing up the rock walls, and knocking out the PMCs that get in your way. 

Near the entrance to the power station, you'll come up to the base of a hill 
with a log at the top. Crawl up and hide there, and wait for the PMCs to 
shout out, "We've got company!" Don't worry, they aren't talking about you - 
regardless of how you played the previous area, some rebels will show up and 
begin fighting, so use your log as cover and wait for the PMCs to move away 
from the exit. Use your Solid Eye to locate enemy positions, and knock them 
out with a quick headshot if they get too close to your hiding spot. If you 
didn't rescue the POWs in the beginning, the rebels will be suspicious of 
you, but you can solve that by giving them a hand in the fight at hand. Crawl 
past the rebels and any remaining PMCs, and leave the Village. 


002.2 - Power Station

As you appear near the power station, Raiden will call via codec and give you 
bits of information. When he's finished, head down the path, past the rebels, 
and crawl north until you pass by a small area to the east that dips in. Now 
look up above - two PMC snipers are hiding there waiting to gun down all of 
the rebels one by one. Take them out, and continue north to where the actual 
battle is taking place.  

The rebels are hopelessly outgunned, and the mounted machine guns and snipers 
initially make this battle an absolute bloodbath. To avoid being wiped out, 
head east, past a large rock and a log, and up and around a hill that leads 
back to the Cove Village. Pick up the ration near some debris, and crawl back 
down to the eastern side of the power station. Some rebels will be attacking 
from this side, so give them a hand eliminating any threats in the area 
before entering the inner compound through the gate between the brick wall 
and the chain link fence. Take out the two PMCs here, and enter the computer 
room to find some C4 and a ration under the table. If you wait around long 
enough, the rebels will destroy the control panel in the main room - it's the 
only machine that appears white if you wear your night vision - or you can 
speed things up and do it yourself. After the battle is all but over, leave 
the compound and head northwest towards the tank to meet up with Drebin 
again, who gives you some information on the Beauty and the Beast Corp and 
the System. 

When Drebin leaves, the rebels will have officially won the battle if you 
destroyed the control panel, and you can go back and loot any of the previous 
areas for items you missed on you first run, since the rebels now control all 
of it. Afterwards, you'll notice that there are two exits from the power 
station. Take the southern of the northwest paths to find some helpful items 
such as a pack of instant noodles, the XM8, and the Javelin before continuing 
on towards the checkpoint. When the path forks, take the easier northwest 
route to reach the confinement facility.


002.3 - Confinement Facility 

The area east of here is in the midst of a heavy gunfight, but this region 
you're in is relatively quiet, with only a few guards patrolling the area. 
Tanks will drive down the street to engage the rebels, however, so stay on 
the rock formation and off of the road. Keep your eyes open for a PMC hiding 
on this path, though, and take him out with a quick CQC throw before he can 
sound an alert. Follow the rock path north until you reach a small 
encampment, which contains a few soldiers and two captured rebel POWs. If you 
want to rescue them, you'll have to take out the handful of PMCs guarding the 
area, including the sniper in the watchtower to the north. Reserve the 
soldier actually guarding the two rebels for last since his back is always 
facing you, making him an easy target for a CQC throw. Before leaving, check 
under the main building for some items and inside for the VSS - a silenced 
sniper rifle - before heading through the mineshaft in the northeast corner. 
 

002.4 - Vista Mansion
 
Feel free to make any number of jokes at the expense of Bill Gates or 
Microsoft, as Vista Mansion is the site of a PMC battle that Snake, 
unfortunately, must pass through the reach the research lab where Naomi is 
being held. However, the entrance to the mansion is blocked off by a large 
gate, so hug the rock wall and follow this path east. Below, rebels will 
engage the PMCs, but just ignore the firefight and head to the street. As you 
approach the gate, a rebel bulldozer crashes through it before being 
destroyed by PMCs. Otacon warns you to protect the bulldozer, but I've never 
had a problem with it surviving long enough, so just focus on staying alive 
while the rebels do their work. As a side note, the destruction of the gate 
means that the rebels have won the battle they were fighting in the 
Confinement Facility, so you can go back and pick up some neat weapons, 
including the FIM-92A, chaff grenades, and M870 Custom, and items like 
instant noodles, ammo, and a song for your iPod. 

Back at Vista Mansion, enter through the now-destroyed gate and follow the 
east wall behind the tents until you reach some storage crates in the 
northeast corner. Slip in between the wall and the crates for an iPod song, 
and then head for the stairs in the rear entrance to the mansion. Once 
inside, head through the door on the right and follow the hallway west until 
you reach a staircase. Before going upstairs, however, lay low near the 
potted plants and wait for the two soldiers to run down and enter the battle. 
Once they've left the room, climb up the stairs and leave the bedroom through 
the east door partially concealed by shadows, and check out the northern end 
of the building. Pick up the ammo here before jumping down through the 
skylight. Follow this underground tunnel around to find a ladder at the end 
that leads to Naomi's research lab. 


002.5 - Research Lab

After performing some tests on our hero and giving him some information 
regarding FoxDie, Naomi is kidnapped and Snake is left to handle the Haven 
Troopers that attack. The level begins in a caution phase, and you'll be 
spotted and go into an alert if you hold your ground and fight. Instead, run 
south and hide under the bed in the other room and wait for the two Troopers 
to appear. Knock them out with shots from the Mk.2 - be sure to hit them 
quickly, or else they begin to search the lab and won't be in view for quite 
some time. When they've both fallen unconscious, two more Troopers crash 
through one of the east windows and appear in the doorway to the right of the 
bed, so keep your crosshairs pointed there and blast them when they show up 
and come into view. Four more Troopers appear in teams of two from the east 
room, so repeat the same strategy to knock them out of action. 

Alternatively, there's a much quicker strategy you can employ if you picked 
up the four sleeping gas mines in the Advent Palace. As soon as you take 
control of Snake, plant a mine in the main room with all of the equipment and 
crawl through the room with the bed and into the hallway on the right. After 
the first two Haven Troopers enter and set off the mine, plant the remaining 
three mines along the hallway and into the room adjacent to the main area. As 
each of the teams of Haven Troopers crash through the windows, they'll set 
off each of the sleeping gas mines in order and be knocked out, saving you 
the time of waiting for them to come to you.

When all eight Troopers are incapacitated, the caution disappears. Crawl out 
from under the bed and begin collecting as many items as you can. When 
Laughing Octopus screams out Snake's name, the boss fight will begin. 


Boss: Laughing Octopus
 
The first thing to remember when fighting Octopus is that you can't beat her 
in a straight-out gunfight. Her armor is way too tough to penetrate, and 
she'll mow you do before you even get two shots in since she uses her 
tentacles to deflect your bullets. Instead, you'll have to use quick attacks 
and catch her by surprise when she's hiding. 

When the level begins, Snake is about a foot in front of Octopus, who's about 
to whip out her machine gun and unload on him. To prevent an untimely death, 
quickly run out of the room through the west door and use the wall for cover. 
While she's shooting, switch your weapon to either a shotgun (with non-lethal 
V-Ring ammo if you want the Octopus doll) or machine gun and equip the Solid 
Eye. After she stops, peak out and fire off a few rounds. If you get a hit, 
Octopus will crawl up into a ball, release an ink cloud, and disappear. She 
leaves behind several tracking bombs, however, so get out of the area and 
wait for them to explode. 

From here, Octopus may take one of two strategies. In the more aggressive of 
the two, she'll crash through any of the windows surrounding the research lab 
to catch Snake off guard. To avoid this, never enter the outer hallway until 
you're positive Octopus is hiding somewhere and not coming out to attack. 

For the more defensive of the two, Octopus will find a place to hide and use 
her own version of the OctoCamo to blend in. You can still roughly see her 
outline, and the Solid Eye's night vision does help a little, but the easiest 
way to track her is by waiting for Octopus to call out and find her icon on 
the radar. From there, you can locate her general position and figure out 
where's she's hiding. If you're really having trouble, Otacon will chime in 
when you get close to her and give you a hint that varies in helpfulness. 
Make sure to thoroughly check every area, however, because Octopus can hide 
against walls, on the ceilings, in front of paintings, in boxes, and just 
about any other spot you can imagine. 

Those are her two basic strategies, but Octopus has a few other tricks to 
complicate this fight. Besides her P90 machine gun and tracking bombs, 
Octopus can use her tentacles to grab you, which can be devastating to your 
life gauge. Later on, when she rolls up into a ball, she may charge at you 
instead of disappearing, and this attack is also pretty painful and knocks 
away a considerable amount of life. All in all, her attacks mean that should 
always keep your distance from Laughing Octopus, preferably having a wall 
between the two of you. Later on when she begins to use her rolling attack, 
you may want to consider standing on any of the tables, beds, or boxes if you 
aren't sure where she is, or if you are sure that she's in the middle of 
using the attack.

Her final trick isn't very difficult to exploit, and in reality you'll 
probably be hoping she uses it more often than she does. In an attempt to 
confuse you, Octopus will disguise herself as a fallen Haven Trooper, Naomi, 
or even the MK.II and lie around and wait for you to come close - in 
particular, the MK.II will attempt to lure you down a hallway and trick you 
into stepping on a claymore. Don't be fooled, blast her while she's 
vulnerable for free hits. 

As long as you remain on the defense and only attack Octopus when she leaves 
herself open, you should be able to knock her life down to zero. Remember - 
patience is the key. When Laughing Octopus is killed, she becomes Laughing 
Beauty. 


Boss: Laughing Beauty 

As with all of the Beauties, Octopus slowly stumbles around and attempts to 
grab you. If she does, her bear hug will cause some damage until you're able 
to wiggle free, so be sure to keep your distance. When you shoot at her, 
Octopus and the other Beauties have a nasty habit of being able to dodge some 
of your shots, but don't be discouraged - simply continue aiming for her 
chest and you'll eventually get your hits in. 

If you defeat Laughing Beauty using non-lethal tactics, you'll earn the 
Laughing Beauty FaceCamo. Also, if you defeat Octopus using non-lethal 
tactics, you'll earn the Laughing Octopus doll, which can be found on the bed 
during the Beauty fight. Keep in mind that you can only obtain the doll 
during this fight, so grab it before defeating her the second time. 


NOTE: Although it's not required in any way, it's highly recommended that you 
defeat Laughing Beauty using non-lethal tactics. It takes the same amount of 
time and effort to use the Mk2 as it does any lethal alternative, and the 
Laughing Beauty FaceCamo comes in handy in the next act. 


002.6 - Mountain Trail
 
The goal now is to track the soldiers that took Naomi, and Raiden calls to 
give you some tips. He goes in depth about picking up scents and observing 
animals, but all you really need to focus on is using the Solid Eye's night 
vision to see the footprints. Of course, when all else fails, you can also 
just go by trail-and-error to find the right way to go. 

When you begin, head southwest and pick up the ration lying on some grass 
just off the path. Continue following the footprints until the path diverges 
- take the northern one to find a soldier standing in front of a river. Use a 
CQC throw to knock him out, and pick up his weapon and the fore grip B lying 
on the ground. Return to the main area and follow the trail that goes 
northwest. Cross the bridge and wait for the soldier to walk past you - when 
he does, sneak up behind him and take him out. Follow the northwest path he 
was standing in front of to find some noodles, but watch out for the claymore 
planted near it. Noodles in hand, return to the path and take the other 
northwest path. There's a soldier patrolling here, so make sure to crawl and 
shoot him before he spots you. There are some stun grenades and a PSS handgun 
around the shack here, so pick them up before continuing to track Naomi on 
the east trail. 

As you enter the next area, stop at the entrance and look for the sniper 
directly in front of you. Eliminate him before he can spot you, and follow 
the southern route to find the ruins of a building guarded by a pair of 
soldiers. Knock them out with your Mk2, and pick up the ammo and RPG behind 
the building itself. Afterwards, return to the area with the sniper and take 
the east path, but stop before entering the open area. Lie prone near the 
rock, and swing the camera around to find a soldier crouched near some boxes 
- take him out and continue down the path until you reach the riverside. 

Otacon will comment on how Naomi's footprints have disappeared, and an audio 
flashback of Campbell's bizarre alien abduction in Sons of Liberty will play 
in Snake's mind as you walk across the crop circles. Continue along this path 
until it diverges into three different routes - north, south, and west. The 
west path has two Haven Troopers and leads back to the river, and the south 
route is optional but has some items being guarded by a Haven Trooper. After 
collecting your items, continue tracking Naomi along the northeast path, but 
turn off your Solid Eye from here. As Raiden mentioned earlier, the Solid 
Eye's humming sound will alert enemies of your presence, and the Haven 
Troopers here will become suspicious and come to investigate if you leave it 
on. As you follow this path, taking out the Haven Troopers that get in your 
way, there's an open area with a large tree stump in the center. Hidden 
behind the tree stump is a soldier planting a claymore mine there, so wait 
for him to finish up and leave before crawling down the northern route to 
find some noodles, a ration, and a cement block in the ground with all of the 
developers' handprints and signatures in it.  

Afterwards, return to the tree stump and head northeast. As you follow this 
path, knock out the Haven Troopers and normal soldiers you come across, but 
occasionally flip on your night vision to spot any claymores planted in the 
area - particularly around the spot where you find Naomi's shoes. Also in 
this area is muna, an extremely helpful item that speeds up the rate you 
recovery psyche, so be sure to grab that as well. As the path continues to 
split, keep sticking to the western-most route until it begins to curve 
around to the north. Follow it around and knock out the soldier patrolling 
here - Otacon will call in observe that there are a lot more footprints, 
which he interprets to mean that you're getting close. He happens to be 
correct, because there's an entrance to a mine in this area that leads to the 
heliport where Naomi was taken. Run inside to escape from this hellhole of a 
maze. 


002.7 - Stryker Escape 

Good old Drebin shows up just in time to rescue Snake and Naomi, and his 
Stryker tank plows through the areas you just visited to escape. Snake climbs 
onto the roof to protect the tank from any enemies that attack, and while 
this is going on you have unlimited ammo for all of your weapons and access 
to the tank's mounted machine gun. Your best bet is to stick to the tank's 
gun, however, since it's a great deal more powerful and you don't have to 
worry about reloading. The one exception is if you're going for a non-lethal 
game, in which case you'll have to use a shotgun with V-Ring ammo to take out 
the soldiers and switch to the turret to destroy the Gekkos. 

The first stop is at Vista Mansion, but there aren't too many real threats 
here so take this opportunity to get accustomed to the gun and how it 
handles. Slaughter all of the enemies that get near the tank, but if one 
happens to climb on and gets too close to the turret to kill you'll have to 
stop shooting and use a CQC throw to knock him out. Some advanced soldiers 
wearing power suits appear from the front gate that causes Drebin to sound 
concerned, but they won't give you any trouble. You can't knock them out with 
V-Ring ammo, so you're just have to ignore them. With the area clear, Drebin 
continues down to the Confinement Facility. 

This is where the fun really begins, because now you have to fight an 
onslaught of Gekkos that, unlike the advanced soldiers, can actually do some 
damage and take more than a few hits to go down. You still should only use 
the mounted turret and focus about ninety-nine percent of your energy on 
taking out the Gekkos. With the final one percent, be sure to look behind and 
around you when you catch a break in case any zombie-soldiers are able to 
climb onto the tank. If you can kill them before they grab Snake, you'll be 
able to continue fighting without having to stop and equip the mounted gun 
again. As long as you mind your surroundings and shoot the soldiers before 
they get close to the tank, though, you'll be fine. When the last of the 
Gekkos are destroyed, Drebin drives down the road, plowing through enemies on 
the way to the Power Station. 

When Drebin stops, Otacon will tell you to "do something about that gate" but 
your first priority should be to destroy the tank driving around here. It 
only takes a few seconds of shooting to blow it up, and afterwards you can 
focus on the gate without having to worry about too much resistance aside 
from the mob of zombie-soldiers hanging around. After both sides of the gate 
are junk, you'll continue towards the market as more Gekkos arrive to stop 
you. Unlike before, you aren't required to destroy them all and Drebin 
continues to drive, so do your best to shoot as many of them as you can to 
hold them at bay. The Gekkos also don't really ram the tank as they did 
before, so the Stryker shouldn't take nearly as much damage as it did the 
last time - if any. 


002.8 - Marketplace 

Whew, well that was exciting. As a reward for surviving the tank scene, you 
get to watch a much less whiney cyborg Raiden absolutely manhandle a group of 
Gekkos, which is, needless to say, pretty damn cool. Afterwards, you still 
have to escape from the marketplace while it's being leveled by Gekkos. 

If your life gauge is low, hang around here and allow yourself to recuperate. 
When you're ready, head to the left under a stone overhang behind the first 
series of shops. There are Gekkos everywhere, but there are also a lot of 
civilians running around, so don't bother trying to fight them. Instead, if 
you have any chaff grenades, now would be the time to use them - the 
scrambled computers in the Gekkos gives you an extra second to dodge by them, 
which should be enough if you time it correctly. 

Leave the overhang and head east, but don't take the alleyway even though it 
appears to be safe - a Gekko will crash through and block your path if you 
try. Hug the north wall of the market and roll past the Gekko standing on the 
corner of the street. Jump over the fence to continue past the debris, and 
pick up an M72A3 rocket launcher in a dead-end just after the alleyway. Wait 
here until the Gekko in the street rams through the stalls to the east, 
clearing a path for you in the process, and follow after it. Duck into a 
small inlet on the south side of the street before the point where the Gekko 
stops, and allow it to walk back west. Dodge past it and make a mad dash for 
the exit. A single Gekko is blocking your path, but you can roll past it and 
trigger the cinematic before it actually makes contact with you. 

After that extremely hectic scene, the game gives you one more reward - the 
scene shown in one of the trailers where Raiden fights Vamp. Awesome. And so 
concludes Act Two. 



003.0 - Act Three: Third Sun 

Objectives: 
- Tail a resistance member to their headquarters in Midtown North. 
- Protect the van carrying the corpse of Big Boss. 


003.0 - Mission Briefing 

As before, you can take control of the MK.II and explore the aircraft. 
Another iPod song and battery are located in the same places they were 
before, so be sure to pick them up while the cinematics are playing. 


003.1 - Basic Strategies 

The majority of this act is spent tailing a resistance member to their 
hideout, and there are two different routes they'll take depending on whether 
you're playing on Big Boss Hard or any of the easier difficulties. Both 
strategies are outlined here, so skip to whichever one you're looking for. 

Before getting into an actual walkthrough, however, there are a few tips to 
help you get through the streets without bringing too much attention to 
yourself: 

- First and foremost, if you have the Laughing Beauty or any other non-Snake 
FaceCamo at this point, you can use it here and the PMCs won't pay any 
attention to you. This makes things infinitely easier, and you can simply run 
around and focus on protecting the resistance member rather than hiding from 
the PMCs as well. However, if you have a weapon equipped and run (since Snake 
keeps his hands in his pockets while walking) or do anything suspicious like 
roll, lie prone, or kill someone, the PMCs will put whatever face your 
wearing on their blacklist and attack it as well. 


However, this walkthrough will take the most difficult route and assume that 
the player does not have any other FaceCamos besides the Young Snake one.


- Ditch the civilian outfit you start with. Sure, it looks cool and the Young 
Snake face camo is nostalgic, but it doesn't help you in any way. Because of 
the curfew the city is under, PMCs will go into an alert if they spot you 
wearing civilian clothes or the OctoCamo, and the trench coat does little to 
blend in with the environment. On the other hand, the OctoCamo and FaceCamo 
will score you anywhere from 75-99% invisibility while prone. 

- Keep your distance from the resistance member you're using as a mark, about 
a block if possible. After all, you have the radar to keep track of him and 
he doesn't move terribly fast, so you shouldn't have any problems keeping up 
with him. The reason you should hang back is if you run into any PMC trouble 
that requires you to hide. If you're too close, you might spook the 
resistance member and cause him to run away, or worse, get arrested. If you 
stay far enough away, you'll have plenty of room to sneak around without 
alerting anyone. 

- Also, ignore the signal interceptor. Even Otacon mentions you can use the 
Solid Eye's radar instead, and it's a lot easier to find a resistance member 
as well as keep track of the PMCs when combined with the Solid Eye's night 
vision. 

- Don't attack PMC soldiers if you can help it. Occasionally, the resistance 
member you're tracking will run into a road that's blocked off and stop - or 
even be arrested - and Otacon will tell you to rescue him. Don't, more often 
than not it isn't worth the risk and you can always find another resistance 
member to replace him. If you absolutely must engage in a fight, use a 
silenced weapon. I highly recommend sticking to the Mk2 since an unconscious 
soldier won't cause the soldiers to call for backup the way a dead one will. 


003.2 - Big Boss Hard 

If you haven't discovered by now, compared to the other difficulties, Big 
Boss Hard is, well... harder. As such, Act Three is a little more complicated 
than the others, as the resistance member you end up tailing takes a much 
longer route that goes through areas they won't in the easier difficulties. 

003.21 - Midtown South Sector 

Walk down the street a little until a cinematic plays showing a suspicious 
looking character walking around. That's your resistance member, so hide 
behind the parked van and wait for him to cross the street heading east. 
There aren't any enemies around here, so use this time to figure out how you 
plan on tracking this guy and anything else you may want to do. Meanwhile, 
the resistance member is taking an unnecessarily long route but continues 
east until he hits the edge of the city and turns north. 

At the end of this block, your resistance member starts going west, but runs 
into trouble when he spots a soldier standing at the end of the block. Otacon 
tells you to give him a hand, but again, it's not worth it. Stay behind the 
building and wait until the resistance member gives up and turns around to 
find another route. Lean against the wall and watch as he runs past you, down 
the next street south of the one he planned on going down, and up a flight of 
stairs, which takes him right over the street - and PMCs - he was initially 
trying to get past. At the end, he jumps onto a roof and heads west, which 
leads to a ladder. After he climbs down, he'll spot a soldier patrolling the 
street, so wait at the top of the ladder until he decides to take another 
route. Give him enough time to get far enough away, and then follow suit.  

Following this change of plans, the resistance member walks north, up a short 
flight of stairs, and enters the park. As he starts to walk north, hide 
behind the east statue he passes by. After running into more PMC resistance, 
the resistance member runs back south, but stops by the west statue for a 
bathroom break. When he's... finished, he'll head north again. This time he 
climbs over the grassy hill and tries to sneak behind the two guards, but 
thinks twice and decides against it. Instead, he makes the much more 
intelligent decision to hurl a grenade in the park, much to Otacon's 
surprise. A caution will be instated, but it isn't too difficult to lay low. 
Meanwhile, you resistance member has left the park and is currently north of 
the park admiring a poster of a young, pretty Japanese girl. When the caution 
ends, he runs down the street and hides in one of the park's stairways while 
a patrol vehicle passes by. Snake has to follow his lead, but you can just 
lie prone by the wall for an easy 90% camo index and avoid the patrol. The 
rest of this area should be smooth sailing without any PMCs in the way, so 
tail the resistance member to Midtown Central.  


003.22 - Midtown Central Sector
 
Crawl down the street and peak around the corner to find your friend the 
resistance member gawking at another poster, the pervert. Stay out of sight 
for a moment and wait for him to leave, return for a second look, and leave 
again, and then follow him into the main area. 

This area is extremely annoying, because you have a helicopter searchlight to 
worry about on top of the PMCs - all why trying to keep track of the 
resistance member. The key to making it through this area is remembering that 
even though the actual searchlight may not shine on you, being within a few 
feet of it will still cause the troops to go into a high alert. To avoid 
this, watch as the resistance member sneaks by the soldiers, and allow the 
searchlight to make a full pass before even getting close to where it's 
looking. When you do make your move, be quick about it and head for the river 
by taking the stairs on the west side of the square. 

From the stairs, look over to the river and find your resistance member, 
who's wading across to the other side to avoid another searchlight. This one 
isn't as difficult to avoid, however, so allow it to make a pass to see where 
it goes and follow after the resistance member, using the bridge overhang as 
cover for when the searchlight passes by. There aren't any more threats in 
this area, so follow the resistance member down the riverbank and into the 
Northwest Sector.  


003.23 - Midtown Northwest Sector
 
Lie down and crawl towards the resistance member as he climbs out of the 
water. Hide in the shadows underneath the bridge and wait for the searchlight 
to go away before heading up the stairs and taking a left to follow after the 
resistance member. Unfortunately for everyone, while attempting to sneak past 
some soldiers, the resistance member alerts them to his presence and is 
arrested, so you'll have to eliminate the PMCs if you want to continue. The 
Mk2 is the easiest way to do this, since you only have to hit them a single 
time and simply wait until they fall down. If you use a lethal weapon, 
there's a chance they'll escape and call for backup, and that's the opposite 
of what we want. Alternatively, you can crouch in the corner or behind a car 
and send out the MK.II to do your dirty work and stun the two guards. 

When the resistance member is a free man and has gotten over the shock of 
having been rescued, he'll continue down the street and leave through the 
Northeast Sector exit. Since the enemies in this area are all unconscious, 
follow after him. 


003.24 - Midtown Northeast Sector

Drop down to the ground and track the resistance member as he walks down the 
street and around the corner. He'll stop in front of a building and hide 
behind some columns to avoid being seen by the PMCs, so follow his lead and 
do the same to prevent sounding an alert. After passing by the soldiers 
patrolling the area, head to Midtown North through the exit the resistance 
member takes. Whew, finally an area that was nice and short for a change... 


003.25 - Midtown North Sector 

Hang back by the dumpsters and such when the resistance member enters the 
courtyard on the west side of the alley. In a few seconds, he'll reemerge in 
one of the green PMC uniforms, which allows him to walk past any of the 
soldiers undetected. Unfortunately you don't have this luxury, so Snake still 
has to remain hidden to avoid causing a scene. 

As the resistance member walks down the main road to the northeast, take the 
alleyway that heads to the west and follow the southern road in that 
direction until you come across a white truck near a side street with three 
soldiers standing guard at the other side. This street connects the one the 
resistance member is on and he'll join the three PMCs on their patrol, so 
hang around here until they get around to it. 

When they finally do reach your hiding spot, the resistance member and 
another PMC will head west until he comes up to a white van parked near the 
truck. At this point, your resistance member will leave his partners and 
cross the street to slip down an alley. Follow him, but stay in the alley 
lying prone - another patrol car will drive by, and while the resistance 
member will be unaffected, you'll be left with the proverbial check as the 
PMCs hunt you down. When the vehicle passes by, crawl along the sidewalk, 
stopping whenever you hear another vehicle coming, until you see the 
resistance member duck into a dead end. After getting rid of his PMC uniform, 
your resistance member will walk to the end of the street and reach the 
resistance headquarters. Chase after him to end this sequence. 


003.3 - Solid Normal, Naked Normal, Liquid Easy 

The route the resistance member takes on the lower difficulties is much 
easier to follow and skips over a few areas. There are also fewer soldiers 
and vehicles patrolling the streets, which makes things much less 
frustrating. Astute readers may notice that parts of this section are 
identical to the ones described in Big Boss Hard, and that's because they are 
and I was too lazy to rewrite them. 


003.31 - Midtown South Sector 

Walk down the street a little until a cinematic plays showing a suspicious 
looking character walking around. That's your resistance member, so hide 
behind the parked van and wait for him to cross the street heading east. 
There aren't any enemies around here, so use this time to figure out how you 
plan on tracking this guy and anything else you may want to do. Meanwhile, 
the resistance member is taking an unnecessarily long route but continues 
east until he hits the edge of the city and turns north. 

At the end of this block, your resistance member starts going west, but runs 
into trouble when he spots a soldier standing at the end of the block. Otacon 
tells you to give him a hand, but again, it's not worth it. Stay behind the 
building and wait until the resistance member gives up and turns around to 
find another route. Lean against the wall and watch as he runs past you, down 
the next street south of the one he planned on going down, and up a flight of 
stairs, which takes him right over the street - and PMC - he was initially 
trying to get through. At the end, he jumps onto a roof and heads west, which 
leads to a ladder. After he climbs down, he'll spot a soldier patrolling the 
street, so wait at the top of the ladder until he decides to take another 
route. Give him enough time to get far enough away, and then follow suit.  

Following this change of plans, the resistance member walks north, up a short 
flight of stairs, and enters the park. As he starts to walk north, hide 
behind the east statue he passes by. After running into more PMC resistance, 
the resistance member runs back south, but stops by the west statue for a 
bathroom break. When he's... finished, he'll head north again. This time he 
climbs over the grassy hill and tries to sneak behind the two guards, but 
thinks twice and decides against it. Instead, he makes the much more 
intelligent decision to hurl a grenade in the park, much to Otacon's 
surprise. A caution will be instated, but it isn't too difficult to lay low. 
Meanwhile, you resistance member has left the park and is currently north of 
the park admiring a poster of a young, pretty Japanese girl. When the caution 
ends, he runs down the street and hides in one of the park's stairways while 
a patrol vehicle passes by. Snake has to follow his lead, but you can just 
lie prone by the wall for an easy 90% camo index and avoid the patrol. The 
rest of this area should be smooth sailing without any PMCs in the way, so 
tail the resistance member north to the next area. 


003.32 - Midtown Northeast Sector 

Take a left and head west to find your resistance member again - he's hiding 
behind a mailbox near the crosswalk. Wait for him to cross the street and 
turn the corner, and then sneak after him. There's a helicopter with a 
searchlight in this area, but if you stay flush against the building's walls 
and crawl along the sidewalk you should be fine. The resistance member will 
make a break for his next hiding place, but don't panic and chase after him. 
Again, you still have him on your radar, and in the time he takes to stop and 
make sure the coast is clear you can catch up. 

As the resistance member is heading north, you'll want to be sitting by the 
car to the south. In trying to sneak behind two guards, he ends up kicking a 
can and alerting them to his presence. The two PMCs arrest him and lead him 
back south, so you'll have to rescue him if you want to continue. Using your 
Mk.2, quickly fire off two rounds and knock the two of them out before they 
get anywhere - the positive to using the tranquilizer gun is that you simply 
need to hit them anywhere in one hit, and they won't call for backup if you 
don't land a headshot. 

Having just been freed, the resistance member will do one of two things. If 
you're lucky, he'll run up the stairs and hide there before continuing 
towards the hideout. If not, he'll run back to the main area and be caught by 
all of the guards patrolling there. Should he be arrested again, don't bother 
saving him - not only doesn't he deserve it, but another resistance member 
will arrive shortly to replace him. From here, follow the resistance member 
northwest and head through to the next area. 


003.33 - Midtown North Sector 

Hang back by the dumpsters and such when the resistance member enters the 
courtyard on the west side of the alley. In a few seconds, he'll reemerge in 
one of the green PMC uniforms, which allows him to walk past any of the 
soldiers undetected. Unfortunately you don't have this luxury, so Snake still 
has to remain hidden to avoid causing a scene. 

As the resistance member walks down the main road to the northeast, take the 
alleyway that heads to the west and follow the southern road in that 
direction until you come across a white truck near a side street with three 
soldiers standing guard at the other side. This street connects the one the 
resistance member is on and he'll join the three PMCs on their patrol, so 
hang here until they get around to it. 

When they finally do reach your hiding spot, the resistance member and two 
PMCs will head west until he comes up to a white van parked near the truck. 
At this point, your resistance member will leave his partners and cross the 
street to slip down an alley. Follow him, but stay in the alley lying prone - 
another patrol car will drive by, and while the resistance member will be 
unaffected, you'll be left with the proverbial check as the PMCs hunt you 
down. When the vehicle passes by, crawl along the sidewalk, stopping whenever 
you hear another vehicle coming, until you see the resistance member duck 
into a dead end. After getting rid of his PMC uniform, your resistance member 
will walk to the end of the street and reach the resistance headquarters.  


003.4 - Motorcycle Chase 

This section is either extremely fun or devastatingly difficult depending on 
if you're going for a no-kill game to earn any of the better rankings. 
Remember that you can switch to auto-aiming by pressing the Square button, 
and you can hide behind EVA by pressing Triangle. 

If you aren't going for a non-lethal game, play this section the same way you 
did the tank scene at the end of Act Two. Any weapons you can use have 
unlimited ammo during this sequence, so pick a machine gun with a large clip, 
hold L1 and R1 down, and shoot anything that moves - besides the black van, 
of course. In the later parts of the scene, focus more on the Haven Troopers 
than on Raging Raven since the Troopers are more likely to wipe the floor 
with you, but overall you shouldn't have too much trouble staying alive 
through to the boss fight. 

Non-lethal games are a bit trickier, and this is much more difficult than the 
scene in Act Two, as most of the threats you had to be concerned about were 
machines. The motorcycle chase is the opposite - Raging Raven's sliders are 
the least of your worries, whereas the Haven Troopers and patrol vehicles 
that roam the streets will quickly knock down your life gauge if left 
unchecked. At the same time, your wimpy Mk2 doesn't nearly shoot quick enough 
to be effective, and the only shotgun you can equip is the Twin Barrel, which 
must be reloaded after every shot. Because neither of those weapons are very 
good for crowd control, you'll want to have your Stun Grenades equipped for 
when the motorcycle stops or large groups of Haven Troopers get together as 
well. 

With the non-lethal run, this is all about limiting the damage rather than 
clearing every area. In particular, you'll want to focus on the three patrol 
vehicles that show up after Raging Raven appears, as they can easily take 
away half of your life on The Boss Extreme and Big Boss Hard. If you can take 
cover behind EVA and shoot the gunners without getting hit, you'll stand a 
good chance of making it through in one piece even if your Twin Barrel is 
only able to take out one in every five or six Haven Troopers. 

The reward for surviving the motorcycle sequence is a fairly arduous battle 
with Raging Raven. Wonderful.  


003.5 - Echo's Beacon 

Boss: Raging Raven 

Raging Raven is a fairly annoying boss to fight because you spend the 
majority of the time sitting around waiting for an opportunity to attack. The 
tower the battle takes place in has four or five stories, but you'll want to 
stay exclusively on the highest level at all times. Since you begin on the 
ground floor, this means immediately running up - after you've picked up any 
items you can find, of course. Otherwise, Raven will crash through the walls 
and throw quick attacks that inflict quite a bit of damage, and there aren't 
very many great places to hide and consistently avoid her since she attacks 
from all directions.  

Once at the top, equip any rifle with a scope, I recommend the M14 or SVD, 
and crouch down just inside of the doorway that leads outside. Raging Raven 
and her Sliders will be flying around, and it's extremely difficult to pick 
them off since they're constantly moving, but it gets easier once you figure 
out how far ahead you have to shoot to register a hit. If Raging Raven is out 
of sight, start destroying a few of the Sliders. Raven will get angry and 
eventually make her appearance.  

After sitting around for a few minutes without being able to get a clear 
shot, you may be tempted to venture outside and be more aggressive. However, 
doing this will prove to be fatal, as before you get a chance to pinpoint 
Raven's location she'll launch missiles and knock you around - possibly 
completely off the tower. It's a real pain, but you're much more likely to 
come out in one piece if you stay in the doorway - there's only one direction 
attacks can come from, and you can use the inside of the room as cover. When 
Raven appears in front of you, quickly take aim and shoot her out of the air 
before ducking back inside and avoiding her attack. 

Finally, if you call Otacon, he'll figure out that Raven's weapon will 
overheat if she uses it too much, that she forgets to let it cool down when 
she gets angry, and that she gets angry when Snake destroys her Sliders. If 
you're willing to use the extra ammo, considering take shots at the Sliders 
and send Raven into a blind rage, causing her to lose the use of her weapon 
for a short time. When this happens, Raven will set down on a rooftop, giving 
you an easy shot. 


Boss: Raging Beauty 

This boss is identical to the previous Beauty, so there isn't much else to 
say that hasn't already been said. Like Octopus before her, Raven will lumber 
over to you and attempt to grab you, but she's easy enough to avoid simply by 
backing up. Be sure not to back yourself into a corner and fire your Mk2 or 
another weapon to take her down. Raven and the other Beauties have a nasty 
habit of being able to dodge some of your shots, but don't be discouraged - 
simply continue aiming for her chest and you'll eventually get your hits in.

After defeating the Raging Beauty, Snake will earn Raven's MGL-140 grenade 
launcher and the Raging Beauty FaceCamo if you defeated her using non-lethal 
tactics. Fortunately, the boss battle marks the end of Act Three, so you 
don't have to worry about chasing after anyone like in the previous act. If 
you defeating Raging Raven using non-lethal tactics, her doll will be located 
at the top of the tower, so be sure to grab it before finishing off Raging 
Beauty. 



004.0 - Act Four: Twin Suns 

Objectives: 
- Locate Metal Gear Rex in the underground base of Shadow Moses. 
- Escape from the base. 


004.0 - Heliport (1998) 

It turns out that one of Snake's flashbacks is actually playable, so you get 
to take control of Solid Snake from his MGS1 days. From behind the storage 
container, run to the right and hide behind the second container on the snowy 
hill. A genome soldier will walk by and looking around, so wait here until he 
continues down the row before making your way to the actual building. Wait 
for the surveillance camera to look away before stepping in front of it, 
because Snake will pause and exclaim, "A surveillance camera!?" while it 
continues to survey the area in front of it.

Afterwards, run up the stairs near the camera and lean against the left wall 
to see if the other genome soldier is in the area. If he is, wait on the 
staircase until he heads back to the left side of the building - otherwise, 
make a break for the ventilation shaft on the ground and crawl through. Once 
inside the Shadow Moses facility, the flashback will end and Otacon will wake 
Snake up. 


004.1 - Snowfield and Heliport 

As Old Snake in 2008, check the area you begin in for some ammo before 
heading west through the narrow neck of the area. As you appear in the second 
half of the snowfield, turn on the Solid Eye's night vision to see what's 
going on - Snake is standing on a ridge above the main area where a Gekko is 
patrolling. Pick up the ammo at the end and slide down the bank and lie prone 
to avoid being seen. Crawl along the northern wall, but keep an eye on where 
the Gekko is, as it turns around and backtracks a few times. At the exit, 
wait for the Gekko to begin heading east and leave through the bottleneck 
area as a familiar Metal Gear theme, The Best Is Yet To Come, begins to play 
in the background. 

This path leads to the heliport as it appears in modern times - ruins, long 
abandoned and left to freeze over. There aren't any enemies here, so feel 
free to look around, picking up any items you can find. In particular, there 
are still chaff grenades on the helipad, which may actually come in handy 
later on, and a ration behind the storage containers against the east wall. 
However, there are some new items as well, including various grenades and RPG 
ammo in the storage sheds on the west side of the heliport. You can also 
check out the familiar areas like the elevator for some audio flashbacks, 
which score you a thousand Drebin Points each. Lastly, your old weapon, the 
Mk.23, is under the truck just in front of the main entrance.  

Otacon mentions that the front door of the tank hanger is open, but a true 
Metal Gear Solid fan knows that the second floor ventilation shaft is the 
only real way to enter Shadow Moses. Besides, you'll avoid a great deal of 
grief if you do, so take the extra second to climb the stairs and crawl 
around - you even get to listen the introduction of "MacDonald Miller" from 
the original game. 


004.2 - Tank Hanger and Canyon 

Once inside, crawl to the right and follow this path all the way to the end - 
you can stop and look out the handful of grates you pass by if you'd like, 
and you'll find another song for your iPod at the end. The ladder that allows 
you to climb down has long been destroyed, but Snake can slide out and hang 
from the vent. Make sure the catwalk here is clear and drop down. 

The genome soldiers previously patrolling the tank hanger during your last 
visit have been replaced by Scarabs - god-awful little creatures that jump 
around and shoot at you. They normally wouldn't be a problem, as you saw EVA 
deal with a few of them earlier, but Scarabs roam in packs - dozens in a 
single area. You're free to check out the adjacent rooms in the hanger to 
find some items, but it really isn't worth the trouble. Besides, the canyon 
entrance is directly below you, so hop over the railing, drop down, and sneak 
out of here before a Scarab spots you. 

In the canyon, Grey Fox's introduction will play in Snake's mind, and you can 
check out the southeast corner for some RPG rounds and 5.56 x 45mm ammo. The 
area initially appears to be empty, but upon closer inspection you'll see two 
dormant Gekkos - one on either side of the canyon - though on the higher 
difficulties they're both active. If you begin to get too close to one, 
Otacon will comment on how he thinks the drives must be shot, but if you get 
any closer the machine will spring to life and start patrolling the area, so 
be careful. If you remain prone you'll be camouflaged enough to avoid being 
seen, so grab the items and head inside the nuclear storage facility. 


004.3 - Nuclear Warhead Storage Building 

Fortunately, this facility is deserted of both humans and machines, and as a 
bonus you can use your weapons here without any pesky Russian women getting 
on your case. Otacon will call and tell you to head through the door at the 
far north end, and the two will reminisce about using the secret passage in 
the commander's office. On your way to the back, jump in the back of the 
truck and pick up the FIM-92A missile launcher, as well as any of the other 
boxes of ammo lying around. Afterwards, head over to the door and attempt to 
open it using the switch on the right, only to discover that it's locked. 
Otacon will call again and suggest that you go to his old office and login 
there to open the door and check the records of what's been going on at the 
base lately. He also gives you the password to his computer - 48273. 

Climb up the stairs to the second floor and head over to the elevator. Otacon 
will ring in to say he powered the generator, so it should be enough to let 
you ride it. Everything turns out to work smoothly for a change, because the 
elevator comes up and brings Snake down to the B2 basement without any 
problems. When you step out, Otacon suggests that you head down the main 
hallway, but you can use the side office instead to find some items. About 
halfway through Snake and Otacon will discuss destroying the electrified 
floor's switchboard with the Nikita missile launcher, and Otacon will make a 
comment about how it looks like the switchboard could still be activated if 
the current was turned back on. Hmm, sounds like a tidbit of information 
worth remembering. 

At the end of the offices, pick up the iPod song and crawl under the desk to 
reach the main hallway. From here, head east down the corridor where Grey Fox 
slaughtered the soldiers to reach Otacon's office. As with most of the other 
rooms, this one is empty but has plenty of items to pick up, but first Otacon 
asks you to enter the password he gave Snake earlier. If you can't remember 
it and are somehow too lazy to scroll up two paragraphs, it's "48273". Not 
that it really matters, since even if you get it wrong Otacon will remember 
for you - but only after cracking a joke about Snake's memory. However, there 
are a few tricks here - entering the codes "78925" or "13462" will score you 
new iPod songs, and the code "14893" will earn you one hundred thousand 
Drebin Points! 

Once the cinematic ends, Otacon will tell you that the door should be 
unlocked and to return to the first floor. Do that, but grab all of the ammo 
and health items in the office first. As Snake just begins to step on the 
electrified floor, a Gekko will crash through the ceiling and begin 
patrolling the area. If only there was a way to turn the floor's current back 
on... 

Hang back in the non-electrified hallway and activate the MK.III. Send it 
across the hallway and under the desk leading into the offices where the 
switchboard is after the Gekkos walks up the main hallway. Once there, press 
the action button and the MK.III will activate the current, destroying the 
Gekko. Afterwards, you can casually walk down the hall and take the elevator 
back up. Of course, if you don't want to use the MK.III for whatever reason, 
Snake can always crawl under the desk and simply avoid the Gekko - just be 
sure to wait for it to be at the far end of the hallway before calling the 
elevator down. 

Back in the warhead room, jump over the railing and drop down to the first 
floor. The MK.III will begin opening the door, but another Gekko will appear 
- having taken the elevator, no less - to search for you. The amount of time 
it takes to open the door varies between difficulties, but Snake must 
distract the Gekko and protect the MK.III for however long the timer reads.

This is actually pretty easy to do, and there are ways to do so with and 
without raising an alert. Before the Gekko shows up, if you plant several C4 
charges in the far corner of the room opposite of the MK.III, you can set 
them off whenever the Gekko gets close to the door to distract it. Not only 
will you draw its attention away from the MK.III, but the Gekko will go over 
to the spot where the C4 went off to investigate, running off thirty seconds 
to a full minute each time. Just remember to space the C4 charges far enough 
apart that detonating one won't take the others with it (thanks to Ricky 
Williams for this idea).

Alternatively, if you don't mind going into an alert and don't feel like 
buying C4 from Drebin, run over to the southwest corner and find a machine 
gun with ammo you don't use very often. From here, shoot the Gekko to draw 
its attention to Snake and away from the MK.III, and simply run circles 
around the warheads until time expires. Should the Gekko get bored and wander 
over to the north door, shoot it some more and lead it back. At the end, you 
can knock its legs away to give you enough time to escape.  


As a side note, when playing a speed run, if you're using a save file that's 
already completed the game once, you can use the rail gun to immediately 
destroy the Gekko. After it explodes, the MK.III will automatically finish 
opening the door, so you can finish this area in about seven seconds instead 
of the three to five minutes it would take otherwise. 


004.4 - Snowfield and Communications Tower 

Before going anywhere, lie down and allow your life gauge and psyche to 
rejuvenate. You'll also want to unequip the Solid Eye to recharge its battery 
and pick up the items sitting on the platform and inside the storage shed 
here. Afterwards, head jump down to the snowfield below to fight the boss, 
Crying Wolf. 


Boss: Crying Wolf 

As soon as you take control again, you're going to want to figure out what's 
going on, so find a place to hide. There's a truck parked just north of the 
fallen tree, so run over and crawl under that - there's also a ration sitting 
there. Now that you're safe for the time being, let's figure out how to 
approach this boss. 

There are a few key issues that make this fight incredibly unbalanced, and 
not in Snake's favor. For one, there's a blizzard going on, making visibility 
all but zero without the Solid Eye's night vision. On top of that, you also 
have to deal with a team of Haven Troopers patrolling the area along with 
Crying Wolf herself - and unlike the Troopers in the research lab before 
Laughing Octopus, new Haven Troopers arrive to replace any of the ones you 
eliminate. 

And then there's the actual boss you're fighting. Crying Wolf is wearing 
armor that prevents body heat from escaping, so you can only see small parts 
of her body using the Solid Eye's night vision. She also takes on a few 
characteristics of wolves, so she's extremely quick and can track you by your 
scent if Snake is downwind. If she finds Snake out in the open, she'll pounce 
on him and shoot her rail gun.

The obvious strategy here is to stay safely under the truck and shoot at 
Crying Wolf when she shows up. While this does work to an extent, it's 
extraordinarily time consuming since it may take Crying Wolf several minutes 
to wander into range. She may not even show up at all, and you'll just waste 
time and effort trying to take her out this way. As long as you keep the 
night vision on and stay upwind, you'll stand a good chance of catching 
Crying Wolf by surprise. If you can't find her, figure out which way the wind 
is blowing and make sure you aren't downwind, and if you are, move. That will 
accomplish two goals - searching the area for Crying Wolf and not dying. As 
for the Haven Troopers, ignore them unless they pick a fight with you, in 
which case quickly blast them and try not to lose sight of Wolf. 

As for actually attacking, you only want to fight this battle at a distance. 
Once you get within pouncing range, the advantage goes to Crying Wolf, so use 
a long-range weapon with a scope to fight. You'll want to make every shot 
count anyway, since you can only inflict damage by hitting her exposed body, 
which only appears when she's preparing to fire the rail gun. However, 
actually finding Crying Wolf is about three-quarters of the battle, so once 
you've figured out where she is you'll have an easier time hunting her down 
each time after. 

With this in mind, Crying Wolf is always somewhere on the opposite side of 
the Communications Tower in the beginning, so head in that direction and try 
to find her. As you pass the Towers, crawl and use the camera to search every 
possible area to find Wolf before she finds you. Once you've spotted her, 
check to make sure there aren't any Haven Troopers who will hear your shot, 
and pick her off with the SVD or Mosin Nagant. Afterwards, when she runs 
away, you'll have a general idea of where she is, so it's much easier to 
track her down. 

At its very core, this battle is still sniper against sniper. The only 
difference is that your opponent is much larger and has a more powerful 
weapon. Still, this fight is all about anticipating your enemy's next move 
and thinking strategically to avoid leaving yourself vulnerable. 

Once you've taken down Crying Wolf, she becomes Crying Beauty. 


Boss: Crying Beauty 

As with all of the Beauties, Wolf slowly stumbles around and attempts to grab 
you. If she does, her bear hug will cause some damage until you're able to 
wiggle free, so be sure to keep your distance as always. By now you should be 
a pro at taking these ladies down, so whatever you've been doing, do it 
again. 


004.5 - Blast Furnace and Casting Facility 

Luckily, the blast furnace has long been turned off so you don't have to 
worry about being burned or warming any keys, but there are quite a few 
Scarabs in here that will give you problems. 

From the entrance to the blast furnace, head west along the first catwalk and 
hug the wall to shimmy across the narrow ledge. Once on the other side, run 
down the stairs and check the door in the northeast corner. It's locked, of 
course, but Otacon tells you that the other exit here - the one in the 
northwest corner - should be accessible. Turn around and head back up to the 
third floor, and then drop down from the catwalk to the ground level, 
avoiding the Scarabs in the process. Open the elevator and take it down to 
the B5 basement. If you're having trouble, use a chaff grenade to throw them 
off. 

Once inside the casting facility, stay inside the elevator to avoid being 
seen by the Gekko. When it turns around, follow the south wall east and make 
your way straight up, but cross back over to the western side of the room 
before entering the northern portion of the casting facility - just be aware 
of where the Gekko is while you're doing this. On more difficult games, 
there's a second Gekko on the east side, but it shouldn't change the way you 
play this section. 

In the northern half, not only are there more Gekkos, but now there are teams 
of Scarabs patrolling the area, which complicates things even more. Stay on 
the west side of the facility and slowly make your way north, using the 
various mechanical equipment lying around as cover from the Gekkos. Near the 
end on this side are three Scarabs patrolling around a small strip, one you 
need to pass by to reach the exit. Wait for them to finish scanning the west 
wall and being rolling to the other end, and quickly run across and dive 
behind a large piece of equipment with a ration between it and the wall. From 
here, all that's left to do is cross back over to the eastern side without 
being seen by the Gekko in the center. Wait for it to walk south and climb 
onto the conveyor belts, but make sure the Scarabs on the other side don't 
see you either. When they're facing away, jump down and run to the exit. 
Climb down the ladder and exit through the door leading to the underground 
base. 


004.6 - Underground Base and Supply Tunnel 

Run to the end of the hallway and crawl through the broken gate to reach the 
room on the other side. This room should look familiar, but now it's invested 
with more Scarabs and ravens. There's a single Scarab that rolls along the 
catwalk, so follow well behind and wait for it to investigate the right side 
away from the entrance to Rex's holding area. Once the coast is clear, run up 
and duck under the Gekko on the wall to avoid being seen. Keep in mind that 
the door leading to the elevator won't open if you're in an alert phase, and 
there's an endless swarm of Scarabs if you are. If the scene is quiet, enter 
the underground base and prepare to fight Liquid's second-in-command, Vamp. 


Boss: Vamp 

This battle is actually a lot easier than when Raiden and Vamp went at it in 
the Big Shell. However, this fight has a gimmick, but we'll get to that 
later. 

Vamp's attacks are pretty standard by now - he's extremely agile and loves to 
throw knives at you. Besides that, Vamp also has a powerful melee combo that 
he'll use after leaping or running up to you. Overall, though, this battle 
isn't too tough, mainly because Vamp doesn't bother dodging your gunshots 
anymore. In fact, as he's charging at you, use the opportunity to unload an 
entire clip on him and knock away large chunks of his life at a time. 

Of course, it's hard to imagine Vamp kicking the bucket so easily, but this 
time he doesn't revive in a cinematic. Instead, as Otacon is celebrating, 
Vamp gets back up and starts fighting again, leaving Snake to try and figure 
out a way to stop him for good. 

If you remember back to Act Two, Naomi told Snake that Vamp is immortal 
because his nanomachines are designed to immediately repair any injury he 
receives. Therefore, logically, if there was a way to suppress his 
nanomachines, Vamp wouldn't be able to regenerate. If only Snake was carrying 
an item that suppressed nanomachines... 

Luckily, Snake happens to have an item that serves just that purpose - the 
syringes Naomi gave him that he's been jabbing into his neck for the past 
three acts. Equip the syringes as an item and begin fighting Vamp again, only 
this time your goal is to get close enough to put him in a CQC choke hold, 
whether this means "killing" Vamp and waiting for him to get up or charging 
him after he knocks Snake to the ground. Either way, once he's in Snake's 
grip, pump him full of the stuff. Vamp's life gauge will plummet to zero, and 
this part of the boss fight ends. 


NOTE: If you're going for a no-kill game, using lethal weapons on Vamp won't 
count as a kill since using the syringe is what actually does him in. And if 
you want to get technical about it, Snake isn't even the one who finally 
kills Vamp anyway. 


Boss: Suicide Gekkos 

Raiden shows up to settle the score with Vamp once and for all, and it's up 
to Snake to keep the kamikaze Gekkos from detonating themselves and killing 
everyone. Fortunately, Crying Wolf's rail gun packs enough of a punch to 
destroy a Gekko in a single shot, but only once it's been fully charged. To 
charge the rail gun, hold R1 while in aiming mode and wait for the tiny meter 
below the weapon icon to reach one hundred percent. Once it does, find the 
nearest Gekko and destroy it. To avoid taking damage, stay under Rex near the 
corner, but move away when Otacon says, "They're coming from above - watch 
out Snake!" because a Gekko will attempt to sneak up from behind you there. 

You have to destroy about twenty Gekkos, but this isn't very difficult to 
accomplish. Again, as long as you use Rex for cover the majority of the Gekko 
attacks will miss you completely. When Raiden finishes off Vamp for good, the 
battle ends. 


004.7 - Escape from the Underground Base 

Snake has been in this situation before - escaping from the underground base 
beneath Shadow Moses before everything explodes around him. What's different 
this time around is that before, Snake wasn't piloting Metal Gear Rex. Oh 
baby... 

For the first time in the series' history, the protagonist finally gets to 
control a Metal Gear, and you've got the best of the best with Rex. 

Rex has three attacks you can use - the Gatling gun, AT missiles, and the FE 
Laser that are used like any other weapon - as well as a charge by pressing X 
and a kicking combo that can be used by pressing R1 when not aiming. 

The Gekkos really don't stand a chance against Rex, but this area can become 
problematic because the Gekkos explode after being destroyed. While the 
machine gun rounds will gradually reduce Rex's life gauge, being near a Gekko 
when it explodes will knock chunks of life away. To avoid this, you have two 
options - either use the machine gun to destroy the Gekkos from a distance 
and wait until after they explode to continue, or rapidly charge through them 
and get past before they explode. Both strategies will work fine, so pick 
whichever you'd like to get through. 

Overall, Rex is durable enough to take the Gekkos on, and five minutes is 
actually more than enough time to reach the end. In fact, you may even want 
to consider sticking around for a while killing the endless swarm of Gekkos 
to earn more Drebin Points. When either time or Rex's life gauge is expiring, 
head for the exit and prepare for the final battle in this act. 


Boss: Metal Gear Ray 

And I bet you thought it wasn't going to get any more exciting than crashing 
through hundreds of Gekkos in Rex, didn't you? 

It turns out that even though Ray was designed to wipe the floor with other 
Metal Gears, it doesn't really stand a chance against Rex. Along with the 
Gatling gun and melee attacks, you also have access to Rex's FE Laser and AT 
Missiles, which you can use by cycling through your items using R2. 
Personally, I find it easiest just to stick to Rex's kicking combo followed 
by a special attack you can use by pressing Triangle when you're near Ray. 
However, keep the missiles equipped to stop Ray from charging at you and use 
the Gatling gun to destroy Ray's missiles, so you'll end up mixing and 
matching to find what works for a given situation. I would advise not using 
the FE Laser at all, though, because it takes too long to charge up and you 
leave yourself open to attack. 

On the other hand, Ray has also kept most of its attacks from Sons of 
Liberty, including the water cannon and the hailstorm of missiles. It only 
attempts to use these attacks, however, when you give Ray enough time and 
space to stop fighting. If you continue to attack it, you'll reduce Ray's 
arsenal of attacks to simply charging and tackling Rex. 

The key to winning this battle is to stay as close to Ray as possible. 
Ocelot's Ray is much more agile than the lumbering Rex, but if you can keep 
the distance between the two Metal Gears at a minimum, that advantage goes 
right out the window. Rex also has an advantage due to all of the buildings 
and machinery in the port, which prevents Ray from attacking at long ranges. 
Ray's charging combo can cause quite a bit of damage, but as mentioned 
before, you can either dodge out of the way or use the AT missiles to stop it 
from connecting. 

Overall, though this is easily one of the most memorable boss battles in the 
game, it isn't a very difficult one. Enjoy beating up on Ray and admire the 
animations, and prepare for the fifth and final act. 



005.0 - Act Five: Old Sun

Objectives: 
- Reach GW's server and upload FoxAlive. 
- Defeat Liquid Ocelot. 

005.1 - Ship's Bow

This area seems pretty insane at first, but it really isn't that bad. A 
caution is automatically instated as soon as you take control, and dozens of 
Haven Troopers and Gekkos are aggressively patrolling both levels. The key to 
getting through this area in one piece is to remain cool and, despite your 
possible first inclination to panic and shoot everything in sight, stick to 
stealth. 

When you take control, equip the Mk2 and crawl to the eastern side of the 
ship, which is the left in this case since you're facing south. Crawl down 
the path here and shoot the two Haven Troopers that begin walking towards 
you. If you can, aim for the one behind the other to avoid her partner from 
getting suspicious. Once they've both been knocked out, continue down the 
side of the ship. Another pair of Haven Troopers jump down from the second 
floor in front of you, so take them out as well. 

Keep heading down this path until you reach the two Haven Troopers' bodies. 
Another Trooper will begin walking in Snake's direction, and they may become 
suspicious if they see the bodies lying around. Quickly knock her out with a 
headshot, and wait here for a moment. Two more Troopers are patrolling this 
area, but you can wait for them to walk away and sneak by. As you approach 
your last victim's body, another Haven Trooper be show up farther down - 
knock her out, too. 

Here's where the trouble can begin if you slip up. A Gekko is roaming around 
the south end of the bow - directly in front of the porthole you need to 
enter. We can worry about that later, however, as the task at the moment is 
to simply reach the exit first. There are some crates and a large cylindrical 
tank labeled "R1" in front of you, so stand up and hug the tank to squeeze 
between them and avoid entering the main area where the Gekko is. Once on the 
other side, begin crawling south again, but keep an eye on your radar for any 
hostile blips. Two more Haven Troopers will jump down from the second floor, 
so keep your Mk2 on hand and take them out. 

From here it's a straight run to the exit, but there's a catch. The door you 
need to go through is airtight, and you have to turn the handle several times 
before it opens. This can create problems if you've set off an alert, as you 
probably won't have the time to open it before being attacked. 

With this in mind, crawl around the corner and hide behind a crate east of 
the door. A second Gekko will jump down directly in front of the door, but 
Mei Ling comes through when it counts, and one of her ship's canons hits the 
Gekko, destroying it. With that out of the way, wait for the remaining Gekko 
to walk away, and then quickly run over and open the door. Once inside, grab 
all of the items and enter the elevator. 


005.2 - Command Center

Grab the ammo around in the first room before heading through the door and 
triggering the cinematic. When you regain control, eliminate any Haven 
Troopers you can see, but at the same time make your way out of the center 
circle. Otacon tells you to protect Meryl, but none of the Haven Troopers 
even give her a second thought so don't bother with it. Besides, it's 
impossible to stay next to her because enemies attack from all directions and 
on both the first and second floors. 

Instead, run to the highest level behind the last row of computers and hide 
in the entrance to this area, where you'll benefit from the cover it provides 
on top of preventing anyone from shooting you in the back. From here, look 
down stairway to your left and use the Solid Eye to keep an eye on the Haven 
Troopers' positions. As they run up the stairs to meet you, knock them out 
with the Mk2. Occasionally one of the Haven Troopers will come at you from 
the side, but you should be able to see this on the radar and be prepared for 
it. 

Following the first wave of attacks, more Troopers will appear on the balcony 
above and attack from a distance, so continue to remain crouched in the 
doorway and pick them off one by one with the SVD or Mosin Nagant. The 
Troopers here mainly stand around, taking cover behind the glass railing, so 
this should end up being the easiest part of the fight.  

When the Haven Troopers on the balcony are wiped out, another small team puts 
up one final stand against you, jumping down from the second floor. Make sure 
you have full health and psyche, and knock them out and get ready for the 
boss. 


Boss: Screaming Mantis
 
Fans of the original Metal Gear Solid should find this boss familiar, as it's 
basically a watered down version of Psycho Mantis. Screaming Mantis, however, 
only uses her powers to control people's action, so you don't have to worry 
about dodging objects or having to switch controller ports to prevent Mantis 
from reading your mind. 

That being said, this fight is still a gimmick, so once you figure out how to 
attack it doesn't prove to be much of a challenge. 

When you first take control, Meryl and some Haven Troopers will be under 
Mantis' control, so run from the center area and use the computers for cover. 
If you attempt to shoot her, you'll notice that the crosshairs won't focus on 
Mantis. Give Otacon a call - as before, the good doctor reasons his way to an 
epiphany. Assuming Mantis doesn't actually have telekinetic powers, she must 
be doing something to manipulate people's nanomachines to control them, so 
you'll need something that suppresses nanomachines if you want to make this 
more than a one-sided fight. With that in mind, equip your syringes and jab 
yourself in the neck with one and you'll see the strings around your body 
disappear. 

Now you can actually begin fighting her, but before you do, let's even up the 
sides a bit. Stand near one of the columns at the top of the stairs, equip 
the Solid Eye's night vision, and pick off the six or seven Haven Troopers 
and Meryl with your Mk2 or Mosin Nagant. Now that Mantis' goons are out of 
the way, let's focus on the boss herself. 

Once again, however, you have to pause for a minute, because none of your 
attacks appear to be doing any damage. However, if any of your stray shots 
happen to hit her Psycho Mantis doll hanging on her right side, you'll notice 
that she hunches over in pain. Any sign of pain is a good sign, so focus all 
of your shots at that doll. Since Mantis doesn't attack for herself, she'll 
attempt to revive some of the Haven Troopers and send them your way, but for 
the time being they aren't too aggressive. Strafe around the computers and 
continue shooting the Mantis doll until the mid-battle cinematic plays. As a 
side note, the amount of times you have to hit the Psycho Mantis doll is set, 
so using the RPG-7 isn't any more effective than using a pistol. Personally, 
I find the M4 to be the easiest weapon to use.  

After three or four hits to her doll, Meryl gets dragged back into the 
equation, and unlike the Haven Troopers, you should actually care about 
keeping her alive. Screaming Mantis will use Meryl as a human shield while 
having her shoot at you, so when she floats by you, put Meryl in a CQC hold 
and inject her with one of your syringes. This will release her from Mantis' 
control and get her out of the way, allowing you to fight without worrying 
about accidentally killing an ally. Without having Meryl as a distraction, 
knock out any Haven Troopers that have been taken over again before 
continuing to attack her Psycho Mantis doll. Following another half-dozen 
hits, another short cinematic will play. 

Screaming Mantis takes another leaf out of Psycho Mantis' book and orders 
Meryl to commit suicide. If you're close by, you can run up and inject her 
with another syringe, but otherwise stay behind cover and shoot her with the 
Mk2. Without Meryl, Mantis finally throws everything she has at Snake, 
aggressively ordering her Haven Trooper pawns to attack, and uses others as 
human shields for the doll. This still isn't too much of a problem, since 
most of the Troopers should still be knocked out. Knock out any of the ones 
that aren't, and continue shooting the doll. Mantis may also throw her 
spinning blades at you, which can do quite a bit of damage. You'll know to 
prepare for this attack when Mantis says, "Take this!", but instead of trying 
to avoid them, do everything possible to hit the Psycho Mantis doll, which 
will stop the attack. 

After six or so more hits, the doll it will break from the string and fall to 
the ground, so immediately run over and grab it. As a side note, if you'd 
like a bonus item, shoot the Sorrow doll on Mantis' left side until it falls 
down as well. The Sorrow doll acts the same way as the Mantis one, but now 
you have control over dead guys. Sweet. 

Psycho Mantis doll in hand, give Screaming Mantis a dose of her own medicine 
and fire a nanomachine-controlling blast her way - you can do this by 
equipping the doll from the weapons menu and using it like any other weapon. 
Once Snake has her under his control, the game will tell you to shake the 
controller to fling Screaming Mantis around. Make sure to use long, overly 
dramatic shakes to inflict damage, and continue this until she kicks the 
bucket. 


Boss: Screaming Beauty 

Yawn - these are getting a little tedious, aren't they? As with the others, 
Screaming Beauty will drudge over in her zombie state and attempt to grab 
you. Don't let her, and shoot her with the Mk.2 to knock her out. Just be 
glad there are only four of them... 

Also, if you defeated Screaming Mantis using non-lethal tactics, her doll can 
be found in the north corridor on the lower level of the computer room. To 
register a non-lethal kill, you must hit the doll with the Mk2 or another 
non-lethal weapon - using the Mantis doll on Screaming Mantis herself has no 
effect whatsoever. 


005.3 - Missile Hangar 

The missile hanger is void of any soldiers, but instead they've been replaced 
by Scarabs - an infinite number of them. If you have any chaff grenades, use 
them here to confuse the little monsters - you'll only need one to make it 
through. Besides that, however, don't spend a considerable amount of time 
fighting. Run roll down the catwalk and through the army of Scarabs, only 
stopping to shoot if one of them knocks you down. 

After pushing through the final line of Scarabs, Snake must trudge through 
the corridor that's blasting radiation. At first, Snake simply walks down the 
hall, but eventually his weakened body begins to break down and he's reduced 
to crawling to the end. There's a time limit here, though not displayed, so 
tap Triangle as quickly as you can to inch forward and reach the door at the 
end. This tapping sequence isn't as bad as the torture scenes in the original 
Metal Gear Solid or Sons of Liberty, so you only need to tap fast enough to 
keep the Triangle-button icon from appearing on the screen. As you get closer 
to the exit, you will have to tap faster to keep Snake going, however. 

Once you reach the exit, a cinematic will play showing the MK.III uploading 
FoxAlive, and eventually you'll face the final challenge, the big boss man 
himself, Liquid Ocelot. 


005.4 - Ship Exterior

Boss: Liquid Ocelot
 
True to the character, Liquid just refuses to bite the dust, and this battle 
is broken up into four different versions. The main idea is pretty much the 
same, though, and involves fighting Liquid one-on-one with only your CQC 
abilities as a weapon.

In terms of fighting, Snake has two attacks - his normal punching combo and a 
stronger punch that will knock Liquid down in one hit. To perform the regular 
combo, simply press R1. To use Snake's strong attack, hold L1 and press R1. 
As a bonus, holding L1 will also block some of Liquid's weaker punches. 


- Round One: Liquid Snake - 

This portion of the fight is a mirror of the fight on top of Rex in the 
original Metal Gear Solid - Snake and Liquid even move and control the same 
as they did in the 1998 version. Liquid mainly uses his headbutting attack, 
but he also has a pretty good punching combo you have to watch out for. When 
it comes to offensive, stay just far enough way to avoid Liquid's charge, and 
then quickly lunge forward and strike with a strong punch before he can 
recover. Avoid getting stuck in the corner, and use the columns sticking out 
of the ship for protection if you need to escape from Liquid. If you get too 
close to Liquid, use the regular combo to prevent him from attacking - you 
may also potentially land a few hits as a bonus. The weak punches may not do 
much damage, but the roundhouse kick that ends the combo certainly does. 

With only about an eighth of his life remaining, Liquid Snake transforms in 
Liquid Ocelot, and it's time for Round Two.


- Round Two: Liquid Ocelot - 

The rejuvenated Ocelot is easily the most difficult of the four variations, 
and he now has a lunging punch that's absolutely devastating if it connects. 

The key in this round is avoiding Ocelot's lunging punch. As mentioned, it 
destroys you, and you may not be able to keep up with Ocelot long enough to 
drain his life gauge if you fall far behind early on. However, you'll always 
know when Ocelot is preparing to use his lunging punch, as he dramatically 
winds up and shouts, "Take this!" 

However, attacking becomes pretty obvious. Liquid Ocelot leaves himself wide 
open after he throws everything at you in his lunging punch. When you see him 
winding up, back up or dodge out of the way and wait for him to finish his 
attack. Afterwards, charge forward to catch him off guard and throw a strong 
punch to knock him down. Keep this up and remain on the defense - only 
attacking when the opportunity arises - to win this round. 


- Round Three: Revolver Ocelot - 

Realizing he's on the receiving end of a beatdown, Ocelot shakes away the 
last remnants of Liquid and resorts to using the CQC he picked up from Big 
Boss back in the sixties. Here, Ocelot has an unblockable CQC combo that ends 
with a head smash, and even though he'll probably get more hits in and it 
will look like you're getting destroyed, most of his attacks inflict minimal 
damage. His only attack that you should watch out for involves putting Snake 
in a headlock and choking him, but the only time I've ever been caught in one 
is when he blocked my strong punch. Fortunately, it's not nearly as painful 
as his lunging punch. 

Offensively, Snake finally evens the odds by using his own CQC abilities. 
With this in mind, although it's been faithful to you up to this point, 
abandon the strong punch in this round - it still does the most damage, but 
it's too slow and, as mentioned above, Ocelot will probably counter it with a 
CQC attack. 

You'll want to be more aggressive here, actively going after Ocelot instead 
of waiting for him to come to you. Don't be foolish, of course, since blindly 
running up and swinging your fists will only end with Snake on his back, but 
stay close to Ocelot and attack whenever you can. Your weak punching combo is 
effective enough to deal out enough damage to Ocelot without having to use 
the strong punch, and if you land a few hits, press Triangle to finish Ocelot 
off with an animated CQC attack that does a good amount of damage to boot. 

After the second round and Ocelot's lunging punch, this round should be a 
walk in the park. 


- Round Four: Geriatric Ocelot - 

This isn't really a fight, but you still have to finish Ocelot off. Both of 
you move extremely slowly, but you don't have to worry about running around 
to avoid attacks either. Just get close enough to throw a punch and press R1 
to watch a cinematic of Snake hitting Ocelot, which seems to be fairly 
painful for both parties. If you stand around for too long, Ocelot will also 
attack in the same way, and if you attack from afar you'll get to watch Snake 
flailing around. Ocelot doesn't have a life gauge, but it doesn't take too 
many hits before he finally gives up and croaks - maybe five. Well, he stops 
fighting, anyway - Metal Gear characters have a nasty habit of not dying, so 
I'll hold off on declaring Ocelot deceased just yet. 



With Ocelot out of the picture and the Patriots eliminated, so ends Metal 
Gear Solid 4 - and possibly the series. Congratulations on completing the 
game, but make sure to stick around and watch all of the credits. As always, 
there are several plot twists that are thrown at you right at the end, and in 
particular, an old comrade from the past drops in to visit Snake - and I was 
just saying something about characters not dying, wasn't I? 

There aren't any playable sections remaining, so to avoid spoilers this is 
where this guide will end. My suggestion is to grab a drink, get comfortable, 
and sit back to watch the grand finale. Thanks for reading, and hopefully you 
found this guide as helpful as possible.