__ __ ____ ____ __ __ ___ ____ __ ____ ( \/ )( ___)(_ _) /__\ ( ) / __)( ___) /__\ ( _ \ ) ( )__) )( /(__)\ )(__ ( (_-. )__) /(__)\ ) / (_/\/\_)(____) (__)(__)(__)(____) \___/(____)(__)(__)(_)\_) ___ _____ __ ____ ____ __ / __)( _ )( ) (_ _)( _ \ /. | \__ \ )(_)( )(__ _)(_ )(_) ) (_ _) (___/(_____)(____)(____)(____/ (_) GUNS OF THE PATRIOTS ____________________________ | Metal Gear Solid 4 Guide | | Created by: Axel7174 | | FAQ and Walkthrough | | Copyright 2008 Ryne Gardner| |____________________________| Version History --------------- Version 1.00 - 6/17/08 - 6/27/08 --Guide started. Well, I sort of tried to rush but I had so many other things to do so working on this took some time. I wanted to get this up soon so some sections aren't done yet, but the main walkthrough is. I'm also going to try and diligently get the others up soon. Version 1.25 - 7/1/08 --I made a few changes in information. Some things were just mindless errors I totally didn't notice (perhaps due to my rushing the guide down the stretch). Others included things I meant to put in, but for some reason forgot. I have started the No Kills/Alerts walkthrough, and started adding some of the other things for listing purposes. I threw in a few more frequently asked questions. I also noted in my walkthrough about finding the Stinger in Act 3, but feeling like I had found it once before that. I remembered where: Act 2, and I have fixed that, as well as a few other things. Version 1.35 - 7/2/08 --A few more additions, many of them small fixes and things like that. I also added more to the No Kills/Alerts walkthrough, up to just after the boss in Act 2. Somehow I missed a pretty cool spot in Act 2 and now I've decided to change my walkthrough for a certain part around a little bit. More on the way soon. Version 1.40 - 7/3/08 --Small update due to my being so busy with other things, including preparation for the holiday. I continued the No Kills/Alerts walkthrough, up to Act 2's end. I also added more of the unlockables. I still got more to add there though, so they're on their way. Happy 4th of July folks! Version 1.60 - 7/5/08 --Well, I hope everyone had a nice holiday (for those of you who celebrate it). Anyways, back to business. I added a lot more to the Unlockables, and started the Extras sections with Easter Eggs. More is on the way though. I'm looking to update the No Kills/No Alerts walkthrough tonight. One other thing I added was some info relating to the psyche gauge and flashbacks. Version 1.65 - 7/7/08 --Ok, I'm getting near the end now. I have almost all of the stuff that I wanted to add. I put more unlockables, a few more Easter Eggs, and I also put up to the start of Act 4 in the No Kills/Alerts walkthrough. I'm going to be ready to add submissions soon so please, hold out until then. Version 1.75 - 7/13/08 --This took longer than I wanted, and basically I haven't had time to even touch my PS3 since Wednesday. However, I am happy to say that I now have an HD TV! Oh yay, I'm finally stepping out of the stone age! I can finally read shit on my PS3 games! Wow! No, but seriously, it is really cool. There is good news for you, the readers as well however. I have indeed decided to do something for the long sought after Big Boss Emblem. It will not be in this guide however, and I will probably try to make a separate guide for it, some time after this one is completed or near completed. As for this update, I finished Act 4 in the No Kills/Alerts walkthrough, as well as added a lot of little new pieces of info that I recently discovered or forgot about (meh). Oh, and if you have submitted me tips, don't worry, I haven't forgot. I just wanted to get more of this guide done first, so I'll be adding them really soon. Also, you can consider this guide open to tips now officially, so if you got 'em, please read the submission section at the end of the guide, and you can e-mail me. They better be good! Version 1.80 - 7/15/08 --I finished the No Kills/Alerts walkthrough. I will be starting a separate guide for the BBE soon and it will be located under In-depth FAQs on the MGS4 FAQs page. As for other things, there's a few changes in information, extra tips in strategies, etc. There's a bunch of new routes/areas I added in Act 1. Also, a few more Easter Eggs. I've also finally added the first submissions to this guide. Here's a brief overview: -Added an easier strategy for Act 3 No Kills/Alerts -Finished No Kills/Alerts guide -Added another Easter Egg (more coming so hold on) -More audio flashbacks mentioned in the standard walkthrough -Created Advanced Tips section -Added more info to some Boss strategies -Added several submitted tips Version 1.85 - 7/17/08 --Well, with the No Kills/Alerts guide done, I have to say, this FAQ might be close to completion. I'm gonna try to skim through it and find any other things that need tweaking. For example, I have revised the Crying Wolf boss strategy (standard), and also added other various tips here and there. I'm still in the process of confirming a bunch more locations for iPod songs. For the future, you can hopefully expect a BBE guide. That's all for now, here's what's new: -More Easter Eggs added -Revised Crying Wolf strategy (standard) -Added a few more Advanced Tips -Added Cheats section under Extras -Added information on extra passwords to enter at Otacon's computer under Fun Things To Do Version 1.90 - 7/23/08 --A few small updates. Worked on confirming some new information, improved a few things here and there. Not much else to say. I'm going to be starting the separate guide soon, I hope. -Revised strategy for Act 1 - Red Zone (No Kills/Alerts) -New finds added for Act 1 - Urban Ruins -Updated the walkthrough to incorporate finding more iPod songs -Added more Easter Eggs -Fixed a whole mess of errors Version 1.95 - 8/1/08 --Went a while without an update. I actually figured I did have a few more things to add, mostly in the realm of general information about the game. There is still more to add, such as the Ghosts that I have been sort of purposely neglecting for a while now. I will of course still be adding tips, easter eggs, and the like but I imagine a Final version is on the horizon. As for the other guide, it's in the works, but let me say don't expect to see it really soon. Version 2.00 - 8/8/08 --I hope to finish this guide soon. I'm trying to find more time to sit down and finish some things up. I hate to say it, but my next semester of college is right around the corner (bleh), so I have to take that into account as well. Anyways, I made a few small updates, changes, etc, including a few new submissions. Version 2.10 - 8/26/08 --Well, I'm almost done I hope. I wanted to finish this completely before school but alas, that's not possible. I have classes starting tomorrow; gotta wake up bright and early at 5 AM. Ugh. Junior year of College, hoorah -_-. In any case, I made some small fixes, updates, etc. Added a few tips and another FAQ question. Also, if you're interested, I finished my BBE guide. It doesn't look like it will be accepted however, due to the fact one already exists. Kinda sucks, but I will just add the information to this guide if I have to. Version 2.50 - 8/27/08 --Well, you can call this a big update. And for the simple reason of getting attention to this point... ***BIG BOSS EMBLEM WALKTHROUGH ADDED TO THIS GUIDE*** Yes, since I unfortunately couldn't get it in as a separate file, I made my current guide even more bloated. With the addition of the BBE walkthrough, I'm cutting the No Kills/Alerts walkthrough out of it. More information on that decision in the "About This Guide" section. To reflect this change, a lot of things have been also moved around or changed. For example, the tips for the No Kills/Alerts walkthrough have been added to the Advanced Tips and the boss strategies from that walkthrough have been moved to their own new section. Refer to the Table of Contents for where to go to get your BBE fix. Version 2.55 - 9/15/08 --Friends, let me tell you something. Life is full of peaks and valleys. Just when things seem like they're going swell, everything takes a sudden turn. You buy a new game system, then get mugged on the street by some hobo. You invent a new device to help handicapped people get around in even more places, then you get hit by a bus. Or maybe you're like me, and your computer just up and decides to deliver you a big "Fu*k you" and die. Yeah... my harddrive got fried and that meant no computer or internet access for a week. Not as bad as it sounds, but I had school work to do, and just now I've gotten a new HDD. The good news? Well, I got my car hooked up with a nice stereo system and new speakers. Major schwingage. Oh... good news for you? Haha, right, right. Well, I added a few tips, if that counts for anything. Final update soon I hope. But first I have to lament the loss of all my music, video, and text files in a flood of my own tears. FINAL Version - 10/18/08 --Yes, the time has finally come! I've accomplished all my goals with this guide at last and have stamped with a Final. I've added the Ghosts section which can be found in the Fun Things To Do section of the guide. Basically from here on out, I won't be adding any new sections or anything of that sort. The only thing that may be updated is the Easter Egg section. I will still also accept tips and stuff like that. I'm actually currently checking over one bit of info that was submitted to me recently and I'll be adding it soon most likely. Since I won't be updating the Version History either, I might notify you by e-mail if your tip has been added. Well, that's all for now! Table of Contents 1. Introduction........................................... (hrwr) * About the Author * About This Guide (what to expect) * About Metal Gear Solid 2. Snake's Intel....................................... (intl) * What Are We Looking At Here? * OctoCamo * Button Layout * Triangle - Special Actions * CQC * Other Things * Enemies * Advanced Tips 3. Standard Walkthrough................................... (wlkt) * Foreword * Act I.................................................. (act1) * Act II................................................. (act2) * Act III................................................ (act3) * Act IV................................................. (act4) * Act V.................................................. (act5) 4. Big Boss Emblem Walkthrough............................ (bbew) * Foreword * The Requirements * Before You Begin * BBE Tips * Beating the Clock * Act I.................................................. (bbe1) * Act II................................................. (bbe2) * Act III................................................ (bbe3) * Act IV................................................. (bbe4) * Act V.................................................. (bbe5) 5. Extras................................................. (exra) * Non-lethal Boss Strategies............................. (nlbb) * Easter Eggs............................................ (ovresy) * Fun Things To Do....................................... (hvfn) * Cheats................................................. (chts) 6. Unlockables............................................ (unlk) * Weapons/Items.......................................... (wpns) * FaceCamo............................................... (fccm) * Costumes............................................... (cstu) * Emblems................................................ (embd) * iPod Songs............................................. (hlycrp) * Other.................................................. (otra) 7. Miscellaneous.......................................... (mscl) * Frequently Asked Questions............................. (afak) * Regarding Submissions * Credits/Special Thanks * Contact Info * Legal Gibberish _________________________________________________________________ / \ -]| Introduction - Here We Are (hrwr) |[- \_________________________________________________________________/ About the Author ---------------- Well, this is going to sound awfully repetitive, but... what can I say? I'm making yet another guide. This is going to be third guide and you know the strange part about it? All of my guides so far have been for games issuing their fourth installments. Yes, all for game series who produced their 4th game. Devil May Cry 4, Grand Theft Auto IV. Now here we are, a guide for the much anticipated Metal Gear Solid 4. All I can say about myself is I'm here to help. I enjoy writing and I write a lot of stories and so forth and English is more or less my strongest subject, so all of those go into the idea of making a guide. I'm a resident New Yorker and I just like to have a good time with friends and play baseball, and of course, chill back and play a good video game. About This Guide (What To Expect) --------------------------------- In this guide, I'm hoping to provide a quality walkthrough to help players get through the main story. On top of that, I have also provided a walkthrough for the long sought after Big Boss Emblem. It will be replacing my No Kills/Alerts walkthrough to accommodate this change. Reason is the No Kills/Alerts guide is like 75% of what the BBE guide offers, so there's no point in clogging this guide with three walkthroughs. However, the No Kills/Alerts walkthrough also covered getting the Solar Gun and some FaceCamos, and in that light, I will be saving the Non-lethal Boss strategies, but placing them in a different section. When it comes to spoilers, I will not ever discuss any of the game's lengthy revelations and other things that pertain to the intricate plot. I may often say, "Watch the scene. (insert character) will tell you to go _______ " and for the most part, I will be avoiding spoilers in doing this. You won't have to worry about me revealing anything such as the game's ending or anything like that during the course of this guide. However, some minor spoilers may be mentioned in the Extras and Unlockables sections so just be aware of that. About Metal Gear Solid ---------------------- I have to admit, I'm now a huge Kojima fan. My first Metal Gear Solid game was Metal Gear Solid 2: Sons of Liberty. The game itself always talked about things from the first game. It was such a rich and rewarding experience, but it made me hunger for more. I wanted to know, what is FOXHOUND? Who exactly is this guy Liquid? What exactly did Snake had to go through? So I played Metal Gear Solid, the original, and was also, quite rewarded. Thanks to MGS3: Subsistence, I also got a chance to play original MG games as well. I was impressed and entranced by Kojima's way of entertainment. Kojima expressed once that he doesn't see videogames as art. I find it somewhat ironic because in my opinion, the MGS series is a rare find. It's got a wonderful gameplay system, surrounded by a story that is well told with quality voice acting and cinematic beauty. It may not be the best game series ever, but it's still a very good one. _________________________________________________________________ / \ -]| Snake's Intel (intl) |[- \_________________________________________________________________/ What Are We Looking At Here? ---------------------------- Just a brief layout of the HUD display on the screen when you're controlling Snake. Health and Psyche bar: This is the one at the top left it has Snake's name on it as Old Snake. The top solid bar is Snake's health. When it's depleted, Snake of course, dies. THE PSYCHE GAUGE - New in MGS4, but quite similar to the Stamina Gauge from MGS3. If it goes down, Snake's performance is affected. He can't hold his gun straight and his vision is impaired slightly. Perhaps the worst effect of low psyche is that Snake loses the ability to heal his body naturally. Psyche is measured by a smaller factor: Stress. When Stress increases, Psyche goes down so the obvious thing is how to avoid being stressed out? Read on --STRESS-- Under the Psyche gauge during certain situations, you will see (unless you had a crappy TV like I used to have, you won't see it I suppose) the Stress indicator. Stress slowly increases by 0.1 intervals in pressing situations for Snake. As Stress increases, it has more of an effect on Snake's psyche. When the Stress level turns red, you'll see Snake's pyche decrease steadily. Stress becomes a thing to watch for when playing on Solid Normal and above. Certain situations and stimuli will increase and decrease Snake's stress. _______________________________________________ |Stress Increase Factors|Stress Decrease Factors| |-----------------------------------------------| |Direct sunlight |Shade | |Cold weather |Laying prone | |Combat situations |Remaining stealthy | |Alert phase |Compress | |Back pain |Playboy magazines | ------------------------------------------------- Heavy combat will cause Snake's stress to really climb, and may result in a Combat High. Other factors like staying out in the sun will slowly but steadily get Stress to accumulate over time. It can be reversed if Snake stays in the shade. Crouching for prolonged periods will cause Snake back pain, but using a Compress will prevent any significant stress increase. If all else fails, flip through a Playboy magazine and Snake will feel much more relaxed. Wind/Radar: At the top right, it begins as a wind direction thing. When you have the Solid Eye on however, it displays a much more detailed radar. The small dots of light represent nearby sounds or movement. Camo Index: Much like MGS3, you can see your Camo Index at the top right in the same display. On my crappy TV, I cannot see it for my life. I swear, if I didn't read the instruction manual, I never would have known it was there. It measures how well Snake is blended in. Wear FaceCamo to increase this. Item: When you have an item selected from the Item Menu, it shows up at the bottom left. Weapon: When you have a weapon selected from the Weapon Menu, it shows up at the bottom right. OctoCamo -------- Like in MGS3, camouflage will play a role in Snake's mission. The OctoCamo suit automatically responds to surrounding surfaces and stimuli, mimicing the color and even the texture. Thus, this allows Snake to blend in with almost anything at any location. The degree of success is measured by the Camo Index in the top right. The higher the percent, the better Snake's disguise is. It goes down when he is moving or making other hostile actions. Also, like in MGS3, no matter how well Snake is hidden, he can be discovered if an enemy gets too close. OctoCamo has two settings. The default is Auto which allows you to easily blend in just by pressing up against a wall or laying flat on the ground. In a few seconds, the camo will kick in and copy the color of the nearby surface. The other setting is one MGS3 players are more familiar with, and that is Manual. On Manual, you will have to enter the Camo submenu from the Pause menu and select by hand which camo suit you which to use, and see how well it blends in to the current area. Auto works best because you never have to second guess yourself on how well you're hidden. The OctoCamo only has a few preset suits however. You can obtain more by blending in with various areas and then permanently copying that color scheme to some sort of internal database for future use. You can do this by blending, then going to Camo from the Pause menu, and selecting Register Camo. This lets you copy the current camo scheme and adds it as a permanent selectable camo suit. Snake's suit comes with a few preset options, and you can register up to 10 new schemes, as well as download more if you have that option. Button Layout ------------- Ok, I'm going to outline all of the controls briefly. If you want more help, refer to that little booklet that comes with your game. You know... the instruction manual (da da daaaaah!). It's important to get used to the controls since some things have changed since the last installment. We'll start with the basics. _____________________________________________________________________________ |Button|Not Moving |Moving |When Aiming |Laying Flat |Behind Cover | |-----------------------------------------------------------------------------| |X |Prone/Lay flat|Roll |N/A |Prone/Stand |Stand/Prone | |-----------------------------------------------------------------------------| |Square|N/A |N/A |Autoaim/Manual|N/A |N/A | |-----------------------------------------------------------------------------| |Circle|Reload |Reload |Reload |Reload |Reload | |-----------------------------------------------------------------------------| |Triang|Cover/Special |Climb |Scope/FPV |Play dead/turn |Leave cover | |-----------------------------------------------------------------------------| |LAS |Walk/Run |Run |Move Snake |Crawl |Move along wall| |-----------------------------------------------------------------------------| |RAS |Camera |Camera |Move Reticle |Camera |Camera | |-----------------------------------------------------------------------------| |L1 |Aim |Aim |N/A |Aim |Jump out shot | |-----------------------------------------------------------------------------| |L2 |Items/Equip |Items/E.|Items/Equip |Items/Equip |Items/Equip | |-----------------------------------------------------------------------------| |L3 |N/A |N/A |N/A |N/A |N/A | |-----------------------------------------------------------------------------| |R1 |CQC |CQC |Fire Weapon |N/A |Fire/Tap wall | |-----------------------------------------------------------------------------| |R2 |Weapons/Equip |Wep/Eq. |Weapons/Equip |Weapons/Equip |Weapons/Equip | |-----------------------------------------------------------------------------| |R3 |Center camera |C. Cam. |L/R Shoulder |Center camera |Center Camera | ----------------------------------------------------------------------------- Triangle - Special Actions -------------------------- In many situations, the function of the Triangle button will change. Most of the time, you will be using it to enter and leave cover behind walls and other objects. However, there are times when the function will change. You can use the button to climb up small ledges like onto crates and such, as well as climb ladders. There are even more times however, that you'll find during the course of the game where the Triangle button will appear and prompt you to do something special. It also figures prominently into the next section. Snake - Soldier Interactions ----------------------------- When dealing with enemy soldiers, there are few things to cover about the controls in particular. R1 becomes your CQC button (covered next), and things like movement become important. Don't run, lest you give your position away to the enemy. Tilt the stick slightly to walk. This will allow you to get the jump on your enemy and perform some CQC moves. Again, that's all covered in the next part. We have a few techniques to go over first. -Hold Ups: To hold up an enemy soldier, sneak up on them and point your gun with L1. Snake will tell them to freeze and the enemy will put their hands up and drop their gun. -Shake for items: Right after you've held someone up, while still holding L1, maneuver Snake to the front of your enemy and then release L1. Press triangle to begin searching for items. Snake will search the enemy's body and the prompt for Triangle will appear. Press it at the right time and you'll get some ammo and other items from the soldier. Time it wrong and you'll miss. Eventually, Snake will then be able to stun the enemy, so time that prompt right to knock the soldier out. -Picking up bodies: Stand near a dead or incapacitated soldier and hold the Triangle button to pick up their body. Using the Left Analog Stick, you can drag their body around. The reason for doing this is to hide it from other enemies that may spot it and therefore will call in back up. However, leaving a body can be useful (see tips). -Hiding bodies: Often times, if you know where the enemy searches, you can keep them from finding their fallen comrades if you place the body in the right place. However, if you want to be sure, drag the body to a nearby locker (if there is one). The locker needs to be open. Drag the body into it and Snake will put them inside and close the door. CQC - Close Quarters Combat --------------------------- CQC returns from MGS3 and it's much improved this time around. It's a valuable weapon for Snake in his mission. There are a number of different CQC techniques and they change depending on Snake's situation. In a way, this is an offshoot of the previous section because obviously, CQC requires an enemy soldier as well. *======* Basics *======* Grabbing: Grab an enemy with R1 and Snake will place them in a chokehold. This can only be done with one handed weapons (pistols) or with no weapon equipped at all. Melee: If you have no weapon or just a pistol equipped, pressing R1 three times in succession will let Snake perform a short melee combo. If he has an assault rifle weapon equipped, he can perform a one hit strike attack with it. Holding an Enemy vs Choking: Hold R1 lightly to simply hold an enemy. Use the left analog stick to drag them around. *==========* Techniques *==========* -Throw Enemy to Ground: Press R1 and down on the Left Analog Stick at the same time to toss the enemy hard to the ground. This will stun them for a short time. -Knock Weapon Away: After grabbing with R1, release R1 as Snake is pulling the enemy toward him, then hit R1 again to make the enemy drop their weapon. -Choke Out: Hold R1 firmly to choke an enemy. Eventually they will be knocked out. -Snap Neck: Keep tapping R1 when the enemy is held in CQC and eventually their neck will break -Throw to Ground: After already grabbing an enemy, press down on the Left Analog Stick and R1 to throw them down. This is not as powerful as the normal throw, so it will not knock the enemy out, so be mindful of that. -Human Shield: While holding R1 to keep the enemy in your grasp, use L1 to aim your pistol and use the held soldier as a human shield. Other enemies will hesitate to fire at you. It makes getting out of hairy situations much easier. -Assault Rifle Throw Down: With an M4 or other assault rifle equipped, approach an enemy and press down on the Left Analog Stick and R1. Snake will perform a quick combo which ends with a throw down, knocking the soldier unconscious. -Choke Out on Ground: While holding an enemy, press X to crouch, then release R1 quickly. Press R1 again immediately and down on the Left Analog Stick at the same time to place the enemy face down and get on top of them. Hold R1 and the enemy will eventually be choked into a stunned position. *============* Other Things *============* There are a few more things to watch out for when you play the game. While they don't allow you full control, there is a bit of limited player interaction in these specific sequences. -Flashbacks: When watching cutscenes, you may see an X prompt in the top right. Press X several times to see various flashbacks that are relevant to the previous MGS games and other things. There are a few hidden ones however when X doesn't show up but you can still hit it to see something. -Snake's View: You can get a glimpse of what Snake is looking at during some scenes by looking for the L1 prompt in the top left corner. Hold it to see what Snake sees. Like flashbacks, there are a few hidden ones where the prompt does not appear. Psyche Drops: During cutscenes, some things characters say to Snake, or at times, Snake's own actions result in him getting a drop in Psyche. You can tell this when the Health/Psyche gauge becomes visible during the scene and the Psyche drops a little. Prevent this by tapping X repeatedly when it drops to restore it back. *=======* Enemies *=======* Snake doesn't face a wide array of enemies, but a few of them can be more deadly than most enemies he's fought in his video game career! Boning up on them might just help you avoid a swift death. PMC Soldier ----------- Where: Acts 1, 2, and 3 Description: Your most typical MGS enemy Equipment: Mk. 17, Grenades, Stun G., WP G., G3A3, M60E4, etc. Difficulty: 1/5 Tips: All strategies in dealing with enemies advocate stealth as a primary option, but sometimes, as you know, being stealthy isn't always easy. So when you have to, favor pistols or automatic weapons and submachine guns. These guys go down pretty easily. When you're remaining stealthy, use the Mk. 2 and Stun Grenades. Very susceptible to CQC moves. Use Human Shield when you get in a bind. FROG Soldier ------------ Where: Acts 1, 2, 3, and 5 Description: Female soldiers with special armor and combat abilities. Equipment: P90, Five-Seven Difficulty: 2/5 Tips: Avoid using the Solid Eye when trying to sneak through an area with these gals. They can detect the sound. Also avoid CQCing them directly. Direct means when they can clearly see you coming. The FROGs have a counterattack and most of the time, it will backfire on you. If you can sneak up on them, it's easier, but avoid doing it directly. They like to move around, using the ceilings and walls to cling to. Don't let them flank you and use assault rifles and the like, as well as sniper rifles and sometimes grenades. Gekko ----- Where: All Acts Description: Unmanned mech unit, uses sounds of Cicada and Bull Weapons: Machine gun, grenades Difficulty: 4/5 Tips: The most primary strategy is to just avoid detection at all costs. There are times when **** happens though, and also a time (Act 4) where killing them becomes a necessity. Without the Rail Gun, killing a Gekko is not all that hard. The important thing is to keep moving and never let it get too close to you. The Gekko's kick attacks are deadly and will obliterate Snake. Use the Solid Eye to find the Gekko's weak points. Fire at its legs to bring it to its knees. Aim for the neck to bring it all the way down, then fire at the head until it blows up. When you get the Rail Gun, charge it up all the way and deliver a shot to the head for an instant kill. Raven's Minions --------------- Where: Act 3 Description: Unmanned flying units that look like birds, drop bombs from above Weapons: Rockets, bombs Difficulty: 1/5 Tips: These things are pretty easy. During the chase sequence, just aim at them with your submachine gun. You only have to be so accurate and they are very weak. During the boss fight, take them out if you prefer, it will make things a little easier. They offer a little problem if they start attacking so stay in the building. Scarab ------ Where: Acts 4 and 5 Description: Small spherical units with 3 arms, they move in groups Equipment: DE Difficulty: 3/5 Tips: These guys are really annoying and they prove that in Act 4. They comb the area and being spotted by a single one of them brings on a hellish experience for Snake. They attack in giant swarms and respawn continually until you shake the Alert phase, which is by the way, not easy. Killing a Scarab may often call in even more too which makes things harder as well so avoid it most times. Learn their patrol routes and avoid their search beams. Their biggest weakness? Chaff Grenades. Hope you saved up! If you get attacked, don't let them swarm you. Use a Machine Gun or the MGL-140. They may grab Snake and use a laser on him, just execute a roll with X when they latch on. *=============* Advanced Tips *=============* Just some random tidbits of information, ranging from near common knowledge tips to lesser known ones. Various things to help you in achieving more when playing MGS4. 1. Crouch when you can, it is less conspicuous and draws less attention than when running 2. Avoid using guns with light attachments when trying to be stealthy, they'll give you away all to easily 3. On the battlefield, especially in the earlier acts, it can be hard to get a grip on things with the constant gunfire, explosions and so forth. Use the Solid Eye to sort things out. Enemies are red and allies are blue 4. Earning the trust of the rebels can help you out, especially on the hardest difficulties where (according to a friend), they too, can alert you! 5. Beware of places where enemies respawn endlessly and don't get caught fending them off forever 6. Although you really don't have to pay attention to it as much as in MGS3, refer to the Camo Index (top right on HUD) to see how well you blend in. In general, anything above 65% means you won't be spotted, unless of course, you move 7. The Threat Ring might also be of use if for some reason you can't see an enemy nearby. If a part of the ring elevates into a peak, that means something is close by. The higher the peak the bigger the object is. A small peak may be something like a mouse. I really never found it that helpful because of radar, but it's there 8. Although you can indeed hide bodies, leaving them can prove to be more helpful in some cases. If you can lure another soldier to find the downed one, you can usually get a good jump on him as well 9. To avoid any trouble from the rebels (especially if you don't feel like buying them out), just wear the appropriate disguise and they will like you 10. Watch your psyche carefully, especially on later difficulties, and try to avoid the situations where it is depleted faster 11. Get a feel for which healing items restore more, and manage them into categories as such, for casual, bigger wounds, and much needed health restoration, based on the severity of your injuries 12. When in doubt, call Otacon. Frankly, in some cases, he couldn't always give me the hint I needed but don't sweat 13. When dealing with the "Beauties", choose weapons that have automatic fire to really light them up, or if you're going for no kills, the M870 with V-Ring 14. Playing dead in certain situations, especially with the Corpse Camo on, can help 15. Also, playing dead can help restore some of Snake's health, allowing you to better manage your healing items (thanks to M for this) 16. When it comes to Scarabs, just use Chaff Grenades, for your own sanity, please 17. Never underestimate how useful the Mk. II/III can be in scouting. It can also help you take some enemies out and even procure items for you 18. It goes without saying but, if it's dark, infrared can be a big help 19. My friend put this pretty simply. Never underestimate how helpful the Drum Can and Cardboard Box can be 20. CQC can be a life saver. The Human Shield technique can really save you in the middle of big fire fights, because it really immobilizes nearby enemies 21. Conserve the battery life on the Solid Eye when possible, refer to it for just quick moments when you need it, then leave it off 22. Taking the time to make more accurate shots (headshots especially), can be a big help in saving ammo, especially on later difficulties Tips for avoiding Alerts/Kills ------------------------------ 1. Use the radar (with Solid Eye on) to show you where nearby enemies may be 2. Make it a habit not to use lethal weapons except when fighting things like Gekkos and Raven's minions 3. Stun Grenades can be a big help, but only use them in the right situations 4. Learn to like crawling and use OctoCamo well 5. Be very careful when dealing with PMCs, try to avoid confrontation 6. Watch out when you do take out PMCs, some of them respawn very fast and you can get caught when you think it's safe to proceed 7. Use. Infrared. A lot. Even when it's daytime out, the infrared setting on the Solid Eye clearly delineates enemies and this is helpful so that you can always see what's coming. 8. Save often. Every time you pass a checkpoint, save the game. A checkpoint is when the screen fades and then it says "Press Start to continue." Save when you get to these parts and if you mess up you can reload from there. 9. Be extremely careful when using the Mosin Nagant. It's sound can give your position away if your targets are too close. If they are close enough to hear your Mosin Nagant shot, you should have used the Mk. 2. 10. Try using the Mk. II/III in more situations that you didn't before, but be warned. If you're not using its stealth function, and the MK. II/III is spotted, it will trigger an alert also. 11. Stun Grenades can give you away if they are not close enough to the enemy. Try to be more precise and try throwing only from the laying position when in camo. 12. Check your stats when you're in the middle of an act if you're unsure if you still have 0 kills/alerts. You don't want to accidentally save if you have gotten one of either. Quit out to the main menu and load the Mission Briefing for the current Act. On the main split screen, on that orange bar, your current stats will scroll across. 13. Never use a gun with a light attachment. Most of the guns you're using should be non-lethal anyway, so some of them can't use lights (exception: M870) but still, avoid the lights whenever possible since they can give your position away easily when aiming at enemies from hiding spots. 14. Just remember to avoid confusion. Mk. 2 = tranquilizer gun. Mk. II = The robot pal you get from Otacon. 15. Don't be afraid to make separate saves for different areas in each Act, especially if you don't check your progress regularly by going to the mission briefings (see tip #12). You don't want to accidentally save over an alert or kill so if you do make a mistake, you can hopefully reload before you messed up. _________________________________________________________________ / \ -]| Walkthrough (wlkt) |[- \_________________________________________________________________/ Foreword -------- This walkthrough is, and I will emphasize this, made for a very basic run through. By that I mean, you want to just get through the game and you don't care if you kill your enemies and bosses or not. If you're looking to stamina kill bosses, then seek out the second walkthrough further down. I decided to loop No Kills/Alerts with the stamina boss killing strategies in one, since they go hand in hand with each other. This walkthrough is meant to be your first playthrough, whereas the second is geared toward those who have already beaten the game, and therefore want to get some unlockables by trying to get no alerts/kills and stamina killing the bosses. ***This guide was made to suit the Solid Normal difficulty. You may notice slight differences playing it on a different setting.*** _____ __________________________________________ (, / | _ / /---| _ _/_ / / / LIQUID SUN ) / |_(__(__ / / (act1) (_/ / / / _____________________/ Watch the cutscenes. After a few moments, you'll gain control. You'll start out at.... Middle East - Ground Zero ------------------------- From where you are now, get on your stomach and crawl under the nearby truck. You'll find a ration tucked away there. To continue, go to the other truck and crawl under it. If you take too long, this will be done automatically. Watch the next scene. When it's over, you'll be standing behind a bunch of crates with a fallen Rebel soldier near you. Walk over the gun near him to pick it up. You get an AK-102. Now just proceed forward. Don't bother shooting these guys around you; they're not your enemies. Just move north for another scene. All hell breaks loose when the Gekkos show up. After the scene, enter the door right next to your position. Climb up the stairs to the second floor. On the wall to your left is a big hole. Run toward it and hit X to roll out of the wall and onto the street below. Go left to the next street, then right at the corner. If a Gekko spots you, just run. At the corner turn right and take cover near the next street. There's a large opening across and to the north into a sanctuary of sorts. That's your destination, but DON'T run out there right away. Stay behind all the junk at the corner. Another Gekko will fall out of the sky and if you had run out there right away, it might have killed you instantly with the impact. Just stay where you are and let it pass by. If you use the junk and so forth for cover, you should be fine if it turns toward you. If it does see you however, run for it fast. Just get across the street and into that large opening for a bunch of scenes. When they're over, you'll get a Codec call from Otacon. Otacon will tell you to meet up with the Mk. II and that becomes your next objective. After that you'll be rewarded with OctoCamo. This is the function built into Snake's new suit that lets him mimic the appearance of surrounding surfaces, as you saw in one of the previous cutscenes. It will be one of the most valuable assets for Snake in this mission. Middle East - Red Zone NW Sector -------------------------------- From where you are now, turn around and go down the alley. You'll find a dead soldier there. Pick up his AK for some ammo. Head back and turn right twice to get onto the main street. Some soldiers are patrolling here. Stay under the roof and look for the opening on the right wall. Enter here and move forward. In the next room, there's a ration sitting in front of all the junk right across from the open doorway. You'll see a scene where an enemy APC will roll in and drop off more troops. Just keep moving forward in this room til you reach the door. Don't go out this way though. Lay down and crawl through the hole adjacent to the door. Inside here you'll find an Arsenal Compress, useful if you get any back aches. When you get out of the crawlspace, move out back to the street. While still crawling, turn the corner and stay in between the wall and the destroyed car. The APC vehicle has a sensor so you don't want it to spot you. Enter the door on your right when you get the chance. Inside is a dead soldier and a gun. Pick it up for more ammo, then keep moving toward that big pile of debris. Crawl again and you can slip underneath. You'll see a rebel solider get executed by a PMC. Stay still and wait for the PMC to move away. You can kill him if you want by headshotting him from the ground with your AK, but you might want to go with a more subtle tactic. It's up to you but we're gonna knock him out with some CQC. Get on your feet and slowly creep up behind him. Then press R1 and down on the Left Analog Stick at the same time. Snake will throw the enemy to the ground and knock him out. He'll also drop his gun, an MK. 17, which has an ID lock unfortunately, so you can't use it. Proceed down this alley where the pile of boxes are at the end. When you get close to the street, you'll see a solider prone there. Crawl and activate your OctoCamo. Just wait for the soldier to proceed forward. Another PMC soldier will also move forward, coming from the right. Wait for them both to pass, then crawl out of there and turn right. When the coast is clear, get on your feet and proceed toward the door behind the large container. Middle East - Red Zone ---------------------- You might remember this area if you watched the 15 minute gameplay trailer. The sad part is, you can't do everything that was done in that trailer, such as use a sniper rifle. Oh well. You can still camouflage yourself among the statues in front of you by climbing onto the pedestal with triangle, then pressing it again. Snake will blend in with the other statues. Unfortunately, it's not really useful since the only nearby patrol will soon slip out of sight. If you get spotted though, run back here if you'd like and use it. Also, blend in three times with the statues for something funny. Anyways, when you're ready, proceed up the stairs to the left of where you entered. As Otacon advises, use X to roll across the gap. There might be an enemy soldier beyond the doorway. If so, wait for him to move into the adjacent room. Take cover near the doorway here to blend in with the wall. Wait for him to come back into the room. Again, the choice is up to you whether you want to ignore him or not. I'm going to hold him up and shake him down for items. To do that, sneak up on him and when behind, point your gun at him with L1 to get him to throw his hands up and drop his gun. Move in front of him and let go of L1, then press Triangle to begin the search. Press Triangle when the prompts show up to find items, but time it wrong and you'll miss. Time it on the last prompt to knock the enemy out. Otherwise just CQC him. Holding up the enemies here may yield some new weapons though, like Stun and WP Grenades. With that taken care of, open the second nearby locker for a Playboy magazine. Useful for distracting enemies. Move out the doorway that the PMC soldier was hanging around at. Turn around and go down the stairs. In this room is another set of lockers, on which holds another Ration. Go back upstairs. Move toward the large opening in the wall there. Jump over the gap with Triangle and then just proceed. Stay prone here and just keep moving; if you're standing, you might attract the attention of another PMC soldier. Keep moving up this ledge to the very end. Here, you'll see a large green container below you. Drop down here. In the corner across from the container is a Compress. Use the container as cover and see if you can spot the enemy soldier. If he's coming toward you, just stay where you are. When he turns his back, go ahead and run out and turn right. In this alley, you'll see some more PMC soldiers ahead. There's a dumpster on your right if you need to hide. These two PMC soldiers will turn around and come down the alley toward you. Don't stay at the corner of the wall because they'll see you. Instead, move into the alley and just lay flat, using OctoCamo to hide yourself. The patrol will come down, peek in, and then move into the adjacent street. Now you can proceed. Turn right to face that first alley again, and enter the opening in the wall on your right for a scene. You get a bunch of new goodies now. For one, you've got the use of the Mk. II, which can help you do some recon. It has stealth so you can have it run around and stun enemies or pick up items for Snake. It has limited range though, like an RC car so send it out too far and you won't be able to use it. You also receive two new guns, an Operator pistol, and the Mk. 2 Pistol which is your standard tranquilizer gun. On top of that, you get the Solid Eye which has numerous functions, including personnel data, highlighting of items, better radar, and infrared/night vision functions. Schwing! Move forward. A group of PMC soldiers will fire on rebels down the way. Just sit tight and wait for them to move. When they're gone, get onto the street and lay low. If you want, tranq or kill the soldiers, or just let them keep moving. They'll all enter the barricades on the left. Creep up toward the two you can see easily. Tranq or kill them both. The Solid Eye makes dropped weapons and items easier to see. Keep picking up their stuff. Enter the barricade they've set up under that little roof. Take down any more PMC soldiers, then, scurry across the street to the other side. These guys are rebels, so they won't attack you. They don't exactly "like" you yet either though. We want the next part to go easily so let's change that. Take cover behind the sandbag barricade and look down the street. There's an enemy APC with a gun turret, which you can't do much about now. However, there are a few enemy soldiers taking cover near there. Take them down and the rebels will see that and appreciate the help, and therefore they will like Snake more. Let's seal the deal though. To the right of all the barricades is a doorway. It might be hard to see but it's there. There might be a rebel coming out of the door. Have a Ration or other healing item equipped, and walk up to him. Press Triangle when the prompt shows up and Snake will give the rebel the item. Do this and it will make any militias like you more, and may yield rewards as well. Give them more items if you wish, otherwise just proceed into the door. Middle East - Militia Safehouse ------------------------------- You're inside the rebels' underground base. Rebels are all around. If you did not help them you might have to treat this part like a sneaking mission. Avoid the rebels at all costs by using your OctoCamo. If you did help them out and gave some items, they probably still won't like Snake yet (unless you're playing on a lower difficulty in which case they're easy to please). In this case, you will have two options. The rebels will see you if you don't hide and they'll confront Snake as if he's an enemy, but they will only attack if you run away. If you stay still, they'll let you by. So you can just use sneaking tactics for the most part and if you're seen, don't move, and you can get through this part, no problem. If you want it easier though, keep picking up items you find around here (use the Solid Eye). For every soldier you come across, give him an item. Eventually, they will get hearts above their heads, which means they like Snake now and they won't confront him. Either way, proceed through, picking up items until you reach the room with all the chickens. Pick up some more items here, then proceed down the next hall. There's two rebels. Like I said before, if you can, try to appease them and hopefully they'll start to like Snake. If not, just wait for them to confront you and they should let Snake pass if you don't make any sudden movements. Turn left at this fork here and enter the room with some dead PMC troops. There's some items and ammo here, as well as a new gun, the GSR pistol. Pick it all up, then leave and go down the other fork. In this next room are the injured rebels. Again, if you haven't made them happy, you might want to use stealth here. There's only one uninjured soldier here that can actually see you though. There's some pentazamin on the crate to the left, some ammo near there at a soldier's side, and some ammo in the far right corner. Grab it all and proceed through the next corridor. Before going around the bend, look to your left. In an alcove here, you'll find an iPod song, the "Theme of Tara". Pick it up, and keep moving. In the next small room, there is some ammo to the right. In the next hallway is another rebel. Do what you have to and enter the next room. Here two rebels will be looking over the wing of one of those flying enemies. Go to the far door and into the next hall. Right here is another fork. Look in front of you though with Night Vision on. There's something under that table there right in front of you. Crawl under there to find, yes! The signature cardboard box! Turn left at the fork and enter the room. Pick up the items to find a whole mess of grenades, including regular, Stun, and Smoke. Leave and go down the other way. Here you'll find yet another fork. Turn down the right passage and into another small room. This one yields some much nicer rewards though. You'll find some ammo, among other things, but the most important find is the RPG-7 in the right corner, along with ammo. Wow, bet you didn't expect to get such a powerful weapon this early, huh? There's more though, open the lockers to get a Playboy, some AK ammo, and the Middle Eastern Militia disguise. This is the same outfit Snake wore in the opening scenes. You can now wear this now and in the future (Act 1 only) and the rebels will always like you! Leave this room and go back to the original path. Proceed into another room with two rebels. The corridor after that leads you to a left to right hallway. On the left is some RPG-7 ammo, so pick that up, then go down the opposite way. In this last room you'll find some ammo, a Ration, and the Petro Bomb behind the pillar near the stairs. When you have everything, go up the stairs into the next area. Watch the scene. You'll meet Drebin and afterwards get a call from Otacon. When it's all over, you'll get another call, and then you'll have your hands on the M4 Custom. Now that you've met Drebin, you can start earning points in his shop to buy new guns and ammo for your existing arsenal. This will be helpful in completing the game. Whenever you find guns you already have, Snake will keep the ammo, and the gun itself will be sold to Drebin for points. Also, your performance in the game will now have a chance to earn you points. Have less alerts, less kills, consume less healing items, etc., and you will earn even more Drebin Points. You can also use the points to remove those nasty ID locks on new guns you find, plus you can customize existing weapons. Let's move on, your new objective, as already explained, is to find your informant. Middle East - Urban Ruins ------------------------- From where you are now, turn right down that little alley where the dead soldier is. Take his gun off his hands and you'll hear a chime sound. That means it was sold to Drebin, but you keep the ammo. Now exit this alley and go up the stairs right there. Up here you can find some ammo and stuff. You can see a ledge far across from here. Try rolling toward it. You won't make it, but you should land on a ledge with an RPG-7. Sweet. Drop down now and begin to traverse this maze. I'll lay out instructions for getting through, just for the sake of making sure nobody gets lost, but the easiest way to get through here is to just turn on the Solid Eye's infrared. You can see footprints laid out that will guide you through. Proceed past the fallen soldier and enter the opening on the right. Turn right and go down this corridor. Pick up the gun and turn left. Climb the ledge here and get the ammo, then drop down. Enter the opening here and you'll see two rebels ahead of you get picked off by PMC troops below. Grab their guns for more Drebin Points, then go into the opening on the left wall. Turn right to find a Compress near another dead soldier, then go back the other way. On the right will be another climbable ledge with a ration on top. Turn right here, then right again to another corridor. Proceed forward a little and a brief scene will show the ceiling collapsing. When it's over, move along and turn right, then enter the next space. Go up the makeshift ramp and then hug the wall with Triangle while standing. Use the Left Analog Stick to slide across the wall to the other ledge. If not, you'll have to shimmy across. Get on that ledge and into that opening there to slide down into the last area. Climb up the ledge at the end, and turn right. You'll see a small ramp leading down then what looks like a rectangular hole to drop down into. Do not drop down. Just carefully go down the ramp and turn immediately left. Crouch to get under this low ceiling and you'll find a dead soldier. When you're under here, stand up again and you should be able to see a ledge here. Climb onto it and in this niche here, you will find some Instant Noodles, as well as the iPod song, "Zanzibarland Breeze". With that in hand, go back to the drop point and go in for a cutscene. Middle East - Downtown ---------------------- You'll get the Drum Can after the scene which is a somewhat more useful item than the Cardboard Box. You can press X to put it on its side, and roll into enemies, but if you want to stay stealthy you should avoid that. Anyways, turn the corner and then proceed down the street, hugging the right wall. When you approach the car, turn right and then turn right again into the alley. Around the corner, you'll see some rebel troops. If they still don't like you by now, just fade into the wall with OctoCamo and let them run by. Otherwise, just keep moving and turn left at the street there. Some more rebels will run by. Follow them. They'll get picked off by snipers. Pick up their gear and then proceed into the next area. Lay down and crawl forward. There are snipers ahead of you, as well as other enemies lying in wait. Sneaking is possible, but it's much easier to take the enemies out. Plus, it will make the rebels like you more. Enter Drebin's Shop from the pause menu. Keep in mind on Wednesdays and Sundays, Drebin's prices are slashed by 20%. You should have enough points though for the M14EBR sniper rifle. Buy it and equip it right away. Crawl forward a bit and get behind the barricades. You can go prone here. Now use the rifle and spot the sniper on the high ledge to the far right. Using your scope will make it easier to find him. He's to the left of a telephone pole that's short circuiting. Pick him off first. Then turn your sights back to ground level. Across the plaza behind some sandbags are two other PMC soldiers. Snipe them both. To the left is the first floor window of the building directly across the way from your position. Another enemy will poke his head out every now and then. Pop him, then go up to the third floor with your scope and wait for another enemy. When they're all dead, the rebels will cheer which is good for you. Pick up any dropped weapons from the fallen rebels for much needed Drebin Points. Head across the plaza and into that first floor window (climb through with Triangle). Climb out the other side and then take cover on the right side of the adjacent alley by laying down. Make sure you stay to the right side. Two PMC sentries will come running down to the corner. You might as well pick them both off. Favor your Mk. 2 since it has a silencer. You don't want to give your position away. Take them both down and grab their stuff, then head down the way they came from, past the blue van. You need to stop here and lay down. Stop before that little spot of light on the wall there. Two more PMC troops will come out. Back up very slowly if you want to let them pass, but you'd be better off taking them both down quietly for their weapons for more DP. Proceed when ready, but be wary of another PMC soldier around the next corner. Take him out, then turn left. The alley runs back into the street, and there may be a few PMC soldiers there. One might get killed by rebel gunfire. Take the other or both out and grab their gear, then move to the right. Go prone and move between the ruined car and the wall. You'll reach another open area. The PMCs are on the right, and the rebels are on the left. The PMCs respawn very fast in this area though, so you're better off just ignoring them. In that case, your best course of action is to use the large ditch in front of you and just crawl past the enemy lines. However, if you want to take a risk, hug the right wall and sneak in past the PMC barricades. This will let you sneak up on them. Take them down fast. These two PMCs are replaced very, very fast so if you want, you can camp here and pick up some extra DP. It's not much though and honestly, probably not worth it because getting out of this little area is really tough without being seen by the replacement PMC soldiers. Still, you can try it if you wish. Just crawl through the ditch. A helicopter will start an airstrike above, but it shouldn't be a problem if you keep moving. You can also go behind the Rebels (again they're on the left) and find a niche in the building nearby that you can slip through (thanks to Luigisyoshibuddy for this). When the coast is clear (use the camera to make sure you're out of the PMC soldiers' sight lines), get up and enter the door on the left. Middle East - Advent Palace --------------------------- No enemies here, so don't worry. Doesn't mean you can be lax though. There's a lot of traps here, some that are not as easy to spot as others. In the main room here, you'll find an AK on the table. Ahead of that is a Claymore, made easier to see if you turn on infrared on the Solid Eye. Claymores will go off if you get too close. Veteran MGS players will know how to disable these puppies. Crawl over them and Snake will procure the Claymore without it going off. This will also add it to your weapon inventory. Near the Claymore is a Playboy on the chair. Head to the stairs to the far left corner. Go up and there will be a fallen soldier. Pick up his AK for DP and the Ration nearby. Go up the stairs to the next floor. Head out onto the walkway to find a Compress. The rest is blocked off, as well as the next floor of the stairs, so get back on the stairwell and head down to the first floor again. Now move across to the other stairs, the ones near the door you entered. Go up and immediately you'll see a strange device resting there. It's a pop up Sleep mine. If you get too close, it releases gas that will knock Snake out for a short time. The good news is that all it can do is slow you down, since there are no enemies that can take advantage of you in this situation. Like Claymores, you can crawl over them and collect them as weapons. If you prefer, you can shoot them, but they are useful weapons in the right situations, so you might want to collect them. Proceed up the stairs when you're ready. On the next floor you'll find down the nearby walkway is a box of Stun Grenades, but resting in front of it, is another Claymore. Crawl toward them and pick up the Claymore first, then get the Stun Grenades. Head down the other walkway. There will be another Claymore guarding the next few rooms. Get it first, then explore these areas for some other goodies. In the bathroom are some Smoke Grenades, and in a room to the right there is a Claymore guarding some Instant Noodles. When you've got all that, head all the back to the stairs and go up to the next floor. This is the last floor, but the stairs still lead up. Turn on Infrared to see the Claymore right near you at the base of the next staircase. Grab it, then go up to the top to find a dead end, but also a pack of Instant Noodles. Head back down to explore the previous floor. Turn right and enter the doorway into the kitchen area. There's only ammo here, but in the room to the right of it, there's a Claymore guarding the iPod song, "Level 3 Warning". Pick it up, and some other stuff laying around, including a Ration in the restaurant room, then find the staircase at the end of the other side of the room. Head up to an outdoor area. Proceed from here into the bar room. Watch out for the Sleep Mine right there. There's a Regain on the car counter, and some ammo and some Instant Noodles in the corner. When you got it all, enter the doorway. Approach the red door in the hallway for a few scenes. At the end, Akiba's dimwittedness will cause the FROGs, the elite part of Liquid's army, to appear. When you finally have control, the shooting has already started and you're in the middle of your first unofficial boss fight. []=====BOSS FIGHT - FROG UNIT================================================[] | Right from the get go, you've got a few FROGs in the outdoor area you | |originally entered from. You've got Meryl and Rat Patrol Team 01 on your side| |though, and they have no problem killing some of these enemies for you. Still| |you want to help out so take aim at any nearby enemies with your M4 or other | |weapon. When they're down, a whole lot more will come flying onto the scene | |and land on the roof. Gun them down, as well as any others around the corner.| |Be sure you pick up the P90, which is the signature weapon of the FROGs. Not | |only is it one of my favorite guns, but it's actually a pretty decent weapon | |and I will be recommending it later on. When Meryl and her unit start moving,| |follow them downstairs into the next area. Here, on the opposite walkway, a | |whole lot of Frogs will show up. Some will also jump around and cling to the | |walls. Gun them down easily when they do this. For the others, take good aim | |(use the M14EBR if you need to) and shoot them down. Eventually though, move | |along the walkway to the other side where the unit is just standing around. | |Some more FROGs might be waiting on this adjacent walkway. Gun them down. | | You'll be warned of enemies behind you. Use the pillar as cover and | |look down the walkway you came from. A small group of FROGs will be waiting, | |with some bounding across the ceiling toward you. Make quick work of them, | |trying to use as few bullets as possible. Soon a FROG will swoop in from | |behind on the other walkway so don't let her get the jump on you. Rat Patrol | |will probably start moving at this point, so ignore the other FROGs or gun | |them down. Don't bother using Grenades on them because more often than not, | |they'll use the walls and ceilings to get away. Follow Meryl and her unit | |into the restaurant/kitchen area. Help them gun down more approaching FROGs. | |When the coast is clear, you'll reach the opposite walkway, where they | |attacked from originally. Follow Meryl down the stairs to the next floor. | | Some more FROGs will attack on the opposite walkway, as well as on the| |one above you. If aiming with the M4 becomes too difficult, try using the | |M14EBR. It's easy to get headshots with it and you'll spend less ammo. More | |FROGs will replace the fallen ones. Eventually though, Meryl will have her | |unit move on, so just follow them. They'll move into the bathroom and other | |adjacent rooms. More FROGs will swoop in though, coming from the room across | |from where Meryl is standing. A flashbang will knock Akiba out. Kneel over | |his body and hold Triangle to wake him. Take the FROGs down and any others | |that show up. Go to Johnny (Akiba) and he might drop items for you. If Meryl | |and her unit do not move, that means there are still some FROGs around. Make | |sure you grab the ammo the FROGs drop, you might also find a Five-Seven | |pistol on them. | | When they're dead, follow them into a hallway where a short scene. | |starts. When it's over, follow them down the hole. You can cut in front of | |Jonathan if you'd like, but be careful he doesn't drop down on top of you. | |You'll be on the other side of the first floor bar. There's some Instant | |Noodles tucked away if you need them. A bulldozer will come crashing through,| |letting more FROGs inside. Gun them all down with your M4 or M14EBR or other | |weapons. When they're all dispatched, follow Rat Patrol out the other door | |and into the next room for a scene. | []===========================================================================[] Jump down the elevator shaft, but grab the nearby ammo if you want first. At the bottom of the shaft, enter the next room and approach Meryl's unit again for another scene. You'll get Liquid's location, and getting to his camp is now your new objective. Middle East - Advent Palace Garage ---------------------------------- Nothing to do here but grab the dropped P90's from the FROGs killed in that cutscene. After that, proceed up the slope in the corner and then climb a ledge and over some boxes to reach the next area. Middle East - Crescent Meridian ------------------------------- Leave the corridor to reach the street where you'll see a whole bunch of rebel troops. A tank will then come bustling onto the scene with more rebels aboard. Move down the street, picking up any guns along the way, and enter the ruined building on your left, right near the barbed wire barricade. There's some Pentazamin there so pick that up, then jump out of the window and you'll be on the street with the tank. Use the tank as cover as it moves forward. You'll spot some PMC troops taking cover on the left. Kill or Tranq them, then grab their stuff. Move forward and pop a few more of them, then turn left down the alley there, but be very careful. Around the next corner is where the reinforcements come from and they'll spot you easily. So either wait and then pop them or take them head on. Climb the ladder here and get to the roof. A sniper should be there, laying down. Take him down, then on the far end of this rooftop you’re on, on the other side of the little penthouse, you'll find the Javelin. Call of Duty 4 players might remember this nifty little gun. It doesn't exactly work the same way, but it's a nice weapon all the same. Next, move across the walkway to the other rooftop and you'll find a Ration. Climb back down to ground level now. Move up along the street and you'll encounter more PMC troops. Take them down, and keep moving up. There will be more of them hiding behind a sandbag barricade. Take them down as well and that should quell the threat for now, and start up another rousing cheer from the rebels. Grab any guns and then proceed down the street. There's a barricade blocking your way, so instead move back a little, and on the left side of the street, under an awning, there should be a ladder. Climb up and go around the corner, then drop down to get on that street that was blocked off. Now, a rather surprising turn of events will take place in the form of a cutscene. Middle East - Millennium Park ----------------------------- Now that literally everyone is dead, go ahead and pick up all their guns for some extra DP. After that, proceed forward. Around the next corner are a pair of PMC troops. Lay down and use the OctoCamo, then quietly pick them both off with your Mk. 2 or other gun. Remember that having less kills will earn you more Drebin Points at the end of this Act, but if you've already accumulated a large number of kills, it won't matter. If you look to the right, you'll see the barricades, and an enemy APC with a PMC behind the turret, as well as another PMC standing before the gate. The logical solution may at first seem to include tranquilizing the PMC from afar, then getting the gunner so you can slip in. It's a nice strategy, but let's make it even easier. To the left of where all the barricades are, there should be an alley. It's around the same area where that previous PMC ends his walking routine. Find the alley (there's a dumpster inside), and against the right wall you can find an opening. Slip inside. To your immediate right, behind a stack of crates, you can find the iPod song, "Theme of Solid Snake". Now go upstairs. Be careful of a PMC patrolling; he might come up the hallway adjacent to the top of the stairs. Take him out, then continue exploring. If you go straight across from the top of the stairs, you can find some ammo on the ledge behind the crate. In the hall where the PMC came from is a door. Enter to find a Playboy to the left, then enter the next room ahead. You can find another door here and some holes in the floor. Enter the other door and you can find some Instant Noodles. Now drop through one of the holes. You'll land on the other side of the gateway. Two of the lockers here have ammo if you want to search, plus there's a Ration underneath the desk. Venture out into the plaza area. Just be cautious of a nearby PMC. Take him out from a far. We want to go across to the right side. See that metal shed? Go there but make sure no other soldiers can see you. Hurry over and approach the wall and that shed. There is a space between the two. Hug the wall with Triangle to slip in. On the other end, near the dumpster, you'll find the PSS. Pick it up, then lay down and use OctoCamo. Proceed forward slowly, tranquilizing any PMC troops you come across. There should be a pile of wooden planks and other supplies. On top is a Ration. Continue forward through the next gate. Here are a lot of tents as well as a big truck. There's a lot of troops here so stay low and don't go out too far. Bring down each enemy as you come across them, then head toward the wall behind the tents and find the red door. Enter here for some scenes. When it's all over, you'll be done with Act 1! _________________________________________________________________ / \ -]| Act 2 Mission Briefing |[- \_________________________________________________________________/ During this briefing, as well as all the others in the future, you can control the Mk. II. With the exception of the Act 5 briefing, you can pilot the Mk. II around and scour the plane, the Nomad, for items, or just get a different perspective on things. After you finish the next act, you can also use the Mk. II to get some special items during the briefings. When the scene eventually switches to the split screen, hit square to switch the camera view on the right to the Mk. II. Then press Triangle to put it on the big screen. Now hit L2 to make it full screen. For starters, go down the plane toward where the helicopter is and you should find a Battery on the left, near the chicken's cages. Now turn around, going back toward where Snake and Otacon are. Find the stairs on the right and move the Mk. II into them. It will eventually scale up to the top on its own. Turn the corner and you'll find Sunny's kitchen. Find some Instant Noodles nearby, and then to the right of the TV, some ammo. If you turn around from there, you can see something in the bathroom stall. Pick up the iPod song, "Boktai 2 Theme", then watch the end of the briefing. When it's over, you'll gain all the items the Mk. II picked up. _____ _ __________________________________________ (, / | ' ) / /---| _ _/_ ,--' / SOLID SUN ) / |_(__(__ /___ / (act2) (_/ / / _____________________/ Watch the following scenes. When you gain control you'll start out at... South America - Cove Valley Village ----------------------------------- From where you currently are, lay down and crawl up to the cliff edge. From here, you can get a good vantage point of the situation below. The PMCs have the rebels and are about to execute them. If you want to get in their good graces, you'd best save them. You can easily snipe the PMCs from here, but make sure you're blended in with OctoCamo first, or else you'll be spotted. Take out each PMC, using your sniper rifle and Night Vision on your Solid Eye. It will be morning soon, but you're gonna need it for now. Stay there and wait for more enemies to show up. The rebels will start fighting back and most of them will get slaughtered. Keep an eye out for more enemies coming out of the nearest house, and then farther down from there. When the coast is clear, drop down and start your search. In the first house, Stun Grenades, ammo, and a Playboy will be waiting for you. Keep Night Vision on to find them. Now for the next house. This is the house that was to Snake's right from the cliff. Coming out of the previous building, it's just to the right. It's also the only building on this "side" if you think of this area like a square. In here a few goodies, including V-Ring ammo, the South American Rebel Disguise and more. The house to the right of the first one you entered is broken down, so ignore it. Go to the barn like building next to it. Climb the ladder and you can find Pentazamin and a Ration. If you turn around, you'll see the SVD sniper rifle along with some ammo, but it's across a large gap. Sometimes you can traverse this gap simply by running and rolling at the right time, but more often than not, that won't be enough. Get a head start, run, and hit X to roll, then mash the Triangle button, and Snake will grab the ledge. Hit it again to pull yourself up and collect the SVD. Now drop down and head over to the next house. That one is also ruined, so move to the next one. Under the porch are some Smoke Grenades. Inside you'll find the iPod song, "The Fury", as well as some ammo. You're done here, now move out to the right, into the open valley. If you saved some of the rebels, they might be waiting up ahead. They might have also been killed while you were scrounging up items so don't get too excited. Either way, keep NV on and start sniping the PMC troops you find, or, if you prefer, just get close and hit them with the Mk. 2. Continue up the trails, climbing ledges until you get onto the upper ledges. Search the bodies of the PMC soldiers and you might find the G3A3 assault rifle. Continue up the ledges until you pass a small hut. In the canyon there, you'll be led to the next part. You'll get a Codec call. When it's over, meet up with some more rebels. Follow them up the way and they'll encounter more PMCs. If any of your fellow rebels die in the ensuing bloodbath, check their corpses for weapons. Among other things, you might get the Twin Barrel, if you forgot to get it at that house, and the M10. Keep going, backing up your rebel friends but also trying not to get spotted at the same time. At a cabin you'll find some ammo, along with more enemies. Proceed through the valley to the right after that, and you'll enter the next area. South America - Power Station ----------------------------- You'll get another codec call. After that, proceed forward with more rebels. Stay to the left, and look for the opening on the right. Stay low here and look for the snipers on the ledge ahead. Pop them both, then proceed forward, crossing over to the right side. Across the field will be the PMCs, and they'll be engaging your rebel friends for eternity, so there's not much point in sticking around. Just silence who you need to proceed, and hug the right wall. You can find a Ration tucked away in a small basin, and then a trail nearby that leads up to the top of the cliff. There's another Ration here, plus a mortar that you can fire on the PMCs. When you're done, jump down, and go along the perimeter of the power station. Be careful the enemies on the left don't spot you. Move carefully and when you get to the opening in the gate on the left, be wary of two more PMCs that might spot you. Take them out from afar and then enter the area. Look for an MP7 drop. Enter the building and you should find a Ration and some C4. Grab both and you can wait for the rebels to blow up the generator for the Power Station, which might come in handy in a little. Either way, leave and proceed again, along the perimeter and you'll start up a cutscene. After it's all over, proceed down the road into the next area. This is where you need to make a decision. There's two paths here. Each go to the Confinement Facility, but they take very different routes. The right path will put you right into the heart of the action and will lead you directly to the facility where a lot of good stuff awaits. If you go left however, you will enter the Confinement Facility area from a different spot, and there will be less PMCs around and it's very easy to slip in. There will also be a fork here that can let you go to the facility or take a shortcut and skip it completely. I personally prefer the right path since it's not too easy and I like getting in on the action. However you should definitely go down the left path at least once and pick up some new stuff because it's definitely worth it. So what I'm gonna do is advise you to take the left route for now, but we'll swing back to the facility as well. Listen (read) closely. Go ahead and take the left path here and if you watched the rebels take out the power station, they'll be with you. If not, there will be PMCs here so be careful. There's a lot of items around here so look carefully. The most important find is the XM8 carbine rifle under small wooden roof. This is a nice rifle and I like using it aside from the M4. It's the same one that Rat Pt. 01 uses. Anyways, continue through this path and watch out for more PMCs if you have to. Eventually, you'll enter the next area. South America - Confinement Facility ------------------------------------ You'll be in the rocky area. There will be a road directly before you that goes left and right. Left leads to the prison area and a shortcut, while the right leads to the facility. We eventually want to explore both but for now, go left. Just stay on top of the rocks and look for PMCs. Continue and get on the high ridge and follow this path along until you can see the prison area which is comprised of a few small buildings and a guard tower. From the ridge, you can easily snipe three or more of the PMCs here if you'd like. Sneak in and go to the first building you see. There are rebels being held prisoner in here. Go around and take out the guard in the doorway and they will be freed. They'll help you take out the rest of the PMCs. There are a lot of items around here, in the various buildings and underneath, and outside, etc. Take down the PMCs and do some searching. Our prime reason for being here is one weapon in particular. In a room in the building with a big hole in the floor, you will find the VSS. It's a silenced sniper rifle. Schwing! This is what we came for, so you can leave. If you look down the road, it leads into what looks like a mine shaft entrance. This leads to the next area. This is the shortcut for the Confinement Facility, but we don't want that. Turn around now and go all the way back down the road in the opposite direction. Eventually the road will bring you to the facility. Before we go there however, there is something we need to find in what I call the big countryside area, which is what you would have first seen if you took the right fork from the Power Station. Turn away from the facility and enter this very large and open area. The PMCs are fighting with the rebels across the way. Go across the small creek and up the hill toward the road. Take out the PMCs along the way and go to their sandbag barricades. The one nearest to the road has an item box near it. That's the FIM-92A, better known as the Stinger Missile Launcher. Scwhing! Good coincidence since you can probably see there's a helicopter nearby. You can use this to take it out (if you want). There will also be an enemy APC on the road so take that out (again if you want) with an anti-tank missile or just ignore it and turn back. Before you leave this bog area, look around. You can see there are a few pieces of land mired out across this swampy terrain. Find the large island in the center. It's got three tiers (levels) to it and has a lot of rocks. Find it and get onto it from the water. On the middle plateau, you can find the iPod song, "Rock Me Baby" sitting in front of two rocks. How clever. Now go back toward the facility. When you can, enter the facility from the left wall. Find the first door and walk in to find the barracks. You'll find a Playboy here, as well as the iPod song, "Metal Gear 20 Years History (Part 3)". Go down the hall and enter the next door. In this small storage area you'll find some more healing items. That is not the most important find however. Inside this small room will be a package of... could it be? Are the legends true? o_O Chaff Grenades! (cue Legend of Zelda "Link got a..." music) Yes, these babies which are now a rarity can be found here. Grab them, then continue to the mess hall, where some Instant Noodles wait. There's nothing else here so move on. Go up and find the small little house inside the facility walls. In here you'll find a bunch of ammo, but more importantly, the M870 Custom, a very nice shotgun, and one weapon heavily favored for stamina killing the bosses. With that in hand, move on to the next area, through the small valley up ahead. You can also reach this next area by turning around and taking that "shortcut" path I mentioned, but it's a long walk so I'm not going that way. Just keep going for now. South America - Vista Mansion ----------------------------- You're almost there. Meet up yet again with some rebels. Not too far ahead of your current position, is a PMC troop walking about unknowingly. If you don't take him out, the fighting will begin momentarily anyway. Help the rebels take out any PMCs, always looking to the right. The PMCs stay on the hill to the right and the one above you. Keep your rebel friends covered while moving up the hill to the large gate. Keep low and don't get spotted. Eventually when you reach the top, a scene will show a bulldozer charging in. Otacon advises you to give it cover, but it really doesn't matter. Eventually it will bust down the gate, and you'll be given access to the mansion grounds. Proceed in. The PMCs will gun your friends down. Check the bodies and one of them should be carrying the M72A3, the anti-tank missile launcher, and another, the PKM. Scwhing! From the entrance, proceed to the right, toward where all the tents are. Just be careful about being spotted, as well as all the gunfire and explosions going off. Try to stay near the walls and behind the tents. When you reach the wall, go up and keep going up until you find a pair of dark red containers. The one on the right should be almost touching the wall, but far enough to allow Snake to pass through. Hug the wall and slide through this gap. Why? You'll find the iPod song, "Sailor" if you do. With that, head all the way back toward the entrance. This time, go left into the garden area. Stay on the outer perimeter and swing to the left side of the doorway where the PMCs are shooting from. Take them out then when the coast is clear, enter the door. Inside, you'll hear some PMCs talking. One will come running down the stairs in the next room and into this room. Hide on the red carpet if you want, or just go ahead and rush both of these enemies on the stairs. Either way, when it's safe, proceed into the next room. There are the stairs leading up, but if you want, go down the hall to the right and search the room for Pentazamin. Go down the next hallway into the dining room for some ammo. After that, go back and go up the stairs. There's nobody waiting up here, so just turn the corner, and go down the hall and into the next room. Find the door that leads to the roof. There may be enemies here so be careful. Proceed to the left and find the small deck with the opening in the floor. Drop down and enter the cellar. Go through the corridors, and you'll find some Instant Noodles and some ammo. Keep going and you'll find a small store room with a bunch of goodies, including Stun Grenades, normal Grenades, a bunch of ammo, as well as a Ration and a Compress. Keep going down the corridor and you'll find the ladder. South America - Research Lab ---------------------------- There are a few scenes to watch here. Sit back and enjoy for now. When it's over, you've got a fight on your hand, with a much bigger one looming. The FROGs will be your opponents for now, so figure out how you want to go about this. They will come in by units of two, only one at a time. You can hide out under the bed nearby and wait for them, then cap them both. It's a slow approach but it gets the job done. If you prefer a more direct approach, hunt them down and take them out using the M4, and utilize cover to reduce the damage you take. Make use of the radar to know where they are and get the jump on them. Try to avoid getting close; CQC usually only works if you try to throw them down to the ground. If you try and grab them normally, the FROGs can counter this so avoid doing that. When you dispatch the first two, another two will show up, and so on. When you take out all four units, the boss will call out to you. It's time to fight. []=====BOSS FIGHT - LAUGHING OCTOPUS=========================================[] | Right off the bat, you'll have Octopus in front of you. Unload on her | |with your M4. You might also want to use one of the new guns like the PKM or | |something else, but it's your choice. I prefer the M4 because it doesn't make| |things too easy. If you do decide to use the M4, I recommend you go ahead and| |customize it if you have not already. Select it in Weapons from the Pause | |menu and hit L2 to customize. Add a grenade launcher attachment to it. It | |will come in handy. | | Fend off Octopus in the lab room and she'll ball up and release some | |black mist. She use it to vanish, much like a real Octopus would. Now here is| |where the fight gets creepy. Octopus will use her camo unit to hide, and all | |the sounds and music and her abrupt outbursts will keep you on your feet. The| |goal is to locate her before she gets the jump on you and keep depleting her | |health. First, we'll outline her attacks. | | Octopus will mostly fire at you with a gun. It does little damage but | |if it goes unanswered, it can deplete your health fast. She may also try to | |grab and electrocute you with her tentacle. Later on in the fight, when she | |balls herself up, she may start a rolling attack. It's hard to avoid unless | |you can climb onto a box or onto the bed in one of the rooms. Octopus will | |also commonly send out floating bombs when she vanishes. These will actively | |seek you out. You can shoot them all down, but if you want to save ammo, it's| |better to let them touch you. The bombs will not explode on contact. Instead,| |you can hear the beeping which counts down to their detonation. The bombs | |will stick to Snake until they go off. Just let them latch on, then start | |running and do a roll to shake them all off at once. That outlines the | |attacks of Laughing Octopus. | | When she disappears the first time, you'll be tasked with tracking her| |down. She can mask herself as just about anything, which makes it difficult. | |Luckily, you have a tool on your side that can make this much easier. Use the| |Infrared function of your Solid Eye. It will illuminate Octopus wherever she | |hides. Also pay attention to the radar. When she speaks, the sound will show | |her location on the radar. Most often, after her first disappearance, she | |will appear in one of the hallways and blend in with the wall. Fire on her | |from afar and she'll vanish again, usually dropping some bombs. Shake them | |off and then find her again. | | The rest of this fight will consist of you finding her hiding spots | |and unloading on her. She may hide in any of the following locations: the | |painting at the end of one of the halls, on the ceiling, in the small store | |room in a box, in the lab room as a small machine connected to the ceiling, | |and as a marionette. Use your Solid Eye Infrared and you can find her easily | |for most of these spots. When she's in the store room, you can see the | |tentacles coming out. When she's hiding as the marionette, she's lit up like | |a Christmas tree, and as you'll notice, the real marionette is in the | |opposite room. In the lab, fire on the machine, not the tentacles. | | Halfway through, she'll disguise herself as the Mk. II and even mimic | |Otacon's voice. She'll call you and have you turn the corner. Call Otacon and| |he will not have any knowledge of this. When you turn the corner and see the | |Mk. II, do NOT get too close. She's set some mines, so stay where you are and| |shoot it from afar to shake her disguise. She'll disappear again after that. | |Keep finding her and shooting her. Eventually she'll stop disappearing and | |crash through the windows to confront you. Just unload on her with your M4 | |and if she jumps onto the ceiling, use the grenade launcher attachment. Just | |be careful if she rolls into a ball and starts coming after you. Climb onto | |something if you can to avoid it. | | Eventually as the fight winds down, she'll change her face to resemble| |Naomi's. Just shoot her and that will end that. After this, the fight will | |start to wind down. Octopus will stop hiding and just continue to come after | |you at this point. Just keep shooting her and use healing items if needed, | |and you should win in time. | []===========================================================================[] Watch the scene. Surprisingly enough, the fight isn't over just yet! []=====BOSS FIGHT - LAUGHING BEAUTY==========================================[] | She'll stagger toward you slowly. Laughing Beauty has no weaponry to | |harm you, but if she gets close, she'll grab you and slowly drain your life. | |If this happens, wiggle the Left Analog Stick to shake her off, then press | |Triangle when prompted to throw her down. | | Back up slowly and keep your gun pointed on her. She'll sidestep at | |certain moments, making it difficult to land an accurate shot, especially if | |you use a pistol. Her sidestepping may make it difficult to deplete that | |health, but good aiming and reactions will make it easier. | | Now is also a great time to search for items as well. Just be careful | |if you stray too far from Laughing Beauty. She'll come after you much faster | |when there's distance between you. When you're ready, start unloading on her | |and when all her health is depleted, the fight finally ends. | []===========================================================================[] For winning this fight, you get FaceCamo, and a call from Drebin. As he will explain, FaceCamo can be used to make Snake even harder to find when using OctoCamo. Personally, I didn't use it all that much, but sometimes in tight spots, it can be useful. The one detraction about it is that it shows up in cutscenes. Anyways, when you're done, you'll be in the next area. South America - Mountain Trail ----------------------------- You've got to find Naomi, and you'll get a Codec call with some good tips. The paths are littered with footprints that you can see with Infrared. The trail splits in many different directions though, so it's going to take a bit of guesswork to track her down. There is only one true path, and some others are just traps. there are a few worth exploring however for extra items. For now, just follow the trail a ways. You'll be able to find a Ration in a small basin on your right. Keep going until the trail turns and opens up into a larger area. Here there are three paths: left, middle, and right. The right path is really just a shortcut back onto the path you came from, so it's useless. The middle path will take you to a dead end where a PMC soldier is relieving himself. Yes. Go ahead and hold him up while his back is turned, or whatever you want to do. There's also some ammo here. Turn back and take the left path now. This will take you to a bridge. Cross it to reach the next fork. Here, an enemy soldier is patrolling. Go ahead and hold him up, shake him down for items, etc, or just take him down. Three paths lay before you again. The right trail is the correct one, so let's check the others out first. The center path, with the sort of makeshift clothesline above it will be our first choice. Go down this way and you'll find a small house. Aw, look at the happy guinea pigs! Err, anyways... The house is inhabited by another PMC, and he'll spot you if you enter, so make it easy and toss a Stun Grenade so that it just lands inside the doorway to incapacitate him. Grab more Stun Grenades inside, as well as a Playboy outside under the small roof. On the right side of the house, you will find the PSS handgun. If you got one already, you'll just trade it in for Drebin Points. Head back and take the left path now. Here you'll find some Instant Noodles, but Infrared will reveal that they are well guarded by a Claymore. Don't rush up and grab the noodles. Crawl to them to grab it and the Claymore too. Head back now and take the right path. Here you should see a PMC soldier laying on the hill in front of you. Take him out from afar. When you move farther, you might spot an object laying on the ground. It's a handkerchief, maybe belonging to Naomi. It seems you're on the right track. Three paths here. The left one is a dead end that will just lead you back to the small house you were at before, but there's a Ration there to grab. The other two paths lead to the same place, but the right one will take you on a more scenic route. Choose that one. On the way, you'll find a bra strewn across the rock face there. Hm... seems like we're getting... warmer. You'll come across a small ruined house with two guards, one patrolling, the other inside. Just take out the one in the open and either use a Stun Grenade like before, or try to coax him out by tapping on the side of the building. When they're down, pick up any goodies, then continue to the next spot. In the next section, there will be one guard sort of dozing off. Just take him down and now look at your next few paths. There's a left one and a right one. They will both take you to the same place, but favor the left one. You'll end up coming to a place where all the grass is strangely flattened. A crop circle? Then, you'll hear a voice, saying lines very familiar if you played MGS2. When it's over, you'll score a bonus of Drebin Points. This is the first of many audio flashbacks. You'll encounter a whole bunch of these later on. Now cross the river and you'll see the footprints, again, split into multiple directions. Again, either path is fine, they'll both take you to same place, but know that the right path has two FROGs on it. One is hiding behind a log, and the other around the corner from there. You should hopefully get a Codec call if you approach them, giving you a valuable piece of advice. The FROGs can hear the faint sound emitted from the Solid Eye's Infrared mode. So avoid using it when you get near them, otherwise they'll get suspicious and come toward your position. If you choose left or right, you'll wind up in the same spot. Three paths again here. The left and middle paths lead to the same spot, but take different routes. The right-hand one is a trap, and if you go down it, you will hear Naomi's voice. It will lead you to a small hut. It sounds like Naomi is in there and is in danger, but it's just a trap. If you use the Infrared, when you come down the path, you might notice the FROG laying in wait on the hill in the distance. This FROG spotting you entering the hut is what triggers the trap and if you fall for it, you'll be surrounded. So cap this FROG from a distance, and you can safely proceed. Inside the small house are some Smoke Grenades, as well as a portable stereo playing a recording of Naomi's voice. Shoot it, since it's annoying. Outside the house you'll find a Regain and some Sleep Mines. Pick them all up and head back. You now have two paths, and as I said before, they lead to the same place. The left path is better strategically as it will let you see both FROGs before they can spot you. Just be careful with that Solid Eye. If you took the right path and had Infrared on, one of the FROGs would have detected it and come snooping. Also, on the left path, you can find a Ration tucked away in the small basin. Continue to follow the footprints through the small valley. In this next area, a lone PMC will be standing dangerously close to a Claymore. You can probably sneak up on him, but I did that once and both he and myself got blown up by the Claymore. I survived, but... my friend wasn't so lucky. Oh well. Do what you wish, and collect the Claymore if you can. Again you have three paths. The center and right paths go to the same spot, so go to the left first. You'll find some guinea pigs and some items. Now take either path, preferably the center one. You'll find a small grassy area with a very hard to spot FROG. She can spot you easily, very easily, especially if you have Infrared on. Don't let her see you. Take her down and she might drop the DSR-1 sniper rifle. Although I like the SVD for its old school feel, I have to say, I love the DSR's targeting reticle. Continue down the next path. In this area is one PMC. Take care of him and then turn right down the trail which will take you to the area you would have wound up at if you had taken the right path at the previous fork. Go down the right path here to wind up at the area that was overlooking the "trap" house with Naomi's voice recording. If you recall, it was watched by a FROG. If you killed her, just grab the RPG-7 nearby, and if you have one already (which you should), it will sell for good DP. If you tranquilized the FROG, she might have awoken by now so be careful. Head back and take the next path straight ahead, to the right. It's the one sort of blocked off by a big rock. This trail is just a big horseshoe with a path dissecting it through the middle. A PMC patrols the outer trail if you want to get him. Otherwise, just go through the center path and find the entrance to what seems like a mine. Go inside for a scene. After it's over, you'll start a short segment riding on top of Drebin's APC. Get close to the gun turret and press Triangle to man it. Fire it with R1 like you would any other weapon. You'll start off at the mansion grounds, and some PMCs in armored suits will come through the gate. Fire on them at will, but be careful of all the PMCs surrounding you. Their nanomachines have them all befuddled and they will try to climb Drebin's APC to get to you. If you don't care about high kill counts, just shoot them with the turret if you can. If they get on, take them out with heavy firearms or they'll knock Snake off the turret. Take care of the suited enemies. Drebin will eventually drive off. In the next area, a whole mess of Gekkos will create a road block. Oh ****. Well, that's what you'd normally say when confronted by so many Gekkos, but fortunately, the turret is more than enough to handle them. Fire on their heads and they will go down without too much trouble. The annoying part here is that when they blow up, it causes large clouds of dust and smoke to kick up, which will effectively block your view for a few seconds. Don't let any Gekkos get too close. You get nice bonuses of Drebin Points for each one you destroy. They also don't count as kills since they're unmanned. Eventually Drebin will speed off again. When you start the next area, another APC will attack. Focus on the green doors here and fire at the drums nearby which might weaken the doors' strength. The APC will attack again so fire at it with the turret and it will stop. Now focus on the doors again until they are both blown off. This starts up the final area. More Gekkos block your way. Keep firing away and Drebin will pilot the APC up a long road, where even more of these things try to block you off. Keep that trigger finger steady and eventually you'll turn right into a small valley. The Gekkos will give chase so keep firing. Eventually Drebin will say "Don't fall off!" and that means you're in the clear. You enter the next area and a scene will start. South America - Marketplace --------------------------- Impressive stuff eh? After the scene ends, you're in the middle of a very dangerous area. Otacon is waiting up ahead but this area is filled with Gekko. No time to fight them or hide, just keep moving! From where you star this area, there is an item more or less in front of Snake's position. Avoid the Gekko and find the iPod song, "Bon Dance". From there, stick to the left and go under an awning. There's some ammo there if you need it. Move up and then left again into the small alley. When you turn the corner, a bunch of scared villagers run by and a Gekko comes running from out of nowhere. Crap. Throw on the Solid Eye and you can see the Gekko's weak points. We don't have time to destroy it, so just disable it. Fire a few Mk. 2 rounds into its legs and it will fall. Now quickly run past it and turn the corner. Turn left again and carefully pass the other Gekko. This is the last stretch, through a street lined with merchant stalls. Hurry down and yet another Gekko will block your path. Quickly use the same method as before. It's your best option because just trying to get past it won't do. The Gekko can deliver a swift and very powerful kick that will knock a huge chunk off your health. Just tranquilize the legs again and the path will be unbarred. However, before proceeding, check the very last stall on the left. Behind that stall you can find more Chaff Grenades! That's two packs, for a total of 4 grenades (assuming you haven't used any yet). Remember the location and move forward. A scene starts. When it's over, Act 2 ends with it. _________________________________________________________________ / \ -]| Act 3 Mission Briefing |[- \_________________________________________________________________/ After the introductory scene, you get that split screen thing again. As said earlier, use Square to change the camera view in the small screen to the view from the Mk. II, then Triangle to switch it to the bigger screen, and then L2 to make it full screen. We have some things to get here, so let's start the search! First I'll mention something I hinted at before. Now that you have FaceCamo, you can use the Mk. II to collect some new FaceCamos to wear. To earn them, you have to ram into certain characters with the Mk. II. Right when you gain control, your first target is Otacon. Ram into him with the Mk. II and you'll hear that "item collected" sound. That means you got it. You could also get this one from the Act 2 briefing, but since you didn't have FaceCamo back then this is the earliest you can get it on your very first playthrough. Ramming into characters only works when they're standing. Both Naomi and Sunny have some FaceCamo for us to get, but they're both sitting down now. We'll have to wait. For now, go to the area directly behind Sunny's computer and you will find the Camera. Schwing! Now go upstairs into the kitchen. Snake is there. Right next to him is the iPod song, "Shin Bokura no Taiyou Theme". Near that is another Battery, and in the bathroom is a Compress. Get these and head back downstairs with Snake. You can also find some ammo near the back (front of the helicopter) but I was full on both of them. Just watch the scene unfold for now. Eventually after a lot of talking, Snake will walk over to Raiden. Shortly after that, Naomi will get up. You can ram her (lol, innuendo) with the Mk. II and get another FaceCamo. After some more talking, Naomi will ask to take Sunny's seat and when Sunny gets up, you can bump into her too for the last FaceCamo in this briefing. In fact, it's the last one you can get from here on out, but there's still one more. Watch the rest of the briefing and when it's over you'll gain all the items, including FaceCamo for Otacon, and two for Raiden. Now, Act 3 begins.... _____ _ _________________________________________ (, / | ' ) / /---| _ _/_ -( / THIRD SUN ) / |_(__(__ (__ ) / (act3) (_/ / / ______________________/ Watch the scenes. When it's over you'll get a Codec call from Otacon outlining your objective. After it's over, you gain a few new items. There's the Signal Interceptor which may be important although not necessary in helping you through this next part. You also get the Civilian Disguise, and two new FaceCamo for a younger look on Snake. Your objective is to locate Big Mama, leader of the Paradise Lost resistance group. To do that though, you'll need to find a resistance member and tail him back to their hideout. The first half of this act will consist of you just finding a resistance member and following him. The key is to stay behind him and not make any noise and just follow him throughout the city, and also avoid the PMC troops at the same time. You have the Civilian Disguise, and for me, I like wearing it the whole way through if I can. I don't know why, it feels more appropriate, as if it's from some kind of movie where one guy is following the other down dark city streets and alleys. Weird I suppose but that's just me. If your location might become compromised at any time, switch to OctoCamo. A few things I want to note. The routes I laid out are basically the path you follow him if nothing goes wrong. Even still, I've had to take alternate routes sometimes because the resistance member just decides to walk down different streets. I'm not sure if this has to do with different difficulties, or just a random variable added. So on that note, here's a few tips to help you out, even if you don't end up following him the same way. Use the Solid Eye, both regular mode and Infrared. It's dark and if you can't see him, both functions will help out. The radar particularly when Solid Eye is on, it will show you where he is based on the whistling and his movements. Eastern Europe - Midtown S Sector --------------------------------- You start out at the street corner. You have the Signal Interceptor in your item inventory already. It will give you a very broad area (indicated on your map by a bright orange square) in which you may find a resistance member. If you're lucky though, you won't need to use it even once. From where you are, go around the corner and up the street, and a scene will take over. You'll find a resistance member coming out of hiding. You can always identify them by their trademark whistling (vaguely sounds like an MGS theme). He will walk across the street to the right. Don't start following him just yet. Turn around and go back to the intersection. Turn left and go to the left side of the building. Behind a small barricade, you'll find the iPod song, "Test Subjects Duality". Go back and find the resistance member. Get behind him and hold him up. Pat him down and he'll drop a few things, one of them being the iPod song, "Biohazard". Let him run away scared after this and then stay out of sight until he starts moving again. Start following him, but don't run and don't let him see you. Again, if you prefer, just ditch the disguise and use OctoCamo. The resistance guy will go down the sidewalk, then cross the street to the left, then continue down and go around the corner. You can either follow directly or take the nearby stairs. Around the corner there will be a PMC. The resistance guy can't get any closer unless the PMCs are neutralized. If they aren't, the resistance member will just turn around and find another route. So either follow him and try to pop the PMC with your MK. 2, but at the same time, not letting the resistance member see you. Around the corner to the right, there is yet another PMC. Do the same and our guy can move on. You could just go up the stairs and get a better vantage point and try to get both PMCs from up there, then drop down from the walkway further up and wait for our guy. Or instead of using the tranquilizer, you can use the Mk. II, Otacon's little bot. Either way, he'll turn left from where the second PMC is and turn the corner there. He'll pass some cars, go down the street, then turn and enter the park. Don't follow him. Instead, go the opposite direction he went, going down the right-hand street. Keep going until you find a lone PMC. From where you are, he can see you pretty easily. Don a different FaceCamo though, such as the Otacon one, and the PMC will not be startled. In fact, you can walk right up to him and then hold him up. Pat him down for items until you get the iPod song, "One Night in Neo Kobe City". Incapacitate him afterwards. This FaceCamo trick will work the whole act if you want to use it. It makes things easier because the PMCs will not bother with you if you're not wearing any of Snake's faces. Now, go back to where the resistance member entered the park. To the left of the park staircase is a Compress. Go in and follow him. He'll follow the cobblestone path for a while, but after he passes some statues, he will stop. At this point, you should hide. He's going to turn around and come back to the statue on the left to relieve himself. You can just use OctoCamo nearby or hide behind the shrubs. You can also use the OctoCamo statue trick by climbing up on the ledge and hitting Triangle. After the guy has done his business, he'll move on. Get low and get close to the drum at the corner, but not any closer. To the let are two PMC guards. They'll prevent our guy from moving on so take them both down from afar with your MK. 2. Our guy will then move on and exit the park, walk across the street and get on the other side of a big ramp. Follow him and then up the ramp itself He'll follow the wall and go around the corner, approach some cars and go down a staircase. If you go left from the top of the stairs there's a Ration tucked under the small awning. Follow him down the stairs and the next part will consist of you following the resistance member as he ducks into various doorways. Just stay behind him as he slips into all these nooks. He moves on and eventually crosses to the other side of the street and hides there. Wait for him to move again and he'll start running to the right and then turn into the opening there. Follow him and you will enter the next area. Eastern Europe - Midtown NE Sector ---------------------------------- We're gonna ditch our friend for a few minutes. Don't worry, the diversion will be worth it. As you will notice soon upon entering this area, there are four PMCs posted, as well as a helicopter making searches with its light. While our friend maneuvers around them, go ahead and either try to sneak by on the left, or better, just tranquilize all four PMCs. Now slip by and you can find some Instant Noodles behind where they were standing. More importantly, there is a road to the left of where they stood, it goes up a hill sort of. Go down here to enter the next area. Eastern Europe - Midtown NW Sector ---------------------------------- Just a ways up, you'll see a path going left and right. On your left you should see two PMCs. Carefully peek out from cover and tranquilize them both without them seeing you. When they're down, proceed past them and you should see the area behind them. It's like a small canal sewage drain of some sorts. You can hang over the ledge of the solid walls (not the railing like walls), or just go up the canal to the ladder and drop down that way. Just be careful of another helicopter and other PMCs. When you get down, you can find some ammo, and among other things, lots of rats. There is one very interesting pick up here though, and that's a Stinger, or just ammo if you got it already in Act 2. Anyways, your main goal here is an underground tunnel. Find it on one side of the canal and walk through to one more area. Eastern Europe - Midtown Central Sector --------------------------------------- Again, you're in another sewage canal. Comb both sides for items, but the item that we're solely looking for, the whole reason you're taking this detour, is above you. Find a ladder and climb up. Not far from there, tucked away in the corner, you should find them. Throw Infrared on to help you. There they are. Chaff Grenades. You can go ahead and search for other stuff, but when you're done, head all the way back and retrace your steps. Back into the ditch, into the tunnel, out of the other ditch, past the PMCs again and back all the way to... Eastern Europe - Midtown NE Sector ---------------------------------- Ok, we have to find our friend again. He's usually found in the same spot and that is to the right of the PMC patrol/helicopter search area. The rightmost road is where he should be. Find him and tail him again. He'll try and sneak behind two PMCs. Stop where you are and try to tranquilize both of the PMCs quickly. Otherwise, our friend will accidentally make noise and they will spot him. They will try to take him in, and then you'll be forced to tranquilize them anyways before they take him away. After he's freed he usually runs away scared and hides for a moment, and he might come toward you so try to avoid this by taking the PMCs out fast. Afterwards, he'll eventually make his way down that street as it enters a big intersection. Stay somewhere out of sight and watch him. He'll turn down one alley and stop, then start running again. Follow him and you'll both wind up in the next area. Eastern Europe - Midtown N Sector --------------------------------- Around the corner you'll hear some sort of rustling noise. There's an opening on the left but don't go in. Stay back and wait, and a PMC will stroll out. Wait... something's fishy here. Yes, it is, it's our resistance member! Somehow he has gotten PMC threads and now can travel incognito and pass by the other PMCs no sweat. Unfortunately for you, this means if you want to follow him, you might have to take some of those PMCs down. You can also tell it's the same guy by the same old whistling, and also by looking at him with the Solid Eye equipped. You can see the blue color, which means he's not an enemy. Keep that in mind. Follow him out the alley into the street. Stay there where the alley and road meet and look down the hill. Two PMCs are waiting. Our guy can slip through, but they will be a problem for us. Try to hit them both with your Mk. 2 from afar. Then follow the PMC disguised resistance member around the corner, where he will meet up with three other PMCs! Oh boy. Follow them slowly. If you lost track of the resistance member, just use the Solid Eye. He's the only one that shows up as "blue". One PMC will turn right down an alley. At the next intersection, another will turn left, while the last PMC and our guy will turn right. Follow them down the sidewalk for a few moments. The last real PMC will turn right. Don't follow our guy though, follow this PMC. He'll duck into a small alley. Go ahead and CQC him with the throw down, or just hold him up, or whatever. Make sure he's out. Nearby in this alley, you should find the iPod song, "On Alert". Nice. Return outside and find our resistance member. Follow his trail again. He'll have slipped into the alley directly across the street. Follow him in and at the corner, you can find a Ration. As you proceed down the adjacent corridor with him, Otacon will mention vehicle patrols. You're getting very close to end of this part, so don't get caught now by the vehicle patrols. You can hear the big jeep coming and see the headlights, so prepare with OctoCamo or just use the Drum Can item. As you turn the corner leading to the exit of this alley, you should see the first of these vehicle patrols whiz by. Follow the resistance member across the street, and he'll stay on the sidewalk for a while. Watch for another patrol coming by, so use the Drum Can to hide. After that, keep following our guy. His goal is at the end of this road so don't blow it now. Watch for one more patrol at the last intersection. Then down from there, the resistance member will slip into an alley. Make sure you're either out of sight or using the Drum Can and not moving as he takes one peek around and might spot you. When he slips into the alley, he'll ditch the disguise and walk back out. Now he goes to the left. Follow him this way, and you'll finish with the commencing of a cutscene. Some really mind blowing cutscenes will take place. Very mind blowing. When it's all over you'll receive the Vz. 83, a small submachine gun. The next part is going to be a long motorcycle chase with a lot of enemies and a lot of shooting. I highly recommend you ditch the Vz and instead choose something else. Your weaponry is limited during this part to submachine guns and pistols, but any that you use will have infinite ammo. I personally prefer the P90, you know that nifty gun you picked up from the FROGs. I find it's a bit more accurate, and it has a better ammo clip. Pick that or some other submachine gun from Drebin's shop and let's get started. Right from the get go, you'll be forced to take a detour because of Gekko. You can't do much about them during this sequence so just concentrate on the enemy soldiers and FROGs. You'll see some down the next street, but if you decide to shoot, be careful you don't hit your allies on the motorcycles. Past the plaza and up the next street you run into a barricade road block. Time to turn back, as a Gekko gets dangerously close. Big Mama will stop and a bunch of PMCs and Gekkos will approach. Just aim for the PMCs and gun down as many as you can. Aim for the barrels near them to trigger helpful explosions. There are some barrels on the left corner of the right-hand street (where the Gekkos are coming from), and two sets of barrels on both sides of the archway on the left. Big Mama and the convoy will take you through the arch, past more enemies and into the next area. In the next area, the FROGs will come into play. As you turn the corner to the left, a whole bunch will be firing on you. Take some out as a jeep suddenly bursts onto the scene. Take out the gunner and then keep your eyes peeled for more enemies. After you pass the overhead bridge, a FROG will land on top of the van. Shoot her down and continue on. Big Mama will drive down a riverside street, where the pathway is blocked. Turning the other however, and the other side will also be blocked off. Shoot all the PMCs, using the barrels on the left to assist you. Take out the gunners on top of the jeeps too. Eventually, Big Mama will turn around and you'll launch off a ramp in slow-mo over the first blockade. Getting a shot off is tough but you might be able to get one or two PMCs while you're going through the air in slow-mo. Either way, when you stop, take aim at all of them. Use the barrels on the right. Eventually the van will burst through and you'll all move on. The next few streets will be lined with FROGs. A few will jump on the van so always shoot them off. The others will be on the sides, so shoot them when you can get a clear shot. Eventually, you'll get onto a bridge and enter the next area, but not before a short cutscene. B&B Corp member, Raging Raven has joined the party with her flying minions. This next section will have you being bombarded from above by them. They're easy to destroy though, so use the P90 and gun as many down as you can. They are unmanned if you're worried about kill counts, and like Gekko, they give you small rewards of Drebin Points. Raging Raven will also show herself so fire on her if you can. Big Mama will navigate you down many more streets and these things will continue to attack so keep your gun pointed up and your finger on the trigger. You'll pass a jeep on the right, but it's not a concern. You'll encounter more flying enemies, and then another jeep will appear, but this one will chase you. Take out the gunner and let Big Mama take you further down the street. More flying enemies show up, including Raven again. From there, you'll turn down some more streets and a collision occurs between two jeeps and you barely slip through in slow-mo. While you're moving under the jeeps in slow-mo, gun down both FROGs ahead. As this chase winds down, you'll find a lot of FROGs. Gun them down and use the barrels found conveniently on many street corners to make the task easier. More flying enemies will appear, and eventually Big Mama will take a detour down an alley. Use the barrels to take out upcoming FROGs, then when you get back onto the street, turn around to see more flying enemies, including Raven again. Many explosions go off, but eventually, you'll escape under a tunnel. Seems like it's safe... for now. Eastern Europe - Echo's Beacon ------------------------------ Two scenes take over. When they're done, you know what you have to do. Time to fight. []=====BOSS FIGHT - RAGING RAVEN=============================================[] | This fight is a toughie. Raven has a clear advantage over you because | |she has the sky and you only have this tower. She also has a slew of flying | |baddies at her disposal. They will scour the area and crash through the tower| |in search of you. If they spot you, Raven will know where you are and find | |you. She's equipped with a powerful grenade launcher, so in a firefight it's | |imperative that you get your shots off first and dodge hers at all cost. | | Her attacks are pretty straightforward. She will just fly around and | |have her drones look for you. When she knows where you are she will typically| |fire her grenade launcher. When inside, you only have to worry about damage, | |but if you decide to go on the balconies, you run the risk of being thrown | |off the edge by the explosion. As far as I know, you can never be thrown off | |instantly; you always have a chance to climb back up. She will also drop some| |missiles overhead like a bombing run if you stay outside. Another attack that| |you may encounter, is one Otacon will tip you on. You'll hear that beeping | |sound. That means Raven is launching a payload of missiles. The best way to | |deal with this is to just run away from wherever it is you're at, whether it | |be inside or outside, just run. | | You have the freedom to go about this fight in several ways. You don't| |even have to stick to the same strategy. You can freely change tactics and | |try them all out. It really depends on whether you want to stay inside | |or go outside. If you stay inside, just hide and wait for her to come inside.| |Shoot her with any weapon you want. M4, a machinegun, or better yet, use an | |RPG. She'll fly out and then you can just wait and she'll come back and then | |you can just repeat. Getting the first shot will help you reduce the damage | |that you might take from her attacks. | | If you want to go outside though, which is my personal preference, go | |up the stairs to the top floor. Out here the strategy will consist of finding| |Raven and avoiding her attacks. Typically out here, she will hover in the air| |for a few seconds, leaving her wide open. You have a short time to pull out | |something like a sniper rifle and fire it at her. If you take too long, she | |eventually will fire a grenade at you and move away. The key to this is | |trying not to lose track of her, because she likes to move around a lot. For | |this reason, some may prefer the indoors tactic, but I don't like to stay | |inside the whole fight since it's too easy. For outdoors, the sniper rifle is| |the best weapon in my opinion. Just be fast and react quickly so you can | |avoid her grenades if you have to. Avoid using the Stinger here because it's | |pretty much useless and she has no trouble dodging the missiles. Keep the | |Stinger handy though, it will serve its purpose soon. | | If you let enough time pass, or if you try to weaken Raven gradually | |with short bursts of fire, followed by some ducking and covering, you may | |notice her start to smoke. Keep attacking and hiding and eventually she will | |overheat. She'll drop a stun grenade and then fly off to a rooftop where she | |will land and try to co